When I want to use the GLM Package on Windows I get the problem
Rmath not properly installed. Please run Pkg.build("Rmath") and restart Julia.
But then the following error occurs:
Failed to precompile Rmath to ...
which then produces the error notification
Exception by Determining of "SecurityProtocol": "NULL can not
converted to the type "System.Net.SecurityProtocolType" because it is
not a possible value for enumerations values. Enter a possible value
"Ss13, Tls"
Do you know how to solve this problem?
This is more of a workaround than an actual solution to the issue.
The problem is likely a networking one (e.g., running Julia from behind a proxy server). The way to solve it is to manually download the 'zip' file whose address is given in the error when the build fails, unpack it into the 'bin' folder of Julia installation (typically something like 'C:\Users\User1\AppData\Local\[julia version]\bin'), and then run
Pkg.build("Rmath") in Julia.
Related
When I create a task (AzureCLI#1), I wanted to assign a value to a variable, but the error saying the command appId is unrecognized. What could be the issues?
enter image description here
What cause this issue?
The issue is solved. It causes because the agent pool is using Windows instead of Linux. Apparently, Azcli#1 is more suitable for Linux-based but Azcli#2 is more suitable for Windows-based.
I'm trying to set up a Windows Server-based continuous integration server to completely build and package an Unreal Engine 4 project. The vast majority of the process works, but at the content cooking stage I keep running into the following errors:
********** COOK COMMAND STARTED **********
Running UE4Editor Cook for project C:\workspace\CEIT_ingame-native-plugins_PR-44\sampleProjects\unreal\ShooterGame26\ShooterGame.uproject
Commandlet log file is C:\Unreal426\Windows\Engine\Programs\AutomationTool\Saved\Cook-2021.07.05-13.56.23.txt
Running: C:\Unreal426\Windows\Engine\Binaries\Win64\UE4Editor-Cmd.exe C:\workspace\CEIT_ingame-native-plugins_PR-44\sampleProjects\unreal\ShooterGame26\ShooterGame.uproject -run=Cook -TargetPlatform=WindowsClient -fileopenlog -ddc=DerivedDataBackendGraph -unversioned -abslog=C:\Unreal426\Windows\Engine\Programs\AutomationTool\Saved\Cook-2021.07.05-13.56.23.txt -stdout -CrashForUAT -unattended -NoLogTimes -UTF8Output
LogInit: Display: Running engine for game: ShooterGame
LogModuleManager: Warning: ModuleManager: Unable to load module 'C:/Unreal426/Windows/Engine/Binaries/Win64/UE4Editor-OpenGLDrv.dll' because the file couldn't be loaded by the OS.
LogModuleManager: Warning: ModuleManager: Unable to load module 'C:/Unreal426/Windows/Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeap.dll' because the file couldn't be loaded by the OS.
Took 14.257796s to run UE4Editor-Cmd.exe, ExitCode=1
ERROR: Cook failed.
(see C:\Users\jenkins\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Unreal426+Windows\Log.txt for full exception trace)
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
BUILD FAILED
Specifically, UE4Editor-OpenGLDrv.dll and UE4Editor-MagicLeap.dll cannot be loaded, but there's not any clear indication as to why this is, just that "the file couldn't be loaded by the OS". The log files written to disk don't tell me much more than the information above. I've verified that both DLLs are actually present on the CI server, so I suspect that there is some other sub-dependency missing.
I've tried running Dependencies on the Unreal executable and the DLLs mentioned in the logs to work out which DLLs might be missing on the server machine itself, but this takes over three hours to run to completion, so is a bit awkward and time-consuming to do repeatedly. I've followed the advice regarding missing dependencies from this page, and have gone through all of the likely DLLs that were reported as not found by the Dependencies utility (mostly DirectX/OpenGL related ones), but the build still fails and I'm running out of ideas.
Is there any easy way in Windows to work out exactly why a DLL fails to load? I seem to remember that Windows DLL loading error messages are nowhere near as informative as on Linux, but perhaps there's a tool or an easier method to work it out that I'm not familiar with.
EDIT: I've narrowed things down somewhat - if I attempt to load glu32.dll completely dynamically in a program of my own, I get the load error Could not load C:\Windows\System32\glu32.dll: The specified procedure could not be found. As this is on the load attempt, rather than attempt at looking up a function, it implies that some procedure is missing on a sub-dependency of glu32.dll, but I don't know how I'd go about identifying which one it is.
You can try to delete Engine/Intermediate and click GenerateProjectFiles.bat to regenerate the whole project if you use UE Source code to start up, see UE documentation and rebuild with Visual Studio.
If you use the UE4-Editor to start up lacking dll, just add dependency within YourProject.build.cs like a third party, see UE document.
Using Stack GHCi on Ubuntu Linux (Windows Subsystem Layer), I can't use any aspect of Test.QuickCheck, even though I can build it and import it. I've been using Haskell in this way for a while without issue.
The simplest failing case sums it up nicely. After successfully loading and importing QuickCheck, I try the following:
Prelude Test.QuickCheck> sample (arbitrary :: Gen Int)
I get the following:
*** Exception: clock_getres: invalid argument (Invalid argument)
This is the same error that I get in every attempted use of quickCheck, property, sample...It doesn't matter if I import QuickCheck or link it with a .cabal file. These functions all still type check, too.
"clock_getres" has something to do with Linux, so I tried using System.Random, which worked fine. Does anybody know what might be causing most of QuickCheck's functions to fail?
I'm trying to compile a custom system image of Julia to speed up the loading of some libraries, specially Gadfly. I tried the docs tutorial but Julia complains about undefined paths (it makes me require every single library) and after linking all of them about undefined variables STDOUT and STDERR. If I don't use a userimg.jl file the compilation works perfectly.
I first tried a userimg.jl file with only
include("/home/clavero/.julia/v0.4/Gadfly/src/Gadfly.jl")
but it complained about libraries not in path, with error messages like
Base.ArgumentError(msg="Codecs not found in path")
so I started including about 30 libraries in the correct order only to arrive at the errors about STDERR and STDOUT.
I'm running Julia as root to have write permission in the needed files, and runing in the root REPL homedir() gives me /root, so I suspect is a path problem.
How can I generate a custom image with Gadfly in it? Did I follow the guide wrong?
Because julia 0.4 supports package precompilation, for me loading Gadfly (with using Gadfly) is not too bad, certainly not as big of a problem as the JIT-delay in generating the first plot. So simply building in Gadfly via userimg.jl won't help much.
However, you could add precompile statements to eliminate the delay. The following may be helpful:
https://github.com/timholy/SnoopCompile.jl
https://github.com/dcjones/Gadfly.jl/pull/673
http://julia-programming-language.2336112.n4.nabble.com/Precompilation-and-functions-with-keyword-arguments-td32038.html
I am trying to run the project using the mingwenv.cmd. When I type the command to run my project wireless1 it is showing the following error- Error: NED type `wireless1.Wireless1' could not be fully resolved, due to a missing base type or interface. Can anyone please tell me what this error is about and how should I deal with this error?
Thank you
Yes. Your simulation cannot see the type "wireless1.Wireless1" most likely because the corresponding NED files were not found. I suspect you are using INET so I would suggest to start experimenting with the examples and once you can run and modify them move creating your own. Also using the IDE would make sense until you can get a hold how to start from the command line.