I have been a long-time visual studio developer, and I am trying to switch over to using mono so I can port my applications to Ubuntu. I have been trying to get some of my VS2010 C++ projects (.vcxproj file types) to load into MD on my Ubunutu 12.04 machine. According to the documentation I have read online this should work, however, every time I try and load a project I get the error shown below. Is there something else I need to be installing in order to be able to load C++ projects in monodevelop? I have done some searching, but have not yet found anything related to this particular question.
VC2010Test.sln(4): Unsupported or unrecognized project : '/home/me/Projects/Test/VC2010Test/VC2010Test.vcxproj'.
Thanks
MonoDevelop has a C/C++ binding, called CBinding.
But:
Beware, it's not meant to target managed C++.
AFAIK, it only works in Unix-like platforms.
So, if you still target non-managed C++ and are not using MonoDevelop for Windows, two questions:
Did you make sure that the binding (addin) is installed and enabled?
If the answer to the above question is yes, you may want to try this: the binding creates projects with the extension ".proj" by default, I think, so maybe you can change this to ".vcxproj", recompile, and test again. If it works, then it should be easy to create a pull request to include this extension of possible file types that this addin can handle?
Related
I am trying to make a C++ application with wxWidgets for raspberry on Visual studio.
I created a blink project from the templates and I only added the library wx.h in order to test the code and when I try to compile it fails because it doesn't find the library.
By the way, the blink project itself works fine. It only fails when I add the wx.h library.
#include <wx-3.1\wx\wx.h>
It's odd, because whe I open the file it has the right path.
Even intellisense detects the path correctly.
But I can't figure out what is causing the error.
I configured a remote connection to the raspberry:
And these are the errors displayed:
There is not enough information to answer your question, e.g. you don't explain how do you build your project at all (e.g. do you use CMake?), but a couple of observations that may be helpful:
wxWidgets headers are included as <wx/wx.h>, you definitely should not have the wx-3.1 component and you must use slashes and not backslashes.
You have to provide the compiler with the appropriate options, which usually happens by running wx-config --cxxflags under Unix systems (which may be hidden from you if you use CMake FindwxWidgets module which uses wx-config internally).
I am trying to develop a simple windows GUI in go (first attempt).
After considering a few packages to get me started, I landed on this https://github.com/lxn/walk and it seemed ideal. I cross-compiled from my ubuntu laptop and the provided demo worked on all target platforms (win7/8/10)
The problems came when I tried to start developing from my linux laptop - initially in atom, but I've since tried with sublime, emacs and phpstorm and noticed an issue with go get (so I'm guessing it's the underlying go tooling that's failing)
The first error I'm seeing is:
/../github.com/lxn/walk/tooltiperrorpresenter.go:8: undefined: ToolTip
This affects development across all affected IDEs tested:
disables autocomplete
halts linting
cant test
gofmt worked in some (perhaps tool ordering)
affecting any file referencing this lib.
And this is the first of many errors which seem to be due to the library importing its internal win package which contains files which are marked with the flag:
// +build windows
I cunningly decided to start ripping out these tags from the lib - hoping that would at least allow me to get on with development, but then I started seeing new errors regarding too many arguments being passed to syscalls in the win package - presumably because the different platforms (win/nix) have different numbers of parameters in those syscalls.
I then tried marking everything with the //+build windows flag, but the parade of errors remained unchanged.
I found some issues on the project github which are related:
https://github.com/lxn/win/issues/26 : no buildable Go source files
and there are solutions for "go getting" the files but none so far for my IDE woes.
I've also seen this type of issue in some other windows specific go libraries so I don't think it's an issue for the package author. But I would be interested to hear any solutions from a code architecture perspective if they exist
I haven't actually tried doing this from a windows VM yet (I presume that would solve the issue from my end) - but its a bit of a jarring solution as I'm already juggling vms to test the app so I'm keen to find another way.
TLDR:
Do I have to work from Windows machine / vm in order to have a fully
functional IDE when developing for windows from linux or is there a way to satisfy the go tooling
I've been trying to figure out on how to setup a Cross-Platform project for MonoGame. Whats the conventional way of doing so ?
Is that done through a Shared Project and can I keep all my content in 1 project ?
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
Targeted Platforms : WINDOWS, LINUX, MAC
The best way to setup a cross platform MonoGame project IMO would be to use a Shared project. Shared projects can also include .mgcb file so you won't need to duplicate your content either. How to do:
Use "Xamarin Studio/MonoDevelop" and create a "MonoGame Shared Project" with the name of your game
If you are going to use using "Visual Studio", close the "Xamarin Studio/MonoDevelop" after this, and open up the created project vith it
you are gonna have to include the generated "Content\Content.mgcb" file with build action "None" so it will be visible in Project View area
Add a MonoGame Project for the platform you wish to launch the game from, ie. create a "MonoGame Crossplatform Project" and name it "(gamename).DesktopGL"
Delete "Game1.cs" and "Content Folder" from the Platform project
Add a reference for your Shared project
For your platform project, in options set the Output Assembly Name to be the same as your shared project
this step might not seem important, but if you are using a custom importer/processor this will allow you to not have to compile the content separately for each platform.
There you go, you should be able to run your project now.
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
The created executable from DesktopGL project is runnable on Mac even when compiled from Windows, the Mac user just has to launch it using Mono. In case you want you can package your game using MonoKickstart so that your Linux and Mac users don't have to have mono installed: https://github.com/MonoGame/MonoKickstart what's more, it also includes other needed native libraries. Description on how to use it are in the link.
Since you're just targeting Windows, Linux and Mac, you can use Xamarin/MonoDevlop which runs on all three of your target platforms.
Once it's installed, then add the Monogame through the Addin manager. The addin on version 5 of Xaramin and MonoDevlop.
You can then use the same Solution project file between all three platforms assuming you use the OpenGL Template. I use this method for developing between Windows and Linux.
The only time you'll need to use a shared project or something similar would be if you started developing for Mobile (iOS/Android) or for Windows on DirectX instead of OpenGL.
I have a Visual C++ library which I want to compile for a certain platform (I try to compile POCO for a Win CE ARM platform, but that might not be relevant to this question). I got a vendor-specific Windows CE SDK (including all common Windows include files e.g. winbase.h) which is set as target platform within the Visual Studio project files. However, when I compile the program, I can see from the error log that the default Windows 6.0A SDK is used, resulting in a bunch of compilation errors.
I guess the WindowsSdkDir ist not set accordingly - I thought this would be automatically overriden when setting the target platform within Visual Studio.
So my question is: can I modify the WindowsSdkDir for a single project explicitly?
Thank you in advance
Which CE version, which VS version and on which Windows version? I know that I had problems installing CE5 and/or CE6 SDKs and getting them recognized by Visual Studio 2005 running on Windows 7 (64 bit). I don't remember the exact symptoms and fix, but you can test that by simply creating a smart device project for the target SDK.
If that is not the issue, there is also the pitfall with the target in both the project file (.vcproj) and the solution (.sln). You can change both independently from each other, up to the point where you compile the x64 debug version of a project in the win32 release version of the solution. Verify that these setting match.
Then, if you adjusted the .vcproj file to use your target platform (for which I personally would use a text editor), things should work. If you need to adjust the build or some paths, you can sometimes get by with e.g $(Platform) in the compiler/linker settings.
Lastly, if all that doesn't work, there are property sheets, which can adjust certain settings. You then create a property sheet once and then load it into the project that you want to compile. I'm not sure if you can change the target platform or the SDK paths with that approach though, and I'd rather try to find out why the SDK doesn't work and how to fix it instead.
We're planning moving from Visual Studio 2005 to Visual Studio 2012 (Visual-C++-11).
(We would very much like to skip 2010 if we can help it, since the newer version is already there and offers a better C++ experience.)
But we've hit a little roadblock:
Our build servers still run Windows 2003r2 (all inside dedicated virtual machines), and due to messy tool support/issues, we're in no position to upgrade the build servers to a newer OS.
Developers mostly have switched to Windows7 by now, so moving the remaining Windows XP developer boxes shouldn't pose a problem.
Since VS2012 only runs on Win7 we are wondering whether we can leverage it's tools (C++ compiler, C#) and still do a full equivalent build on the W2k3 build server - after all, we don't really need a VS GUI there, just build C++ and C# projects from VS2012.
What are our options?
Will the SDK (7.1? 8?) compilers + msbuild command line get me anywhere?
In Project Property Pages, there an option "Platform Toolset" that allow you to choose compatibility of your project. So, you can work in VS2012, but built it with "VS2008 compiler"
Here is what we do:
Use CMake
CMake allows you to create build systems for your operating system. Thus we are able to use the same code within VS2005, VS2010 and Eclipse, XCode etc.
You could do something similar: Install VS2005 on your old machines and let CMake create the projects for you from the sources. On your newer machines you can use CMake to generate VS2012 Solutions (I don't know if they have 2012 support yet, because we don't use 2012 yet too).
A big pro here is: If you plan to migrate to any other IDE or even Linux you just can re-run CMake and get your source code within these environment easily compilable.
A big con: You have to start reading about CMake and create CMakeLists.txt for all your projects (might be a lot of work depending on the amount of projects, amount of source code files within each project, specific compiler options, linker options etc.)
Our build servers still run Windows 2003r2 (all inside dedicated
virtual machines), and due to messy tool support/issues, we're in no
position to upgrade the build servers to a newer OS.
Well. Not much came out of this question. We recently re-evaluated this issue, and I see two options (I haven't tried any yet):
Just do a full VS installation on a supported OS (Win7), zip up the whole VS+WinSDK directories (as well as the neccesary runtme DLLs that live somewhere under %WINDR%), and try if you can get that thing working on an XP based OS. Might work. Not a great idea if you ask me.
Split up the build process to distribute the build across several OS, so that we can work with tools that are only supported on one of them. -- This actually sounds more complicated than it'll be. We already run our build spread over several Jenkins jobs, so I should be able to get that to work. (And all build nodes are already VMs anyway, so adding more VMs isn't that much of an issue.)