flatbuffers include in VS2017 project - flatbuffers

I have generated a small *.fbs file and included the .h file in my C++ project. I have doubled checked that the flatbuffers.h and flatbuffers.lib are on the include and library paths.
However, when I include the .h file, I get a load of compile errors.
I notice that the following symbol in the included .h file is showing as undefined:
MANUALLY_ALIGNED_STRUCT
I think it is having a problem with this macro:
MANUALLY_ALIGNED_STRUCT(4) Vec3 FLATBUFFERS_FINAL_CLASS {
UPDATE
I am now getting builds that complete. I will soon know if it works. But there are this messages at the end of the link:
1>Finished pass 2
1>Not launching VCTIP: it is flagged as unstable
1>Win32 API 'CreateFile' failed with 2
1>Not launching VCTIP: it is flagged as unstable
1>Telemetry event upload failed: 'Failed to open connection to VCTIP'
1>LinkWareMessageBus.vcxproj -> D:\Source\LinkWareMessageBus\x64\Debug\LinkWareMessageBus.exe
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

Related

Unreal engine build fails on google colab

I follow the steps specified in docs:
git clone -b 4.25 git#github.com:EpicGames/UnrealEngine.git
which results in:
Cloning into 'UnrealEngine'...
Host key verification failed.
fatal: Could not read from remote repository.
Please make sure you have the correct access rights
and the repository exists.
So I found a workaround by connecting my github account with EpicGames following the instructions here. Then I fork the UnrealEngine repo which is a private repo and you can't access it unless you connect your github account as specified earlier. Then I clone the fork:
git clone --depth 1 https://username:token#github.com/username/UnrealEngine.git
which results in
Cloning into 'UnrealEngine'...
remote: Enumerating objects: 111586, done.
remote: Counting objects: 100% (111586/111586), done.
remote: Compressing objects: 100% (83748/83748), done.
remote: Total 111586 (delta 26650), reused 92556 (delta 24736), pack-reused 0
Receiving objects: 100% (111586/111586), 236.57 MiB | 17.26 MiB/s, done.
Resolving deltas: 100% (26650/26650), done.
Checking out files: 100% (137999/137999), done.
Followed by the instructions specified in docs
cd UnrealEngine
./Setup.sh
./GenerateProjectFiles.sh
make
Which work perfectly fine until I get an error at the later stages of the build as shown below. You can check the full build log here
... truncated for readability
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/librpcsvc.a
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/libpthread.a
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/libmcheck.a
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/libnss_nisplus.so
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/crt1.o
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/libnss_dns.so
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/Scrt1.o
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/libc.a
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/libBrokenLocale.so
./v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/usr/lib64/libnsl.a
Target arch set to: x86_64-unknown-linux-gnu
Building ThirdParty libraries
If you don't see SUCCESS message in the end, then building did not finish properly.
In that case, take a look into /content/UnrealEngine/Engine/Build/BatchFiles/Linux/BuildThirdParty.log for details.
No third party libs needed to be built locally
********** SUCCESS ****************
Setup successful.
Attempting to set up UE4 pretty printers for gdb (existing UE4Printers.py, if any, will be overwritten)...
updated UE4Printers.py
no ~/.gdbinit file found - creating a new one.
Setting up Unreal Engine 4 project files...
Fixing inconsistent case in filenames.
Setting up Mono
Generating data for project indexing... 100%
Generating data for project indexing... 100%
Writing project files... 100%
Generating data for project indexing... 100%
Generating data for project indexing... 100%
Generating data for project indexing... 100%
Generating data for project indexing... 100%
Writing project files... 100%
bash "/content/UnrealEngine/Engine/Build/BatchFiles/Linux/Build.sh" CrashReportClient Linux Shipping
Fixing inconsistent case in filenames.
Setting up Mono
Running command : Engine/Binaries/DotNET/UnrealBuildTool.exe CrashReportClient Linux Shipping
Using 'git status' to determine working set for adaptive non-unity build (/content/UnrealEngine).
Creating makefile for CrashReportClient (no existing makefile)
Creating makefile for UnrealHeaderTool (no existing makefile)
------- Build details --------
Using toolchain located at '/content/UnrealEngine/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu'.
Using clang (/content/UnrealEngine/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/bin/clang++) version '10.0.1' (string), 10 (major), 0 (minor), 1 (patch)
Using bundled libc++ standard C++ library.
Using lld linker
Using llvm-ar : /content/UnrealEngine/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/bin/llvm-ar
Using fast way to relink circularly dependent libraries (no FixDeps).
------------------------------
Performing 38 actions (2 in parallel)
[1/38] Compile PCH.Core.h
[2/38] Compile PCH.CoreUObject.h
[3/38] Compile BuildSettings.cpp
[4/38] Compile Module.TraceLog.cpp
[5/38] Compile SharedPCH.Core.ShadowErrors.h
[6/38] Compile Module.Core.4_of_14.cpp
[7/38] Compile Module.Core.12_of_14.cpp
[8/38] Compile Module.Core.11_of_14.cpp
[9/38] Compile Module.Core.7_of_14.cpp
[10/38] Compile Module.Core.10_of_14.cpp
[11/38] Compile Module.Core.9_of_14.cpp
[12/38] Compile Module.Core.2_of_14.cpp
[13/38] Compile Module.Core.6_of_14.cpp
[14/38] Compile Module.Core.5_of_14.cpp
[15/38] Compile Module.Core.13_of_14.cpp
[16/38] Compile Module.Core.8_of_14.cpp
[17/38] Compile Module.Core.3_of_14.cpp
[18/38] Compile Module.Core.1_of_14.cpp
[19/38] Compile Module.Core.14_of_14.cpp
[20/38] Link (lld) libUnrealHeaderTool-TraceLog.so
[21/38] Link (lld) libUnrealHeaderTool-BuildSettings.so
[22/38] Compile Module.Json.cpp
[23/38] Link (lld) libUnrealHeaderTool-Core.so
[24/38] Compile Module.Projects.cpp
[25/38] Link (lld) libUnrealHeaderTool-Json.so
[26/38] Compile Module.CoreUObject.6_of_8.cpp
[27/38] Link (lld) libUnrealHeaderTool-Projects.so
[28/38] Compile Module.CoreUObject.2_of_8.cpp
[29/38] Compile Module.CoreUObject.7_of_8.cpp
[30/38] Compile Module.CoreUObject.1_of_8.cpp
[31/38] Compile Module.CoreUObject.8_of_8.cpp
[32/38] Compile Module.CoreUObject.4_of_8.cpp
[33/38] Compile Module.CoreUObject.5_of_8.cpp
[34/38] Compile Module.CoreUObject.3_of_8.cpp
[35/38] Compile Module.UnrealHeaderTool.cpp
[36/38] Link (lld) libUnrealHeaderTool-CoreUObject.so
[37/38] Link (lld) UnrealHeaderTool
[38/38] UnrealBuildTool.exe UnrealHeaderTool.target
Total time in Local executor: 472.22 seconds
Parsing headers for CrashReportClient
Running UnrealHeaderTool CrashReportClient "/content/UnrealEngine/Engine/Intermediate/Build/Linux/B4D820EA/CrashReportClient/Shipping/CrashReportClient.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="/content/UnrealEngine/Engine/Programs/UnrealBuildTool/Log_UHT.txt"
src/tcmalloc.cc:283] Attempt to free invalid pointer 0x7fab74511030
Makefile:327: recipe for target 'CrashReportClient-Linux-Shipping' failed
make: *** [CrashReportClient-Linux-Shipping] Error 3
I tried solutions to similar issues proposed here, here, and here and nothing seems to fix the problem, and some cause other errors.
For some reason it performs a wrongful memory deallocation (likely deallocating twice):
Attempt to free invalid pointer 0x7fab74511030
This might be a better place to ask: https://issues.unrealengine.com

Errors Creating App Package (UWP, Appx) - fatal error CMF1106: failed to open input PDB file for reading

I'm getting errors when Creating App Packages for a UWP Win 10 application.
On my machine the error is:
C:\Users\Developer\.nuget\packages\nodatime\2.4.0\lib\netstandard2.0\NodaTime.pdb : fatal error CMF1106: failed to open input PDB file for reading (PDB error code = 11)3 input PDB file is not generated by /DEBUG:fastlinkW must read and agree to the Data Collection Policy at MSPDBCMF : fatal error CMF1000: internal error
The pdb file exists in the mentioned directory: C:\Users\Developer\.nuget\packages\nodatime\2.4.0\lib\netstandard2.0
On a hosted VSTS build the error message is even more cryptic:
C:\Users\VssAdministrator\.nuget\packages\nodatime\2.4.0\lib\netstandard2.0\NodaTime.pdb : fatal error CMF1106: failed to open input PDB file for reading (PDB error code = 11)3 input PDB file is not generated by /DEBUG:fastlinkW must read and agree to the Data Collection Policy at ??? before using /errorreport:send1 warning treated as error; the PDB file is intact# specified output filename is too long (exceeding 0 characters)
Note 1: On my machine the package is actaully successfully created but on the VSTS build the step fails as it detects the error in logs and stops.
Note 2: I'm pretty sure this is not NodaTime specific. This is about something else...
My msbuild switches are:
/p:AppxBundlePlatforms="$(BuildPlatform)"
/p:AppxPackageDir="$(Build.ArtifactStagingDirectory)\AppxPackages\"
/p:AppxBundle=Never
/p:UapAppxPackageBuildMode=StoreUpload
I am now trying with extra /p:DebugSymbols=false /p:DebugType=None, but even if it fails, I would like to understand and eliminate the 'fastlink' errors.
Explicitly setting DebugType to pdbonly worked in my case, but not sure if you need portable debug symbols or not, so this might not be an option for you.
<PropertyGroup>
<DebugType>pdbonly</DebugType>
</PropertyGroup>

Suppress warnings in teamcity not working with msbuild

In short we have teamcity set up with a build project that contains an Umbraco web site.
The build step is pretty basic and setup as a Visual Studio runner type. Everything works and builds fine.
The problem is the build process is VERY slow, and after some digging I found out its because it spends times logging hundreds of the exact same warning (also teamcity never uses the full computer resources available, odd).
Here is one such warning logged:
[AspNetCompiler] d:\TeamCity\buildAgent\work\213321ddb3a6b826\eSignaturUmbracoMVC\umbraco\Dialogs\insertMacro.aspx(99, 0): warning CS0618: 'umbraco.ui' is obsolete: 'Use the ILocalizedTextService instead which is the ApplicationContext.Services'
Its only Umbracos pages making that error. So I thought I could suppress that warning using "/p:nowarn=0618" as a command line parameter in the build step. But it doesnt work. I have tried just about any method I could find but the warning is still not suppressed.
Any suggestions? I am pretty lost here...
How to suppress specific MSBuild warning
msbuild.exe MySolution.sln /t:Rebuild /p:WarningLevel=0 /p:Configuration=Release
^^^^^^^^^^^^^^^^^
Warning
Level Meaning
-------- -------------------------------------------
0 Turns off emission of all warning messages.
1 Displays severe warning messages
2 Displays level 1 warnings plus certain, less-severe warnings, such
as warnings about hiding class members
3 Displays level 2 warnings plus certain, less-severe warnings, such
as warnings about expressions that always evaluate to true or false
4 (the default) Displays all level 3 warnings plus informational warnings

facing this error while building a project in xcode

facing this error while building a project in xcode
warning: unable to merge a subprocess's serialized diagnostics
error: unable to open output file '/Users/s-09/Library/Developer/Xcode/DerivedData/ls-cujvtldtpxrezhdhbujnmfcrntjl/Build/Intermediates/CordovaLib.build/Debug-iphoneos/CordovaLib.build/Objects-normal/armv7/CDVPluginResult.o': 'Error opening output file '/Users/s-09/Library/Developer/Xcode/DerivedData/ls-cujvtldtpxrezhdhbujnmfcrntjl/Build/Intermediates/CordovaLib.build/Debug-iphoneos/CordovaLib.build/Objects-normal/armv7/CDVPluginResult.o': Input/output error'
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1
Cleaning the /DerivedData made it work
Can I safely delete contents of Xcode Derived data folder?
I have also faced that problem. I have closed, restarted Xcode; deleted the application from device and reinstalled it again, then the problem has gone.
Make sure the library and project files is truly included if it is not include it shows in red color in this type of case some time it is in original folder and not in project so delete it and add it again.

Windows Store App Heirarchical Navigation Template makepri compile error

I'm trying to get the HeirarchicalNavTemplate compiling on my machine in VS2013. Simply unzipping the template (available at http://code.msdn.microsoft.com/windowsapps/Windows-Store-hierarchical-4b1c67c4#content) results in the following compilation errors:
1>------ Build started: Project: HierarchicalNavTemplate, Configuration: Debug Any CPU ------
1> HierarchicalNavTemplate -> C:\Users\rw3\Downloads\Windows Store app hierarchical navigation%2c start to finish2\C#\bin\Debug\HierarchicalNavTemplate.exe
1>MakePri : error 0x80004005: Processing Resources with error: Unspecified error
1>C:\Users\rw3\Downloads\Windows Store app hierarchical navigation%2c start to finish2\C#\Strings\en-US\Resources.resw : error 0xdef00502: MakePRI: root node not found.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
========== Deploy: 0 succeeded, 0 failed, 0 skipped ==========
Turning up MSBuild logging level to diagnostic reveals that the offending command in question is
"C:\Program Files (x86)\Windows Kits\8.1\bin\x64\MakePri.exe" New -ProjectRoot "C:\Users\rw3\Downloads\Windows Store app hierarchical navigation%2c start to finish2\C#\\" -ConfigXml obj\Debug\priconfig.xml -OutputFile "C:\Users\rw3\Downloads\Windows Store app hierarchical navigation%2c start to finish2\C#\bin\Debug\resources.pri" -IndexName adf73318-7321-478b-9e3a-899a435c2a85 -Verbose -Overwrite
The relevant priconfig.xml file referenced in the command is pasted here: http://pastebin.com/s3BZWvbS.
The relevant Resources.resw file referenced in the command is pasted here: http://pastebin.com/TEKPGveq.
Both files seem to be OK and pass XML validation for syntax. Anyone's insight is appreciated.
It doesn't like the HTML escape character %2c in the path
Rename the directory
C:\Users\rw3\Downloads\Windows Store app hierarchical%2c navigation start to finish2
to
C:\Users\rw3\Downloads\Windows Store app hierarchical navigation start to finish2