Which version of JDK are you using? 64-bit or 32-bit?
I remember getting these types of errors only if there was a mismatch
between the JDK and c++ compiler machine type
As noted in  wiki: *"the version of the JDK you have set as JDK_HOME will
determine whether you build 32 or 64 bit binaries"*

Regards
David

2017-10-07 1:09 GMT+02:00 <jav...@use.startmail.com>:

> This is the result of using *VS 2017 CE- every option selected, downloaded
> and installed*
>
> I would say  there is an external symbol _fltused (float used?) and a few
> other such errors and also the assumption that the builder is on a 32 bit
> machine ?? (see final error).
>
>
> _fltused
> __GSHandlerCheck
> __security_check_cookie
> powf
> __imp_IsProcessorFeaturePresent
> _DllMainCRTStartup
>
> and
>
> C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/LIB\MSVCRT.lib :
> warning LNK4272: library machine type 'X86' conflicts with target machine
> type 'x64'
> C:\cygwin64\home\mdbg\rt\modules\javafx.graphics\build\libs\jsl-decora\win\decora_sse.dll
> : fatal error LNK1120: 7 unresolved externals
> :graphics:linkDecoraNativeShadersWin FAILED
>
>
> MS Studio 2017 CE doesn't ask you if you want a 32 bit or 64 bit
> installation, only WHERE you want it installed.
>
> The user choice of Program Files vs Program FIles x(86 ) might constitute
> a choice of sorts so after failing with the default x86 place, I
> uninstalled everything and tried the other only to have it fail much
> sooner. The first fail (x86) actually got through building part or most of
> .graphics, which gave me false hope.
>
> That non-question usually means the install itself knows what to do or has
> a preference and in this context especially  - VS 2017,install- should not
> lead to x86  vs 64 bit  type problems .
>
> Also, the instructions on the wiki , outdated I am told, also say the
> default project is sdk. I do not think this is the case. It seems mandatory
> to type "sdk" after gradle to hit the sdk build task.
>
> Any help or experiences from anyone is much appreciated.
>
>
>
> Full output:
>
> SSEPhongLighting_POINTPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEPhongLighting_SPOTPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSESepiaTonePeer.obj : error LNK2001: unresolved external symbol _fltused
> SSEUtils.obj : error LNK2001: unresolved external symbol _fltused
> SSELinearConvolvePeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSELinearConvolveShadowPeer.obj : error LNK2001: unresolved external
> symbol _fltused
> SSEPerspectiveTransformPeer.obj : error LNK2001: unresolved external
> symbol _fltused
> SSEPhongLighting_DISTANTPeer.obj : error LNK2001: unresolved external
> symbol _fltused
> SSEBrightpassPeer.obj : error LNK2001: unresolved external symbol _fltused
> SSEColorAdjustPeer.obj : error LNK2001: unresolved external symbol _fltused
> SSEDisplacementMapPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEInvertMaskPeer.obj : error LNK2001: unresolved external symbol _fltused
> SSEBlend_SRC_INPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_SRC_OUTPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_SRC_OVERPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBoxShadowPeer.obj : error LNK2001: unresolved external symbol _fltused
> SSEBlend_REDPeer.obj : error LNK2001: unresolved external symbol _fltused
> SSEBlend_SCREENPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_SOFT_LIGHTPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_SRC_ATOPPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_HARD_LIGHTPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_LIGHTENPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_MULTIPLYPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_OVERLAYPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_DARKENPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_DIFFERENCEPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_EXCLUSIONPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_GREENPeer.obj : error LNK2001: unresolved external symbol _fltused
> SSEBlend_ADDPeer.obj : error LNK2001: unresolved external symbol _fltused
> SSEBlend_BLUEPeer.obj : error LNK2001: unresolved external symbol _fltused
> SSEBlend_COLOR_BURNPeer.obj : error LNK2001: unresolved external symbol
> _fltused
> SSEBlend_COLOR_DODGEPeer.obj : error LNK2001: unresolved external symbol
> _fltused
>
> SSEPerspectiveTransformPeer.obj : error LNK2001: unresolved external
> symbol __GSHandlerCheck
> SSEBoxShadowPeer.obj : error LNK2001: unresolved external symbol
> __GSHandlerCheck
> SSEDisplacementMapPeer.obj : error LNK2001: unresolved external symbol
> __GSHandlerCheck
> SSELinearConvolvePeer.obj : error LNK2001: unresolved external symbol
> __GSHandlerCheck
> SSELinearConvolveShadowPeer.obj : error LNK2001: unresolved external
> symbol __GSHandlerCheck
>
> SSEPerspectiveTransformPeer.obj : error LNK2001: unresolved external
> symbol __security_check_cookie
> SSEBoxShadowPeer.obj : error LNK2001: unresolved external symbol
> __security_check_cookie
> SSEDisplacementMapPeer.obj : error LNK2001: unresolved external symbol
> __security_check_cookie
> SSELinearConvolvePeer.obj : error LNK2001: unresolved external symbol
> __security_check_cookie
> SSELinearConvolveShadowPeer.obj : error LNK2001: unresolved external
> symbol __security_check_cookie
> SSEPerspectiveTransformPeer.obj : error LNK2001: unresolved external
> symbol __security_cookie
> SSEBoxShadowPeer.obj : error LNK2001: unresolved external symbol
> __security_cookie
> SSEDisplacementMapPeer.obj : error LNK2001: unresolved external symbol
> __security_cookie
> SSELinearConvolvePeer.obj : error LNK2001: unresolved external symbol
> __security_cookie
> SSELinearConvolveShadowPeer.obj : error LNK2001: unresolved external
> symbol __security_cookie
>
> SSEPhongLighting_DISTANTPeer.obj : error LNK2019: unresolved external
> symbol powf referenced in function Java_com_sun_scenario_effect_i
> mpl_sw_sse_SSEPhongLighting_1DISTANTPeer_filter
> SSEPhongLighting_POINTPeer.obj : error LNK2001: unresolved external symbol
> powf
> SSEPhongLighting_SPOTPeer.obj : error LNK2001: unresolved external symbol
> powf
>
> SSEUtils.obj : error LNK2019: unresolved external symbol
> __imp_IsProcessorFeaturePresent referenced in function
> Java_com_sun_scenario_effect_impl_sw_sse_SSERendererDelegate_isSupported
>
> LINK : error LNK2001: unresolved external symbol _DllMainCRTStartup
>
> C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/LIB\MSVCRT.lib :
> warning LNK4272: library machine type 'X86' conflicts with target machine
> type 'x64'
> C:\cygwin64\home\mdbg\rt\modules\javafx.graphics\build\libs\jsl-decora\win\decora_sse.dll
> : fatal error LNK1120: 7 unresolved externals
> :graphics:linkDecoraNativeShadersWin FAILED
>
>
> On Thursday, October 5, 2017 10:09 AM, David Bimamisa <
> ketch...@googlemail.com> wrote:
>
>
>> Hi,
>>
>> I'm not sure whether DirectX is needed or not. So I stick with DirectX SDK
>> (June 2010).
>> But I think WINSDK is still needed since I got my build running only after
>> installing Windows 10 SDK (shipped with visual studio 2017).
>> However, I had to run the *vs_installer.ex*e again and go to "change" in
>> order to customize my VS2017 installation.
>> To get Windows 10 SDK installed, I added the workload "Desktop
>> development with C++" (see Figure in https://docs.microsoft.com/
>> en-us/visualstudio/install/install-visual-studio) and selected the option
>> "Toolset for visual C++" below in the right sided list (don't know if this
>> is needed though)
>>
>> This is how my *build*/*windows_tools.properties *looks now:
>> WINDOWS_VS_DEVENVDIR=C:/Program Files (x86)/Microsoft Visual
>> Studio/2017/Community/Common7/IDE
>> WINDOWS_VS_DEVENVCMD=C:/Program Files (x86)/Microsoft Visual
>> Studio/2017/Community/Common7/IDE/devenv.com
>> WINDOWS_VS_VCINSTALLDIR=C:/Program Files (x86)/Microsoft Visual
>> Studio/2017/Community/VC
>> WINDOWS_VS_VSINSTALLDIR=C:/Program Files (x86)/Microsoft Visual
>> Studio/2017/Community
>> WINDOWS_VS_MSVCDIR=C:/Program Files (x86)/Microsoft Visual
>> Studio/2017/Community/VC
>> WINDOWS_VS_INCLUDE=...
>> WINDOWS_VS_LIB=...
>> WINDOWS_VS_LIBPATH=...
>> WINDOWS_VS_PATH=...
>> WINDOWS_VS_VER=150
>> WINDOWS_SDK_DIR=C:/Program Files (x86)/Windows Kits/10
>> WINDOWS_SDK_VERSION=10.0.14393.0
>>
>> Regards,
>>
>> David
>>
>> 2017-10-04 23:51 GMT+02:00 Chris Newland <cnewl...@chrisnewland.com>:
>>
>>
>>> Thanks David.
>>>
>>> Do you know if the WINSDK and DirectX requirements are still as per the
>>> wiki/docs or can later versions be used?
>>>
>>> Cheers,
>>>
>>> Chris
>>> @chriswhocodes | JITWatch | DemoFX
>>>
>>> On Wed, October 4, 2017 13:15, David Bimamisa wrote:
>>> > It should also work with the community version of VS2017
>>> >
>>> >
>>> > Regards
>>> > David
>>> >
>>> >
>>> >
>>> > Am 03.10.2017 5:56 nachm. schrieb <jav...@use.startmail.com>:
>>> >
>>> >
>>> > VS 2017 Professional is now required to build OpenJFX.
>>> >
>>> >>
>>> > Ahh I see. I am sure it needs every bit of power offered by the
>>> > professional version of Microsoft's excellent dev environment but
>>> > unfortunately it cuts me out of building or testing since I don't have
>>> > that subscription and it's really rather pricey.
>>> >
>>> > Cheers!
>>> >
>>> >
>>> >
>>> >
>>> >
>>> >>
>>> >>
>>> > On Tuesday, October 3, 2017 9:43 AM, Kevin Rushforth <
>>> > kevin.rushfo...@oracle.com> wrote:
>>> >
>>> >
>>> >> The Wiki is out of date. VS 2017 Professional is now required to build
>>> >> OpenJFX. A fix was just pushed [1] to allow a different build of VS
>>> 2017
>>> >>  than the hard-coded one.
>>> >>
>>> >> Also, I am still able to build with VS 2010 and VS 2013, which should
>>> >> work as long as you don't build media or webkit (they aren't built by
>>> >> default).
>>> >>
>>> >> -- Kevin
>>> >>
>>> >>
>>> >> [1] https://bugs.openjdk.java.net/browse/JDK-8187366
>>> >>
>>> >>
>>> >>
>>> >>
>>> >> Chris Newland wrote:
>>> >>
>>> >>
>>> >>>
>>> >>> Hi,
>>> >>>
>>> >>>
>>> >>> I'm also trying to build OpenJFX on Windows 10 so I can add a
>>> >>> Windows
>>> >>> build to my community OpenJFX build server at
>>> >>> https://chriswhocodes.com
>>> >>> and am hitting the same problems as you.
>>> >>>
>>> >>> Setting WINSDK_DIR on the command line using 'set' or 'export'
>>> >>> doesn't work and neither does setting via the Windows environment
>>> >>> manager UI.
>>> >>>
>>> >>>
>>> >>> Hardcoding got me past this one:
>>> >>>
>>> >>>
>>> >>> def WINDOWS_SDK_DIR="..." above the check.
>>> >>>
>>> >>> Next error I'm hitting is NativeCompileTask.compile()
>>> >>>
>>> >>>
>>> >>> This is with Windows 10, VS10 Express, WinSDK 7.1, and DirectX June
>>> >>> 2010.
>>> >>>
>>> >>>
>>> >>> buildSrc/win.gradle has hardcoded paths to VS2017 Professional so I'm
>>> >>> guessing the devs who wrote this build script have got it working on
>>> a
>>> >>> more modern build environment than the one described in the docs.
>>> >>>
>>> >>> Will post here if I can get it to build.
>>> >>>
>>> >>>
>>> >>> Cheers,
>>> >>>
>>> >>>
>>> >>> Chris
>>> >>>
>>> >>>
>>> >>> On Tue, October 3, 2017 02:14, jav...@use.startmail.com wrote:
>>> >>>
>>> >>>
>>> >>>
>>> >>>>
>>> >>>> Hi again !
>>> >>>>
>>> >>>>
>>> >>>>
>>> >>>> Well I was able to track down the source of the error I am
>>> >>>> receiving from the gradle build. Unfortunately, the error persists,
>>> >>>> which is a bit of a mystery. Maybe a gradle maven can enlighten me
>>> >>>> here.
>>> >>>>
>>> >>>> For some reason, this line on line 90-91 of win.gradle is throwing
>>> >>>> the exception, although I can prove it ought not to:  if
>>> >>>> (WINDOWS_SDK_DIR ==
>>> >>>> null || WINDOWS_SDK_DIR == "") { throw new GradleException("FAIL:
>>> >>>> WINSDK_DIR not defined");
>>> >>>> I cannot get past this, the exception is triggered, and yet the
>>> >>>> assignment of a value to property WINDOWS_SDK_DIR is quite clear
>>> here
>>> >>>> (line
>>> >>>> of 69 win.gradle): defineProperty("WINDOWS_SDK_DIR", properties,
>>> >>>> System.getenv().get("WINSDK_DIR"))
>>> >>>> and that system variable is, in fact, set as proved by (my) running
>>> >>>> this simple program I wrote (which exists in the same directory as
>>> >>>> win.gradle to exclude any conceivable path issues) and getting the
>>> >>>> proper outputpublic class WinSDK { public WinSDK() { } public static
>>> >>>> void main(String[] args) { String sdk =
>>> >>>> (String)System.getenv().get("WINSDK_DIR");
>>> >>>> System.out.println("sdk = " + sdk);
>>> >>>> }
>>> >>>> }
>>> >>>> Output as expected- the proper path to Microsoft SDK and anyways
>>> >>>> certainly not the empty string or null.
>>> >>>>
>>> >>>>
>>> >>>>
>>> >>>> Sorry to ask such a basic question but is anyone on this list
>>> >>>> actually able to clone then compile OpenFX from source using the
>>> >>>> procedure outlined on the below mentioned page using any of the
>>> >>>> gradle scripts, (in my instance gradle.win) ?
>>> >>>>
>>> >>>> Seems like first -step level stuff that is done regularly by
>>> >>>> everyone on the list interested in improving or exploring OpenFX but
>>> >>>> maybe I am wrong about this? Many thanks in advance.
>>> >>>>
>>> >>>>
>>> >>>>
>>> >>>>
>>> >>>>
>>> >>>> On Thursday, September 28, 2017 6:59 PM,
>>> >>>> javafx@use.startmail.comwrote:
>>> >>>>
>>> >>>>
>>> >>>>
>>> >>>>> Hi All,
>>> >>>>> New member to this group. I am encountering a little trouble  when
>>> >>>>>  I
>>> >>>>> try to build OpenJFX. I am following the instructions here: (using
>>> >>>>>  Cygwin
>>> >>>>> on Win 7):
>>> >>>>> https://wiki.openjdk.java.net/display/OpenJFX/Building+OpenJFX
>>> >>>>>
>>> >>>>>
>>> >>>>>
>>> >>>>> When I run gradle after cloning the OpenJFX repository, I get a
>>> >>>>> "build
>>> >>>>> failed with exception" . I include the output from the entire run
>>> >>>>> just in case it's significant:
>>> >>>>>
>>> >>>>>
>>> >>>>>
>>> >>>>> $ gradle
>>> >>>>> WARNING: An illegal reflective access operation has occurred
>>> >>>>> WARNING: Illegal reflective access by
>>> >>>>> org.gradle.internal.reflect.JavaMethod
>>> >>>>> (file:/C:/gradle/lib/gradle-base-services-3.1.jar) to method
>>> >>>>> java.lang.ClassLoader.getPackages() WARNING: Please consider
>>> >>>>> reporting this to the maintainers of
>>> >>>>> org.gradle.internal.reflect.JavaMethod WARNING: Use
>>> >>>>> --illegal-access=warn to enable warnings of further
>>> >>>>> illegal reflective access operations WARNING: All illegal access
>>> >>>>> operations will be denied in a future release
>>> >>>>> :buildSrc:generateGrammarSource UP-TO-DATE
>>> >>>>> :buildSrc:compileJava UP-TO-DATE
>>> >>>>> :buildSrc:compileGroovy UP-TO-DATE
>>> >>>>> :buildSrc:processResources UP-TO-DATE
>>> >>>>> :buildSrc:classes UP-TO-DATE
>>> >>>>> :buildSrc:jar UP-TO-DATE
>>> >>>>> :buildSrc:assemble UP-TO-DATE
>>> >>>>> :buildSrc:compileTestJava UP-TO-DATE
>>> >>>>> :buildSrc:compileTestGroovy UP-TO-DATE
>>> >>>>> :buildSrc:processTestResources UP-TO-DATE
>>> >>>>> :buildSrc:testClasses UP-TO-DATE
>>> >>>>> :buildSrc:test UP-TO-DATE
>>> >>>>> :buildSrc:check UP-TO-DATE
>>> >>>>> :buildSrc:build UP-TO-DATE
>>> >>>>> FAILURE: Build failed with an exception.
>>> >>>>> * Where:
>>> >>>>> Script 'C:\cygwin64\home\mdbg\rt\buildSrc\win.gradle' line: 91
>>> >>>>> * What went wrong:
>>> >>>>> A problem occurred evaluating script.
>>> >>>>>
>>> >>>>>
>>> >>>>>
>>> >>>>>> FAIL: WINSDK_DIR not defined
>>> >>>>>>
>>> >>>>>>
>>> >>>>>>
>>> >>>>> * Try:
>>> >>>>> Run with --stacktrace option to get the stack trace. Run with
>>> >>>>> --info
>>> >>>>> or --debug option to get more log output. BUILD FAILED
>>> >>>>> Total time: 1.376 secs
>>> >>>>> I should add that even though the tutorial doesn't mention to do
>>> >>>>> it, I
>>> >>>>> cd-ed into the folder named rt, which was created by Mercurial when
>>> >>>>> I
>>> >>>>> cloned OpenJFX,  I called gradle from there. Calling it from the
>>> >>>>> directory containing rt resulted in nothing happening , which
>>> >>>>> makes sense afaik. the variable WINSDK is  not one I am familiar
>>> >>>>> with- it's not any environment or system variable on my machine
>>> >>>>> and the tutorial doesn't say anything about it. I hesitate to start
>>> >>>>> arbitrarily hacking build files based on error messages. It seems
>>> >>>>> as though it ought to just work and perhaps this is a bug I should
>>> >>>>> report or is it something else ?
>>> >>>>> Thank you!
>>> >>>>>
>>> >>>>>
>>> >>>>>
>>> >>>>
>>> >>>
>>> >>
>>> >
>>>
>>>
>>>
>>

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