I've downloaded (cloned the repository) of script# from https://github.com/nikhilk/scriptsharp
Only I can't figure out how to get the source to compile.
I have installed ScriptSharp 0.7.3.0 as it seems to have a dependency on the installed directory to be present in the build.
I have looked around in the source code for some instructions and on google to no success.
Edit
Seems that the Libraries won't compile for me.
In particular the CoreLib is requesting the a reference to 'mscorlib' be added
BTW I really recommend using script# for complex projects with rich web client experiences.
Especially coupled with knockout.js
I had no problem compiling the whole solution. (v 0.7.3) In fact the CoreLib project seems not having any external reference at all. (CoreLib compiles to mscorlib.dll). You could try to download the complete source package again, open and compile the ScriptSharp solution.
Related
Just downloaded the project from Harmony 3 with all the relevant libraries and when hitting compile i'm getting lot of errors.
When compiling a project contain free rtos+usb cdc+rtc+nvm its works fine, but after adding the wifi it fail.
Include video of the entire process, from adding the project to compiling it:
https://www.youtube.com/watch?v=HADJdTM_noE
Something is wrong with the ide, installed on another laptop and got the same problems. support ticket open two weeks ago and they cant help.
All had to do is to donwload ALL the harmony content there are. (33Gb)
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.
My shared library cannot resolve using RestSharp; among other related namespaces. RestSharp is an installed package and is resolvable in the Droid/iOS projects but cannot be found in the Shared Library. I know this works because I'm using RestSharp in a MonoGame project in the same way. The shared library is referenced in the Droid/iOS projects but still fails during compilation.
Any advice? I tried clean all.
Update I created a new Cross Platform Native app solution and I was able to reference in my shared library without issue. That original project is a bit older and was created with PCL originally. I still want to know why it's not working in my original solution.
I continued to have lots of namespace and type not found issues. Once I showed warnings instead of just errors I found that the csproj was missing. After removing the reference in the native apps and re-adding the issue was resolved. Quite frusterating.
I'm really interested in an Arduino IDE project from GitHub, but since I'm a new programmer i don't have figured out how to compile those source files on my Mac. There is already ported to Mac as it shows on the version 0.6.0.0 changelog but i just does not know how to do it.
Can someone provide instructions for me?
GitHub link:https://github.com/aporto/mariamole
So as I'm sure you've noticed, that project is a vcxproj-- i.e visual studio. Compiling it on Mac would require some finagling. I don't have experience myself, but I found this in my queries for you
How to support both vcxproj to cmake on a project?
You're going to want to read up on a lot of resources to try to get a better understanding and maybe form a better google query. Alternatively the easiest route would just to get your hands on a windows machine to build this
Good luck!
You have two options:
1) There's already a cmake project included in the project file. It's used for compiling it at Linux
2) There's also a Qt .pro file, also included in the project files, that you can load at Qt Creator
Now I am trying to develop a browser plugin with firebreath on mac os.
Although I managed to generate a project and eveything went just fine, but
once I move the project generated with the fbgen.py procedure to somewhere
else, it doesn't work any more. Is there any way for me to take use of
firebreath as a static library like many other third party frameworks? Thus
I can link my project to any other library. Someone managed to do this on
windows platform but I failed to get contact with him.
Any kind of advice would be appreciated.
Regards,
Jordan
All the libraries are statically linked to generate the plugin. The project generated by fbgen.py compiles into static libraries from the source which are then linked to for the plugin. You just have to keep your source files for the plugin with you. You can generate the project anywhere you want using the prep** scripts.