I need to view the code of a DLL file . I HAVE GONE THROUGH other posts where many tools like .net reflector, dotpeek , dependency walker were suggested .Also I tried using visual studio.
However , most of them support only .net module and my dll is not supported. None of the posts solved my problem.I am unable to view the code inside DLL. Please suggest.
You cannot see the source code of a compiled library. To see at least the published symbols and some more information, try Dependency Walker:
http://www.dependencywalker.com/
Related
I am trying to build a web api project using monodevelop on a mac. The thing is that after a few hiccups (explained in a question that turned out to be so messy I have just deleted) I get to the point of getting this error
/Users/myuser/git/LiveData/LiveData/CSC: Error CS0041: Unexpected error writing debug information -- 'Windows PDB writer is not available -- could not find Microsoft.DiaSymReader.Native.x86.dll' (CS0041) (LiveData)
In a windows machine the same project builds using visual studio targeting mono 4.5.
When I click on the error it tells me that /Users/myuser/git/LiveData/LiveData/CSC doesn't exist
Another thing is that in the folder structure of the solution there's a package folder (not the one inside the project) and inside this one I have a folder called Microsoft.Net.Compilers 1.3.2 that has inside another folder called "tools" that contains among other things csc.exe and the dll thta can't be found.
I have tried to install the dll directly in the project using nuget but even if it was installed the build showed me the same error
Thanks,
As for workaround for now you can just limit usage of Microsoft.Net.Compilers to Release configuration (edit *.csproj file):
<Import Project="..\packages\Microsoft.Net.Compilers.1.3.2\build\Microsoft.Net.Compilers.props" Condition="'$(Configuration)' == 'Release' And Exists('..\packages\Microsoft.Net.Compilers.1.3.2\build\Microsoft.Net.Compilers.props')" />
take a look at beginning of condition:
'$(Configuration)' == 'Release'
This way I can build and debug locally and build my project ie. in appharbor.
Building the project in release configuration should fix it!
This might not be completely related but may be helpful in some ways. Regarding the issue on 'could not find Microsoft.DiaSymReader.Native.x86.dll', have a look at this issue on GitHub: https://github.com/dotnet/cli/issues/3016
It seems like the solution is either:
Dependency to Microsoft.NETCore.Platforms needed for RID graph which
was missing. Any package which has transitive dependency on it (like
NETStandard.Library) could also make things work.
Adding dependency to "Microsoft.NETCore.Platforms": "1.0.1-" or
"NETStandard.Library":"1.5.0-" make it work.
adding Microsoft.NETCore.Platforms works as well
I want to create VSIX package of an SDK. SDK has two XAML page, one image & DLL. The VSIX project architecture is given below.
When I try to use that I am getting XamlParseException. Can you solve this problem ? Please don't give me any links. I already read Tim Heuer's article as well as MSDN doc.
Xaml files need to be in redist
I'm trying to port some existing code to WP8 and have come across a problem.
The code i am porting uses a smart pointer thats is defined in comdef.h but for some reason when I try and include comdef.h I get the following error.
comdef.h(25): fatal error C1083: Cannot open include file: 'olectl.h'
I understand what the error means and it seems there is no trace of "olectl.h" in the WP8 SDK include paths on my machine. Is anyone else having this problem, I've tried "repairing" my installation of "Visual studio 2012 Express for Windows Phone"
I have found some code that appears to include comdef.h and has gotten around the missing macro problem the link at the end of this post is talking about by not using the macro at all and explicitly using the code that the macro would expand to.
(Here is the code that does what I want to: https://devel.nuclex.org/framework/browser/graphics/Nuclex.Graphics.Native/trunk/Source/Rasterization/Direct3D11/Direct3D11Api.h?rev=1782)
Has anyone else experienced this, or could someone with the SDK installed try including comdef.h somewhere to see if it works for them.
The missing macro link:
http://connect.microsoft.com/VisualStudio/feedback/details/751127/com-smartptr-typedef-causes-errors-when-used-in-winrt-build
Thanks.
Yes, I see this too, so it appears this is "by-design".
Basically if the API isn't listed on MSDN in the list of supported COM/Win32 APIs, then it isn't a supported API on Windows Phone 8. It looks like only the combaseapi.h header is supported.
_com_ptr_t<T> and it's friends aren't on the list...
The question is how to resolve conflicts between versions of assemblies in my project that was upgraded to MVC4 and EF5?
The problem is manifest in the fact that my controllers and models can include System.Data.Objects, but now my views.
I am using MVC 4, my project was upgraded from MVC 3.
Entity Framework is version 5.
I have a controller that is able to use objectcontext from System.Data.Objects.
My Usings:
using System.Data.Objects;
using System.Data.Entity;
When I try to include the using in the view form System.Data.Objects, I get :
CS0234: The type or namespace name 'Objects' does not exist in the namespace 'System.Data' (are you missing an assembly reference?)
I am targeting .net 4.5
My Build Displays this message:
C:\Windows\Microsoft.NET\Framework\v4.0.30319\Microsoft.Common.targets(1561,5): warning MSB3247: Found conflicts between different versions of the same dependent assembly.
You can build your solution in diagnostic mode to get more detailed information about the error.
Open the VS Options dialog (Tools > Options), navigate to the "Projects and Solutions" node and select "Build and Run". Change the MS Build project build output verbosity to Diagnostic.
Have a look here.
If you look at the build message, it states the 4.0 version of the .net framework is referenced... Is there a setting in your project file or web/app.config specifying a conflicting version of the .net framework?
Are you familiar with fuslog? you can set it up to log all assembly bindings that .net is doing while running your application. You should then be able to see detailed information on what is getting bound when. If you still can't figure it out, you can always do a binding redirect on that .dll in the web.config.
http://msdn.microsoft.com/en-us/library/eftw1fys.aspx -- binding redirects
http://msdn.microsoft.com/en-us/library/e74a18c4(v=vs.71).aspx -- fusion log viewer
Set up fusion logger and take a look at what the output is. If you don't get an answer from that, try the binding redirect (which would give you at least a temporary solution).
In the directory I was publishing to, there was a folder named aspnet_client. I moved it (instead of deleting it), republished, and it worked. I'm not sure why that folder decided to give me trouble out of the blue.
I'm using FlashDevelop4.0.0 RC1 to create AS3 library project, in which I want to import Away3D library. I follow this tutorial to set up my FD.
http://www.mclelun.com/blog/2011/08/flashdevelop-stage3d-away3d/
However, FD generate error message when I use ExportSWC4.2 plugin to compile the project, I got error message said that
at away3d\materials\methods\TerrainDiffuseMethod_NormalizeKernel.as(10): The definition of base class ByteArrayAsset was not found
Can anyone help me with that? Thanks!
p.s.
I also have issue like the following link
http://sourceforge.net/tracker/index.php?func=detail&aid=3401191&group_id=252536&atid=1127375
not sure if it's related to my problem.
Are you downloading the zip package from http://away3d.com/download/ or accessing via SVN / GIT?
http://away3d.com/images/uploads/releases/away3d_4_0_110915.zip
Not sure about their GIT, but I found the SVN repo dated.
I did not see ByteArrayAsset anywhere in the inheritance chain within my version:
away3d.materials.methods.TerrainDiffuseMethod
away3d.materials.methods.BasicDiffuseMethod
away3d.materials.methods.LightingMethodBase
away3d.materials.methods.ShadingMethodBase
mx.core.ByteArrayAsset is an Adobe class.
There's a NormalizeSplats Pixel Bender linkage, but I did not see any Normalize Kernel.
I'd recommend grabbing the Broomstick ZIP package - I had no issues building the SWC with Flash Builder targeting Flash Player 11.