vpxmt.lib for vs2012 1.3 - c++

3 vpxmt.lib for 2012. I've tried to build it but I keep running into new problems. It seems like one of those projects that will take a long time to setup with one dependency issue after another. I'm wondering if someone either has the .lib files that can post or can tell me how to solve this next problem.
I was following the guide here:
http://www.webmproject.org/code/build-prerequisites/
I was able to produce vpx.sln in the .lib directory. But when I convert and build the project I get these 100's of these errors.
LINK : fatal error LNK1181: cannot open input file 'vpxmt.lib'
This is like the 6th dependency issue I've run into.
PS: Honestly if google actually actually wants vp9 to be taken up they should just provide us with prebuild libraries on windows (I imagine linux people are use to this) and not make us spend days trying to get the correct configuration settings.

Related

How Can I Fix This LNK1104 Error in Visual Studio?

First off, allow me to give you some background. I'm attempting to emulate a game from my childhood. A lot of work has been done with respect to emulating said game, and I've made some decent progress through the windows setup guide that can be found here.
I recommend taking a look at that first, because knowing the prior steps I've done will probably help in answering this.
Currently I'm on step 10, building the Vana solution. When I build it in Visual Studio 2019, I encounter 3 errors. The login, channel, and world server projects cannot open “libmysql.lib”. The output is as follows:
LINK : fatal error LNK1104: cannot open file 'libmysql.lib'
And under the error list it reads:
LNK1104 cannot open file 'libmysql.lib'
It’s not telling me why it cannot open it, it just says that it can’t open it. It’s not giving me any location, or much clues as to what exactly I should do. I found “libmysql.lib” within the MySQL server community 8 folder and I put the file within the SQL folder in the “LazurBeemz” directory, but got the same error.
I then tried putting it into the MySQL server 5.0 folder because that’s where I pointed the “LazurBeemz” pack to, unfortunately I got the same exact errors. Honestly I have no idea where exactly I should put it or why I’m getting these errors. It’s beyond me. I checked the specifics of the error code (LNK1104), and it has a PLETHORA of possibilities. The main thing I need to know is WHERE should this file go?
Any Thoughts?
Here is a picture of the error messages
First, you need to find out the file directory where the libmysql.lib is located.
Then, you could select Properties->Linker->General->Additional Library Directories-><Edit...> and add libmysql.lib file storage directory.
Finally, you could select Properties->Linker->Input->Additional Dependencies and add the name of libmysql.lib.
Note: You need to perform similar operations on debug version and release version.

How to add 3rd party library in Unreal Engine 4

I am new to Unreal Engine. But here is what I planned to do. I want to an experiment project by combining socket.io with Unreal Engine 4. I know somebody may shot at me, for it already had a plugin. But I don't like graph programming at all (I prefer "real" coding)
But as I followed instruction from Installing socket.io C++ and here. It just won't work. The error told me something about File Not Found on multiple headers file from this github repo. So I tried to add a lot of things (Hopefully it won't affect the outcome). And now a tons of errors had popped up. Now they are mostly about Macro errors. And I have absolutely no idea how to fix.
The problem is I don't understand why after I include .lib files to PublicAdditionalLibraries I still needed the original file (Shouldn't it work like any other visual studio projects?)
Also how to tackle loads of errors I am facing
Thanking in advanced
Did you add your include paths with the lib headers to PublicIncludePaths array ( in the StartupModule() method ? it's gonna be needed to use methods from your lib.
Here is an exemple how to use the PublicIncludePaths
string includePath = Path.Combine(ThirdPartyPath, "opencv", "include");
PublicIncludePaths.Add(includePath);
ThirdPartyPath is a member of my module class i retrieve with my getter
Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/"));
I took a look at the github repo of Socket-IO-cpp lib and the only libs compiled for windows are in 32bits, take care you're not tried to compile in 64bits, or every .lib files of your libraries are in 32bits to be linked all together, in case you're using others libs.
If you got some runtime error, take a look at my answer which explain how to indicate .dll when .libs arn't enough.
Hope it helps

How to set up wxWidgets 3.1.0 with Visual Studio 2015

I am somewhat of a beginner when it comes to open source libraries. I have tried to compile from source and use the pre-built binaries, but in both cases I get a ton of errors when I try to run the simple 'Hello World' program on the tutorial section of the wxWidgets website. After playing around for quite some time, the closest I have got to compiling is by building the libraries from source, but I still have 2 errors remaining:
"_w64 can only be specified on int, long, and pointer types" file: defs.h
"cannot open file 'wxbase31ud.lib" - LINK
It seems strange to me that the header file provided by wx would have an error such as that one, so I imagine both errors are because of something I am doing. I am hoping that someone here can do one of the following for me:
Help me solve these errors
Provide instructions for building libraries from source and subsequently linking my program to the correct directories
Some additional info: I am working on x64 Windows 7, my target will also be x64 exclusively. I do not have admin privileges, so no editing the system PATH for me.
Thanks for your help!
The simplest way to start working with the library is this:
Grab the sources.
Unpack the sources.
Open VS IDE.
Open \build\msw\wx-vc14.sln (adjust as necessary.)
Go to "Build->Batch Build...", click "Select All", "Build".
Go drink some coffee or watch TV.
After the build finishes, open wxWidgets/samples/minimal/minimal_vc9.sln.
Let MSVC convert the solution to become an appropriate format.
Build and run the sample.
If you will acquire any issue during those steps, let us know.
The library build in step 5 should build without any issues and then all you will need is to build the minimal sample.
The next step is to copy the samples\minimal folder somewhere and start writing the code. All you will need to do is to change the Include and Lib search path.
[EDIT]
If you can build the 32-bit libraries (which are default in the provided solutions) all you will need is to convert them to be 64-bit and rebuild.
There is no changes to the $PATH or any environmental variable involved. Moreover you shouldn't build anything with the admin priviledges.
Also as Thomas pointed out you library build has to match whatever sample you are trying to build.
[/EDIT]

How to compile/migrate a Visual Studio solution from a machine to another?

Recently I obtained a solution which has been created on another person's machine. I have been banging my head into the monitor in the past 2 days trying to fully migrate the solution to my machine. I have been manually changing the directory addresses of the solution and have not been able to compile the solution although I think I have corrected more than 100 paths as of now. Here's my first attempts to migrate the solution to my machine and resolve the issue of not being able to open any of the files.
Now I can open all the files in each project on my machine (after manually changing their paths). However, I am still getting the same errors and I'm not able to compile the project. Below is a picture of the errors I'm getting:
And here's the output log when trying to compile the project. So I wonder, can someone give me some advise on how I should go about doing the whole process automatically? In the output log I see there is a F:\Virtual ... path which indicates the solution been created on a virtual machine. However, I am not using a virtual machine and am not able to find the file file containing that path (F:...) so that I can change it to the correct one (I even do not know what the correct one should be since I am not using a VM).
If you are not able to help me through the description I gave or the output log file, you can download the whole solution from here and then give me some instructions on how I should go about compiling and using it. I really appreciate your help.
Chances are that someone went rogue on the project file, because normally all paths are defined in a way that is relative to the project or solution, making them portable.
In order to fix this, I see two options, either set up the project files from scratch or keep on hacking on them until they compile. Whichever path you take, keep in mind that VS supports placeholders like $(SolutionDir) you can refer to when setting up paths. If that doesn't work, please try to extract a minimal example.
Also, make sure you have a version control system set up, so you can retrace your steps. This should be standard in any software development, but considering the state of the project I wouldn't be surprised to find other, hairy places there.

C++ Logging Library Setup

I've been trying for about 2 weeks now to get a logging library to work with. I've tried Log4cxx, Log4cpp, log4cplus and boost.log. The problem isn't that none of these work for me, it's that I can't figure out how to get them to work at all. I would really like to use log4cxx since I'm working with log4j/logback at work, but I haven't been able to get any of the libraries based on log4j to build. I've been able to build and use the boost library, but boost.log gives me all kinds of linker errors no matter what I try. If anyone could direct me to a step-by-step guide to get one of these libraries working I would greatly appreciate it. Also, I'm using eclipse as my IDE if that matters.
Did you ever get this working? Log4cxx definitely works on Win7. Maybe you could post some of your build errors. Just guessing, perhaps you didn't configure your eclipse project to link with a log4cxx static lib.
Boost.Log works for me quite well (Linux and Windows). It is not a header only library, there is a compiled part that you need to link against. See instructions here.
It also depends on other, non-header, Boost libraries:
The logging library uses several other Boost libraries that need
building too. These are Boost.Filesystem, Boost.System,
Boost.DateTime, Boost.Thread and Boost.Regex. Refer to their
documentation for detailed instructions on the building procedure.
Depending on your platform there may be pre-built versions of the Boost libraries. Otherwise building it yourself is straightforward if you follow the instructions. If you get stuck update your question with where exactly you got stuck and what you're seeing.
I'd recommend Pantheios. It takes some time to build everything when you first download - type make build test and go have lunch - and you have to select the output streams (Pantheios calls them "back ends") at link time, but for coding, it is really simple, e.g.
std::string name;
int age;
pantheios::log_DEBUG("name=", name, " age=", pantheios::integer(age));
It's designed from the ground up for speed - the age won't be converted into a string unless the "DEBUG" level is switched on - and robustness - which is why you can't pass fundamental types directly, and use "inserters" (e.g. pantheios::integer). See this recent blog post by Pantheios' author for more information.
I managed to get log4cxx to work, this was done in Visual Studios 2013 running on Windows 7 OS.
This following is what I did, step by step:
Download the log4cxx ZIP package extract its contents, http://logging.apache.org/log4cxx/download.html
Download apr and apr-util ZIP packages, http://apr.apache.org/download.cgi
Then
manually extract this zip apr-1.2.11-win32-src.zip (the
extracted folder should be named 'apr', if it is not manually rename
it)
manually extract this zip apr-util-1.2.10-win32-src.zip (the
extracted folder should be named 'apr-util', if it is not manually
rename it)
open a command prompt and run the following: cd
apache-log4cxx-0.10.0 configure (this
will execute configure.bat)
We will need to disable to use of the APR ICONV and LDAP support.
In order to do so, we will append the following files manually:
Open apr-util\include\apu.hw. Find the line starting with “#define
APU_HAVE_APR_ICONV”. Change the value to 0 and save.
Open apr-util\include\apr_ldap.hw. Find the line starting with
“#define APR_HAS_LDAP” Change the value to 0 and save.
We need to build the log4cxx.dll, to do so convert *.dsw
to *.cxproj.
Launch Visual Studio 2013 and open log4cxx.dsw.
VS will ask if you like to convert everything. Simply click Yes.
There may be some warnings in the migration report, but nothing that
should prevent the solution from opening.
> The projects xml, apr, and apr-util should build successfully.
If you try compiling the log4cxx project it will most
likely fail with hundreds of errors. This is due to a bug in VC++
which can be worked around.
Move all macros outside (above) the class they are in.
LOG4CXX_LIST_DEF macro is used to define classes. All macros reported in error C2252 will need to move out of any classes. This
may also include moving definitions which are used in the macro.
Next, change all LoggingEvent::KeySet to KeySet (this is no longer nested in a parent class)
> Following this, the log4cxx project should now compile
successfully on your machine.