I'm using visual studio 2010, Qt add-in etc all ok, then create new project using Qt add-in... when doubleclicking *.ui (the actual form) file in VS it opens Qtdesigner, then I put some controls on, but that does not change my code at all :/
Qt form is changed it contains those controls but source files are the same as before even after building my project.
I'm I missing something?
I think Qtdesinger shoult put some code for objects which I created using Qtdesigner.
cos without that we must write all the code as if there were no Qtdesigner so Qtdesinger is useles in Visual studio, the same thing we could just do by hand-coding a form interface.
thanks alot.
EDIT:
OK
I've copied this from Qt site:
You are referencing objects from a .ui file...
The Visual Studio code model parser only parses C++ sources, meaning
that widgets or objects defined in .ui files will not be accessible.
To workaround the problem, the Qt Visual Studio Add-in automatically
generates C++ code from the .ui file by saving the file and running
uic on it. This step is done everytime the project is built. If the
code completion does not work, try to rebuild the project. It is
possible that you have to wait some time, before code completion fully
works after updating an .ui file. For more information, you can refer
to the Modifying Project Properties section. It still does not work...
You should refresh the code model, Intellisense. This is done by
opening the solution explorer, invoking the context menu of the
project and activating the item Update Intellisense.
now it looks that I'm having such problems but this does not help at all, update intelisece. I can't see such option in visual studio,
it looks my visual studio add-in isn't working.
it says "You should refresh the code model" Woot? can someone explain me how to do that please.
here are some output warnings when building my project:
Warning 1 warning : No resources in 'C:\Users\Admin\documents\visual
studio
2010\Projects\VisualStudio\test\test.qrc'. C:\Users\Admin\documents\visual
studio 2010\Projects\VisualStudio\test\RCC Warning 2 warning LNK4099:
PDB 'vc100.pdb' was not found with 'qtmaind.lib(qtmain_win.obj)' or at
'C:\Users\Admin\documents\visual studio
2010\Projects\VisualStudio\vc100.pdb'; linking object as if no debug
info C:\Users\Admin\documents\visual studio
2010\Projects\VisualStudio\test\qtmaind.lib(qtmain_win.obj)
I'm going to explain a little bit how things work and the relationships between the files, and hopefully this will solve your problem.
When you edit the ui file using the designer all changes are made to the ui file itself. Then when you build a couple of things will happen.
First... a custom build step will be run on the ui file. This build step runs "uic" as Macke said, and will generate a file called "ui_thenameofyouruifile.h". Where this file is located depends on your project settings, but if you look in your project you should see a folder called Generated Files in your project.
If you look in there you should see the newly generated file. This is the code that is "changed" when you make changes to your form. Now if this file is not updated, or does not exist at all, then somehow your project settings got messed up. In this case I would remove your .ui file from the project and re-add it. The add-in should do it's magic and add all the stuff you need. Build again and it should work. (I assume that is probably your problem)
The second thing that should happen when you build, is that the class that uses your ui file should recompile. Generally when you create a ui file, you also create an accompanying .h and .cpp file. This is where we do any of the fun logic that we might need in our window. The Qt designer will never ever change this class.
In the header file we refer to the ui file by doing this:
namespace Ui {
class thenameofyouruifile;
}
#include "ui_thenameofyouruifile.h"
and then we add a member variable
Ui::thenameofyouruifile UI;
There are a couple of ways to do this, but basically that's the idea. The add-in is supposed to configure your project so that the directory where the generate files go is included in the "additional include directories" in your project settings, but that is another place to check to make sure that your code is really linking with the correct generated file.
If Qt Add-In installed properly, it should generate the custom build step for Qt related files (.ui or moc file). I have not tried Qt Add-in with VS 2010, but with VS 2008 it's okay.
The work-around for your problem, you need to add manually the custom build step for each ui file you have in the project. To do this, the step is:
Right clicked the ui file, and click the properties (I'm using VS-2008 to do this step, and expect this may not be much different in VS 2010).
Under custom build step, add this in the command line: "$(QTDIR)\bin\uic.exe" -o ".\GeneratedFiles\ui_$(InputName).h" "$(InputPath)"
And add this under output: ".\GeneratedFiles\ui_$(InputName).h"
And this under additional dependencies: $(QTDIR)\bin\uic.exe. Then click apply / ok.
If this is done, the ui file is compilable, (when you right click it, it can be compiled), so when the ui file content change, the new ui code (.h) file is regenerated.
Alternatively, to reset the VS project file (vcprojx) you can create Qt project in Qt creator, (or if you have already one), and then convert the Qt creator project (.pro) into vcproj using this command line:
qmake -spec win32-msvc2010 -tp vc
This will create the vcproj with the proper custom build step for you (in case you have many ui files, then you don't need to do the first approach).
If you've created a Qt widget using the new class wizard, stuff should work as expected.
I.e. your .ui files are compiled by Qt's uic to .cpp files, i.e. you need to build your project to get these changes into the ui-class.
So, the .ui files should be added to the project, and have some special build rules that invoke 'uic' on them. If that's not the case, try and re-add them to your project (that way, the Qt add-in should configure the build rules)
Normally, you have a class that inherits QWidget which then includes the compiled cpp-class, by one way or another, usually as a member variable (but inheritance is an option too).
Adding an .ui-file straight up should work too (if you're in a Qt project, which you are..), but obviously something is wrong.
Does the example projects work as expected?
Related
I'm debugging some code from within the Unity editor that starts with #if UNITY_EDITOR, but UNITY_EDITOR isn't getting defined though I'm running Visual Studio through the Unity editor. I've tried
Ensuring that I've got Visual Studio set in Debug mode (vs. Release)
The Scripting Define Symbols settings, and msc and csc solutions from here: http://docs.unity3d.com/Documentation/Manual/PlatformDependentCompilation.html?_ga=2.148389495.1394951635.1638832224-1796620461.1636419298
I've also tried to just add a #define to the project sheets that Unity is generating, which doesn't work because there's no project files that these files are being opened & debugged through. And, I've regenerated solution files. What am I missing? Thank you!
Edit:
Some additional important information: this behavior isn't happening in all files within the Visual Studio instance, just files that are NOT included inside of any of the the .csproj's in the solution I have open. So, my workspace is .csproj's that do have UNITY_EDITOR defined, but the file I'm opening is from outside of that project. In this case, the .cs file I'm trying to debug into is from a package that is running, so the debugger will drop into it, but no .csproj is generated for this package.
It seems to me that there should be different behavior here, but I'm not sure what it is. Should Unity create a .csproj for packages whose .cs files you can debug into so that you can view them correctly in Visual Studio?
So, finally: in the context of the existing .csproj's that I have open, if I add a line <Compile Include="Full\Path\To\File.cs" />, it works as desired. Kludgy, but it works for my purposes.
In one of the existing .csproj's that I have open, if I add a line , it works as desired. Kludgy, but it works for my purposes.
I have a Visual Studio 2017 C++ project which depends on ffmpeg libraries. As of now it crashes at run time because of the missing dependency avformat-58.dll. I've tried adding this file into the project by dragging it into my project but that does not suffice. I tried looking at the Add Reference screen but it is empty. What can I do?
On the advice of #HansPassant I added the dll(s) to the project as existing external files. I think there should now be an option somewhere to "Copy to output directory" but I'm not seeing it. Here is what I see when I open property pages of one of the dlls.
#sellotape Here is a screenshot of the window when I just single click.
According to this documentation https://learn.microsoft.com/en-us/windows/desktop/Dlls/dynamic-link-library-search-order I can copy the necessary dlls to any directory in the PATH environment variable. There were many dlls already in C:/Windows/System32 already so I just put the ffmpeg dlls there as well and the executable runs.
I have an F# solution in Visual Studio 2015 (Enterprise) with several projects in which control various pieces of hardware. In each project there are .fsx script files which demonstrate how the API is used to do basic tasks on the hardware. If I make changes to the API and rebuild, then I correctly get the Error List populated with all the errors from the compiled .fs files, but since the .fsx aren't required to make the .dlls, then I don't get errors from them when I change the underlying API.
If I open each .fsx file individually in the editor, then I get the Error List populated for as long as the file is open, but I'd like to have them block the build and all appear, rather than having to go through each in turn, which takes quite a while. Is there any way to do this?
Thanks in advance.
The suggestion from Fyodor would certainly work - but I guess building a custom step for the build system might not be the easiest thing to do!
A simple alternative would be to add a separate F# project that contains the fsx files and compiles them - then you can just ignore the result of the building the project.
When you add fsx file to project, it is not compiled as part of the project build, but you can change that by choosing Compile as an "Action" in the properties window in Visual Studio. Alternatively, you can just edit the fsproj file:
<Compile Include="some.fsx" />
When editing the file by hand, you can also make it point into another folder:
<Compile Include="..\OtherProject\some.fsx" />
Having to manually editing the settings for every new project I create is quite tedious.
And it is quite error prone so I sometimes forget to add something and a compile
error happens.
Is it possible to set up Visual Studio so that the settings I need for OpenCV are automatically applied to every new project?
By the way, I'm using Visual Studio 2010.
Certainly under VS2012 you can set properties in microsoft.cpp.win32.user and they become global.
And according to this (and my vague memory) it works for VS2010 too:
http://www.curlybrace.com/words/2012/12/17/setting-global-c-include-paths-in-visual-studio-2012-and-2011-and-2010/
However, what I do is have a property sheet with all the OpenCV settings in it and when I create a new project I add the property sheet. (actually I have two, one for debug and one for release, although if I used conditional properties I would only need one.).
If I change versions of OpenCV I edit that property sheet and all my projects get the new settings.
Also see http://blogs.msdn.com/b/vsproject/archive/2009/06/23/inherited-properties-and-property-sheets.aspx
Your should consider using CMake (as OpenCV itself does) for generating your project and solution files. It will allow you to (re-)generate your solution files on any machine in a consistent manner for multiple versions of IDEs and OpenCV updates.
All you need is a single CMakeLists.txt file along with your source code.
You can import/export your project settings.
In Visual Studio(2010), goto Tools -> Import and Export Settings..
There you can, backup/save/export your current project settings. Now every time you create new project, import this setting and you won't need to repeat complete procedure.
I am trying to build a project from the following Source Code (it accompanies a book I am currently reading). Unfortunately, visual studio can not run a library with the name "cyclone_d.lib". I believe this is because visual studio simply can not locate the file. I have spent several hours trying to fix this problem by changing the settings in the linker and project, for example adding Additional Directories, but I have not been able to get any results.
Please let me know how I can fix this problem and compile the code.
Thank You!
Your link to source points only to some Unix-style source files but no VS project files. So I can only guess and give general help.
A VS solution contains one or more projects. Each project has a build target, in most cases a EXE, DLL, or static library LIB. When you have a solution that includes an project with an EXE build target set the option "Set as StartUp Project" at that project in the solution tree.
If you don't have an EXE change your project setup to create a Win32 executable instead a library. For this task the most simple approach is creating a new project (Win32 Console Application or Win32 Project) and add all the source files.