Re: Error on build

2017-12-03 Thread Michael Ennen
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
>>> 

Re: Error on build

2017-10-08 Thread javafx

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

Re: Error on build

2017-10-08 Thread David Bimamisa
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 : 

Re: Error on build

2017-10-06 Thread javafx
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 

Re: Error on build

2017-10-05 Thread David Bimamisa
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 

Re: Error on build

2017-10-04 Thread 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 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 

Re: Error on build

2017-10-04 Thread David Bimamisa
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

Re: Error on build

2017-10-03 Thread javafx

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 

Re: Error on build

2017-10-03 Thread javafx

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 

Re: Error on build

2017-10-03 Thread Kevin Rushforth
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 

Re: Error on build

2017-10-03 Thread javafx

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

Re: Error on build

2017-10-03 Thread Chris Newland
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

2017-10-02 Thread javafx

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!