SQLite is available as
A complete VSIX package with an extension SDK and all other
components needed to use SQLite for application development with
Visual Studio 2012 targeting Windows Phone 8.0.
But I need to do some modification in source code.
Tim Heuer in his blog described how to build sqlite for WinRT.
The main part I guess:
Build the DLL:
nmake -f makefile.msc sqlite3.dll FOR_WINRT=1
If building for ARM:
nmake -f makefile.msc sqlite3.dll FOR_WINRT=1 OPTS=/DWINAPI_FAMILY=WINAPI_PARTITION_APP
What options should be specified to build for Windows Phone 8?
Update:
I've tried
nmake -f makefile.msc sqlite3.dll FOR_WINRT=1 OPTS=-DWINAPI_FAMILY=WINAPI_PARTITION_PHONE
Result:
Also I've tried
nmake -f makefile.msc sqlite3.dll FOR_WINRT=1 OPTS=-DWINAPI_FAMILY=WINAPI_FAMILY_PHONE_APP
Result:
Sqlite includes some tools to be built and run during the build process, i.e. on the platform you're building on: mkkeywordhash.exe and lemon.exe. These tools should be built by cl.exe targetting your build platform, not your target platform.
NCC variable is used to specify the location of native compiler:
nmake -f makefile.msc sqlite3.dll <your options> NCC="c:\Program Files\..path-to-native\cl.exe"
It might be enough. If another problem arises, find NCC in Makefile.msc and look around it for more information. E.g. you might have to set the following parameters:
XCOMPILE=1
USE_NATIVE_LIBPATHS=1
NCRTLIBPATH (where are your native CRT libraries?)
NSDKLIBPATH (where are your native SDK libraries?)
Related
I need to build an octomap on visual studio 2017. According to website they have asked to do the following
open a windows shell (e.g., from the START-Menu -> QT)
cd octovis/src/extern/QGLViewer
qmake -t vclib QGLViewer.pro -spec win32-msvc2010 (ignore any warnings)
So I did the same but in windows command prompt terminal and when I feed the above commands it throws the following error:
#qmake -t vclib QGLViewer.pro -spec win32-msvc2010
Could not find qmake spec 'win32-msvc2010'.
Error processing project file: QGLViewer.pro
#qmake -t vclib QGLViewer.pro -spec win32-msvc2017
Could not find qmake spec 'win32-msvc2017'.
Error processing project file: QGLViewer.pro
What should I do in order to configure and generate a QGLViewer.vcxproj?
Additional details:
Project location : "C:\software\octomap-1.9.0\octomap-1.9.0\octovis\src\extern\QGLViewer"
qmake location : C:\vcpkg\packages\qt5-base_x64-windows\tools\qt5
Visual studio : 2017 ( Version 15.9.8)
Any help in regards to this would be much appreciated as I have a very limited understanding on qmake.
You can build QGLViewer with Qt Creator instead, and then it just works - I was bashing my head against the same issue as you for a while, but then just tried that and it solved my problems. For what it's worth, I used Qt Creator 4.12.4 and did a build all.
I had a few other issues building Octovis on Windows that you might run up against as well. See here for the changes I had to make: https://github.com/OctoMap/octomap/compare/devel...sgolodetz:winchanges
I wrote a test project using .NET Core and assembled the self-contained deployment for Ubuntu 16.04 as described here (see Self-contained deployment without third-party dependencies).
But when I run the app I get the following error:
An assembly specified in the application dependencies manifest (Test.deps.json) was not found:
package: 'runtime.linux-x64.Microsoft.NETCore.App', version: '2.0.0-preview2-25407-01'
path: 'runtimes/linux-x64/lib/netcoreapp2.0/Microsoft.CSharp.dll'
I am using .NET Core 2.0 Preview 2, VS2017 Preview.
I will be grateful for any help!
This is an old question, but I just ran across this when I was trying to run a .Net Core application on Linux and wanted to share the solution. If you are getting the error above, you are likely trying to execute the wrong binary. For those following along from scratch, follow these steps:
On Windows, open a command prompt in the directory of the project you want to run on Linux.
Build the project for Linux using dotnet publish -r linux-x64
I chose to target linux-x64, but you can target a specific runtime if you'd like. Runtime identifiers can be found here.
Copy the published files to the Linux workstation. Because the above command omitted the configuration flag -c, the configuration defaulted to debug. The published files will be in Debug\netcoreapp2.0\linux-x64\publish
Note: there will be binaries in Debug\netcoreapp2.0\linux-x64\ too. These are not the binaries you want to copy to your Linux workstation. If you run these binaries, you will get the error described in the OP. Copy all the files in the publish directory instead. Ignore whatever files might be in linux-x64.
On the Linux workstation, give execute permission to the binary file. My project was named ConsoleUI, so I used chmod 764 ConsoleUI
Execute the binary using ./ConsoleUI
Keep in mind that you will need to at least have the .Net Core runtime installed on your Linux workstation.
I've downloaded and installed the QT SDK and downloaded the QT Mobility source.
Following the provided instructions, I navigated to my QtMobility directory via the Visual Studio Command Prompt (2010)... note, this is the QtMobility dir with the bin, plugins, examples, etc. folders.
D:\
cd D:\Files\Downloads\QtMobility
configure
Regardless of whether I gave configure a -prefix parameter or not, the following output was displayed:
Checking available Qt
4.8.2
Checking make
... Unknown target environment .
Cannot find 'nmake', 'mingw32-make' or 'make' in your PATH
Aborting.
Of course, I then went to see if my computer had nmake in its PATH: the directory is added as follows:
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin
I went to CMD and typed in "nmake /?" to receive proper output.
What am I doing wrong? When I try to simply run nmake in the QTMobility directory, it displays:
NMAKE : fatal error U1064: MAKEFILE not found and no target specified
Stop.
Help, please! Thank you. :) I will continue attempting debugs on my own...
I suppose this is late but you could simply run the visual studio command prompt, as it has specific env. variables preset to find nmake, etc.
I'm trying to build QT for CE6 using the VS2008 compiler with the Mobile 6 SDK ARM tools. I'm following the instructions on the Qt site in regards to include locations and my directories seem to match exactly with the exception that I'm on Windows 7, so the program files directory has(x86) inside of it.
Include dirs are
C:\Program Files (x86)\Windows Mobile 6 SDK\PocketPC\Include\Armv4i
C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\ce\include
I configure with:
configure -platform win32-msvc2008 -xplatform wincewm60professional-msvc2008
followed by nmake.
I then get:
tools\qbytearray.cpp(137) : error C3861: 'strcpy_s': identifier not found
If I add some defines around the offending lines, I can get past this point, but then I hit a bunch of
C:\Program Files (x86)\Windows Mobile 6 SDK\PocketPC\Include\Armv4i\types.h(59)
: error C2143: syntax error : missing ';' before '*'
It seems that this build platform should be well supported and I'm a bit baffled how the strcpy_s thing would even be there.
Is anyone getting this to compile with the standard CE6 SDK? Do I need to use a custom SDK for our platform to get this to compile?
I'd also be curious if anyone has webkit running on mobile 6.
Any help appreciated.
I built a qt application that uses opengl on linux and am trying to build it on windows. I used g++ to make it on linux and am using command line nmake for Visual Studio 2005 to build it on windows. When I tryed to build my application I typed
qmake -makefile app.pro
nmake
The nmake failed and said "bool qt_win_owndc_required"... already defined in QtOpenGld.lib ..
one or more multiply definded symbols found
When I tried building one of the examples (hellogl) with opengl it resulted in the same error message. But when I tried building a different example without opengl it worked fine. Do I need to do something special to build the opengl library correctly? Is there something that I am not thinking of?
Are you running qmake in a Visual Studio 2005 Command prompt?
A google search turned up this post: http://www.delta3d.org/forum/viewtopic.php?showtopic=15723
The guy fixed the problem by rebuilding the source.