The required DLLs in a visual studio c++ project - c++

I've done some searching and seen questions similar in nature to mine, but none that quite hit the nail on the head of the issue I'm having.
I'm making C++ game in Visual Studio (with the Allegro 5 library) and encountering difficulty running it on other computers. I'm well aware of the 'MSVCR##.dll is missing from this computer' issue, but what I'm wondering is why I'm unable to run my Release build because I'm missing the MSVCR##'D'.dll on a certain computer, when I was under the impression that the 'D' suffixed .dll was exclusively required for running the debugger. I've checked in my configuration manager for release build settings and I have 'Generate Debug Info' set to No, which I thought was the only thing I needed to do. My question I guess is whether or not there are any other settings I need to configure to make sure my Release build isn't looking for the MSVCR##D.dll. Thanks in advance anyone who has any info!

You're a bit confused about the use of the *D libraries. They're indeed used for debug builds, but debug builds differ in multiple ways from release builds. For starters, debug builds by default come with a *.PDB file that contains all the function names (This is your "Generate Debug Info" option). A debugger looks into the .PDB file to find a readable name for a crash site.
Another debug option is to not inline code - this keeps your named functions intact. Inlining may put that single finction inside three other functions, which complicates debugging a bit.
Finally the Debug CRT includes functions that perform extra error checking against bad arguments. Many functions exhibit Undefined Behavior when passed a null pointer, for instance. The Debug libraries will catch quite a few of those, whereas the Release versions assume you pass valid pointers only.
Now DLL's can reference each other; there's a whoel dependency graph. That's why the Dependency Walker tool exists: it figures out which DLL's rqeuire which other DLL's, and this will tell you why you need the *D version.

Thank you very much for all your inputs, I was able to learn a fair bit from this. It turns out the issue was (of course) entirely my fault, as when setting up the Allegro 5 dependencies in the project settings (under General->Linker) I was accidentally including a dependency for the debug version of the Allegro monolith-md.dll as well as the non-debug version in my Release build, and that .dll was in turn referencing the *D version of the MSVCR .dll. The issue has been resolved by removing that dependency from the Release build of my game.

Install dependency walker on that machine. Load the exe. Check if any of the dependent dlls are missing.

Related

Visual C++ / Visual Studio settings. What is calling for MSVCR120D.DLL

Background. I ran a release version of my program on another computer and immediately got a message, "Could not find Your_DLL.dll or one of it's dependencies". I believe I've tracked this down to the fact that "Your_DLL.dll" makes use of MSVCR120D.DLL . I checked this using Dependency Walker (Depends.exe). On my original computer, all is well because I have the full Visual Studio (2013) and MSVCR120D.DLL is present. However, it is not present on another machine, nor should it be as it's a Debug version of MSVCR120.DLL. I'm pulling my hair out trying to figure out where in my project for "Your_DLL" I am making use of MSVCR120D.DLL or have any debug settings under the release build. A search for MSVCR120D.DLL in the whole directory turns up nothing. Of course, perhaps something in the settings for the release build is somehow making use of a debug dll that in turn calls this debug dll. Can someone give me a clue where to look for the problem?
Thanks,
Dave
The flavor of a run-time library is specified in the compiler switch /M...
For dynamically linked CRT, it should be /MD for release config, and /MDd for debug. I would check that first, by looking into:
Project Properties -> Configuration Properties -> C/C++ -> Code Generation -> Runtime Library
[added]
The Depends tool has a "Profile" command (Profile -> Start Profiling), where you can see a run-time information for dynamically loaded DLLs. Hope that will point you to the offender.
Thank you for all the answers. We found the problem, and I must admit that I'm the one who caused it! "Your_DLL.dll" was building just fine in Debug and Release. The problem was how I was using it from another dll. The other dll was a C# project and under references, I added "Your_DLL.dll". Unfortunately, I left the "Copy local" to True. By company policy, we build everything to a central place C:\bin\debug or C:\bin\release. Also, by company policy, when we add a reference, we pick the debug version (you have to pick one!) but make sure to have "Copy Local" as FALSE. So when our build script builds, it correctly builds "Your_DLL.dll" and puts a release version in C:\bin\release. However, when CSharp.dll is subsequently built, it was putting a debug version of "Your_DLL.dll" in C:\bin\release. We finally noticed the problem when we saw that the version of Your_DLL.dll was the same size in c:\bin\debug and c:\bin\release.
I've always had a sinking feeling about the way we handle references. Perhaps there is a better way? But that's probably a whole other stack overflow question.
I hope this helps someone in the future.
Thank you,
Dave

D3DX11EffectsD.lib not showing up after build (vs2010)

I am starting to learn DX11 and running into trouble with the effects framework. I know it was released as source and I have to build it, but the output from the build is not what I expected.
According to the research I've done on this question, the output from the build should be
D3DX11EffectsD.lib for debug
D3DX11Effects.lib for release
However, when I look into the 'Effects11\Debug' directory after building the project, I only see a file Effects11.lib (well, an Effects11 Object Library file which I assume is a .lib, I'm new to c++), and the exact same file in 'Effects11\Release'. Whats going on here? I've never used VS 2010 for c++ before now but I think I am building the solution correctly.
Is this a matter of renaming the files or have I done something wrong without realizing it? There really isn't much documentation on building and linking libraries in vs 2010 that I could find. Anybody have any suggestions?
Thanks
If you compiled exactly what you got off the web, then I think it would be just a naming convention problem.
You should try compiling it into your end application and see if it yells about debugging symbols missing.
You can also go into the build settings (it has been a while since I have used visual studio for anything other than C# so I don't know exactly where that menu option would be (I assume right clicking on the project should yield some useful results)...I generally do my C++ stuff on linux) and check to see what the built targets are for debug and release. If it turns out that the names are the same for both, but the build targets (i.e. the folder and a few other options, like including debugging symbols) are different then you should be good and it is just a naming problem.
Also, if the files are the exact same size it is likely that they are the same since the debug file should be at least a bit larger than the release one.
If it turns out that they are the same file, try re-downloading or re-extracting the source and just compiling the project again without any changes and see if that gets any results.

General approach to missing DLL's

I guess everyone has run into missing dll's issues from time to time. What I am trying to get is the 'recommended' method to find and install the dll's. Finding out which dll's are missing is easy enough using depends.exe.
Don't use depends.exe anymore, it hasn't kept up with developments in the Windows core and deployment strategies like the side-by-side cache. Trying to fix the warnings it gives will actually mess up your machine pretty badly. Only use it for hints if a program actually fails to start.
99% of the missing dll errors that I tend to come across are missing C++ runtime libraries (eg =MSVC*.dll=) or the .Net framework, where the developer has built with dynamic linking to the C++ runtimes but hasn't created an installer with the required merge modules, or they have built a debug version which links against the debug runtime libraries which you are not permitted to redistribute.
In the vast majority of these cases, simply installing the correct Visual Studio 2005/2008 C++ runtimes (eg see here) or .Net framework will fix the problem.
That depends greatly on which DLLs are missing and why they are missing, I don't know that there is a one-size-fits-all answer.
My advice would be to use depends to find which DLLs are missing, try to find out where those DLLs were supposed to be installed (and what application was supposed to install them), and then try to reinstall that application or find out what happened to screw up the dlls.
Another thing to check is for 32bit/64bit mismatches, that can make it seem like DLLs are missing sometimes, especially on 64bit platforms.
Or if you are using .NET, you can have trouble with assembly versions and the GAC sometimes.
You can also check the PATH environment variable, I would advise against blindly adding to your PATH to get it to find DLLs you want, that can cause all sorts of other weird problems.
Sometimes you have to hack around with the PATH or copy files to get things to work, but it is usually better if you can figure out what went wrong in the first place and fix it.
Get the DLL from its publisher's website, if possible, and then follow the publisher instructions to install. Don't forget to respect licensing rules!

application couldn't be initialized error (manifest file problem)

I am trying to use a library (.dll) in my project. Everything seems to
be set up fine. It all works in release mode.
When I go debug on it, I get this darn error on startup:
ldr: ... application couldn't be initialized error (or similar, I translated it)
I learned that this has to do with manifest files.
I fumbled around a bit, in the project settings, but nothing really worked / I couldn't get my head around it.
The error persists.
Does anyone know a quick solution to this?
I don't care if it is dirty.
I think I liked dll-Hell better than manifest-Hell!!
The solution:
The wrong version of the .dlls got loaded. I didn't know that they were still
lying around on the system. Depedency Walker is a great tool and set me on the right track. So I will accept this answer.
Thanks a lot!
I always use Dependency Walker for debugging this sort of thing. It will tell you which dependencies your dll is missing.
Are you trying to run Debug-mode executables on a PC without Visual Studio installed? If so, you'll need to copy the Debug CRT DLLs onto it. See here: http://msdn.microsoft.com/en-us/library/aa985618(VS.80).aspx
Probably has something to do with dependent DLLs that are not available in debug mode (but are there in release mode). Make sure the debug DLLs you need are available (e.g. in the path).

Cannot execute program if using boost (C++) libraries in debug-version on WinXP

I'm using boost for several C++ projects. I recently made a upgrade (1.33.1 to 1.36, soon to 1.37), since then I cannot run any debug-builds anymore.
To be sure that no other project issues remain, I've created a minimum test-project, which only includes boost.thread, and uses it to start one method. The release build can be started, the debug build cannot, although the Dependency Walker shows that all required libraries are found (this also means that the required MS Debug CRT is found in the SxS directory).
On startup I only get:
Die Anwendung konnte nicht richtig initialisiert werden (0xc0150002).
Klicken Sie auf "OK", um die Anwendung zu beenden.
Which means nothing more than "failed to initialize app". An internet research primarily lead to an MS Office installation problem, which recommends to perform a repair of WinXP.
So, beside the repair setup (which I think will not help as I'm talking about debug-dll issues), any ideas?
Ah, before I forget: Absolutely the same source-code leads to no errors on the build-machine (i.e., DLLs can be registered, means executed). So it's obviously an installation problem, but as the DLLs are there, and dependency-walker finds it, what else have I forgotten?
(edit) Well, I have not yet resolved my problem, but thanks to deemok I'm a step further. For the sake of reducing misunderstandings I give some clarifications below:
The program fails to run on the developer-machine
I am working with an installed VS2005 (it's a VC++8 project)
I used the boost-setup from BoostPro, compiled all possible build-versions, and I double-checked that they are there (otherwise I'd already get linker-errors during build).
and I double-checked any corner of include/lib/bin configuration I can think of -- as boost uses auto-linking on windows, with a special naming convention, the build or start-up would have failed, with a much more comprehensible error-message.
I cannot use static linking, as boost.thread requires dynamic linking for DLL projects (I maybe could mess around here, but as this problem seems to happen only on my machine, I do not want to mess with this, as I'm sure the boost-guys had a reason to place that check in there in the first place)
As I wrote, I checked with Dependency Walker, and it says everything is just fine.
Currently it seems to be an error in the boost-dll (maybe incorrect Manifest), will check that.
It's a Side-by-Side (SxS) issue – simply copying the DLLs is not enough anymore.
Regarding your specific problem concerning the Debug build, see: Running vc2008 debug builds on non-dev machines
Short answer:
You can't, because there's no installer redist for the debug runtime (and in fact the software license forbids distributing it, so you'd be breaking the EULA even if you did get something put together).
So, you'll need to install Visual Studio there.
However, if you still want to try without taking that path, you could read puetzk's answer in its entirety.
Or, you could try to link everything statically.
So you are using the pre-built libraries from BoostPro? If so, your environment might somehow be slightly different to the one they were built in (TR1 feature pack or not, etc). Perhaps best to try building Boost yourself in your specific environment.
This might turn out to have nothing to do with SxS. I suggest checking the Event Log for SxS error messages and using dependency walker to check for most probable DLL dependency issue, or one of the DLLs is returning FALSE from its DllMain (for whatever reason).
Also, enabling loader snaps:
gflags -i yourapp.exe +sls
might shed extra light when run under debugger (or dependency walker for that matter).
Note: gflags is part of Windows debugging tools.
Get yourself the dependency walker. Open your application exe in it. It will show you all the dlls that your application needs but can't load/access.
If that's not enough, you can also profile your app with the dependency walker, which will give you a lot of output to find out where the problem is.
[edit]
since you only have problems with the debug build:
make sure that when you upgraded boost, you also rebuilt not just the release binaries but also the debug binaries of boost. And of course, make sure that the debug build was built with the same version of VisualStudio than you're using now.
And make sure that the include paths (tools->options->projects and solutions->VC++ directories) are correct: the paths to the latest boost version must be there, not maybe to an older version.