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 Also, the instructions on the wiki , outdated I am told, also say the 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! >>> >>>>> >>> >>>>> >>> >>>>> >>> >>>> >>> >>> >>> >> >>> > >>> >>> >>> >>