Re: Error on build
Try changing line 275 of the root build.gradle from: ext.IS_64 = OS_ARCH.toLowerCase().contains("64") to: ext.IS_64 = true On Sun, Oct 8, 2017 at 6:24 PM, wrote: > Hi, > > I possess an AMD 64 bit machine. > > My JDK_HOME points to a 64 bit JDK. > > MS C++ redistributables reported as installed on my machine (determined by > control panel -> uninstall a program -> reviewing resulting list of > installed sw) report both 32 and 64 installations. > > MS VS was installed as I reported below. > > AFAIK Cygwin is not versioned x86 or 64-bit or if it is (can't actually > recall) it cannot effect the result of the build. > > Are they any other factors at play I am unaware of? > > Cheers. > > > On Sunday, October 8, 2017 6:45 AM, David Bimamisa < > ketch...@googlemail.com> wrote: > > >> 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 : >> >>> 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 exter
Re: Error on build
Hi, I possess an AMD 64 bit machine. My JDK_HOME points to a 64 bit JDK. MS C++ redistributables reported as installed on my machine (determined by control panel -> uninstall a program -> reviewing resulting list of installed sw) report both 32 and 64 installations. MS VS was installed as I reported below. AFAIK Cygwin is not versioned x86 or 64-bit or if it is (can't actually recall) it cannot effect the result of the build. Are they any other factors at play I am unaware of? Cheers. On Sunday, October 8, 2017 6:45 AM, David Bimamisa wrote: 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 : 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
Re: Error on build
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 : > 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 exte
Re: Error on build
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 symbo
Re: Error on build
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 : > 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 : > > > > > > 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
Re: Error on build
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 : > > > 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.ClassLoad
Re: Error on build
It should also work with the community version of VS2017 Regards David Am 03.10.2017 5:56 nachm. schrieb : 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
Re: Error on build
Kevin, Hey hi, nice to meet you. Even given the exclusion of media and web, I don't think anyone is going to build it with VS 2010 EE edition, at least as the Gradle script is now. I am *pretty sure* I am following instructions to the letter, Is dotted Tees crossed. The thing is I had zero trouble building the project named JDK 9 on the same page. So there's some irony for you. By the time all is said and done, with all the Gradle files and hardcoded String variables they contain and library versions and tool versions on the dependency chains from 3rd party suppliers and all the errata and bugs those tools bring to the mix etc etc etc builds are basically becoming something akin to magical incantations understood only by the Shamans who author them. For the rest of us, you say the words, you push ENTER and hope the demon is summoned, and if not, well... not LOL . It's a real-world problem clearly costing we devs both lost contributions and slowed progress and it's not clear what to do about it. Cheers ! On Tuesday, October 3, 2017 9:43 AM, Kevin Rushforth 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 op
Re: Error on build
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 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:
Re: Error on build
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, jav...@use.startmail.com wrote: 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 r
Re: Error on build
Hi Chris, I am on Windows 7 and WinSDK 7.0A and DirectX June 10, 2010; not sure if any of that makes a difference here or not. I cloned a couple weeks ago and in my win.gradle on line 68 it has a hard coded absolute path thus: defineProperty("WINDOWS_VS_VSINSTALLDIR", properties, "c:/Program Files (x86)/Microsoft Visual Studio 12.0"); which contradicts (?) the directive on the website to use Visual Studio 10.0 (the website says Express Edition will do, so that is what I am using also). It is also different than what you say you have, which is VS2017 if I understood you correctly. I am not sure what to make of that. I changed that hard coded path above from "12.0" to read "10.0" then double checked to make sure that was a legit path on my machine, but it didn't get me past my error. Here is a question maybe you know the answer to . I am assuming that merely editing win.gradle then immediately invoking gradle in cygwin will cause the new edits I made to win.gradle to be processed appropriately by gradle. Is that correct? This is opposed to editing win.gradle, but then somehow compiling that gradle source, as I would have to do with a java source file, in order to see the changes at runtime. (Now you know how little I know about gradle.) Cheers Charles On Tuesday, October 3, 2017 3:36 AM, 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, jav...@use.startmail.com wrote: 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:
Re: Error on build
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, jav...@use.startmail.com > wrote: > > >> 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
Re: Error on build
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, jav...@use.startmail.com wrote: 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!