assembly reference SlimDX? - slimdx

I've looked at another post involving SlimDX and wanted to reference it in my project (for Xbox 360 Input), but after installing SlimDX, the files are nowhere to be found. I tried searching Slimdx on my whole computer, and nothing showed up. This is on Windows 7. Any ideas?

I think the default location is: c:\program files (x86)\SlimDX SDK (version)

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Linker error building Adobe DNG SDK on MacOS 11

I am working on a project that uses Adobe's DNG SDK 1.6 library, and it is supposed to work on Windows and MacOS.
The library has instructions on how to build it for both platforms, but I had to figure out an error that came up on Windows with Visual Studio. I am not very experienced with big C++ projects so it was not trivial but I got it working. Most of my own code will be done in C# .Net Core, calling the native libraries using a wrapper class with P/Invoke.
Now for Mac that's a different story, I have a MacOS 11 VM, installed Xcode 12.5.1 and followed the steps provided, as expected, it does not work. Bare in mind this is my first time touching Xcode and MacOS.
The project I am trying to build is dng_validate, and it depends on two libraries built by these projects: XMPFiles64 and XMPCore64.
The library projects build without any hiccups, each one of them creating a ".a" file in the folder: dng_sdk_1_6/xmp/toolkit/public/libraries/macintosh/intel_64_libcpp/Debug, they are named libXMPFilesStaticDebug.a and libXMPCoreStaticDebug.a respectively.
When I try to build the dng_validate project, I get the following error:
Library not found for -lXMPFilesStaticDebug
Because of the the error starting with an "l" instead of "lib", under both libraries project settings, I changed the "Executable Prefix" setting to "l" instead of "lib". Rebuilt both of them and made sure the file names changed as expected. But the error persists when trying to build the main project.
Under dng_validate's project settings, there is a setting called "Library Search Paths" and it does point to the proper aforementioned folder using a relative path. I even changed it to an absolute path to see if that would make it work.
I am really lost here, does anyone have an idea of what might be causing it?
Well... After asking on other forums and almost hiring a freelancer to fix this for me, I tried another shot in the dark of renaming the library files and it worked.
I changed the extensions of libXMPFilesStaticDebug.a and libXMPCoreStaticDebug.a from ".a" to ".dylib" and it just compiled and blew my mind with it.

Godot app stop working when added external DLL

I have a problem using external DLL-s in Godot and would like to ask for advice.
I use Godot with Rust. For that, I compile a DLL which contains the game logic written in Rust (dylib.dll). So far everything is good, my application can be run.
Now I added an other external library to the stack (ValveSoftware/GameNetworkingSockets, GNS) as a DLL. This DLL is referenced only by my game logic dll (dylibd.dll), and Godot does not know about it. My game-logic-dll compiles fine referencing GNS.
Now when I start my Godot app, I get an error whic says:
ERROR: Can't open dynamic library: project/libs/dylib.dll, error: Error 126: The specified module could not be found.
.
At: platform/windows/os_windows.cpp:2395
ERROR: get_symbol: No valid library handle, can't get symbol from GDNative object
At: modules/gdnative/gdnative.cpp:501
ERROR: init_library: No nativescript_init in "res://libs/dylib.dll" found
At: modules/gdnative/nativescript/nativescript.cpp:1506
Sidenotes:
It works on linux without any issue, the problem occurs only on windows.
I use nightly-x86_64-pc-windows-msvc rust toolchain
The GameNetworkingSockets was built on the same machine, I think the vcpkg builder uses Visual Studio for the build.
all the required DLLs (my game logic DLL and the lib's DLL) is in the Working directory.
Any idea?
I have found the issue :)
The problem was really simple, the main issue here is rather the misleading and lacking error message from Windows.
The issue was that my external DLL also depends on other DLL-s as well, which windows could not find on its searching paths (in this case, libprotobuf.dll, libssl.dll, libcrypto.dll).
On my linux machines those shared libraries probably were already installed, that is why it worked there but not on Windows.
This tool also helped me al ot: https://learn.microsoft.com/en-us/sysinternals/downloads/procmon#download
With this tool it was easy to spot that my app tried to load the aforementioned DLL-s but could not find them.
I had the same problem. I developed a project with Godot on my pc (Win 10). Then I moved the same project on another pc (Win 10).
When I tried to import the project I found the "ERROR: Can't open dynamic library: C:/GodotProjects/mylib.dll, error: Error 126: The specified module could not be found."
The new pc needed some Visual C++ Redistributable packages:
Visual C++ Redistributable package
I hope this could help you

D3DX11d_43.dll is reported missing, but it's in current directory AND system32

Trying to run D3D samples from the DX11Jun20 SDK, I get the typical "D3DX10d_43.dll is missing" error that people get when linking to debug D3D but that do not have the DLL installed.
The part that confuses me is that I have copied it from the SDK to the local folder alongside the tutorial.exe file, and there's already a copy in System32 anyway!
What else could I have wrong that it being in both of those two places doesnt allow the app to run when linked to debug D3D11 like this?
Thanks,
Dave
You need to install the DirectX End-User Runtime for the debug version of the dynamic libraries. The installer is downloadable from here - https://www.microsoft.com/en-us/download/details.aspx?id=35

How to load/debug a Mono Assembly.LoadFile BadImageFormatException on Mac?

Summary:
I'm trying to manually load an Assembly in a Mono environment and getting a BadImageFormatException on Mac, but it works fine on Windows. Since Mono is running inside another app, I'm not able to run the app from the command line with debug enabled to get better logging.
Detail:
I wrote some plugins for the Unity3D editor in C#. They have been working for both Mac and Windows for more than a year. I'm now trying to change the way my plugins are loaded from Unity's default "Plugins" directory by loading them manually when my class is called for the first time from another directory (which is in the PATH variable). On Windows I simply call Assembly.LoadFile and it all works fine as before. On Mac, I'm getting a BadImageFormatException error. I thought it might be related to the fact that on Mac the plugin is a bundle.
I tried:
Assmebly.LoadFile("MyPlugin")
Assmebly.LoadFile("MyPlugin.bundle")
Assmebly.LoadFile("MyPlugin.bundle/Contents/MacOS/MyPlugin")
The first one (just the file name) returns a FileNotFoundException. The other two return BadImageFormatException making me think it found it but something else is wrong.
Is there a way to get more info on what's going wrong? The FusionLog member of the exception is NULL since it's on Mac, I only get the basic message.
Do my plugins need to be built differently somehow on Mac to be manually loaded like this?
Thanks,
Brett
Assembly.LoadFile takes the path to a .NET assembly.
This means that MyPlugin.bundle will not work, because it's a directory.
Regarding the last option, that file (assuming it's a file and not a directory) needs to be a .NET assembly - one way to check if that's the case is to run the file tool from a Terminal window:
$ file MyPlugin.bundle/Contents/MacOS/MyPlugin
and it should respond something like this:
MyPlugin: PE32 executable for MS Windows (DLL) (console) Intel 80386 32-bit Mono/.Net assembly
My guess however is that it's not a .NET assembly, but instead a native (OSX) binary (among other things because .NET assemblies usually have .dll extensions).

Qt4 Program Crashing Unless SDK Installed

I've written a Open Source program that I've released as GPL built using the Qt4 LGPL SDK. This program has the ability to search an optional Sqlite3 database for data.
Here is what is making me lose my mind. I compile the program on the development machine. When I try to run it, I can errors about missing DLLs. I copy those dlls into the same directory as the executable and it now works fine ( mingwm10.dll, libgcc_s_dw2-1.dll, QtCore4.dll, QtSql4.dll, QtGui4.dll ), including the database search.
Now, if I copy that folder with the executable and the DLLs to a new machine that has not had the SDK installed on it, it runs fine until I try to search. As soon as I hit the search button, I can the following error:
Title: Microsoft Visual C++ Runtime Library
Runtime Error!
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
I then download and install the SDK, doing nothing else, I can now run the program and search the sqlite3 file just fine!
What magic am I missing?
P.S. Both machines are freshly installed Windows XP systems.
You may have some libs or Qt plugins that are not deployed to the target machine. It most likely is the SQL driver plugin. Here's some info about it: http://doc.trolltech.com/latest/deployment-windows.html#qt-plugins
You'll need to copy the needed Qt plugins to a directory next to your executable. And add something like this in your main():
QApplication::addLibraryPath(QCoreApplication::applicationDirPath() + "/plugins");
(Edited link and added code)
I found the problem.
Stephen Chu was correct in that I was missing the sqlite driver. However, I can into more complications along the way.
The SDK comes with two sets of dlls. One set resides in $BASEDIR/bin and the other in $BASEDIR/qt/bin. The former contains the dlls used by Qt Creator, while the latter are the dlls that you want to ship with your executable.
I needed to take the sqlite plugin ( qsqlite4.dll ) and copy it to APP_DIR/sqlplugins. My problem was I was using the wrong qsqlite4.dll file.
A big thanks to everyone who contributed to this question.
For future reference, this issue was also discussed here: http://www.qtforum.org/article/34639/qt4-program-crashing-unless-sdk-installed.html

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