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ULTRA APP KIT


Jules D.
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4 hours ago, Josh said:

I just tried it and it worked fine with fastlink enabled. :wacko:

That's because you have all the build files locally on your machine for your project "App Kit" (my above screenshot points to a relative path on your computer where a .pdb file is). The fastlink option is only quicker when linking because it builds a partial .pdb file that is used to index symbols from the compilation files that are created when building your code.

I get the above error because I don't have those build files locally on my machine, so when I place a breakpoint to debug and F10 through some lines of code I get that error.

If you have another machine to test this on you should get the same error as me

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Here is a link, the second post down gives a little insight, I'm no pro with Visual Studio's build tools and configuration settings. I just thought I'd point it out in case anyone else gets the same problem.

https://social.msdn.microsoft.com/Forums/en-US/7403b259-e9cc-4c61-97ce-fb8c48420172/debugfastlink-requires-object-files?forum=vcgeneral

Still, I'm having great fun with the library though, it is awesome! ?

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38 minutes ago, Robert_d1968 said:

Thankyou,  I'm having the same problems.

Robert

As a solution I would recommend changing your debugging configuration settings to /DEBUG:FULL. You can do this by right-clicking your project in Visual Studio and then going to:

Linker > Debugging > Generate Debug Info > /DEBUG:FULL

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1 hour ago, Josh said:

Wow. That is a huge security concern. That should not be happening.

When building the App Kit library in your release configuration settings, is that set to fastlink? If so I would definitely change it to full debug or even debug. The fastlink debug setting will use symbols from your build files (the compiler generates .obj files, it is what the linker uses to stitch together your program be it an exe, lib, dll, etc). This is what makes fastlink so quick, the files generated for debugging information are almost skipped, speeding up build times.

I'll take my image down in my previous post as well, considering it has file paths that shouldn't really be seen.

If you want to keep fastlink enabled for quicker build times you will have to package all the build files in your intermediate directory within your project for UAK and share them with us. Otherwise you'll have to change the linkers debugging option to /DEBUG or /DEBUG:FULL (by default Visual Studio usually sets this to /DEBUG for new projects).

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"As a solution I would recommend changing your debugging configuration settings to /DEBUG:FULL. You can do this by right-clicking your project in Visual Studio and then going to:

Linker > Debugging > Generate Debug Info > /DEBUG:FULL"

 

Hmm, I still can't find it... Exactly what needs to be clicked on on the project?  

Thanks for your help,

Robert

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9 minutes ago, Robert_d1968 said:

Hmm, I still can't find it... Exactly what needs to be clicked on on the project?  

Thanks for your help,

Robert

From the solution explorer window in Visual Studio you can right-click your project and select properties. You'll have a new window open, if you look on the left you have a drop-down called Linker. Unfold the Linker option and then select the Debugging option, you should see on the right-hand side an option that says "Generate Debug Info". Select the option /DEBUG:FULL

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8 hours ago, SlipperyBrick said:

When building the App Kit library in your release configuration settings, is that set to fastlink? If so I would definitely change it to full debug or even debug. The fastlink debug setting will use symbols from your build files (the compiler generates .obj files, it is what the linker uses to stitch together your program be it an exe, lib, dll, etc). This is what makes fastlink so quick, the files generated for debugging information are almost skipped, speeding up build times.

I'll take my image down in my previous post as well, considering it has file paths that shouldn't really be seen.

If you want to keep fastlink enabled for quicker build times you will have to package all the build files in your intermediate directory within your project for UAK and share them with us. Otherwise you'll have to change the linkers debugging option to /DEBUG or /DEBUG:FULL (by default Visual Studio usually sets this to /DEBUG for new projects).

If you are building a static library, there are no linking options shown. I think this is something that it always does. Probably setting "Debug Information Format" to "None" is the only way to strip this out?

I'm not hugely concerned in practical terms, but it is surprising to me.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I now have installed 16.9.2 of Visual C++

after I start debug and then stop, I get this code on the output.. Some things did not load.

'OpenGL1_d.exe' (Win32): Loaded 'C:\Users\Robert\Documents\Ultra Engine\Projects\OpenGL1\OpenGL1_d.exe'. Symbols loaded.
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\ntdll.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\kernel32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\KernelBase.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\user32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\win32u.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\gdi32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\gdi32full.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\msvcp_win.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\ucrtbase.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\comdlg32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\msvcrt.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\combase.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\rpcrt4.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\SHCore.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\shlwapi.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\shell32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_5.82.19041.844_none_423537bff6b9828c\comctl32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\ole32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\advapi32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\sechost.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\msimg32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\dwmapi.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\winmm.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\urlmon.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\WinSxS\amd64_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.19041.789_none_faf0a7e97612e7bb\GdiPlus.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\opengl32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\iertutil.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\glu32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\imm32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\uxtheme.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\msctf.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\oleaut32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Program Files\WIDCOMM\Bluetooth Software\BtMmHook.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\psapi.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\kernel.appcore.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\bcryptprimitives.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\TextInputFramework.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\CoreUIComponents.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\CoreMessaging.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\ws2_32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\ntmarta.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\WinTypes.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\WinTypes.dll'. 
'OpenGL1_d.exe' (Win32): Unloaded 'C:\Windows\System32\WinTypes.dll'
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\TextShaping.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\windows.storage.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\wldp.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\nvdmi.inf_amd64_774120bbcad3ef2b\nvdlistx.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\version.dll'. 
'OpenGL1_d.exe' (Win32): Unloaded 'C:\Windows\System32\version.dll'
'OpenGL1_d.exe' (Win32): Unloaded 'C:\Windows\System32\DriverStore\FileRepository\nvdmi.inf_amd64_774120bbcad3ef2b\nvdlistx.dll'
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\clbcatq.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\AppXDeploymentClient.dll'. 
'OpenGL1_d.exe' (Win32): Unloaded 'C:\Windows\System32\AppXDeploymentClient.dll'
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\nvdmi.inf_amd64_774120bbcad3ef2b\nvoglv64.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\setupapi.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\cfgmgr32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\bcrypt.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\version.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\wtsapi32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\devobj.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\wintrust.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\crypt32.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\msasn1.dll'. 
The thread 0x2728 has exited with code 0 (0x0).
The thread 0x300c has exited with code 0 (0x0).
The thread 0x2f24 has exited with code 0 (0x0).
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\DXCore.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\nvspcap64.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\profapi.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\powrprof.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\umpdc.dll'. 
'OpenGL1_d.exe' (Win32): Loaded 'C:\Windows\System32\winsta.dll'. 
The thread 0x33e0 has exited with code 0 (0x0).
The thread 0xfc8 has exited with code 0 (0x0).
The thread 0x1c58 has exited with code 0 (0x0).
The thread 0x1c80 has exited with code 0 (0x0).
The thread 0x40c0 has exited with code 0 (0x0).
The thread 0x3f4c has exited with code 0 (0x0).
The thread 0x21d0 has exited with code 0 (0x0).
The thread 0x26e0 has exited with code 0 (0x0).
The thread 0x1cac has exited with code 0 (0x0).
The thread 0x2b5c has exited with code 0 (0x0).
The thread 0x380c has exited with code 0 (0x0).
The program '[15084] OpenGL1_d.exe' has exited with code 0 (0x0).
 

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4 hours ago, SlipperyBrick said:

From the solution explorer window in Visual Studio you can right-click your project and select properties. You'll have a new window open, if you look on the left you have a drop-down called Linker. Unfold the Linker option and then select the Debugging option, you should see on the right-hand side an option that says "Generate Debug Info". Select the option /DEBUG:FULL

It looks like Visual Studio is actually using the fastlink option by default now, if you have the "inherit from project defaults..." option selected. So you are right, you must select the option "optimized for sharing blah blah blah...".

I am changing this now in the templates...

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My job is to make tools you love, with the features you want, and performance you can't live without.

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1 minute ago, Robert_d1968 said:

"if you have the "inherit from project defaults..." option selected. So you are right, you must select the option "optimized for sharing blah blah blah..."."

I can't seem to find the "inherit from project defaults..." option where is that located?

Robert

Untitled.thumb.png.a23f5fd2395268e9670434a3f1492ce4.png

My job is to make tools you love, with the features you want, and performance you can't live without.

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On 3/18/2021 at 6:29 PM, reepblue said:

The documentation site is still really broken on mobile.

I fixed it up a bit. I'm not going to try to fit the table of contents in there any way. If someone is looking at documentation on their phone they deserve to experience some pain.

My job is to make tools you love, with the features you want, and performance you can't live without.

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1 hour ago, Robert_d1968 said:

Where do they hide that on Steam? I have never seen templates on there.

Robert

I mean the system that we create a new project with. When you create a project there is a "templates" folder full of files that get copied into the project directory.

My job is to make tools you love, with the features you want, and performance you can't live without.

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24 minutes ago, Robert_d1968 said:

So if I want to try out the openGL project, Which is the correct one to use for the code to draw the triangle with colors?

 

Robert

 

Copy and paste either example.

My job is to make tools you love, with the features you want, and performance you can't live without.

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