top of page
Search
mortimermacivor197

Include dll in build visual studio: A guide to linking C# and C++ projects with DLL references



To avoid out-of-sync code, we recommend you set the include path in your client project to include the DLL header files directly from your DLL project. Also, set the library path in your client project to include the DLL import libraries from the DLL project. And finally, copy the built DLL from the DLL project into your client build output directory. This step allows your client app to use the same DLL code you build.


To fix this issue, you could copy the library file directly into your client app project. The linker would find and use it automatically. However, if both the library and the client app are under development, that might lead to changes in one copy that aren't shown in the other. To avoid this issue, you can set the Additional Dependencies property to tell the build system that your project depends on MathLibrary.lib. And, you can set an Additional Library Directories path in your project to include the path to the original library when you link.




include dll in build visual studio



When you deploy your app, you must also deploy the DLLs it uses. The simplest way to make the DLLs that you build, or that you include from third parties, available is to put them in the same directory as your app. It's known as app-local deployment. For more information about deployment, see Deployment in Visual C++.


Note however that DLLs do get created, it's just that they are created for you (possibly without you even realizing it). Go and check if you like, take a Unity build and search for DLLs in the data directory. You can see for yourself that Unity automatically compiles your code to DLLs. This leads us to the understanding that we can copy pre-compiled DLLs into the project and Unity will recognize them. Indeed we can make use of DLLs that have been created for us by other developers. You have probably even done this already. Many of the packages for sale on the Unity Asset Store include DLLs rather than source code. Also available to us are many .NET libraries that can be installed through nuget (at least the ones that work with Mono/Unity). More about nuget in my next article.


I tried to add the dependencies using Nuget package explorer and also the .dll file but the error remains.I only fixed it by moving the dll to the Uipath studio installation folder. Is it possible to include it directly in the custom activity package created, so that you have a quick installation?


When you build the code (either from Visual Studio IDE or via dotnet build command), the .csproj tells MSBuild which resources to include and what to do with them. This is done explicitly via Targets and Tasks for older .NET versions; currently, this is done implicitly by specifying only the type of project (predefined SDKs).


Hi. I'm writing a Class Library in C# and it depends on some external DLL files, is there any way I can include those dependencies into the DLL so I don't need to distribute loads of other dependencies (and their dependencies, then their dependencies etc). Is there any way to do this in the visual studio build process?


The simpler but less flexible way is to include glew.h andglew.c into your project. On Windows, you also need todefine the GLEW_STATIC preprocessor token when building astatic library or executable, and the GLEW_BUILD preprocessortoken when building a dll. You also need to replace and with in your code and set the appropriate includeflag (-I) to tell the compiler where to look for it. Forexample:


Alternatively, you can use the provided project files / makefile tobuild a separate shared library you can link your projects with later.In this case the best practice is to install glew.h,glew32.lib, and glew32.dll / libGLEW.so towhere the OpenGL equivalents gl.h, opengl32.lib, andopengl32.dll / libGL.so are located. Note that youneed administrative privileges to do this. If you do not haveadministrator access and your system administrator will not do it foryou, you can install GLEW into your own lib and include subdirectoriesand tell the compiler where to find it. Then you can just replace with in yourprogram:


Generate build files (with curl): After completing the curl prerequisites, three additional cmake command line options are required to include curl support in the SDK: FORCE_CURL, CURL_INCLUDE_DIR, and CURL_LIBRARY. For example:


To build for Android, add -DTARGET_ARCH=ANDROID to your cmake command line. The AWS SDK for C++ includes a CMake toolchain file that includes what you need by referencing the appropriate environment variables (ANDROID_NDK).


In Windows, there are two types of library, a static library and an importlibrary (both called .lib). A static library is like a Unix .afile; it contains code to be included as necessary. An import library isbasically used only to reassure the linker that a certain identifier is legal,and will be present in the program when the DLL is loaded. So the linker usesthe information from the import library to build the lookup table for usingidentifiers that are not included in the DLL. When an application or a DLL islinked, an import library may be generated, which will need to be used for allfuture DLLs that depend on the symbols in the application or DLL.


Note that all this information is defined per configuration, in this image, the Release - x64 configuration is being changed. If we add the include directories to this configuration, and then later switch to Debug in the IDE, the build will fail not finding the ZLib headers. So it is necessary to add the include directories typically to all configurations.


The versions of the SQLite amalgamation that are supplied on thedownload page are normally adequate for most users. However, someprojects may want or need to build their own amalgamations. A commonreason for building a custom amalgamation is in order to use certaincompile-time options to customize the SQLite library. Recall thatthe SQLite amalgamation contains a lot of C-code that is generated byauxiliary programs and scripts. Many of the compile-timeoptions effect this generated code and must be supplied to the codegenerators before the amalgamation is assembled. The set of compile-time options that must be passed into the code generators canvary from one release of SQLite to the next, but at the time of thiswriting (circa SQLite 3.6.20, 2009-11-04) the set of options that mustbe known by the code generators includes:


To use the library in your C++ project you have to include either or plus some others starting with . If you set up your IDE correctly the compiler should be able to find the files. Then you have to add the linker library to your project dependencies. Link to /lib//assimp.lib. config-name is one of the predefined project configs. For static linking, use release/debug. See the sections below on this page for more information on the other build configs. If done correctly you should now be able to compile, link, run and use the application. If the linker complains about some integral functions being defined twice you propably have mixed the runtimes. Recheck the project configuration (project properties -> C++ -> Code generation -> Runtime) if you use static runtimes (Multithreaded / Multithreaded Debug) or dynamic runtimes (Multithreaded DLL / Multithreaded Debug DLL). Choose the assimp linker lib accordingly. Please don't forget to also read the Microsoft Compilers and the C++ Standard Library section on MSVC and the STL.


STLport is a free, fast and secure STL replacement that works with all major compilers and platforms. To get it, download the latest release from . Usually you'll just need to run 'configure' + a makefile (see their README for more details). Don't miss to add /stlport to your compiler's default include paths - prior to the directory where your compiler vendor's headers lie. Do the same for /lib and recompile assimp. To ensure you're really building against STLport see aiGetCompileFlags(). In our testing, STLport builds tend to be a bit faster than builds against Microsoft's C++ Standard Library.


Dependency Walker is a free utility that scans any 32-bit or 64-bit Windows module (exe, dll, ocx, sys, etc.) and builds a hierarchical tree diagram of all dependent modules. For each module found, it lists all the functions that are exported by that module, and which of those functions are actually being called by other modules. Another view displays the minimum set of required files, along with detailed information about each file including a full path to the file, base address, version numbers, machine type, debug information, and more.Dependency Walker is also very useful for troubleshooting system errors related to loading and executing modules. Dependency Walker detects many common application problems such as missing modules, invalid modules, import/export mismatches, circular dependency errors, mismatched machine types of modules, and module initialization failures.Dependency Walker runs on Windows 95, 98, Me, NT, 2000, XP, 2003, Vista, 7, and 8. It can process any 32-bit or 64-bit Windows module, including ones designed for Windows CE. It can be run as graphical application or as a console application. Dependency Walker handles all types of module dependencies, including implicit, explicit (dynamic / runtime), forwarded, delay-loaded, and injected. A detailed help is included.


will include objlib's object files in a library and an executablealong with those compiled from their own sources. Object librariesmay contain only sources that compile, header files, and other filesthat would not affect linking of a normal library (e.g. .txt).They may contain custom commands generating such sources, but notPRE_BUILD, PRE_LINK, or POST_BUILD commands. Some native buildsystems (such as Xcode) may not like targets that have only object files, soconsider adding at least one real source file to any target that references$.


This command will run tests under .NET 1.1 even if you are running the .NET 2.0build of the nunit-console. All versions of .NET through 3.5 as wellas Mono profiles 1.0 and 2.0 are supported.Specifying Test Categories to Include or ExcludeNUnit provides CategoryAttribute for use in marking tests as belonging toone or more categories. Categories may be included or excluded in a test runusing the /include and /exclude options. The following commandruns only the tests in the BaseLine category: nunit-console myassembly.dll /include:BaseLine 2ff7e9595c


0 views0 comments

Recent Posts

See All

Commentaires


bottom of page