How to compile Urho3D's submodule for HoloLens - hololens

There is a readme here
But it doesn't cover compilation of the submodule for HoloLens.
The developer lists these steps (from various posts this thread in xamarin forums)
git clone git#github.com:xamarin/urho.git
git submodule update --init
// make sure Urho3D/Source folder is not empty
run 'make HoloLens'
open the solution and build UrhoSharp.HoloLens (Release, x86 configuration)
Doing this mostly works, but the final step results in two unresolved externals:
Error LNK2001 unresolved external symbol "void __cdecl WINRT_InitGameBar(struct SDL_VideoDevice *)" (?WINRT_InitGameBar##YAXPAUSDL_VideoDevice###Z) UrhoSharp.HoloLens C:\urho\Urho3D\Urho3D_HoloLens\UrhoSharp.HoloLens\SDL_winrtvideo.obj
and
Error LNK2001 unresolved external symbol "void __cdecl WINRT_QuitGameBar(struct SDL_VideoDevice *)" (?WINRT_QuitGameBar##YAXPAUSDL_VideoDevice###Z) UrhoSharp.HoloLens C:\urho\Urho3D\Urho3D_HoloLens\UrhoSharp.HoloLens\SDL_winrtvideo.obj
These two functions are in this file.
How do I track down and/or resolve these errors?
I'm not sure how to interpret and/or address the error.

The developer put changes into the code base and this issue no longer occurs.

Related

Keep VC++ 2005 static library and your application in separate solutions

I have successfully built a static library as described in this walkthrough:
http://msdn.microsoft.com/en-us/library/ms235627%28v=vs.80%29.aspx
In the example above, both the static library and the application are located within the same solution but I prefer to keep them in separate solutions. After separation, I can compile but cannot link, here is the error:
main.obj : error LNK2019: unresolved external symbol…
Then I tried the project level setting of my application C/C++ / General / Additional include directories to where my .h file resides.
I also set .. Linker / General / Additional library directories to where my .lib file is at.
I finally set .. Linker / Input / Additional dependencies to where my .lib file is at.
Again, I could compile but not link. Here is the entire link error:
LINK : warning LNK4075: ignoring '/INCREMENTAL' due to '/OPT:ICF' specification
main.obj : error LNK2019: unresolved external symbol "public: static double __cdecl MathFuncs::MyMathFuncs::Add(double,double)" (?Add#MyMathFuncs#MathFuncs##SANNN#Z) referenced in function _main
Release\StaticLibraryApp.exe : fatal error LNK1120: 1 unresolved externals
Your project should link against the library project. In the 2nd project properties, add a library path where .lib file is stored and also include path for header path. This should resolve the issue. Also make 1st project dependent on 2nd solution.
Have a look at below article how to add libraries:
http://www.lavishsoft.com/wiki/index.php/Visual_Studio_Paths

Having problems with yaml.cpp lib in c++

I am having a hard time trying to use yaml-cpp 0.3.0 on my project
I downloaded yaml, and built it like http://code.google.com/p/yaml-cpp/ said, with VS 9 2008 WIN 64. So, i got the yaml-cpp.dll and the yaml-cpp.lib
I have a c++ project on VS 2010 express, and i am trying to link the library:
I go to project properties - c/c++ general and additional include directories that have yaml-cpp header files. Then i go to linker and add path to my lib directory, then I go to linker - input and add my .lib file, then i go to VC++ Directories and add path to my lib directory in Library directories and Reference directories
Then i try to build this simple code:
std::ifstream fin("test.yaml");
YAML::Parser parser(fin);
YAML::Node doc;
while(parser.GetNextDocument(doc)) {
//do nothing yet
}
I got several linking problems, like this:
error LNK2019: unresolved external symbol "public: __thiscall YAML::Node::Node(void)" (??0Node#YAML##QAE#XZ) referenced in function "public: __thiscall Parser::Parser(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (??0Parser##QAE#V?$basic_string#DU?$char_traits#D#std##V?$allocator#D#2##std###Z)
error LNK2019: unresolved external symbol "public: __thiscall YAML::Parser::~Parser(void)" (??1Parser#YAML##QAE#XZ) referenced in function "public: __thiscall Parser::Parser(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (??0Parser##QAE#V?$basic_string#DU?$char_traits#D#std##V?$allocator#D#2##std###Z)
Can anyone help me? I am banging my head against a wall here.
As you said you've got a DLL from YAML, I assume you specified -DBUILD_SHARED_LIBS=ON when you built with VS2008, so you ended up with a lib for dynamic linking (to the DLL at runtime) rather than static linking (at compile time).
If the above is correct, it may be differences between VS2008 and VS2010 that are causing a problem. For example, see this post here. To quickly see if this is the cause, in your VS2010 project properties, set the Platform Toolset to V90 and see if that helps.
Also, make sure you compiled both projects for the same CPU - i.e. both for 32-bit or both for 64-bit.

Using IrrKlang with Ogre

I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a Linker error when I attempt to build. Any suggestions?
(Error 4007 error LNK2019: unresolved external symbol
"__declspec(dllimport) class irrklang::ISoundEngine * __cdecl
irrklang::createIrrKlangDevice(enum
irrklang::E_SOUND_OUTPUT_DRIVER,int,char const *,char const *)"
(_imp?createIrrKlangDevice#irrklang##YAPAVISoundEngine#1#W4E_SOUND_OUTPUT_DRIVER#1#HPBD1#Z)
referenced in function "public: __thiscall
SoundManager::SoundManager(void)" (??0SoundManager##QAE#XZ)
Okay, after looking at this for awhile it seems I was making two mistakes.
The lib directory for irrKlang is divided in two, so instead of adding (IRRKLANGDIRECTORY)\lib to my library directories, I should have been using (IRRKLANGDIRECTORY)\lib\Win32-visualStudio.
Including the lib directory wasn't sufficient, I also needed to specify the use of the irrklang library file at the top of my class (#pragma comment(lib, "irrklang.lib")).

How to port Cocos2dx-wp8 from Application (.exe) to Dynamic Library (.dll)

I've been going at this problem for almost a week now and I still have 700+ errors. Definitely need all your help! Thanks.
Problem: Need to use
Cocos2dx for Windows Phone 8
in my C++/DirectX Visual Studio 2012 project that also uses C#/XAML UI.
Given: Cocos2dx-wp8 as an Application .exe project downloaded from http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Download
Solution:
Open my C#/XAML/DirectX Game1 solution .sln project in Visual Studio 2012.
Right click on solution in Solution Explorer. Add --> Existing Project...
Selected: \cocos2dx-0.13.0-wp8-0.8\HelloWorld\cocos2d.vcxproj and clicked open
Renamed the HelloWorld project to something else like "Cocos2dxWp8" and delete the HelloWorld Classes folder and all the Assets you don't want (like the squirrels and background images)
Click Properties --> Configuration Properties --> General --> Configuration Type --> from "Application (.exe) change to "Dynamic Library (.dll)"
Added new paths to Properties --> C/C++ --> Additional Include Directories -->
$(ProjectDir); $(IntermediateOutputPath); ..\cocos2dx\include;
..\cocos2dx; ..\cocos2dx\platform\third_party\win8_metro\libpng;
..\cocos2dx\platform\third_party\win8_metro\zlib;
..\cocos2dx\platform\third_party\win8_metro; ....\Cocos2dxWp8;
..\cocos2dx\platform\win8_metro;
..\cocos2dx\platform\third_party\win8_metro\freetype;
..\cocos2dx\platform\third_party\win8_metro\libjpeg;
..\CocosDenshion\include; ..\cocos2dx\platform; inc;
%(AdditionalIncludeDirectories)
Updated the paths in Properties --> Linker --> Input --> Additional Dependencies -->
..\cocos2dx\platform\third_party\win8_metro\libraries\x86\freetype.lib;
..\cocos2dx\platform\third_party\win8_metro\libraries\x86\zlib.lib;
..\cocos2dx\platform\third_party\win8_metro\libraries\x86\libjpeg.lib;
..\cocos2dx\platform\third_party\win8_metro\libraries\x86\libpng.lib;
dxguid.lib;xaudio2.lib;dxgi.lib;uuid.lib;d3d11.lib;%(AdditionalDependencies)
Updated paths in VC++ Directories:
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\platform\third_party\win8_metro\freetype;
$(SolutionDir); $(ProjectDir)inc;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\CocosDenshion\include;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\platform\third_party\win8_metro\zlib;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\platform\third_party\win8_metro\libraries;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\platform\third_party\win8_metro\libpng;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\platform\third_party\win8_metro\libjpeg;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\platform\third_party\win8_metro\libxml2;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\platform\third_party\win8_metro\;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\platform\win8_metro;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\platform;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx\include;
$(SolutionDir)GameWp8Dx\Cocos2dxWp8\cocos2dx; $(IncludePath)
From here, it builds successfully!
It outputs a .dll file but no .lib file, so...
In CCPlatformMacros.h, I enabled exporting classes to dll:
#define CC_DLL __declspec(dllexport)
Yah, .lib is being written to then...
715 Errors, 772 Warnings
Error 773 error LNK2001: unresolved external symbol "public: virtual
__thiscall cocos2d::CCKeypadHandler::~CCKeypadHandler(void)" (??1CCKeypadHandler#cocos2d#UAE#XZ)
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\CCSpriteBatchNode.obj
Cocos2dXWp8Framework Error 774 error LNK2001: unresolved external
symbol "public: virtual __thiscall
cocos2d::CCKeypadHandler::~CCKeypadHandler(void)"
(??1CCKeypadHandler#cocos2d#UAE#XZ)
I've included the header file for where CCKeyHandler class is defined (inside CCKeypadDelegate.h) and CCSpriteBatchNode.h is also in the same include folder.
Class signatures look like this:
class CC_DLL CCKeypadHandler : public CCObject
class CC_DLL CCSpriteBatchNode : public CCNode, public CCTextureProtocol
Errors continue as is...
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\cocos2dorig.obj
Cocos2dXWp8Framework Error 775 error LNK2001: unresolved external
symbol "public: virtual __thiscall
cocos2d::CCKeypadHandler::~CCKeypadHandler(void)"
(??1CCKeypadHandler#cocos2d##UAE#XZ)
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\CCImage_win8_metro.obj
Cocos2dXWp8Framework
...
Error 1482 error LNK2001: unresolved external symbol "public: virtual
void __thiscall cocos2d::CCTMXMapInfo::textHandler(void *,char const
*,int)" (?textHandler#CCTMXMapInfo#cocos2d#UAEXPAXPBDH#Z) F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\CCDrawingPrimitives.obj
Cocos2dXWp8Framework Error 1483 error LNK2001: unresolved external
symbol "public: virtual void __thiscall
cocos2d::CCTMXMapInfo::textHandler(void *,char const *,int)"
(?textHandler#CCTMXMapInfo#cocos2d#UAEXPAXPBDH#Z)
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\cocos2d.obj
Cocos2dXWp8Framework Error 1484 error LNK2019: unresolved external
symbol "public: virtual __thiscall
cocos2d::CCKeypadDispatcher::~CCKeypadDispatcher(void)"
(??1CCKeypadDispatcher#cocos2d#UAE#XZ) referenced in function "public:
virtual void * __thiscall cocos2d::CCKeypadDispatcher::`vector
deleting destructor'(unsigned int)"
(??_ECCKeypadDispatcher#cocos2d#UAEPAXI#Z)
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\CCDirector.obj
Cocos2dXWp8Framework Error 1485 error LNK2001: unresolved external
symbol "public: virtual __thiscall
cocos2d::CCKeypadDispatcher::~CCKeypadDispatcher(void)"
(??1CCKeypadDispatcher#cocos2d#UAE#XZ)
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\CCLayer.obj
Cocos2dXWp8Framework Error 1486 error LNK2001: unresolved external
symbol "public: virtual __thiscall
cocos2d::CCKeypadDispatcher::~CCKeypadDispatcher(void)"
(??1CCKeypadDispatcher#cocos2d#UAE#XZ)
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\CCEGLView_win8_metro.obj
Cocos2dXWp8Framework Error 1487 error LNK1120: 48 unresolved externals
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\Win32\Debug\cocos2d\Cocos2dXWp8Framework.dll
Cocos2dXWp8Framework
Solution / Project paths:
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx.sln
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\GameWp8Dx\GameWp8Dx.csproj
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\GameWp8DxComponent\GameWp8DxComponent.vcxproj
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\cocos2d.vcxproj
Cocos2d Include files:
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\cocos2dx\include
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\cocos2dx\platform
Object files built here:
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\HelloWorld\Win32\Debug*.obj
.dll / .lib built here:
F:\src\WindowsPhone\GameWp8Dx\GameWp8Dx\Cocos2dxWp8\Win32\Debug\cocos2d
Sorry for the long post, but I hope that's enough details to get this question going. Thanks.
I created a new dynamic library project, then copied over the files. I got the .dll and .lib built, but didn't work for an ARM CPU build target (used for devices). Also, the setup for the Cocos2dx director and scene layer doesn't seem to work well with an existing C#/XAML with DirectX project that renders onto a DrawingSurfaceBackgroundGrid control. So at the end, I didn't end up using Cocos2dx in my mixed project setup.
If anyone else got better suggestions, please let me know. Thanks.
ON TOPIC:
Perhaps you did not properly set project dependencies inside your SLN ?
I got Cocos2d to partially work with XAML+D3d Interop, but because calls go back and forward from the XAMLComponent DLL to the Cocos2d DLL, it seems to be messing up pointers and memory.
Right now I tried to move all Cocos2D source files to my D3Dcomponent project, but something is terribly wrong, and I get a weird kernelbase.dll first chance exception.
OFF TOPIC:
I was also trying to put a game done over cocos2d-x on an XAML+D3D Interop project, and used the template that comes with Visual Studio 2012. However, only a smudgy background was displayed. I was using DrawingSurfaceBackgroundGrid, and found out later that on Windows Phone 8, it has some issues related to Z-order. I ended up replacing it with DrawingSurface.

v8 release mode linker error with winsock

This subject became a side subject after I accepted an answer for my last question, so I will put it here as a separate topic for neatness, and I believe this will make it more useful for others.
I am working on MS visual studio 2005.
I am building a project using v8 in release mode, and am receiving a linker error that is related to winsock even though the winsock libraries are already in my additional dependencies.
My additional dependencies list is the same for both release and debug mode. It works perfectly in debug mode, and I am getting the linker errors only in release mode.
here is my additional dependencies string:
Ws2_32.lib wininet.lib rasapi32.lib iphlpapi.lib Psapi.lib winmm.lib wsock32.lib msvcrt.lib $(SolutionDir)\external_libs\debug\v8.lib $(SolutionDir)external_libs\release\v8_base.lib $(SolutionDir)external_libs\release\v8_snapshot.lib
Thanks a lot for any possible help.
Update:
I reduced the dependencies to:
Ws2_32.lib Psapi.lib winmm.lib msvcrt.lib $(SolutionDir)\external_libs\release\v8.lib $(SolutionDir)external_libs\release\v8_base.lib
and still get unresolved externals:
1>v8_base.lib(platform-win32.obj) : error LNK2001: unresolved external symbol __imp__freeaddrinfo#4
1>v8_base.lib(platform-win32.obj) : error LNK2001: unresolved external symbol __imp__getaddrinfo#16
1>v8_base.lib(platform-win32.obj) : error LNK2001: unresolved external symbol __set_abort_behavior
You have paths to both debug and release folders in your dependency list. Try replacing those with $(Configuration).

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