I'm porting an application from VS 2005 to VS 2019. I successfully ported the debug version but faced with issues during release one.
First, when I launch my release app, I got an error "MSVCP80.dll not found". It's strange because debug version successful find the dll in the "C:\Windows\winsxs\x86_microsoft.vc80.debugcrt_1fc8b3b9a1e18e3b_8.0.50727.762_none_24c8a196583ff03b"
Second, if I copy MSVCP80.dll and MSVCR80.dll to the release/bin folder I got an error: "R6034 an application has made an attempt to load the c runtime library incorrectly" and "The application was unable to start correctly (0xc0000142)"
So, there the problem? Is any DLL missing in my system? Or it is a build issue? Why debug is Ok bur release is failed?
Related
I'm trying to build an iPad project from Visual Studio 2017 for windows, However whenever I try to debug the app I get this error
Launch failed. The app 'B2C.iPad' could not be launched on 'iPad Air
iOS 11.0'. Error: error MT0069: The app directory
'/Users/user/Library/Caches/Xamarin/mtbs/builds/B2C.iPad/acb039527d504c900b2e6c86d8d84d09/bin/iPhoneSimulator/Debug/MobiBusiness.app'
does not exist. . Please check the logs for more details.
I noticed that visual studio doesn't create bin folder on the Mac machine although it indicates the build is succeeded.
I tried building the solution without debugging and looked at the log file nothing looked suspicious and there was no error.
does anyone know what might cause this error?
Okay this is embarrassing apparently the iPad project wasn't not selected in the build configuration, so needed to select the projects from build --> Configuration Manager
I am new to dealing with these ERRORS so I need to know every step between getting this error while trying to open a project in unreal editor to having it actually open correctly in Windows 10. I had the same error in Windows 8.1 and in every version of UE4 since 4.9. I went back to it recently because I have been working with Maya since I am new to that as well. I use Visual Studio Community 2015. I can open a blueprint in UE4, but not a C++ Project.
An error occurred while trying to generate project files.
Running C:/Program Files (x86)/Epic Games/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Corey/Documents/UE4Projects/Puzzle/Puzzle.uproject" -game -rocket -progress -2015
Discovering modules, targets and source code for game...
UnrealBuildTool Exception: ERROR : failed to harvest environment variables
I've seen this many times and I can normally solve it by doing a Clean Solution inside Visual Studio and then a Rebuild Solution.
It used to be caused by an error in the build code, but I believe that was solved around about 4.8.
I'm having an issue getting my build server to run my unit test suite. Here's the details:
We're using NUnit 2.6.4
The build server is running TFS Build 2012 with Update 4
The TFS server is running TFS 2013 with Update 2
I have my build controller set up to point to a version controlled folder that has 3rd party dependencies - in this folder are the 4 NUnit dependencies need to run NUnit tests on the build server.
The Test Runner is setup properly to use Visual Studio's test runner
Both Visual Studio 2012 and Visual Studio 2013 with Update 4 are installed on the build server
When I check-in via a gated checkin through my build definition, I get this error:
TF900546: An unexpected error occurred while running the RunTests activity: 'Could not load type 'Microsoft.VisualStudio.TestPlatform.ObjectModel.Client.ITestExecutorLauncher2' from assembly 'Microsoft.VisualStudio.TestPlatform.ObjectModel, Version=11.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'.'.
This is the same problem found at:
VS2013, TFS 2012 AutomatedTest NUnit not working problems
I'm using NUnit's latest Test Adapter found at:
https://visualstudiogallery.msdn.microsoft.com/6ab922d0-21c0-4f06-ab5f-4ecd1fe7175d
When I decompile this assembly I see that adapter has a dependency on Microsoft.VisualStudio.TestPlatform.ObjectModel version 11.00.
What is interesting here is looking through Client namespace of that class, there is no ITestExecutorLauncher2 which is what the run tests activity is looking for (I think). However, ITestExecutorLauncher2 is found in version 12.00 of Microsoft.VisualStudio.TestPlatform.ObjectModel.
My question is am do I have something misconfigured here or should NUnit.VisualStudio.TestAdapter, Version=2.0.0.0 reference version 12.00 of Microsoft.VisualStudio.TestPlatform.ObjectModel and not version 11.00?
Fyi, I'm using the same Test Adapter in Visual Studio locally and I can run all the tests that way from Test Explorer so it's odd to me.
Thanks for reading
I have a VS Win32 based project in VS 2005 and it was used to build correctly in v80. Now I have upgraded it to VS 2012 with some C# projects that build correctly in v110. I have installed Daffodil tool chain to build the old C++ projects in v80 configuration. Now when I build it with v80 (with win32) all goes well. But when I build it with v80 (configuration x64) there occurs a link error "LNK 1112" and when build with v100 i get TRACKER : error TRK0002.
I have "Target Machine" set to x64 in linker->advanced settings. I have chosen x64 as Active solution plateform. Cant figure out why this error occurs?
I want my project to be built on x64.
Also there are no target machine set in Linker->Command line properties
Any help in this regard will be appreciated.
I have a native c++ program exe which builds successfully and runs successfully in the release version. However when i try to run debug exe, it throws an exception "This application has failed to start because MSVCP80D.dll was not found. RE-installing the application may fix the proble,
Try statically linking the runtime libraries if you need to run a debug build on a PC that does not have Visual Studio installed.
http://msdn.microsoft.com/en-us/library/abx4dbyh(v=VS.100).aspx
That is because you don't have the DEBUG version of the C/C++ runtime on that machine, only the RELEASE builds. Debug builds are meant only for development and debugging. You should not install/distribute them, only Release builds. And you should install the appropriate redistributable with the VC++ runtimes.