I have a problem with HDL Designer. When I create new project and add block diagram and try to check if it's correct HDL Designer show me this error:
It does not generate hdl files for me
It does not create hdl file or something. I created a project few days ago and it works perfectly but when I create new block diagram into it Hdl designer shows the same error. I have no idea what's wrong. I reinstall hdl designer but it didn't solve problem. Still gives the same error.
Can someone help me?
Creating the block view does not mean the HDL files are generated.
Instead, after creating the graphical view, you should press the generate button to generate the code in the task toolbar. It looks like this:
the generate button
If you do not find the task toolbar, then you need to check the option view -> Toolbars -> Tasks to invoke the task toolbar.
Related
It doesn't work if I try to add multiple pages to UNO SOLUTION. There are a lot of mistakes coming out. Only the UWP project is running. One of the mistakes.
LIST
First create a Page (Uno Platform UWP) then copy the body.
I also fixed the error in the same way.
To fix InitializeComponent error in Uno, you could refer to the following steps that are from the official document.
You could build your project once, close the solution and reopen it. It is also important to note that Uno uses a multi-project structure, for which each project has to be build individually for errors to disapear from the Error List window (notice the Project column values).
In order to clear the Error List window, build the whole solution completely once. Thereafter, build a specific project and prefer the use of the Output tool window (in the menu View -> Output), taking build messages by order of appearance.
ActiveX DLL project - running it or Menu > File > Generate Dllname.dll... both produce the error message: Error loading DLL
However, if I open a specific form in design mode then I can compile or run the project without problem.
The form has a MSCAL.OCX v11 Calendar inside.
Note that if I open any other object (classes, forms, etc) continue with the error when try to Run/Compile. Is mandatory to open the frmDate.frm object if I want to Run/Compile the project.
I don't understand why it has this strange behavior and if there is a way to solve it.
Do you have proper appointed the startaup point of the project?
You can do this using this path above:
Go to “Project”->” Properties “, and in the “General” tab select the appropriate form from the “Startup Object” list box.
I am trying to add a simple windows form to my VB.Net project. I have used the designer to design the form how I want it with buttons, a text box and a Timer. The problem is when I try to view the code, there is only an empty class that looks like this:
Public Class MCastMain
End Class
I have set the application type to a windows form application in the project properties, and I have made a successful build of the application since doing so. I have been scrawling the internet and this forum for about half an hour now and I can't find one other person who is having this problem, nor can I find a tutorial that mentions any special steps that must be taken beyond what I have done. This is the first project I have done in Visual Studio.
I know this is probably stupid simple, but I have no idea what to do. Any help is appreciated as always.
Forms comes as partial class meaning the code is separated in two files.
The "empty" code you shown is from "mcastmain.vb" (if the file is named as the class).
With that one there is a (probably hidden) file "mcastmain.designer.vb" file which contains the generated code by the designer ; and is not meant to be modified (as any designer change will rewrite the file).
To show the hidden files you have to look in the solution explorer on the button on it's top there should be a "show all files" button. (it may be possible to do the same via the menu but I don't have VS right there to be sure where)
Mediocre VB.Net student here, but not a total noob. I've been getting this error: "The source file is different from when the module was built. Would you like the debugger to use it anyway?"
I chose Form1.vb on the "Find Source: Form1.vb" open file dialog box that followed. After that, my program has been acting very weirdly. For example, I have codes inside the sub that handles Button1 click, and then I moved those codes somewhere. Now when debugging, when I click that button, it executes the codes that I just removed a minute ago!
I'm scared because I don't to waste the 2 months of hard work that I've already spent on this project. Too friggin stupid to remember to backup the whole thing. Stackoverflow, please don't fail me now.
As you have explained i think the scenario is your modified code is not build correctly.. once rebuild the entire solution.
Please be sure work in debug mode, and then try Clean solution and then "Rebuild All".
refer following links may also help you..
the source file is different from when the module was built
Warning given when debugging source code in visual studio 2010
i am currently learning unreal scripting. i am creating them on visual studio then compile them in it. I have created a level with the actor i have created.
The problem i have is every time i make changes to the script I am closing the UDK and reopen the level to see the changes.
Is there a way of saying to UDK to reload?
If you make changes to the script, you need to close any instances of UDK.exe, whether game or editor.
Here is a workflow to speed up the whole process by using .bat files to run the game or editor.
Create a text file and rename it to run_game.bat. Inside the file put the following text, adjusting the path to match your project settings:
C:\UDK\Kel\Binaries\Win32\udk.exe Level01
Note that Level01 is the name of your level / map file. This .bat file will run your game within that level.
Next, create another .bat file called run_editor.bat and put this text inside:
C:\UDK\Kel\Binaries\Win32\udk.exe editor Level01
By adding the editor parameter, you're asking to run the editor directly with the desired level.
Copy the two .bat files in C:\Users[Your username] for fast access.
Open the command line by pressing Windows + R, then typing cmd and hitting Enter. Type either run_game or run_editor and hit Enter.
If you have uncompiled code, you'll be asked whether to compile it, so say yes. You will also see any errors or warnings that showed up during compile, which is useful. If everything went well after the compile, press the Up key or type in the name of the .bat you are trying to run, and hit Enter.
Using the above method is also faster because it doesn't require you to compile the scripts in Visual Studio.
Unfortunately, no. Changes to UnrealScript require recompiling the .u file, and the game/editor has to be closed so the file can be deleted and recreated.
I'm not sure from your question if you're saying you're reopening the UDK editor every time you want to see the change, or if you're just reopening the game. If you just want to modify the script, compile, and see the result (without modifying the level), you don't have to reopen the editor. You can just run UDK.exe, press the '~' key to bring up the console, and type open yourlevelname. Or you can create a shortcut that runs UDK.exe yourlevelname to start the game on that level. Of course if you want to spawn in and run around, you'll need to put a PlayerStart in your level.