How to make Desktop(Windows 10 , 8.1,8) build in cocos creator - visual-studio-2017

My project is developed in cocos creator v1.8.2 and it is also working on v2.1.0. and it is running on
Android, iPhone and web. Now I want to make a build for Desktop(windows build), I have install vs2017, python2.7.10, ndkr19c and ant etc, on my windows 10 Pc. when I making a Debug/Release Build its complete success and make .exe file, and when I run that exe file its give error like
lastly I make test project and make a build from cocos creator, and run that project on vs2017 its give same error see image
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Hello I have find the solution for this
Step1-> First check your environment is all set correctly or not for that you can visit here
and must follow all step and version.
Step2-> After all configuration make demo project and make a build for Windows in cocos creator, the open vs2017 as administrator and load project and build that project. If you have have done everything ok then your project will run. if not then reinstall vs2017.and make sure everything is installed like this
Step3-> If you get dll error like msvcr100,msvcr110,msvcr120 etc then downlode this dll files from internet for 32 bit and 64 bit and put this files in C://windows>system32 and C://windows>SysWOW64, and restart your computer.

Related

How to build&run Unreal C++ project on Linux?

I'm trying to build my first Unreal C++ project on Linux.
I built the engine from source in accordance with "Linux Quick Start" guide. Then I installed Qt Creator and followed the "How to Set up Qt Creator for UE4" guide.
I successfully set up and ran UE4Editor, and created a new C++ project. Unfortunately when I try running the project it complains:
And when I press "yes" this error message is shown:
Here's the error message from the logs:
ERROR: Building would modify the following engine files:
/media/redacted-disk/UnrealEngine/Engine/Binaries/Linux/Android/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Binaries/Linux/Linux/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Binaries/Linux/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Plugins/2D/Paper2D/Binaries/Linux/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Plugins/AI/AISupport/Binaries/Linux/UE4Editor.modules
... many more
I tried rebuilding UE4 from IDE, then building again - but the error still persists. Same thing happens if I try starting UE4Editor from the engine files and opening the project from there.
What could cause this error? Why does it even try to rebuild the engine when I'm tring run a project?
I have the following script to add the paths to the engine scripts and binaries to my PATH:
UNREAL_HOME="/path/to/source/of/UnrealEngine"
UNREAL_SCRIPTS="${UNREAL_HOME}/Engine/Build/BatchFiles"
UNREAL_SCRIPTS_LINUX="${UNREAL_HOME}/Engine/Build/BatchFiles/Linux"
UNREAL_BINS="${UNREAL_HOME}/Engine/Binaries/Linux"
PATH="${PATH}:${UNREAL_BINS}:${UNREAL_SCRIPTS}:${UNREAL_SCRIPTS_LINUX}"
export PATH
Then I run UE4Editor '/absolute/path/to/project.uproject' from within the directory of my project.
I never create a project inside the source tree of the engine. Paths should absolutely be different.
I use VS-Code as the IDE. This is what works best from my experience. QT-Creator will work only if you create an include files with lots of #define that are missing from the .pro files created by unreal.
You can configure VS-Code to have an intelli-sense like completion by installing the C# and C/C++ extensions. I had to install mono in order to get OmniSharp working (this is the server than handles the autocompletion for VS-Code). Here is an extract of my VS-Code settings.json file:
"omnisharp.path": "/home/myuser/.vscode/extensions/ms-dotnettools.csharp-1.23.9/.omnisharp/1.37.6/omnisharp/OmniSharp.exe",
"omnisharp.monoPath": "/usr/bin/mono",
You can also install the C++ Helper extensions which is usefull for creating methods, classes, and so on.
In the directory of your project run 'make YOURPROJECTNAMEEditor', then you can run 'open YOURPROJECTNAME.uproject' and it should open.

deploy QML-using, QBS-built Qt application to windows

I have made an application in QtCreator
I use QML for the GUI, and I use QBS as the build system
I want to be able to deploy the application to windows (and maybe to Linux and MacOS, but right now, I'm only concerned with Windows)
I tried following the deployment tutorial for Qmake with a minimal example(using QBS to build the binary on windows, and with the MSVC2017 compiler, as of 2018-05-23 3:38 PM GMT-6 I've been trying to install MinGW with the Qt Maintenance tool for the last 6 hours, and it's still only at 5%, so I will try with MinGW once that finishes), but I have the following problem
using the Qt Quick Application - Swipe template, the release version with the MSVC2017 compiler, after using windeployqt.exe --release --qmldir ../src example.exe to get the dlls and other libraries
and trying to execute example.exe, I get a message saying
"Qml debugging is enabled. Only use this in a safe environment!"
in a cmd window, right before the actual application starts
and even if I try to disable that in the build step of the project, it doesn't get disabled
it still shows the cmd with the message, is there a way to completely make sure the build settings will work? am I missing a QtCreator configuration to make sure the settings I set actually do what they're intended? do I need to restart Qtcreator or Windows for them to work?
Update: still happens, even with MinGW
This is a bug that will be fixed in Creator 4.7. See https://bugreports.qt.io/browse/QTCREATORBUG-20377.

What must be installed on client machine to run a QT Quick Application?

I am developing a desktop application using QT Quick. I have been searching and reading the QT documentation (http://doc.qt.io/qtinstallerframework/ifw-tutorial.html) for creating an installer and how to use windeployqt.exe and binarycreator.exe to deploy on a windows machine. So far so good , but since I want to target this application for windows XP as well.
I want to know exactly what is required to be installed on the target machine to be able to run my application when using MinGW orMSVC2015 during building, so that I may include them in my installer or make the end user download them. Just like we download .Net Framework , Visual C++ Redistributable or DirectX when installing an application.
We use windeployqt to gather all the Qt official dependencis. Two parameters of windeployqt are quite useful:
--debug or --release: determine whether your app is in debug state or release state. windeployqt will put corresponding version of DLLs to your exe's directory;
--qml and put the directory of your QML files after it. windeployqt will search your given directory and put all the QML modules to your exe's directory.
2018-11-05 10:52:34:
It seems the second parameter --qml has been changed to --qmldir.

Build (compile) a basic standalone .exe application using Qt-creator on Windows 8

I have installed Qt-5.7 on windows 8 because I couldn't build my released .exe from Linux (my favorite) in order to be used on Windows OS even after searching a lot on internet (Where there have to be cross-compilation...). After the installation, I just want to make sure that I can build/run a first application (one of the examples provided by default by Qt-creator "filesystembrows") and I have follow the official guide in order to build Qt as shared libraries, but the issue is that when I type the first command line I get: 'nmake' is not recognized as an internal or external command' Also it still show the same message even though a update the variable environment of the system with C:\Qt\Qt5.7.0\5.7\mingw53_32\bin which one is the default path set-up when installing Qt on windows. Any help just to make a stand alone .exe for Windows (as shared libraries ) please
Why not build your project by using qtcreator ?
Did you test your build environnement by making a test application with qtcreator ?
P.S.: If you want, I can explain how to build application using Visual Studio as a compiler and QtCreator as an IDE.
nmake is a build tool provided with Visual Studio and with Windows SDK. You don't have it, apparently.
It seems you're using a mingw build of Qt; it comes with a bundled copy of mingw. There, the build tool is simply called make.

Via Windows command line, how can we compile a Netbeans C/C++ application?

Let's take this simple C/C++ application Netbeans project folder.
In Netbeans IDE, we just hit build button on the toolbar to build the application.
I want to do that automatically via Windows command line, how can I do that?
I did google, and found some related posts though not very helpful for me except telling me to call ant dist - though I don't have the build.xml in my Netbeans 8 project.
p.s. I have hundreds of student submissions and need to verify which one is compilable.
I also post on Netbeans forum here.
I want to do that automatically via Windows command line, how can I do that?
NetBeans uses Makefile-based projects as default for C/C++ projects, so you can use make to build your project:
cd <Project dir>
make
It's also possible to build other make-targets (eg. make all or make test (builds / runs tests)).
Note: The Cygwin bin dir (CYGWIN_HOME\bin) must be in system PATH - same applies to other environments (MinGW, Gcc etc).