Assembly Not Being Recognized - visual-studio-2010

I built a VB Windows Forms application a while back using VS05 (or VS08? Not exactly sure) that I've recently converted to use VS10. I reference a .dll called ExcelPackage (another article, usage) so that I can create/manipulate Excel docs serverside. This app has worked fine on my old computer (PC/Vista) for a number of years. However, I have tried to move it to my new computer (PC/Win7 64-bit), and I can't get it to recognize the ExcelPackage .dll.
I have tried recompiling the .dll in VS10 and dropping the new .dll in my bin folder and re-referencing it. When I do this, before I try building, all my errors go away and I am actually able to navigate the class using VS10's built in ability (mouse over Imports OfficeOpenXml and you get a dropdown arrow that allows you to go through the classes). After I build, I get a green squiggly under my Imports OfficeOpenXml statement (can't find the reference).
I did some research and discovered that the .dll containing System.IO.Packaging has been moved around in .NET 3.0 and even re-referenced the new .dll, rebuilt, re-added, re-referenced, still no dice.
Am I missing something, or how do I get my application to recognize this assembly so that I can compile and continue working?
Thanks.

I don't see anything special about that project. Do note that the solution and project need to be converted. When that happens, you'll end up targeting the .NET 2.0 framework. That won't work out well, it has an assembly reference to WindowsBase, a 3.0 assembly. Make sure you update the target.

Related

UnityPlayer_UAP_ARM64_release_il2cpp.pdb not loaded

I've installed several packages in a Unity (2020) app I'm building. Namely: World Locking Tools, MRTK, PUN2. World Locking Tools provides some examples that are built with assemblies defining scripting symbols that any derived files I want to build would need access to. I'd like to create my own version of certain files from one of these examples. To do this and have access to the scripting symbols in one of those examples, I created an assembly reference to reference the assembly for that example code within World Locking Tools package installed in my project space. In so doing, I kept running into the common "...not found, are you missing an assembly reference" issue, which ultimately led me to creating assembly references for many of the assemblies provided by the various packages I needed to use (not just the particular example code I initially wanted to modify). Once my project finally built successfully in unity, I then tried to upload to a Hololens 2 headset in Visual Studio. This provided the error in the title of this post. Coincidentally, the app also appears to fail to start on the headset. Before I tried to alter my codebase with modified versions of files from that World Locking Tools example and with assembly references, the code would successfully build in Unity and successfully deploy to the Hololens 2 headset.
Does the behavior and missing .pdb error I describe mean that I'm missing assembly references for yet other packages even though Unity successfully builds the project?
This is my first foray into using assemblies so be please be gentle :)
For the .pdb message, that one is ignorable since will not have that symbol available. However, the app not starting is definitely likely due to a missing component or loading issue. When ran in debugger, may get a better idea on what is missing or from a debugger log in Unity.

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.

Mono.Android reference in PCL project in VS 2017 Mac

I have created a project in Visual Studio 2017 Windows. Now I am trying to work on it from Mac. While tried to build the project I can see reference to Mono.Android is not available. Also System.ComponentModel is unavailable. How I can add the reference for both of it?
I also facing the same issue mono.android is missing, finally it work by adding mono.android.dll. I did something like this in my project, in Deploy.cs file add this line
class Deploy
{
[Android.Runtime.Register("getExternalStoragePublicDirectory", "(Ljava/lang/String;)Ljava/io/File;", "")]
it show missing mono.android.dll library is missing need to add into the project. Problem solved later I comment this line.
From the picture above you can see that the reference is made to a particular file on your Windows computer which on the Mac is obviously not on that path. If you want to make the project work you should find those files on the Mac and reference them. Copying them from Windows somewhere and referencing them should work too.
But as people noted, the point of PCL project is not to contain references like this so whole the architecture of your app is wrong and that's why you see the problems. So you may want to resolve the root of the problem as this probably won't be the last thing that you encounter by doing the things in the wrong way.

Compiling Microsoft Keyboard Layout Samples

I'd like to build a keyboard layout that runs on Win7 and later without using MSKLC.
I downloaded the Keyboard Layout Samples, and although it says it requires VS2013 Preview and WDK8.1 Preview, it builds using VS2012 and WDK8 after changing the "Platform Toolset" property from "WindowsApplicationForDrivers8.1" to "WindowsApplicationForDrivers8.0".
But: Checking the kbdus.dll built with Dependency Viewer reveals that it imports quite a lot of stuff from kernel32.dlland from msvcr110.dll. This is in contrast to kbdus.dll from the Windows\system32 directory, which, as one might expect, does not import anything and exports one single function.
My first question: Is it an issues that the dll built imports from msvcr110.dll?
I guess it is, as Win7 does not include this dll. (Honestly, I'm wondering how this can be, because these are official Microsoft samples.)
Tweaking around with compiler and linker settings, I managed to get rid of imports from msvcr110.dll, but the dll built still imports a lot of stuff and is quite large (> 70kB), compared to the original kbdus.dll (7kB). It's the same with x86 and x64, Debug and Release builds. I'm looking for the /compileandlinkanddonothingfancy switch.
My second question: How can these dlls be built correctly?
(Note: I found this question, but it is about WDK7. That will be what I try next, if I don't get it with WDK8.0)
I think one should pass /noentry to the linker.

VB6, ActiveX: Cannot create reference to OCX

I have a little problem with the creation of a user control.
Though I have made a control I want to use in another control.
As soon as I want to add the reference (would like to use it as compiled OCX) in the Component's list, the message "Wechselseitiger Verweis zwischen Projekten nicht zulässig" which means something like "Circular referencing between projects is not allowed"
Strange is that the control I want to use does not have any type of reference to the first project.
I've checked this using dependency walker which is shipped as a tool with Visual Studio, but it says as well that there's no reference to the other control. I've opened the project-files using a text-editor to check for referenced OCX, I didn't find any.
To avoid some comments: change to .NET or any other language is not an option.
Comment: Why ever, adding the uncompiled .ctl-file seems to work. For now I can continue my work. But anyways I'm interested in a solution and the reason why it doesn't work with the current constellation.
VOTE FOR CLOSE: I've been looking at all the files, well and now I've just simply added all control-files to the project instead of creating OCX. I'll give it up. Thanks to all...
It is possible for VB6 to get quite confused when you add references to OCX files. You should really be adding an OCX as a component instead of using Project References.

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