I have a project that is going to create hotspot client, so it imports net.rim.device.api.wlan.hotspot.*
When the code runs it complains that it cannot find net_rim_api_wlan_hotspot. If I display the table-of-contents for the jar file, *\BlackBerry JDE 5.0.0\lib\net_rim_api.jar, the file class files are listed.
What steps am I missing to build the project correctly?
Related
I'm working with a C++ Unreal Engine project and made my own custom module called MyActor, Unreal Engine automatically created the .cpp and .h files for me. That much appears to be working.
So now I want to include classes or methods from the AppleARKit plugin then override and call them from my custom MyActor module.
First I tried using #include AppleARKitLiveLinkSourceFactory.h because it has theIARKitBlendShapePublisher::PublishBlendshapes method which I want to modify and use.
It didn't work at first with this error: E1696 Cannot open source file AppleARKitLiveLinkSourceFactory.h but I found out I could include them in Visual Studio using the "Include Directories" under Properties like this:
The AppleARKitLiveLinkSourceFactory.h lives in the Public folder but I included the Private folder as well, I don't know if I need to do that. This appeared to work at first but then I got the same error as before for every dependency inside the AppleARKitLiveLinkSourceFactory.h file.
Do I have to include the individual directories for every dependency down the entire chain? Is there an easier way?
When I ran into the issue of including files from a plugin, in my case LidarPointCloud, the following steps worked for me:
1) In my <project-name>.Build.cs file, I added the module name I wished to use (LidarPointCloudRuntime) to the public dependency list
PublicDependencyModuleNames.AddRange(new string[] { "LidarPointCloudRuntime", "Core", "CoreUObject", "Engine", "InputCore" });
I determined the module name by opening the .uplugin file in the plugin's folder, and looked at the Modules section. If multiple module names are listed, you should pick the one that contains the source for the classes you care about.
2) I then rebuilt the project, closed my editor, then right clicked my <project-name>.uproject file and regenerated project files.
After that, I was able to access the .h files in my code.
-Update-
It seems that AppleARKitFaceSupport has dependencies on other plugins that may need to be included. For example, ARSystems.h lives in AugmentedReality. When I add that to PublicDependencyModuleNames and perform the same steps, it can find ARSystem.h.
When I specify a different project form the main file it can't find it and the generation process fails. Does Resharper expect a separate project to be in the folder as the original project? My project 'DataAccess' is in a different folder.
The following works find if I remove "DataAccess".
Else it creates the other files, but doesn't fill them in, and gives the following error...
I can export a project to a template just fine, however, things are missing in the new project.
My goal is to create a template for code testing that requires some custom project/build/linking configurations. I found that I can preserve all these custom settings in an exported project. In addition to these settings is a directory that contains a .dll and .lib file. I have my paths set up as $(ProjectDir)\supp\tester.dll
-and-
$(ProjectDir)\supp\tester.lib
in their respective locations for linking.
The problem is that when I export the project as a template, and create a new project from the template, I am missing the tester.lib file in the supp directory. I even tried unzipping the template file and adding the tester.lib file back to SUPP, and rezipping it. I still cannot create a project from the template that includes the tester.lib file. Only the tester.dll file is created.
Do I have to set something up to tell VS to include this file in the template??
Thanks!
I got it working, although I am not sure if it was the most correct solution.
I had to export my project, unzip the resulting template, copying the tester.lib file to the unzipped file, and manually edit the templates .vstemplate file by adding:
<ProjectItem ReplaceParameters="false" TargetFileName="tester.lib">tester.lib</ProjectItem>
under the <Project><\Project> section. I then rezipped the files and put it in the Templates directory in the Visual Studios user area. Project I create with this template now include both the tester.dll and tester.lib files.
"WinJS ToDo Sample for Multi-Device Hybrid Apps" Sample Code Project (http://code.msdn.microsoft.com/WinJS-TODO-Sample-for-17295485/sourcecode?fileId=114491&pathId=1137423199), I tried download and run it , but the index.html file include
three file for winjs reference : ./css/ui-light.css , ./scripts/frameworks/base.min.js , ./scripts/frameworks/ui.min.js , can't be found in the project .
what's i missing some thing ?
The sample projects have been authored in a way that the requisite dependency frameworks will be automatically downloaded when you run the project for the first time.
However, the libraries may fail to download in case the script does not have the right permissions to execute. To fix this:
Open the folder where you’ve downloaded the sample app
Identify the FetchRequirements.ps1 file and right click it
Choose “Properties”
Click the Unblock button if it shows up
Try to run the project again through Visual Studio
I'm trying to configure FASTMM4 for Builder C++ 6 and the steps I followed are;
Downloaded zip from sourceforge.
Under the Project -> Options -> Linker menu I unchecked "Use Dynamic RTL".
Unzipped the contents at C:/tools/FASTMM and added FASTMM4.pas file to my test C++ VCL project.
Simply compiled the unit from Project menu and got a new FastMM4.hpp file in FastMM folder.
Included FastMM4BCB.cpp file in my project and also wrote #include <FASTMM4.hpp> on the top.
Added path to FastMM_FullDebugMode.dll and FastMM_FullDebugMode.lib and moved FastMM_FullDebugMode.dll to the Bin folder in Builder C++ install directory.
Enabled the line {$define FullDebugMode} from FastMM4Options.inc.
Did I miss anything? why do I have the following errors?
I found the instructions in FastMM4BCB file itself and I got it working.
Usage:
Copy FastMM4BCB.cpp, FastMM4.pas, FastMM4Message.pas, FastMM4Options.inc,
and FastMM_FullDebugMode.lib to your source folder.
Copy FastMM_FullDebugMode.dll to your application's .exe directory (if you
intend to use FullDebugMode).
To your project, add FastMM4Messages.pas first, then FastMM4.pas, then
FastMM4BCB.cpp. On compiling the .pas files, .hpp files are created and
imported by the subsequent files.
Add USEOBJ("FastMM4BCB.cpp") to your project file, BEFORE any other
USEFORM directives.
Under the Project -> Options -> Linker menu uncheck "Use Dynamic RTL"
(sorry, won't work with the RTL DLL).
FastMM will now install itself on startup and replace the RTL memory manager.