Tortoise SVN Build using Visual C++ FAILS - visual-c++

I am trying to build TSVN using Visual Studio and have followed all the steps of the build.txt but I am getting the following errors:
*****ERRORS********* Error 50 fatal error LNK1181: cannot open input file '../../ext/Subversion\release_win32\libsvn_repos.lib' TortoiseProc TortoiseProc
Error 1 fatal error LNK1181: cannot open input file '../../ext/Subversion\release_win32\libsvn_wc-nonet.lib' SubWCRevCOM SubWCRevCOM

The error messages suggest that you don't have all the required libraries. A few variants as to how yo got here:
you either misstyped the path to the include folder (where the .lib files are) - try searching for the files that are not found and adjust the include paths
OR
you have to build the project(s) in a certain order to avoid getting this error messages. Build the projects that output libsvn_repos.lib and libsvn_wc-nonet.lib first. Check the dependencies for each project and build first the projects that do not have dependencies on the other projects in the sollution
I haven't built TSVN myself so these are just guesses. But why don't you just use the install kit and avoid all this trouble ?

TortoiseSVN is a GUI front-end for Subversion, and it uses Subversion libraries as the back-end. Thus, you must compile Subversion or obtain the compiled binaries for your version of Visual Studio before compiling TortoiseSVN. After that, modify the paths that point to Subversion libraries to reflect your setup.

Related

CMake try_compile() not finding correct Windows 10 SDK

I am trying to compile my fork of ReactOS using CMake 3.9.0-MSVC_2 (as included with Visual Studio 2017, 15.4 update). When I have CMake generate NMake makefiles or Ninja inputs, it works just fine. However, when I tell CMake to generate a Visual Studio 2017 solution, it fails with a weird error. Here's how to reproduce this issue:
Clone git#github.com:SunburstApps/ReactOS. (It's a big repo, so please be patient. I have not been able to consistently reproduce this issue on a smaller project, in case anyone asks.)
In the root of the project directory, run configure.cmd VSSolution from a VS2017 x86 C++ tools command prompt. This will tell CMake to generate a Visual Studio solution (the exact version is inferred from the copy of cl.exe in the path).
I get the following CMake output:
-- The C compiler identification is unknown
-- The CXX compiler identification is unknown
CMake Error at CMakeLists.txt:24 (project):
The CMAKE_C_COMPILER:
cl
is not a full path and was not found in the PATH.
CMake Error at CMakeLists.txt:24 (project):
The CMAKE_CXX_COMPILER:
cl
is not a full path and was not found in the PATH.
-- Configuring incomplete, errors occurred!
Investigating the CMakeError.log file reveals the problem is actually something else. The vcxproj file that CMake generated to identify the compiler is refusing to link, complaining that ucrtd.lib can't be found. If I add the following line of code to the top-level CMakeLists.txt file, it will then progress slightly further (successfully identifying the compiler), only to die of the same issue during a try_compile() run to "detect compiler features".
set(CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION 10.0.15063.0)
I have come to the conclusion that CMake is generating files without the Windows SDK target platform set, which is causing VS to refuse to locate ucrtd.lib. The set() line above tells CMake to add that specific version to the vcxproj files it generates, but clearly it doesn't add it to all of them.
I have tried other solutions I have found searching SO, including installing the Windows 8.1 SDK and running the CMake command as an administrator. Nothing helps. I need to generate a solution file so I can write code for this project using Visual Studio's excellent C++ editor. (I have also tried using the built-in CMake support in VS2017, but have found that it does not quite work due to ReactOS' specific cross-compiling requirements.) Can anyone give me some pointers? Thanks!

UnrealBuildTool Exception: ERROR : failed to harvest environment variables

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.

DNN Errors 7.02.02

I have just download the DNN package no source and source version too opened it in visual studio 2012 in building it is showing these errors.
I unblock the zip folder before extracting. It works fine when I configure it through netmgr.exe option IIS. I want to do that from visual studio. P.S I am using windows 8.1
Error 1 Could not load file or assembly 'DotNetNuke.Web.DDRMenu' or one of its dependencies. The system cannot find the file specified. C:\Users\Umair\Downloads\DNN_Platform_07.02.02_Install\admin\ControlPanel\RibbonBar.ascx 8
Error 2 The file '/DNN_Platform_07.02.02_Install/DesktopModules/DDRMenu/Menu.ascx' does not exist. C:\Users\Umair\Downloads\DNN_Platform_07.02.02_Install\admin\ControlPanel\RibbonBar.ascx 9
Error 3 Unknown server tag 'dnn:MENU'. C:\Users\Umair\Downloads\DNN_Platform_07.02.02_Install\admin\ControlPanel\RibbonBar.ascx 13
I don't think you're supposed to even try to compile the website they distribute. It should come with everything already compiled for you. Disable building for the website project from the build options dialog to get rid of spurious errors if you have other projects you'd like to compile in the same solution.
I'm not all too surprised there's a few errors in there (It's DNN, what did you expect?)

Various issues installing igraph in Visual Studio 2010 and Cygwin/MinGW ("sys/time.h not found")

I couldn't get igraph to work with Visual Studio 2010 (supposedly many known issues), and so decided to try installing it in Cygwin. ./configure went fine. But make gave this error:
f2c/dtime_.c:16:23: fatal error: sys/times.h: No such file or directory
Makefile:2190: recipe for target `libf2c_la-dtime_.lo' failed
make[3]: *** [libf2c_la-dtime_.lo] Error 1
I tried installing it in MinGW and get the same error when I make. Should I be providing "sys/time.h" or a path to it? Where is sys/time.h? Using Windows 7.
Edit
The problems in Cygwin and MinGW was due to the wrong version of gcc being used by my clean installation of Cygwin (and a characteristic of MinGW). Solution here: Installing/compiling in Cygwin/MinGW - How to set the include "path"? (symbolic link?)
The problem in Visual Studio 2010 was due to building in "Debug" instead of "Release". One of igraph's creator, Gábor Csárdi, graciously provided an excellent step-by-step guide below that identified and resolved it.
Igraph actually does work with Visual C++ 2010 Express, we test this before releases, and I have just tried it. You need to do the following steps.
Download the source package specifically created for Visual Studio.
Uncompress the file into My Documents\Visual Studio 2010\Projects.
Open the igraph.sln solution file in igraph-0.6-msvc\igraph-0.6-msvc directory from Visual Studio.
Visual Studio offers to convert the solution file to the current format, do that. Just click on Next, Next and Finish.
On the toolbar, change 'Debug' to 'Release' to make release builds.
Choose Debug -> Build solution and wait until the library is built.
To test it you can open the solution file in the igraphtest directory, convert it as well, choose 'Release' builds, and then build it and run it from the command line. It is a simple C++ program that uses igraph to create a graph and write it into the file out.txt.
You don't have to set up include and library directories at all, everything is set up properly in the solution file, both for igraph and igraphtest.
is there an sys/times.h file?
I have a vague memory that I had to make that symlink on a system once.

A converted vc++ 2003 project asks for msvcpd71d.dll when compiled on vc++2008

After running the conversion wizard for a VC++ 2003 project - which ends with no errors - I get VC++ 2008 to sucessfully compile the project. Then, when launching the exe, a message pops up saying that the program cannot start because MSVCP71D.dll is missing. Any ideas on why a project compiled on vc++ 2008 would ask for MSVCP71D.dll ?
TIA
Update: I am trying to compile the ARToolkit using VC2008.
http://sourceforge.net/projects/artoolkit/files/artoolkit/2.72.1/ARToolKit-2.72.1-bin-win32.zip/download
What binary files came with the project? You seem to be linking against a static library or DLL that was built with VS7.1 -- hopefully you can rebuild that file in VC9 there.
Also, for what it's worth, note that the D at the end of "MSVCP71D.dll" indicates that it's looking for a debug build of that DLL.
The ARToolkit has several libraries in the lib folder, some of which with that same "d" suffix indicating a debug build -- those libraries were most likely built in VS2003 given your results. I'm not sure if you can rebuild in VS2008 from the lib/SRC directory, but that might be a start.
Looks like you need to build it as "release" so that the application does not look for that debug library at run-time.

Resources