I recently installed windows 8 and installed directx sdk jun 2010 on it. However when I try to start a program on it gives me an error:
Error:
"couldnt find d3dx9.lib" or "couldnt find d3dx11.h"
This error was in directx own sample projects also. I found an article on the internet that said these kind of libraries(every thing with x in it :d) are not supported any more. I commented all code that needed these libraries, it worked and my program ran.
Question:
What is it and how should I work with it? Are all these libraries are not supported? I found vs 2012 added a new framework:
direct 3d app and direct 2d app. I made a project in it but I hardly could understand the code and how it works. Is it a new way of working with directx or is the best to make an empty project?
You will need to include the libraries you need into your projects settings.
Right click the project -> Properties -> Linker -> Input -> Additional Dependence -> Add the libraries your compiler is asking for
Related
I am trying to use protobuf-net with the new xamarin ios pcl, and it's nuget packet doesn't appear to support the framework. Is there a way to import protobuf-net into the pcl?
Update:
I just found recompiling the PCL with the new Xamarin PCL definitions allowed the resulting library to be references. Nice work! Let me know when a new version is posted to Nuget.
The NuGet package includes PCL drops, but it is unclear to me what change you would have me make to the NuGet package here, as there is no specific "Xamarin" target that I know of; the example targets are described here; protobuf-net currently includes a broad target of portable-sl4+net40+wp7+windows8. If you know of a target (or indeed a PCL build combination) that works for Xamarin for iOS, please let me know.
I should also note that the NuGet drop is the "Full" implementation, where meta-programming is performed at runtime. Because of the limitations in iOS, you may find you get better performance by using the "CoreOnly" implementation combined with the "precompile" tool, available from the google-code drop. This is described here.
I was able to use NuGet version of protobuf-net by manually editing the .csproj file for my portable library and setting the target framework profile to match protobuf-net:
<TargetFrameworkProfile>Profile136</TargetFrameworkProfile>
The resulting portable library worked well with Xamarin.Android. According to this list, it should work with Xamarin.iOS as well.
I want to embed mono into my iOS application. I do not want to use MonoTouch. I want to embed mono manually like this:
http://www.mono-project.com/Embedding_Mono
I've have done this successfully on windows, using the above guide and various online examples, here's a good Windows one:
https://github.com/inkdev/Embedded-Mono-Sample
However I'm having trouble getting started on iOS. I know it can be done, companies like Unity3d use it to power their game engine tech. I can't work out how to compile and link mono for iOS nor can I find any good instructions to do so. I've not found any help using search engines, they exclusively seem to turn up articles about MonoTouch (Xamarin's own commercial wrapper around embedding mono into iOS).
Here's a few more noteworthy links:
http://www.mono-project.com/Mono:ARM
http://web.archive.org/web/20090106023130/http://mono-project.com./Mono:Iphone
Is there somewhere I can get precompiled libraries and headers for Mono for iOS, so in my C code I can simply link and include?
Could someone provide and example of how to compile mono for iOS ARM CPUs?
MonoTouch provides a great wrapper around all of the iOS Objective C APIs, however you don't necessarily need all of that, as I understand it should be possible to compile and then embed mono yourself and then use pInvoke to call the few native functions you will need.
Any help would be greatly appreciated, ty!
While not exactly what you are asking for, iOS 7 has added support for scripting with JavaScript. Many people finding this post may want to use this new capability to achieve what you are attempting. Link
As Rolf said, you need to read Mono Licensing document first. Embedding mono on iOS requires special permission from Xamarin.
You need to change several build settings from XCode, and here's what I did.
Open (or Create) iOS project
Add libmonoboehm-2.0.a to your project(You can use another version of .a file)
It's in Library/Frameworks/Mono.framework/Versions/{version}/lib folder
Project -> Build Settings -> Header Search
Add path: /Library/Frameworks/Mono.frameworks/Versions/{version}/include/mono-2.0
Project -> Build Settings -> Library Search
Add path: /Library/Frameworks/Mono.frameworks/Versions/{version}/lib
And, code like this in your iOS application
#include <mono/jit/jit.h>
#include <mono/metadata/mono-config.h>
#include <mono/metadata/assembly.h>
#include <mono/metadata/environment.h>
// ....
const char* dllFile = "ABSOLUTE_PATH_TO_DLL_OR_EXE";
domain = mono_jit_init(dllFile);
mAssembly = mono_domain_assembly_open(domain, dllFile);
// ... Do whatever you want :)
Please remember. You need to get license from Xamarin when embedding mono on iOS.
Enjoy :)
I am working on a project using Mono for Android. After reading a cross-platform document with Xamarin. I had my data layer in a separate project and was going to move it to my Mono for Android project and then link those files to my Mono Touch project, and one day perhaps a Windows Phone 8 project.
When I moved the code, I am now unable to compile because of the System.Xml.Linq reference. The reference shows in the Mono for Android project, but I am unable to use it. I thought aiming for Froyo may be the problem, but upgrading the project to Gingerbread or Ice Cream Sandwich didn't help.
Does anybody know what I am doing wrong? I am a seasoned .NET developer and am well aware of how references work in project, but this one has me stumped.
The project the original code was working on was targeting the Mono/.NET 4 framework
Is your reference to System.Xml.Linq pointing to the .Net version or the Mono version? The one for Mono will have Version 2.0.5.0.
Also, is the reference to System.Xml.Linq in a Android Class Library/Application or in a regular .Net Class library. If it is a .Net Class library, I would try referencing the library in your Android application as a compiled (dll) reference and not a project reference. It is not a perfect solution, but I have found that this works when I needed to reference libraries that I use across multiple solutions. The reference will generally work out fine, but if there is anything that is not supported in the Mono version, then it can cause issues.
Assuming you have your code in a class library, your best bet may be to create a Mono specific version of your library project. You can import and use the same class files, but just add some Conditional compilation symbols to have it compile properly for Mono. If you are not familiar with this, take a look at how Json.Net or ServiceStack manages code for multiple platforms.
I'm trying to work with ZXing and OpenCV in the same project. You wouldn't think this would be this rare of thing to do, but I guess it is. I am having some serious compatibility issues between the two. I can only get one imported without the other.
I start with OpenCV and everything works fine. Program runs as expected. Then I add ZXing, and I get about 27 compiler errors. There is a stackoverflow question that address this here. So I change my C++ compiler settings to match what this question suggests, and it fixes the ZXing problems, but then opens up a whole new set of errors. These errors are related to OpenCV now(see below).
EDIT:
It seems that depending on the C++ compiler, its a one-or-the-other type deal. In fact, if you change the c++ standard library from libc++ to libstdc++ you will get one to work and not the other. No way I can see to get both at the same time
I have found a solution to my question. This applies best to anyone using zxing and opencv in the same project.
Go to the project settings -> Target -> search for c++
a. Switch c++ Language Dialect to Compiler Default
b. Switch C++ Standard Library to libc++
Go to the ZXingWidget.xcodeproj -> ZXingWidget -> search for C++
a. Switch c++ Language Dialect to Compiler Default
b. Switch C++ Standard Library to libc++
There will be a compiler error saying that ZXing can't compile to libc++ because it's currently set to support iOS 4.3. Go into ZXing widget again, and change the deployment target to be 5.0 (sorry all of you trying to still support < 5)
This fixed my problem. Basically what was happening is that zxing and open cv were compiling on different versions of c++, which was causing some strange issues
Edit: For reference, I was using ZXing 2.1 and OpenCV 2.4.3 (Newest versions at the time of the question)
Actually, I use your solution but a little different. At step2,I change both to Complier Default, because if I use your suggestion,the error still there.So I checked the setting in ZXingWidget.xcodeproj and found that it set both Complier Default, so I changed my project setting the same as ZXingWidget.xcodeproj.
But thanks to your hint and helped me a lot!
I have a code base which compiles fine in all other NEON compilers, ndk-build, RVDS, etc, but under Xcode I get the error "bad instruction" for every NEON instruction I call. It basically seems like NEON is not detected.
I am attempting to build a static library, I went to New Project, selected Cocoa Touch Static Library, then added my existing files.
Everything I'm reading indicates that NEON should be already enabled. I removed all references to armv6, and am targeting iOS 5.1
Also the code in question is all contained as routines defined in ".s" files -- pure assembly. I am not using the intrinsics method calls.
It seems like the compiler is barfing on the whole file...
Unknown pseudo-op: .cpu
It lists all of the other settings, like .fpu, etc
Here are my current settings:
(source: wasteonline.net)
(source: wasteonline.net)
(source: wasteonline.net)
After the as tool I mentioned in my last answer turned out to be choking on my syntax as well, I realized there must be something else going on.
I followed the guidelines on the bottom of this post http://www.shervinemami.info/armAssembly.html#template
The changes I needed to make were:
converted my instructions to all lower case
use the naming directives to be compatible with mach-o (solved linker problems)
Try to use GCC4.2. I solved a very similar problem switching to the old, good GCC.
In Build Settings -> Compiler for C/C++/Objective-C, select GCC
Actually, if you check the LLVM ARM status page, you'll see that it cannot yet parse .S files.