Error accessing WinRT sensors in C++ desktop application - windows-runtime

I am trying to access the WinRT sensors from a Win32 desktop application using C++/CX as mentioned here: https://software.intel.com/en-us/articles/using-winrt-apis-from-desktop-applications
When I include the C++/CX header file it causes an error when building the Win32 project.
Exact error text: "error C1190: managed targeted code requires a '/clr' option."
Since I am not using /clr code at all, this is a confusing error.
Any suggestions? Please educate me if there is a better way to do this.

The error you are getting is because you are compiling some files without /ZW option for compiler. Since you are able compile at least some files with WinRT extensions, but not others, your project configuration is inconsistent.
The option /ZW (enable WinRT extensions) has to be configured on the level of project (and not on the level of individual files). There are two ways to ensure your settings are consistent. First method is through UI in Visual Studio -- you have to go through all platforms/configurations on the project and ensure /ZW is enabled, then got through all indivudual .cpp files, and ensure they don't override project level settings. This is tedious and error prone. The easier method is to open .vcxproj in notepad and do the following:
Add this section at the beginnig of the file, under root Project node:
<ItemDefinitionGroup>
<ClCompile>
<CompileAsWinRT>true</CompileAsWinRT>
</ClCompile>
</ItemDefinitionGroup>
Search and remove any other places where <CompileAsWinRT> is defined.

Related

C++ Builder - Project x.exe raised exception class ELUInvalidResLibrary with message 'Invalid resource

I'm using C++ Builder 2009 project which I'm trying to internationalize using korzh localizer plugin.
When I run my application and try to Initialize the language menu, I get an Exception of:
Project abc.exe raised exception class ELUInvalidResLibrary with message 'Invalid resource file format "C:\path\to\exe\abc.exe"'.
I find the resource reference to the executable seems a bit goofy. Any ideas?
Progress Update:
I have another project which is translating properly. So I referneced it. I noticed I was missing the abc_klr.res file in the project, so I added it and it got me past that exception on the LocalizerOnFly->Init(), but I get a similar exception when trying to change the language. The difference is the executable is no longer referenced and instead I get a "" as the resource reference... Below is a screen shot:
So my problem was fixed in two steps:
Add the resource file to the project then rebuild.
Clean the project and deploy directory of any translation related
files, then refresh the language files.
Things are groovy again.

Flash Builder - Internal Build Error / Classes Must Not Be Nested

I've been working on a Flash Builder project for about a week and occasionally encounter one of these two errors when I build:
An internal build error has occurred. See the error log for more information.
1131: Classes must not be nested.
A quick Project > Clean fixes things up. When I opened my project this morning and tried to build it, I received the internal build error again. This time, however, Project > Clean results in 5 separate "Classes must not be nested" errors, all pointing to my main class declaration.
Running Project > Clean again leads back to the internal build error. If I Clean again, I get the 5 class errors again, and so on.
I'm using Flash Builder 4.6, Flex 4.6, and AIR 3.5. I haven't made any changes to my codebase since yesterday. Any ideas what might be causing this?
I had the same problem with flashb uilder 4.6,
when i try to compile the app out of the blue it says
"flash builder internal build error has occurred see the error log for more information"
to resolve this you have to check the compiler arguments
when this happens you wont be able to go to compiler argumnts GUI, you have to edit it in .actionScriptProperties file
remove -local and local names save the file and try to compile you would not get the error
to put back the local you have to rephrase the local as follows
-locale=en_US,us_EN
What worked for me was to remove all swc references from the project's compiler settings, then re-insert them.

Can't load a native DLL

It's a follow-up from this.
Windows Phone 8 C# project (MyApp), migrated from WP7.1. I've added a native Windows Runtime component library (AppLib) to the solution, created a reference. There's a public sealed ref class (MyClass) in it. There's a reference to it in the C# code (in OnLoaded of the main XAML page). The whole thing builds - meaning the metadata of the component is being generated.
When I'm trying to run on the emulator, the project fails with the exception or type BadImageFormatException with the following message:
An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)
The error typically pops up when you try to mix CPU types in .NET.
The active platform is "Mixed platforms". In the Configuration Manager, it's configured to build MyApp for "x86" and AppLib for "Win32". In a vanilla freshly generated project that runs fine, the config is identical.
Question - what's wrong with that configuration? What do I need to check?
EDIT: I've added a second, blank C++ library to the solution - TestLib. This one loads and works as expected.
EDIT2: excluded everything from build in AppLib - it works. Now I'll be adding lines one by one, see which one causes the issue...
Totally my fault. When I changed the namespace of AppLib (see the linked question), I've left one little declaration in the library in a MyApp namespace.
The error is still misleading. I'd delete the question, but since the error message is sure to send someone on a wild goose chase with build CPU type and whatnot, let it remain.
Shouldn't a Windows Phone library be built for ARM in most cases? Have you had a chance to watch the "Windows Phone 8: Using C++ in your Applications" session from last week's //Build/ conference? That might include some answers.

Found conflicts between different versions of the same dependent assembly.MVC3 -> MVC4 / EF4 -> EF5

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.

VerifyError: Error #1014: class could not be found

I'm developing AS3 project using Flash Builder 4.5 (also with library Away3D 4.0 and Flex 4.5.1 SDK).
Also, I add my own SWC library, which I compile previously into my project.
It works find if I import class in my SWC library, however I want my swf run in a stand-alone flash player 11.
I follow this tutorial:
http://help.adobe.com/en_US/flashbuilder/using/WSe4e4b720da9dedb5-4dd43be212e8f90c222-7ffb.html
Now, I could run my app in a flash player 11, but I got an error in run time:
VerifyError: Error #1014: XXX class could not be found
And XXX is my class in SWC library. How should I fix this?
Merged into code means this, in project properties -> Flex Build Path -> Library Path -> Framework Linkage. Framework lingage has two options Merged into code and RSL. Chose Merged into code. This should solve your problem.
We had this problem when trying to build a project using a Native Extension.
Classes within the NE weren't being found at runtime, but were accessible in Flash Builder.
It turned out that by default the .ANE file wasn't copied to the device.
To fix this, change the following project property:
ActionScript Build Packaging -> Apple iOS -> Native Extensions -> Check 'Package' for the ANE
No idea why it wasn't included by default. When you uncheck 'Package' you get a warning telling you that it may cause runtime issues!
In my case, we had a nested reference to the same library which needed to load before the other library also using it. This fix can be accomplished by unchecking the 'Automatically determine library ordering based on dependencies' and moving the library up in the chain of Build path libraries. Flash Builder was unable to determine the correct order base on dependencies because we had 2 different versions of the same library. The error would only happen during run time.
I had this problem after installing AIR 3.9 and trying to upgrade a project.
It was also saying there was an RSL error, before throwing a succession of #1014 errors.
It worked after I set the textLayout.swc link type in Advanced ActionScript Settings to 'merged into code' instead of the default (RSL)
Hope this helps!
Since I landed on this page searching for this error message and none of the above solutions worked for me, here's how I finally managed to work around it:
It seems that this error happens particularly when you include old libraries that were compiled with the old compiler but compile your app with the new one. Unfortunately the error sometimes fires and when you compile again it doesn't; at other times it works fine in the debug version but then it fails in the release.
What worked for me is to include dummy objects in your main app which are instances of the class that the verify error complains about:
import some.classpath.to.TheClassThatFailsOnVerify;
function YourMainApp(){
var dummy:TheClassThatFailsOnVerify = new TheClassThatFailsOnVerify ();
}
At least in my case the errors only fired for classes that were not used directly in the app but only internally in the swc library code, so by having the dummy objects in the main app I force Flash Builder to include those classes in the compilation.
In some cases you might have to first find the swc that contains the class in question since it's not part of the library swc you use but it's again a library that that swc uses itself.