Things were working fine in an Emscripten build 1.29.0 but after upgrading to 1.34.1, I get the following error:
1> Traceback (most recent call last):
1> File "C:\Program Files\Emscripten\emscripten\1.34.1\\emcc", line 1260, in <module>
1> shared.Building.llvm_opt(final, link_opts)
1> File "C:\Program Files\Emscripten\emscripten\1.34.1\tools\shared.py", line 1429, in llvm_opt
1> assert os.path.exists(target), 'Failed to run llvm optimizations: ' + output
1> AssertionError: Failed to run llvm optimizations:
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Emscripten\Microsoft.Cpp.Emscripten.Targets(117,5): error MSB6006: "C:\Program Files\Emscripten\emscripten\1.34.1\emcc.bat" exited with code 1.
One cause for concern was reading this line from changelog, and then not knowing what the approach was or the process was if the following was not being used (I'm using VS2010):
- Enabled native JS optimizer to be built automatically on Windows, requires VS2012 or VS2013.
If anyone would know why things don't work, after uninstalling and re-installing everything and cleaning source, then please let me know!
This appear to be a regression in 1.34.1. I had the exact same issue. After upgrading to 1.34.6 the error went away. I don't which commit fixed it but I would suggest you also update to 1.34.6+.
Related
I'm trying to install darknet on Windows 10 using the instructions in the following link:
https://github.com/kiyoshiiriemon/yolov4_darknet/tree/b504cc3b4e47617c2cf28c37a6581fc733854f06
However, I got the following error through Windows PowerShell:
-- Configuring x64-windows CMake Error at scripts/cmake/vcpkg_execute_required_process.cmake:106 (message):
Command failed: ninja -v
Working Directory: C:/Users/hedey/vcpkg/buildtrees/opencv4/x64-windows-rel/vcpkg-parallel-configure
Error code: 1
See logs for more information:
C:\Users\hedey\vcpkg\buildtrees\opencv4\config-x64-windows-out.log
Call Stack (most recent call first): scripts/cmake/vcpkg_configure_cmake.cmake:312 (vcpkg_execute_required_process) ports/opencv4/portfile.cmake:280 (vcpkg_configure_cmake) scripts/ports.cmake:135 (include)
Error: Building package opencv4:x64-windows failed with: BUILD_FAILED Please ensure you're using the latest portfiles with `.\vcpkg update`, then submit an issue at https://github.com/Microsoft/vcpkg/issues including: Package: opencv4:x64-windows Vcpkg version:
2020.06.15-nohash
Additionally, attach any relevant sections from the log files above.
I'm totally stuck getting a solution for this issue.
This is the complete log file can be found in the following link:
https://www.dropbox.com/s/f30g354t26n1mvg/log_files.zip?dl=0
I noticed that the png.h file exists at C:\Users\hedey\vcpkg\installed\x64-windows\include\libpng16 instead of C:\Users\hedey\vcpkg\installed\x64-windows\include\libpng (which is where it's being searched for as in the CMakeError file.
Also, both of png.h and pthread.h exist at C:\Users\hedey\vcpkg\installed\x64-windows\include.
EDIT:
The above problem was solved after I updated vcpkg (using git pull).
However, I got another error as follows:
FAILED: modules/core/CMakeFiles/cuda_compile_1.dir/src/cuda/cuda_compile_1_generated_gpu_mat.cu.obj
cmd.exe /C "cd /D C:\Users\hedey\vcpkg\buildtrees\opencv4\x64-windows-dbg\modules\core\CMakeFiles\cuda_compile_1.dir\src\cuda && C:\Users\hedey\vcpkg\downloads\tools\cmake-3.18.4-windows\cmake-3.18.4-win32-x86\bin\cmake.exe -E make_directory C:/Users/hedey/vcpkg/buildtrees/opencv4/x64-windows-dbg/modules/core/CMakeFiles/cuda_compile_1.dir/src/cuda/. && C:\Users\hedey\vcpkg\downloads\tools\cmake-3.18.4-windows\cmake-3.18.4-win32-x86\bin\cmake.exe -D verbose:BOOL=OFF -D build_configuration:STRING=Debug -D generated_file:STRING=C:/Users/hedey/vcpkg/buildtrees/opencv4/x64-windows-dbg/modules/core/CMakeFiles/cuda_compile_1.dir/src/cuda/./cuda_compile_1_generated_gpu_mat.cu.obj -D generated_cubin_file:STRING=C:/Users/hedey/vcpkg/buildtrees/opencv4/x64-windows-dbg/modules/core/CMakeFiles/cuda_compile_1.dir/src/cuda/./cuda_compile_1_generated_gpu_mat.cu.obj.cubin.txt -P C:/Users/hedey/vcpkg/buildtrees/opencv4/x64-windows-dbg/modules/core/CMakeFiles/cuda_compile_1.dir/src/cuda/cuda_compile_1_generated_gpu_mat.cu.obj.Debug.cmake"
nvcc fatal : Unsupported gpu architecture 'compute_30'
CMake Error at cuda_compile_1_generated_gpu_mat.cu.obj.Debug.cmake:220 (message):
Error generating
C:/Users/hedey/vcpkg/buildtrees/opencv4/x64-windows-dbg/modules/core/CMakeFiles/cuda_compile_1.dir/src/cuda/./cuda_compile_1_generated_gpu_mat.cu.obj
I faced this problem before with the cmake gui, and it can be solved by setting CUDA_ARCH_BIN to the value that's suitable to the GPU (6.1 in my case).
However, I don't know how to solve it in case of installing using vcpkg. I tried to find a file where I can edit, and I think it's 'OpenCVDetectCUDA.cmake'. I tried some edits to that file, and I'm still getting the same error. Could you pls help me overcome this issue?
I am running the dockerized version of the latest build.
My issue is that when I add the mod-eluna-lua-engine module, I receive the following error:
[ 16%] Building CXX object src/common/CMakeFiles/common.dir/Database/Implementation/WorldDatabase.cpp.o
/azerothcore/src/common/Database/QueryResult.cpp:189:18: fatal error: out-of-line definition of 'GetFieldName' does not match any declaration in 'ResultSet'
char* ResultSet::GetFieldName(uint32 index) const
^~~~~~~~~~~~
1 error generated.
make[2]: *** [src/common/CMakeFiles/common.dir/Database/QueryResult.cpp.o] Error 1
I've searched and haven't found any similar reports, so it has to be me, right? What is it that I am missing?
Edit:
Running cmake is resulting in the following:
CMake Error at src/cmake/platform/unix/settings.cmake:22 (configure_file):
configure_file attempted to configure a file:
/mnt/wowstuff/server/cmake_uninstall.cmake into a source directory.
Call Stack (most recent call first):
src/cmake/macros/CheckPlatform.cmake:15 (include)
CMakeLists.txt:90 (include)
Final edit: after properly rerunning cmake, copying the build files as needed, then deleting the build cache and rerunning acore-docker-build, the compile worked just fine.
The resolution to this problem was to 1. Properly re-run cmake, building to another folder, and copying the build files into my Azerothcore environment. Once I had done that and deleted the docker/build/cache directory, I was able to successfully compile and run.
Hope it helps another new-to-c-person out there!
I have a Visual Studio project. It contains several Python files. One of them is the main.py. It is working great when I right-click the main.py file in Visual Studio, and start it "with/without Debugging".
But if try to run it via cmd like this: "python main.py"
it gives me this error:
Traceback (most recent call last):
File "main.py", line 6, in <module>
from units.predefined import define_units
ImportError: No module named units.predefined
Somehow it does not find the modules when I try to execute the Python file via cmd. Does someone know why it is not finding the modules? It would be great if someone could help me :)
I am trying to build Dartium with proprietary codecs. I am running into a problem with "_ff_w64_guid_data". I did a google search, and the most it comes up with is that it is a bug with old versions of chromium, and it was fixed in later releases, unfortunately it doesn't go into how to actually fix it, as I am stuck with this version of chromium for Dartium.
I ran "set GYP_DEGINES=""proprietary_codecs=1 ffmpeg_branding=Chrome" before the standard instructions on https://github.com/dart-lang/sdk/wiki/Building-Dartium
Here is a copy of the build info.
C:\dart\dartium\src>.\dart\tools\dartium\build.py --mode=Release
Running: ninja -j4 -C out\Release content_shell chrome blink_tests
ninja: Entering directory `out\Release'
[16/1415] LINK_EMBED delegate_execute.exe
uuid.lib(objidl_i.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
Generating code
Finished generating code
[32/1415] LINK_EMBED(DLL) chrome_child.dll
FAILED: chrome_child.dll chrome_child.dll.lib chrome_child.dll.pdb
C:\src\depot_tools\python276_bin\python.exe gyp-win-tool link-with-manifests environment.x86 True chrome_child.dll "C:\src\depot_tools\python276_bin\python.exe gyp-win-tool link-wrapper environment.x86 False link.exe /nologo /IMPLIB:chrome_child.dll.lib /DLL /OUT:chrome_child.dll #chrome_child.dll.rsp" 2 mt.exe rc.exe "obj\chrome\chrome_child_dll.chrome_child.dll.intermediate.manifest" obj\chrome\chrome_child_dll.chrome_child.dll.generated.manifest
uuid.lib(cguid_i.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
ffmpeg.lib(ffmpeg.wavdec.obj) : error LNK2001: unresolved external symbol _ff_w64_guid_data
chrome_child.dll : fatal error LNK1120: 1 unresolved externals
Traceback (most recent call last):
File "gyp-win-tool", line 313, in <module>
sys.exit(main(sys.argv[1:]))
File "gyp-win-tool", line 29, in main
exit_code = executor.Dispatch(args)
File "gyp-win-tool", line 71, in Dispatch
return getattr(self, method)(*args[1:])
File "gyp-win-tool", line 169, in ExecLinkWithManifests
subprocess.check_call(ldcmd + add_to_ld)
File "C:\src\depot_tools\python276_bin\lib\subprocess.py", line 540, in check_call
raise CalledProcessError(retcode, cmd)
subprocess.CalledProcessError: Command 'C:\src\depot_tools\python276_bin\python.exe gyp-win-tool link-wrapper environment.x86 False link.exe /nologo /IMPLIB:chrome_child.dll.lib /DLL /OUT:chrome_child.dll #chrome_child.dll.rsp chrome_child.dll.manifest.res' returned non-zero exit status 1120
[34/1415] LINK_EMBED blink_heap_unittests.exe
uuid.lib(cguid_i.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
Generating code
Finished generating code
[35/1415] LINK_EMBED webkit_unit_tests.exe
uuid.lib(cguid_i.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
Generating code
Finished generating code
ninja: build stopped: subcommand failed.
Traceback (most recent call last):
File "C:\dart\dartium\src\dart\tools\dartium\build.py", line 56, in <module>
main()
File "C:\dart\dartium\src\dart\tools\dartium\build.py", line 53, in main
+ targets)
File "C:\dart\dartium\src\dart\tools\dartium\utils.py", line 112, in runCommand
raise Exception('Failed to run command. return code=%s' % p.returncode)
Exception: Failed to run command. return code=1
This does not seem to be supported -- see answer from Dart team.
https://github.com/dart-lang/sdk/issues/28280#issuecomment-287661242
"There are limitations with codec licensing, etc that limit us to only building on the completely open-source Chromium project."
The good news is that Dartium will at some point not be needed.
"We're working hard on a fast JS dev model that doesn't require Dartium at all: dev_compiler (also called DDC)."
I am trying to follow the examples at http://swift.im/swiften/guide/#Example-EchoBot1, for building a simple XMPP client using the swiften library.
Mentioned example needs file Swiften.h. According to the swiften mailing list, this file is generated when building swiften. So, I have tried building it on my windows machine, following the instructions at http://swift.im/git/swift-contrib/tree/Documentation/BuildingOnWindows.txt.
Since they state that Qt and open ssl are optional, I go straight to building by running scons.
This is the output I get:
c:\swift-2.0>scons
scons: Reading SConscript files ...
scons: warning: No installed VCs
File "C:\swift-2.0\SConstruct", line 1, in <module>
scons: warning: No version of Visual Studio compiler found - C/C++ compilers most likely not set correctly
File "C:\swift-2.0\SConstruct", line 1, in <module>
scons: warning: No installed VCs
File "C:\swift-2.0\SConstruct", line 1, in <module>
scons: warning: No version of Visual Studio compiler found - C/C++ compilers most likely not set correctly
File "C:\swift-2.0\SConstruct", line 1, in <module>
KeyError: 'MSVS_VERSION':
File "C:\swift-2.0\SConstruct", line 1:
variant_dir = SConscript("BuildTools/SCons/SConscript.boot")
File "c:\swift-2.0\3rdParty\SCons\scons-local-2.0.0.final.0\SCons\Script\SConscript.py", line 614:
return method(*args, **kw)
File "c:\swift-2.0\3rdParty\SCons\scons-local-2.0.0.final.0\SCons\Script\SConscript.py", line 551:
return _SConscript(self.fs, *files, **subst_kw)
File "c:\swift-2.0\3rdParty\SCons\scons-local-2.0.0.final.0\SCons\Script\SConscript.py", line 260:
exec _file_ in call_stack[-1].globals
File "C:\swift-2.0\BuildTools\SCons\SConscript.boot", line 240:
if int(env["MSVS_VERSION"].split(".")[0]) < 10 :
File "c:\swift-2.0\3rdParty\SCons\scons-local-2.0.0.final.0\SCons\Environment.py", line 409:
return self._dict[key]
How do I set the script to find my version of Visual Studio?
Thanks,
best regards,
c
SCons should automatically find the installed version of VisualStudio, but you have to open a "VisualC++ command prompt", as described in the BuildingOnWindows.txt, and start the build within this environment.
I think we've not updated scons to handle VS 2013 yet. I've got a pending patch to add support for some newer VSs, which I'll try to check includes 2013 and get integrated in the next couple of days.