Regarding first option, Headers and their linking headers are many, it's becoming difficult to get exact files and even difficult to compile. Regarding second option. The opening marks the first phase of a $250 million redevelopment of the station at Harrison, N.J. If everything compiled and linked without any errors, we will get a plugandpaint executable and the libpnp_basictools.so and libpnp_extrafilters.so plugin files. Creating the Application Package. There is no standard package management on Unix, so the method we present below is a generic solution.
- Re: Building Error And Solution Regarding The X11 Pathways
- Re: Building Error And Solution Regarding The X11 Pathfinder
EDIT: The solution to this problem for me was to factory reset the hololens as well as my computer, and reinstall all software fresh. Also, don't forget to pair up your hololens before you attempt to build to it. I know this solution is far from ideal - but if you need a quick fix, this is about as quick as I found.
Greetings holo devs, I have followed the exact steps Microsoft lists under multiple projects within their Microsoft Holographic - Academy tutorials. I completed them all, and all of them worked just fine from creation to export and testing. This is using Unity3D / C# which gets compiled into a Visual Studio Solution (sln) file. After completing those, I went on to build my own app - which built just fine as well. Now when I try to build - I get a strange error that the c-Sharp.firstpass file (the exported/cross-compiled dll from what I understand) can not be found. Now even the projects that built successfully won't build any more. I will paste the exact error below.
Things I have tried:. Creating a new project and pasting all of the previous assets into it - then rebuilding. Cleaning the VS project. Restarting my computer.
Restarting Unity3D. Uninstalling and reinstalling Visual Studio (recommended version). Uninstalling and reinstalling Unity3D (recommended version). Following the tutorials step-by-step again.
Searching StackOverflow and attempting every solution whose question remotely resembled my issue. Asking on Unity Answers (2 days ago). Building the project file to different drives, folders, locations, etc. To not give up There seems to be a referencing issue - so I have also unreferenced/referenced the mentioned file. Did you move all of your files under a new directory? I see that the path in your error message 'D: Development Hololens Projects.'
Has a space in the path name between 'Hololens' and 'Projects'. Unity does not deal with spaces in path name very well and in general does not deal with long path names well either so when organizing your Unity projects it is a good idea to keep short tight path names that are still descriptive enough to keep you organized. Also if you do move HoloLens Unity projects to new locations on your drive it is a good idea to delete all (or most) of the Unity build generate files and rebuild them at the new location. Here are a few of the files and folders that I recommend you clobber from the project directory and regenerate after a move if you run into any issues: Of course the one scenario you need to be extra careful is if you have added any extra UWP.NET 4.5 specific code files to your generated project. For those files you probably want to make backup copies before hand so that you can add them back in after regenerating. HTH BTW you may have checked, but I didn't notice mention of installing Visual Studio Update 2 in your checklist of things you tried. For those who find this thread later, VS Update 2 is also required and can cause similar issues if it is missing.
Thank you everyone for the very thorough responses. Unfortunately, adjusting path name, moving drives/folders, and explicitly referencing (or trying to, at least) things within Visual Studio didn't help. However, after factory resetting the hololens, computer, and reinstalling everything fresh - I'm building just fine now.
I wish I could've found the exact solution in order to further debug this for future users - but 2 days of the same bug was costing more time than it was worth. Thanks again, and happy developing!
Said: So I am curious, after you reinstalling everything fresh did once again place your projects under a folder with a space in the name like: 'D: Development Hololens Projects.' And if so, are you finding that all of your projects now work and load correctly?
Hi HoloSheep, Yes, I have been storing the VS builds on my desktop (C drive) and the Unity project itself on the D drive under Development/Hololens Projects. In theory (at least the way I understand it), the path of a project folder and it's respective build folder should be arbitrary since there are no references from one to the other.
The build folder should contain the.dll and all assets necessary in order to build the project. I'm able to also build any other projects now - so my only thoughts are that this is a VS bug. Were that the case though, reinstalling it should've remedied that. As usual, the rare and stubborn bugs find me, and a couple days of good ol' fashioned fiddling around with settings/seemingly inconsequential things fixes it.
The fact that the path in question was referenced more than half a dozen times in your error message would make me think that this particular path in this case is probably not 'arbitrary'. Also I believe the SerializationWeaver.exe is a Unity tool. However, the tools are still beta and there are a lot of moving parts and a series of these kinds of bugs are still very common and occurring for a large number of users.
So please don't feel singled out.:-) Besides seeing similar requests for help here on the forums, a number of us also spent a lot of time addressing similar setup issues at the beginning of our Holographic Hackathon event in Seattle. I have had first hand experience both in my own dev environment and at the hackathon when helping others where I observed a cause and effect relationship with simply removing the spaces or shortening the path name and seeing some of these errors go away. I am glad your individual issue is solved for now. I was curious about the use of spaces inside your path structure in your rebuilt environment because I feel it is important for us to understand the different combinations of causes and errors that we are seeing to both help others running into the problems and to find steps to repro the errors so that they can get fixed. So thank you for clarifying that you are now having success with the same path structure that includes spaces. (and the rest of the thread) So I ended up hitting this issue again when I named my project (in Build Settings) a name like 'My App' instead of 'MyApp.'
Immediately after seeing this error, I removed the space in my project name and rebuilt. The same error occurred. After that, I went back into the project. My thoughts were that this path name that I created had permanently affected the project to a point where it is irreversible.
I deleted the project folder that Unity/VisualStudio had generated ( not the actual project folder, the one that is created when you click the 'Build' button) and then created a new (password protected) certificate. I created this certificate by:.
Click File. Click 'Build Settings'. Look under 'Publishing Settings'. Look under 'Packaging'.
Click 'Create'. Enter the name and password fields.
Click 'Create' After deleting the build folder and generating a new certificate, I rebuilt and did not encounter the aforementioned error(s). I'm not sure what the certificate has to do with it, but it's what helped me. I'd like to think that my error was much more severe - but perhaps this was my problem all along. An error regarding spaces in the file path - or even a bit of code that removes said spaces would be very helpful if they cause such a vague and show-stopping error. Other windows apps (that I see on the hololens) have spaces in their application's names, which is very confusing.
Also please note, that the reason I deleted the project was because when renaming your existing project and rebuilding to the same folder (from Unity), you get a new.sln file which seem to break references left and right. At the very least, it doesn't properly overwrite your existing.sln file. Thank you for the clarification.
Your answer is definitely a solution for most, if not all instances of this error - including the one that I was able to replicate by changing the name. However, this still doesn't explain why projects that built just fine would suddenly be unable to build. I had taken all of the steps you mentioned in your answer with no results before resetting everything as I mentioned. Since I can't replicate that particular instance, I would say that you have lain out a very comprehensive check-list that I totally recommend for anyone finding themselves with this error.
The certificate bit was pure speculation/trail and error. Sounds like it wasn't a factor after all - but I didn't want to leave it out just in case.
Thanks very much for taking the time to reply and help me (and inevitably others) get a good idea of what this error means and how to troubleshoot it. I have the same Problem aswell. Short Path Name.
No Spaces. all the correct Build Plattform and Player Settings etc. It is no Option for me to set up my whole System from scratch again. Earlier that Day i had a working build (before i really ran into the Problem) from a test Project. But if I try to build it again (with the same settings that worked before) now, it just does´nt do the job. I have no idea what went wrong, hope someone finds a tolerable solution to this.
Edit: Even Building from an Empty Project only with one Cube and a Camera did´nt work.
Re: Building Error And Solution Regarding The X11 Pathways
I downloded and build cef.glue v3.2272.2035. I added CEF x64 3.2272.2035 (137MB) to the Debug output directory and placed libcef.so in the root (libcef.so is currently under lib/libcef.so this can be fixed with a dllmap) I also copied chrome-sandbox and the other files to /usr/bin. To get prevent the error ERROR:icuutil.cc(152) Couldn't mmap /usr/bin/icudtl.dat becouse libcef.so search the file in /usr/bin I added the settings needed for libcef.so Sandbox sudo cp.
/usr/bin sudo chown root:root /usr/bin/chrome-sandbox sudo chmod 4755 /usr/bin/chrome-sandbox In Monodevelop I configured the solution to build only CefGlue, CefGlue.Demo, CefGlue.Demo.GtkSharp. In Monodevelop I set the Target framework of all projects to 4.5 (All target frameworks below 4.5 will be abandoned in the next release of mono) In Monodevelop I set the reference paths to atk, gtk-sharp. Then I configured the solution to build only CefGlue, CefGlue.Demo, CefGlue.Demo.GtkSharp.
I set the CefGlue.Demo.GtkSharp as startup project Then I run: LDLIBRARYPATH='pwd' MONOLOGLEVEL=debug MONOLOGMASK=all mono Xilium.CefGlue.Demo.GtkSharp.exe Then the applications starts and ends with. Exe -no-sandbox 1 default CefRuntime. ExecuteProcess returns -1 OnBeforeCommandLineProcessing: - -no-sandbox -single-process -no-sandbox -lang = en-US -log-file = cef. Log -log-severity = verbose -resources-dir-path =/ Build / Mono / xilium. Cefglue / CefGlue.
GtkSharp / bin / Debug -remote-debugging-port = 20480 0410 / 224614: ERROR: browsermainloop.cc ( 170 ) Running without the SUID sandbox! See https:// code.
Com / p / chromium / wiki / LinuxSUIDSandboxDevelopment for more information on developing with the sandbox on. AppendExtraCommandLineSwitches: / usr / bin / mono-sgen -type = zygote -no-sandbox -lang = en-US -locales-dir-path =/ Build / Mono / xilium. Cefglue / CefGlue. GtkSharp / bin / Debug / locales -log-file = cef.
Log -log-severity = verbose -resources-dir-path =/ Build / Mono / xilium. Cefglue / CefGlue. GtkSharp / bin / Debug Program / usr / bin / mono-sgen - / usr / bin / mono / Build / Mono / xilium.
Cefglue / CefGlue. GtkSharp / bin / Debug / Xilium. Exe -type = zygote -no-sandbox -lang = en-US -locales-dir-path =/ Build / Mono / xilium. Cefglue / CefGlue. GtkSharp / bin / Debug / locales -log-file = cef.
Log -log-severity = verbose -resources-dir-path =/ Build / Mono / xilium. Cefglue / CefGlue.
GtkSharp / bin / Debug -cefglue = w 0410 / 224614: VERBOSE1: gpuinfocollectorx11.cc ( 25 ) NVCtrl extension does not exist. 0410 / 224614: VERBOSE1: proxyconfigservicelinux.cc ( 843 ) All gsettings tests OK.
Will get proxy config from gsettings. 0410 / 224614: VERBOSE1: proxyconfigservicelinux.cc ( 1589 ) Obtained proxy settings from GSETTINGS 0410 / 224614: VERBOSE1: prefproxyconfigtrackerimpl.cc ( 148 ) 0x1ea90e449300: set chrome proxy config service to 0x1ea90e4fd160 0410 / 224614: VERBOSE1: prefproxyconfigtrackerimpl.cc ( 277 ) 0x1ea90e449300: Done pushing proxy to UpdateProxyConfig 0410 / 224614: VERBOSE1: childthread.cc ( 245 ) Mojo is disabled on child ATTENTION: default value of option forces3tcenable overridden by environment.
Re: Building Error And Solution Regarding The X11 Pathfinder
OnBeforeCommandLineProcessing: zygote - -type = zygote -no-sandbox -lang = en-US -locales-dir-path =/ Build / Mono / xilium. Cefglue / CefGlue.
GtkSharp / bin / Debug / locales -log-file = cef. Log -log-severity = verbose -resources-dir-path =/ Build / Mono / xilium. Cefglue / CefGlue. GtkSharp / bin / Debug -cefglue = w 0410 / 224614: VERBOSE1: zygotemainlinux.cc ( 600 ) ZygoteMain: initializing 0 fork delegates 0410 / 224614: ERROR: proxyservicefactory.cc ( 104 ) Cannot use V8 Proxy resolver in single process mode. 0410 / 224614: WARNING: proxyservice.cc ( 899 ) PAC support disabled because there is no system implementation REALIZED - RAW = 16191280, HANDLE = 16191280 The program 'Xilium.CefGlue.Demo.GtkSharp' received an X Window System error.
This probably reflects a bug in the program. The error was 'BadWindow (invalid Window parameter)'. ( Details: serial 118 errorcode 3 requestcode 1 minorcode 0 ) ( Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the -sync command line option to change this behavior. #!/bin/bash # Absolute path to this script.
SCRIPTPATH = $(readlink -f ' $0 ' ) # Absolute path this script is in, thus /home/user/bin SCRIPTDIR = $(dirname ' $SCRIPTPATH ' ) ln -s ' $SCRIPTDIR /icudtl.dat' '/usr/bin' ln -s ' $SCRIPTDIR /nativesblob.bin' '/usr/bin' ln -s ' $SCRIPTDIR /snapshotblob.bin' '/usr/bin' # ln -s '$SCRIPTDIR/chrome-sandbox' '/usr/bin'. Now parent window handle it is X11 window handle, not a pointer to gtk widget (how it is has been before). It is why demo app is not running. Little hack to perevent error.
0414/090450:ERROR:glsurfaceglx.cc(637) glXChooseFBConfig failed. 0414/090450:ERROR:gpuinfocollector.cc(27) gfx::GLContext::CreateOffscreenGLSurface failed 0414/090450:ERROR:gpuinfocollector.cc(89) Could not create surface for info collection. 0414/090450:ERROR:gpumain.cc(410) gpu::CollectGraphicsInfo failed (fatal). 0414/090450:ERROR:sandboxlinux.cc(325) InitializeSandbox called with multiple threads in process gpu-process 0414/090450:ERROR:gpuchildthread.cc(146) Exiting GPU process due to errors during initialization.
If i'm try to disable gpu with -disable-gpu switch - absolutely nothing happes. And yes, may be useful running script. !/bin/bash # Absolute path to this script. SCRIPTPATH=$(readlink -f '$0') # Absolute path this script is in, thus /home/user/bin SCRIPTDIR=$(dirname '$SCRIPTPATH') echo $SCRIPTDIR LDLIBRARYPATH='$SCRIPTDIR' mono./Xilium.CefGlue.Demo.GtkSharp.exe -no-sandbox It is actually existing issue, and i'm think that it can be relatively easy resolved with CEF/Chromium improvements (patches). Also currently no have idea how to rewrite control to be compatible with GTK. PS: I'm personally not have now resources to invest in linux support.
PPS: Thanks for reporting. If you need additional advice, let me know. changed title to. edited description.