I'm having a hard time trying to build a F# project in Visual Studio that has dependencies downloaded with Paket. It raises several of the following errors (with different dlls each time):
Could not resolve this reference. Could not locate the assembly "XPlot.Plotly.dll". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. (Code=MSB3245)
For this very example, visual studio adds the option -r:C:\projects\StarWars-social-network-master\packages\XPlot.Plotly\lib\net45\XPlot.Plotly.dll. The file actually exists in my filesystem, so I don't know what I am doing wrong. Can anyone point me to a workaround?
Thank you.
From the directory name, I guess you're looking at Evelina Gabasova's Star Wars network analysis.
As far as I can tell, the project uses F# Script files and so you do not need to compile it at all. It is designed to be used with F# Interactive. Once you open the project, you can look at the individual script files *.fsx, select blocks of code and run them interactively - If you are using Visual Studio, this is done using Alt+Enter - other editors use either this or Ctrl+Enter (Xamarin Studio).
Many F# data analysis scripts follow this pattern - you're not really building a project that needs to be compiled and executed as a whole, so running bits of code from script files immediately makes a lot more sense in this context.
Related
I'm a bit of a noob on that topic so I'm searching for help. I need to install this library (https://github.com/twcclegg/libphonenumber-csharp) for a unity project where I need to check phone numbers.
But as I always made simple games in unity I really don't know how to do that and I don't really know either what to search to find an answer.
If anyone of you knows how to do it, it will really make my day.
Thank you
Once do a build on a project you want to use in Unity, then find the DLL output from the build. I recommend you do Release Builds, but for now if you are not familiar with Visual Studio just use what you were able to build. If there are multiple directories then you only need one - the best one to use would be any labelled ".NET Standard" which it seems you have a .net standard 2.0 directory.
Go to your Unity project in the Assets folder, and if there isn't already a Plugins folder create one. Then in Assets/Plugins create a folder named whatever you want for the library - in this case PhoneNumber would be fine. So you would have Assets/Plugins/PhoneNumber and you would copy/paste the contents of your NetStandard2 folder there.
In the end you should have Assets/Plugins/PhoneNumber/PhoneNumber.dll
As soon as you have that dll, you can switch back to Unity and see if it worked by checking the Unity Console for any Errors. You might receive errors saying it could not load the DLL. Almost always if it can not load the DLL it is because of missing dependent DLLs - which is why I said to copy the entire folder contents inside the "NetStandard2" folder since it may contain more than just PhoneNumber.dll - it may have it's necessary dependent dlls also.
If not, you can read the error output and hopefully get a clue as to what dependent dlls are missing. You can also expand the Dependencies in Visual Studio.
Typically the DLL failing to be loaded in Unity is because of missing dependent DLLs. Expanding the Dependencies, which is found under the project name in the Solution Explorer window on the right side of Visual Studio, will show you what libraries it requires. Most of what you see under dependencies (if not all) will require a similarly named dll. Under the netstandard2.0 dependency I see System.Collections.Immutable - so you may need a System.Collections.Immutable.dll which should (usually) be in the output folder when you build the project. You would also need that dll in Unity in your PhoneNumber folder along with PhoneNumber.dll
First, going to be honest. I'm a c#/java-language-level dweller. So I have no idea about how to compile native-C projects such as opus.
I've tried doing it myself, and I've tried googling it. I simply need help compiling the opus-codec API (on Windows).
Once I have the library compiled, I'll build a wrapper for it's API.
While my searches have indeed found opus wrappers targeting my current project's language (c#), I can't find an up-to-date one. I don't know if it matters, but I need it for it's VoIP capabilities.
Sorry for my stupidity in the matter.
[UPDATE]
After compiling with Visual Studio 2010: Ultimate, I have a .lib library file. I need a .dll. I don't know what I'm doing. Help?
In a C project there is going to be some way to drive a build of all the object files, libraries, etc. Basically the same thing as maven build in Java, just with different tools. You will have to have the right tools if you don't.
On unix systems it's usually Makefile driven, running command line programs that compile and link the program or library that is being built. In GUI environments like XCode or Visual Studio, there are ways to run the build directly from the UI.
Looking at the source tree, there's a directory with a number of Visual Studio 2010 projects in it - https://git.xiph.org/?p=opus.git;a=tree;f=win32/VS2010
If you're using Visual Studio, loading that up and trying a build to see if it still works is where I'd start. Or perhaps have a look at Any way to do Visual Studio "project only" build from command line? or other questions that reference msbuild.
Is it possible that I can just compile all CPP files under a project and without linking etc. the project?
The only way I know to do this is by specify the /c switch when you compile the code. Unfortunately, this option is not available from within the Visual Studio development environment, so you'll need to build your code on the command line by calling cl.exe directly. To make things easy on yourself, use the Visual Studio Command Prompt to do so.
Not sure if it's possible to get MSBuild to do this, the documentation is unclear whether the limitation is Visual Studio itself or if it's a limitation of MSBuild. I haven't actually tried for myself.
Alternatively, you can build individual source files from within the IDE by pressing Ctrl+F7 (at least, assuming the default C++ development settings). If that fails, it's also available as the "Compile" option located in the "Build" menu.
I'm not sure whether this will do what you need, but may be worth a try: create a project for an executable (rather than a library) and include all cpp files in it. Add a main() function that just returns zero. Set the C++ optimisation option to 'optimise references' (/OPT:REF). This may just compile all the cpp files but effectively ignore them during the link stage since none of them are referenced by the application.
You don't say why you need to do this - is it because linking takes a huge amount of time?
I am trying to build MSIs in a TFS Build by shelling out to DEVENV.exe (since MSBUILD does not support VSPROJs). In any case, my first installer project builds fine, the second one fails. If I reverse the order, same thing happends (i.e. the error does not follow the project). Looking at the output, I get the following errors:
Deserializing the project state for project '[MyProject].dbproj'
[MyProject].dbproj : error : Error HRESULT E_FAIL has been returned from a call to a COM component.
Also, I get:
Package 'Microsoft.VisualStudio.TestTools.TestCaseManagement.QualityToolsPackage, Microsoft.VisualStudio.QualityTools.TestCaseManagement, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' failed to load
It looks as though the first build tries to serialize the DB project (and it says it succeeds, but there is no DBML file anywhere). Then the second build tries to deserialize the DB project and fails.
I've tried resetting env settings (using the /resetusersettings flag) as well as using the /resetskippkgs flag. Nothing works.
Any ideas?
When you shell out to DevEnv, are you building that specific project (.vdproj file), or are you building the solution? It sounds like VS is trying to open the solution on the build machine and the database and test project systems aren't present.
Have you considered porting your setup project to WiX?
Start simple. Unless you're well versed in the problem you're trying to solve it's usually best to try it "by hand" before getting it running as part of a TFS build. RDP into the build server and try running the necessary commands at the command line and see what happens. You can even go simpler than that and RDP into the build machine and load Visual Studio and build it.
Bottom line is that if you can't get it to build within Visual Studio or at the command line by calling devenv.exe it won't work as part of the team build.
I am using the below Exec task to do precisely what you are doing as part of a TFS build. So I know this works. Your platform and configuration may vary depending on what you're building. The nice thing about this is that you'll have a log file at C:\Temp\MSIBuildOutputLog.txt that you can analyze for additional errors and information.
<Exec Command=""C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\devenv.exe" "$(PathToSolution)\solution.sln" /Build "Release|Mixed Platforms" /out "C:\Temp\MSIBuildOutputLog.txt"" />
One important thing to note... There is a bug in VS2010 which causes MSI generation to fail when you try to run it at the command line using devenv.exe. This took me days to find and figure out, but you need this hotfix. Worked like a charm...
http://archive.msdn.microsoft.com/KB2286556
Actually it's the deployment projects that don't support msbuild. FWIW, this is all deprecated in the next release of Visual Studio so you might want to start looking at InstallShield Limited Edition and/or Windows Installer XML now before spending too much time on dead end, broken technology. Both of these alternatives have proper MSBuild support aswell as many other improvements.
It would be perhaps better and quicker to adopt WIX (Windows Installer XML) which is the technology MS now recommends to use within VS/MSBuild/TFSBuild environment to crate MSIs.
It is relatively easy to setup and integrate within your VS Solutions. It uses XML based files to describe your MSIs and uses these files to create your MSIs when you compile.
I would start by downloading Wix from http://wix.codeplex.com/
Once installed you would be able to use the VS2010 integration of Wix based projects to create MSIs. To get started quickly simply add a new Wix project to your solution and reference the projects whose output you wish to combine into an MSI. Next you can run a tool called "Heat" which is included with Wix toolkit to generate the XML files by scanning your projects.
Once you have these XML files, add them to your Wix project and compile.
In short: is there a way to compile and run single file in NetBeans or Visual Studio without having to setup and tinker with projects?
I'm currently using code::blocks as my IDE. It's fast and very simple: perfect for my needs as a begginner.
I wanted to dive a little deeper and try out a more advanced IDE such as NetBeans or Visual Studio. It appears I have to mess with projects and have a setup that seems overkill for having to compile and run one very simple .c/.cpp source file that contains less than 50-100 lines of code etc.
Is there a way around this?
You always have to setup a project - this is where information about libraries etc is found by the IDE, so it cannot do without. If you just have one file, and not a lot of dependencies you could just stick with a plain editor. Once you want auto completion of functions, refactoring, etc... you have to store the information about what is relevant somewhere, and the some sort of 'project' will become necessary.