How to do development and build in visual basic 6.0 - vb6

I am looking for best practice in building multiple visual basic projects(all dll's).We have multiple projects, and our final deliverable will be a dll.Now, one project uses 2 other projects, and another refers to another project.Should projects reference the vbp files, or the dll? If they reference vbp files, how to build all the projects?

After some years with VB6, our projects tended to be structured like this:
All project source (project and source) organized under the source folder.
\project\source
\project\source\project1\
\project\source\project2\
...
All binaries (.dll and .exe) in one bin folder.
\project\bin\
All .dll set as binary compatible with resulting file in the single bin diretory.
After initial build to make the binarycomptible stable, every non breaking build would
be done by using a simple command file build.cmd placed in the folder above the source folder, maybe like this:
"c:\Program Files\Microsoft Visual Studio\VB98\VB6.EXE" /M .\source\project1\proj1.vbp
"c:\Program Files\Microsoft Visual Studio\VB98\VB6.EXE" /M .\source\project2\proj2.vbp
"c:\Program Files\Microsoft Visual Studio\VB98\VB6.EXE" /M .\source\project3\proj3.vbp
del .\\bin\\*.exp
del .\\bin\\*.lib
The build order must be in the order of dependance.
Whenever a breaking change occured, the dependant VB project must be refrenced to the new binary.
Without breaking changes, the build.cmd usually did the job.

Unless you are specifically managing the type libraries externally from VB, you should use project references. If you reference the files, and you modify the public interface in various ways VB will generate new id's for various pieces in the typelibrary which will result in type mismatch errors.
You can use the Preserve Compatability settings to help alleviate this. Make sure your using at least project level (If your doing COM+ then you'll want binary the one based on an already compiled version of the dll)
As for compiling, you can compile a solution file (been a long time since I even had Vb6 installed but I think they were .vbg files).
Back in the day we used Visual Build, and also Visual Make which supported compiling the solution files.

You compile each project separately starting at the lowest level and working your way up the chain.
The big problem of builds with VB6 generally goes back to compatibility issues. The worst case compatibility problems the fix goes something likes this
Build A (with A being the one all the others reference)
Copy A into the compatibility directory
Build B that reference A
Copy B into the compatibility directory
Build C that references B and A
Copy C into the compatibility directory.
and so on.
This is because the typelibs of the COM DLL uses INCLUDE to add in the typelibs of the projects they reference. You can see the Type Libs of a VB6 COM DLL by using the OLE View tool that comes with Visual Studio 6.0.
Many times adding methods or properties will cause the DLL to fail to compile because MS Method of setting up the Typelibs renders them not binary compatible. This fails when the addition is otherwise permitted under the rules of binary compatibility.
The solution that works 90% of the time is to always put the newest version of the DLLs being reference in the compatibility directory.
Once you have a good set you can have a automated builder use it to build the project automatically.
Note that this issues occurs only when you add something that other DLLs reference and they need to maintain binary compatibility.
You need a system of making sure everybody has the correct set of compatibility DLLs to build against.

Related

Installing a C# library in Visual Studio and using it on unity

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

VS2010 VC++ Setup Project misses language dll

I have created a Setup Project in VS2010 for my VC++ project and I have it generating a setup file and it includes Primary Output, Content Files, Documentation files and Resource Sattelite DLLs from my VC++ project. My VC++ project is multilanguage and hence includes language DLL files in subdirectories. My issue is that the Setup Project does not include these language DLLs (nor their directories into which they must be placed).
I would have thought that these DLLs were included in the Project Output but they are not. :-/
I know I could add them manually by referencing the files directly, but that means including a absolute reference which I would rather not do. Also, a fixed reference means Release/Debug versions of the file are not handled (only one of them is use regardless of project setting).
Suggestions?
Edit: I have now tried Setup Project, InstallShield LE and WiX. None of them include the localization dll's into the setup project (only managed a working setup with Setup Project, but could see that the other installers did not include the required dll). I can't even fint any reference to this being a know bug and I have really tried hard to find a solution to this.
Found it over there:
C# Creating a setup for multi-language
It worked. I hope it is what you were searching for.

Visual Studio compiles but the exe isn't there

Source code that compiles fine on other peoples environments won't correctly work in my environment. When I do a rebuild the compile occurs but when visual studio goes to move the exe from /obj/debug/{solution} to /debug/{solution} it cannot find the exe in the /obj/debug/{solution}. To make this even more crazy even after I reinstall visual studio it doesn't work. On other people environments it works find. Please note that this is a windows mobile 6, compact framework 3.5 project, Visual C++ project.
EDIT: Visual Studio 2008 is being used.
EDIT2: After looking at the logs again come to find out it says it is compiling but it isn't really compiling. Interesting enough it doesn't throw any errors until it tries to link the code. When it goes to link the object files, they aren't there and it fails.
I got TWO Release folders: one in the solution folder and one in the project folder. The former contains the .exe file, the latter does not.
In the solution properties page, check whether the path you are expecting the exe to be is same as the one specified in Linker -> Output file.
Another obvious mistake could be, check what build configuration you are building. You might be doing a release build and expecting a debug executable file :) I have done this a few times.
Maybe VS creates the exe, and before it tries to move it to the final destination your virus scanner grabs it and removes it, or moves it to a save location.
I just wanted to chime in and ask: have you looked for the *.exe file name from the directories above? What I found in my case was it was writing to the directory right above the /release subdirectory. Not sure how I missed that detail, but I did! I suppose it never occurred to me earlier because I saw the buildlog.htm being written to the /release subdirectory, and the very existence of the directory itself. In my case it was compiling, linking, etc. I just wasn't able to see the *.exe in that /release subdirectory.
There are two subtly different paths. I was looking here, which doesn't exist:
C:\Users\james\source\repos\CppHelloWorld\Release\CppHelloWorld.exe
The actual exe is here - note the path contains the x64 platform that it was built for:
C:\Users\james\source\repos\CppHelloWorld\x64\Release\CppHelloWorld.exe
In general, the path seems to be:
$PROJECT_PATH\$PROJECT_NAME\$PLATFORM\$CONFIGURATION\$PROJECT_NAME.exe
If the exact same solution works on other machines, then it's an environment problem and no amount of looking at the project, linker, etc is going to resolve this. What is different about the environments? Are the same service packs and QFE's applied for not just Studio, but also the OS? Is there a difference in processors (64/32-bit)? Are your permissions the same? Do you have the same SDKs installed?
I'd agree with Shahi that just trying to build a "hello world" app against the same SDK and see if it will compile is valuable info.
I had exactly the same problem. Just close Visual Studio and reopen it again (basically restart it) and it should work.
In my case, my network security team released an unannounced security update that preventing me from creating any .exe files. I figured that out at midday after trying all the solutions (+ more) here.
Perhaps you do not have write permission to the output folder? If you are running on Vista/7, is your Visual Studio running as elevated?
I've found this to be random for myself in now VS2016. My work around has been to just create another project and copy the contents from the one with out the .exe to the new one. For some reason the new one normally will have the proper .exe and location needed. While this isn't a complete solution at least it's been working for me for the time being.
It happened with me today:
TL;DR; You might be using some C# code in your project who belong to a language version which is not supported by the .NET Framework version targeted by your project
Details:
I had two projects in my solution. One project was already existing. I added a new project targeting most recent .NET Framework v4.6.1 supported by Visual Studio(VS) 2017 class library project template. I used some C# language features which is present in C# v7.0. In such a case, VS can compile the project but can't create the output in bin directory.
Eventually I had to merge the new project code files into the existing old project which was targeting .NET Framework v4.5.1.
So I changed the target Framework version to the latest .NET Framework v4.6.1 for the existing projects also. Then the old project also started supporting my newly pasted C# language features.
In my case, the error appeared after I cloned my solution on a new machine.
I did not realise that the newly-cloned solution had AnyCPU set by default, when in reality my solution only supported x64. The compiler, however, did not return any error.
What pointed me in the right direction was the Output log, highlighted that of the 4 projects my solution was composed of, one of them was always skipped, i.e. only 3 were actually compiled. Scrolling up a bit the log, I noticed some message similar to MSIL mismatch between CPU versions.
Switching from AnyCPU to x64 solved the error for me.
(I then deleted the AnyCPU option from the Configuration Manager to avoid this issue in the future)
If you create a new "hello world" WM project, does it work?
If so, you can compare the solution files to check for differences that can cause this.
As far as I could tell, you need to "Save All" before building.

Best practices organizing a Visual Studio solution

I need some help regarding Visual Studio solution and project organization.
I have a solution with several projects. All of them are written in C# and are compiled as libraries to be used by the GUI. Some of these libraries have also dependencies with others. For example, TestExecutive needs LoggingFramework, Communications needs LoggingFramework too.
Which is the best way of organizing? I'm thinking on a folder assemblies to hold libraries' binaries in one place. Something like:
Solution
|
|-- TestExecutive
|-- LoggingFramework
|-- assemblies
There is also another problem. One of the projects uses a native C dll. Where do I have to place this library? With the librarie's assembly or with the final executable?
EDIT:
Ok, now suppose I have the WinForms program running. I have source code and binaries mixed. Which features do I need to generate something I can distribute? I mean, with all the libraries and configuration files, but without source code. I have done this before with Nullsoft installer, but I don't know if visual studio can help you doing that.
A few things here:
When one project depends on another, you can set up that dependency in Visual Studio. Right click on a project and select Project Dependencies...
For other .NET assemblies that are NOT part of your solution (3rd party tools, etc.) I do exactly what you showed here -- I have a separate folder parallel to the projects. Then I set up the assembly reference in each of the projects with "Copy Local" set to true and it works fine.
For native C dlls, it's a little different. There is no direct reference to them in the references section of the solution explorer. The compiler isn't going to look at the dll to check your p/invoke references or anything like that. You just need to make sure the dll is part of the deployment on your top level web or winforms project. It's a content file just like a css file or image or something. Just add it as a file in the project and make sure the "Build Action" is set to Content so Visual studio knows to just copy the file as part of the deployment
I set my solution folders up a bit differently than you. At the top level I have the following folders:
\build
\lib
\src
The build folder has build scripts (NAnt, MSBuild, etc). Any 3rd party assemblies (or anything I'm not building in the solution) get put into the lib folder, in an appropriate sub-folder. For example, I'll have log4net, NUnit, RhinoMocks folders in the lib folder, each containing the files needed for that dependency. The src folder has the solution and all project files.
I like this structure because it clearly delineates between the project code and the other stuff that is required by the project. Also, I usually set up some custom build tasks to copy the resulting assemblies for my project into either a \deploy or \lib\ folder. This way you don't have to hunt in the \src\\bin\\ folder to get a built assembly or the whole project; however this seems a bit beyond the scope of your question.
Btw... I didn't come up with this structure on my own, I think I started off using Tree Surgeon and evolved my process from there.

Pre-Build Events in VB6 Ide (similar to Visual Studio 2005)

Does anyone know if VB6 IDE has the ability to run pre-build events prior to making and compiling the code (this is for creating a .vb file from a template file for subversion revision numbers to be compiled into the code using SubWCRev.exe).
Thanks
There is no method to do this from the IDE. My company built a utility (in VB6) to do our automated build process including steps like you mention (updating version numbers, etc).
The essential trick is that you can run VB6.exe from the command line to compile projects. To see a list of all the option just goto the VB6 directory and type
VB6 /?
A list of all the command line options will appear.
This is what we use for our build utility.
VB6 /Make <project name> /out <errorlog filename>
We copy our project to a temporary project files and alter it using check boxes and parameters files. For example we can choose to compile everything as binary compatible or project compatible. The VB6 project files are easy to manipulate as they are just text. There are any number of things you can do if you write your own build utility.
We use Visual Build Pro to do this. It has built-in support for updating the version numbers of VB6 projects. Our project group includes ~7 ActiveX projects which is really painful to build within VB in the correct order, so we just always use Visual Build Pro because it automatically handles building the projects in the right order based on their dependencies.
There is some support in NAnt (or possibly NAnt.Contrib) for building vb6 projects. NAnt can then handle all of the pre/post build events. Just be prepared for some tweaking.

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