x64 Link Issues - Can someone please help?

2013-04-18 Thread Trey Brisbane

Hey all,

I'm currently using D for a hook-based project that requires me
to build both a 32bit and 64bit DLL. Naturally, the 32bit DLL
builds fine, however I'm encountering linking issues for the
64bit.
I followed the instructions at
http://wiki.dlang.org/Installing_DMD_on_64-bit_Windows_7_(COFF-compatible)
for setting up 64bit building (albeit I didn't use his
environment variables - I just put the paths into sc.ini
directly), so if there's a problem with my setup, I don't see it.

Here is my build output (I'm using Xamarin Studio with Mono-D, if
that means anything):

---

Building: HookLib (Debug|x64)

Performing main compilation...

Current dictionary:
C:\Development\Projects\EyefinityMaximizer\HookLib

dmd.exe -debug -gc "main.d"
"C:\Development\Projects\EyefinityMaximizer\EyefinityMaximizer\eyemax\WinAPI.d"
"HookLib.def" "user32.lib"
"-IC:\Development\Compilers\D\dmd2\src\phobos"
"-IC:\Development\Compilers\D\dmd2\src\druntime\src"
"-L/IMPLIB:C:\Development\Projects\EyefinityMaximizer\bin\Debug\HookLib.x64.lib"
"-odobj\Debug"
"-ofC:\Development\Projects\EyefinityMaximizer\bin\Debug\HookLib.x64.dll"
-m64

HookLib.def(1) : warning LNK4017: EXETYPE statement not supported
for the target platform; ignored

HookLib.def(2) : warning LNK4017: SUBSYSTEM statement not
supported for the target platform; ignored

HookLib.x64.obj : warning LNK4197: export 'CallWndProc' specified
multiple times; using first specification

   Creating library
C:\Development\Projects\EyefinityMaximizer\bin\Debug\HookLib.x64.lib
and object
C:\Development\Projects\EyefinityMaximizer\bin\Debug\HookLib.x64.exp

phobos64.lib(dmain2_4ac_1a5.obj) : error LNK2019: unresolved
external symbol _Dmain referenced in function main

C:\Development\Projects\EyefinityMaximizer\bin\Debug\HookLib.x64.dll
: fatal error LNK1120: 1 unresolved externals

--- errorlevel 1120

Exit code 1120

Build complete -- 1 error, 0 warnings

---

As you can see, there appears to be an issue with my usage of
DLLMain() as opposed to just main(). For 32bit building, the
documentation states that the compiler recognizes DLLMain and
works accordingly - is this also the case for 64bit building?

Here is my DLLMain function, in case I'm doing something wrong
with it:

---

extern (Windows) BOOL DllMain(HINSTANCE hInstance, ULONG
ulReason, LPVOID pvReserved) {
// Main DLL switch
switch (ulReason) {
case DLL_PROCESS_ATTACH:
g_hInst = hInstance;
dll_process_attach( hInstance, true );
break;
case DLL_PROCESS_DETACH:
dll_process_detach( hInstance, true );
break;
case DLL_THREAD_ATTACH:
dll_thread_attach( true, true );
break;
case DLL_THREAD_DETACH:
dll_thread_detach( true, true );
break;
default:
break;
}
return true;
}

---

Any assistance would be appreciated, as this project is stalled
until I can build 64bit binaries.

Thanks and regards,
Trey


Re: x64 Link Issues - Can someone please help?

2013-04-20 Thread Trey Brisbane

On Saturday, 20 April 2013 at 04:46:45 UTC, dnewbie wrote:

phobos64.lib(dmain2_4ac_1a5.obj) : error LNK2019: unresolved
external symbol _Dmain referenced in function main


Please add -L/DLL to the command line.


Ahhh ok, thanks! I assumed DMD would have detected the output 
file being a DLL and sent this itself, but clearly not.


In any case, the DLL now builds fine, however one of my other 
projects in the solution is also refusing to build but for a 
different reason.

Here is it's build output:

--

Building: HookLoader (Debug|x64)

Performing main compilation...

C:\Development\Tools\ResourceCompiler\rc.exe /fo 
"obj\Debug\Resources.Win32Manifest.res" 
"C:\Development\Projects\EyefinityMaximizer\HookLoader\Resources\Win32Manifest.rc"


Current dictionary: 
C:\Development\Projects\EyefinityMaximizer\HookLoader


dmd.exe -debug -gc "obj\Debug\Resources.Win32Manifest.res" 
"C:\Development\Projects\EyefinityMaximizer\EyefinityMaximizer\eyemax\WinAPI.d" 
"main.d" "HookLoader.def"  
"-IC:\Development\Compilers\D\dmd2\src\phobos" 
"-IC:\Development\Compilers\D\dmd2\src\druntime\src" 
"-odobj\Debug" 
"-ofC:\Development\Projects\EyefinityMaximizer\bin\Debug\HookLoader.x64.exe" 
-m64


HookLoader.def(1) : warning LNK4017: EXETYPE statement not 
supported for the target platform; ignored


HookLoader.def(1) : warning LNK4017: SUBSYSTEM statement not 
supported for the target platform; ignored


   Creating library 
C:\Development\Projects\EyefinityMaximizer\bin\Debug\HookLoader.x64.lib 
and object 
C:\Development\Projects\EyefinityMaximizer\bin\Debug\HookLoader.x64.exp


LINK : fatal error LNK1123: failure during conversion to COFF: 
file invalid or corrupt


--- errorlevel 1123

Exit code 1123

Build complete -- 1 error, 0 warnings

--

Any ideas as to what would cause a 'failure during conversion to 
COFF'??


Re: x64 Link Issues - Can someone please help?

2013-04-20 Thread Trey Brisbane
It seems my resources were breaking the link! Essentially, I was 
suffering from this problem:

http://stackoverflow.com/questions/10888391/link-fatal-error-lnk1123-failure-during-conversion-to-coff-file-invalid-or-c/14144713

In any case, problem solved. Thanks! :)


How/why can toStringz() and toUTFz() be used as properties?

2013-04-26 Thread Trey Brisbane

Hey all,

Can someone please explain to me how and why it is that 
toStringz() and toUTFz() can be used in the following way?


string a = "123";
auto b = a.toStringz;
auto c = a.toUTFz;

Also, how is it that they can even be called as if they were 
class methods? That is:


string a = "123";
auto b = a.toStringz(); // <-- Note I've added parentheses
auto c = a.toUTFz();

As opposed to being limited to:

string a = "123";
auto b = toStringz(a);
auto c = toUTFz(a);

I need to understand this, as I wish to write a function 
toWinStr() that can be used in the same way which will accept any 
string type, and, based on something like version(Unicode) and 
const-ness, output a WinAPI LPSTR, LPCSTR, LPWSTR or LPCWSTR as 
appropriate.

Is such a thing possible?


Re: How/why can toStringz() and toUTFz() be used as properties?

2013-04-26 Thread Trey Brisbane

On Friday, 26 April 2013 at 08:49:10 UTC, anonymous wrote:

On Friday, 26 April 2013 at 07:31:57 UTC, Trey Brisbane wrote:

Hey all,

Can someone please explain to me how and why it is that 
toStringz() and toUTFz() can be used in the following way?


string a = "123";
auto b = a.toStringz;
auto c = a.toUTFz;

Also, how is it that they can even be called as if they were 
class methods? That is:


string a = "123";
auto b = a.toStringz(); // <-- Note I've added parentheses
auto c = a.toUTFz();

As opposed to being limited to:

string a = "123";
auto b = toStringz(a);
auto c = toUTFz(a);


There's two things at work here:

a) Universal Function Call Syntax (UFCS). That basically means 
that you can call a free function via method/property-like dot 
syntax. The first argument to the function goes before the dot. 
UFCS should be explained in the online language documentation, 
but if it's in there I can't find it.

So, with UFCS you get from  toStringz(a)  to  a.toStringz() .

b) Empty parentheses are optional. -- Unless you compile with 
the -property flag. There has been some discussion about the 
future of the feature. Optional empty parentheses and/or the 
-property flag may go away in the future.

That gets you from  a.toString()  to  a.toString .

I need to understand this, as I wish to write a function 
toWinStr() that can be used in the same way which will accept 
any string type, and, based on something like version(Unicode) 
and const-ness, output a WinAPI LPSTR, LPCSTR, LPWSTR or 
LPCWSTR as appropriate.

Is such a thing possible?


You just write your function so that  toWinStr(stuff)  works. 
UFCS and optional empty parentheses then enable  stuff.toWinStr 
.


Ahhh ok, thanks for explaining :)


Why do 'abstract' methods with 'in' or 'out' contracts require a body?

2014-09-12 Thread Trey Brisbane via Digitalmars-d-learn

Hey all,

I have a class method defined like so:

abstract class MyClass {
public:
@property
abstract SomeClassType getField() pure nothrow
out(result) {
assert(result !is null, "Error: getField() returned null.");
}
}

As you can see, this method is abstract, as well as in an 
abstract class. Why, then, do I get the following error when 
compiling it?


"Error: function module.MyClass.getField in and out contracts 
require function body"


Is this a compiler bug, or is there a reason for this?

Thanks for your time!


Re: Why do 'abstract' methods with 'in' or 'out' contracts require a body?

2014-09-13 Thread Trey Brisbane via Digitalmars-d-learn

On Saturday, 13 September 2014 at 07:32:23 UTC, Marc Schütz wrote:
I thought it was an error, but then I found this in the 
documentation:


http://dlang.org/attribute.html#abstract

"Functions declared as abstract can still have function bodies. 
This is so that even though they must be overridden, they can 
still provide ‘base class functionality.’"


=> it's intentional


Can != must ;)

Interesting fact, but it still looks like a bug to me. The 
contract shouldn't be forcing a body on an abstract method 
regardless of whether or not abstract methods are allowed to have 
bodies.