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The next step is to link your application to the SFML libraries (.lib files) that your code will need. SFML is made of 5 modules (system, window, graphics, network and audio), and there's one library for each of them. Libraries must be added in the project's properties, in Linker Input Additional Dependencies. Add all the SFML libraries that you need, for example \"sfml-graphics.lib\", \"sfml-window.lib\" and \"sfml-system.lib\".
The settings shown here will result in your application being linked to the dynamic version of SFML, the one that needs the DLL files. If you want to get rid of these DLLs and have SFML directly integrated into your executable, you must link to the static version. Static SFML libraries have the \"-s\" suffix: \"sfml-xxx-s-d.lib\" for Debug, and \"sfml-xxx-s.lib\" for Release. In this case, you'll also need to define the SFML_STATIC macro in the preprocessor options of your project.
You might have noticed from the table that SFML modules can also depend on one another, e.g. sfml-graphics-s.lib depends both on sfml-window-s.lib and sfml-system-s.lib. If you static link to an SFML library, make sure to link to the dependencies of the library in question, as well as the dependencies of the dependencies and so on. If anything along the dependency chain is missing, you will get linker errors.
If you are slightly confused, don't worry, it is perfectly normal for beginners to be overwhelmed by all this information regarding static linking. If something doesn't work for you the first time around, you can simply keep trying always bearing in mind what has been said above. If you still can't get static linking to work, you can check the FAQ and the forum for threads about static linking.
If you chose to create a \"Windows application\" project, the entry point of your code has to be set to \"WinMain\" instead of \"main\". Since it's Windows specific, and your code would therefore not compile on Linux or macOS, SFML provides a way to keep a standard \"main\" entry point in this case: link your project to the sfml-main module (\"sfml-main-d.lib\" in Debug, \"sfml-main.lib\" in Release), the same way you linked sfml-graphics, sfml-window and sfml-system.
Now compile the project, and if you linked to the dynamic version of SFML, don't forget to copy the SFML DLLs (they are in ) to the directory where your compiled executable is. Run it, and if everything works you should see this:
A similar problem seems to be present with beta-1.13.4.3, only that it's -lmozjs not -lllmozlib that's failing at linktime. I can't even seem to locate the corresponding header file (expected filename 'mozjs.h') so it might well be that the problem only looks similar to the llmozlib one, but actually isn't. I'll post to the [sldev] list as soon as I have investigated this further. --Boroondas Gupte 11:22, 1 March 2007 (PST)
Section \"Recommended libraries and headers\" of this page DON'T contain any information about libfmod dependency and needed version of libfmod. Current sources ( -development, -release) refers to libfmod-3.75. But this version is very old, and official fmod site don't contains any links to this version. Tikhon Golitzen 20:05, 2 January 2011 (UTC)
Would it be useful to add a blurb on where people can get help compiling, specifically in Linux. Or at least an internal link to another wiki page that has a list of places to get help in each version, MAC/WIN/LIN/BSD/(however far people want to break it down, etc.).
I agree to every kind of reorganization, since this page is a bit messy. We should provide a simplified version of it, at least. I think it's a bit scary for newbies. So today I moved the 'Packaging errors' section to Common compilation problems page (we may want to give more visibility to that link); I removed the 'Fix Shell Scripts' because I think it has been fixed; I added some questions where I think we need to being more informative; It looks like you only need to add FMOD=no to the scons command, and I think we should give this information only - i'm not sure about this, so in the meantime I just made some changes to both 'Prerequisites' and 'Copy headers and libraries into the source tree' sections.
I have a patch set for building with GCC 4.6 - no major changes but a bunch of new GCC warnings need to be suppressed or fixed, and the linkage for LLWebKit has changed now that GNU ld doesn't allow implicit dso chains (yay). _linden/gcc46 -134 --Tofu Buzzard 11:17, 9 February 2012 (PST)
Whiskey, sorry for short reply, it's late and I have to be up in the morning, but that link has made a huge difference for me. The sound is no longer stuttery, performance seems to be improved, its great. Yes, you cannot play ArmA maxed out except on the most monster of rigs, but ArmA certainly is not unplayable.
I checked Perfmon and everything is fine, since no other game I ever played, no matter how hard it is on my ressources, like BF4 and Planetside 2, caused this issue. I launched the Bat file which you linked to and it cannot load any OpenAL Libs from the Project Zomboid Folder. Here's the current active log, while staying in the main menu:
It has been man years since I have created a native DLL and now when I try to I was getting a linker error I cannot figure out. So I tried to follow the instructions in Walkthrough: Create and use your own Dynamic Link Library (C++) and I am getting the same problems. The following are the linker errors from the walkthrough.
Set the \"Show Progress\" property in the linker settings for the console application. Then when you build the client you should see the details of the linker's search for libraries. Maybe that will give you a clue about where it is looking for MathLibrary.lib.
Building the x64 configuration of MathClient results in LNK2019 errors because you cannot link an x64 project against an import library from an x86 DLL build. That is the second issue which is caused by hard-coded path in the MathClient project properties.
I am a little embarrassed to say I do not know how to switch to a 32-bit configuration. So what I did was change everything to say x64 in the Configuration Manager for both projects. Now it is working. It built the x64 directories and it linked using the lib file using the IntDir macro. So either there is something we overlooked or I stumbled upon a work-around or both.
SDL 2.0, unlike 1.2, uses the zlib license, which means you can build a static library linked directly to your program, or just compile SDL's C code directly as part of your project. You are completely allowed to do that. However, we encourage you to not do this for various technical and moral reasons (see docs/README-dynapi.md), and won't cover the details of how to in this document. You may not statically link SDL 1.2 in most cases due to its LGPL licensing, but you should really stop using SDL 1.2 anyhow.
SDL on Unix should only link against the C runtime (glibc). Every thing else it needs will be dynamically loaded at runtime: X11, ALSA, d-bus, etc. This means it is possible to build an SDL that has support for all sorts of targets built in, and it will examine the system at runtime to decide what should be used (for example, if Xlib isn't available, it might try to load Wayland support, etc). In that respect, if you plan to ship the SDL binary that you build, it is to your benefit to make sure your system has development headers for as many targets as possible, regardless of what you plan to personally use, so your final library is as robust as possible. See docs/README-linux.md for more details.
As of SDL 2.0.3, the codebase still compiles on Cygwin and MingW32, but we expect these to stop working in the future. MingW64 is still supported (and despite the name, can also build 32-bit binaries). Note that the Visual Studio builds produce standard Windows .DLLs, which are usable with any compiler that can link to them, and we care about making sure the public SDL headers work with any compiler, but making sure SDL itself builds with some of these compilers has become time-consuming and messy for diminishing returns. For simple fixes, we will always accept patches, though!
Our buildbot tries to build for Win32 for each commit, and uploads successful Visual Studio 2010 builds to a public webserver. If you want to grab these, it can save you time, if you just want to use a bleeding-edge SDL2.dll without compiling one yourself. You can grab the prebuilt library here ... the number represents the Buildbot build number; the bigger the number, the newer the build. These builds should work with just about any Windows compiler. We don't promise anything about the quality of these builds, though, and welcome feedback to improve them. Unzip the archive, point your project at its \"include\" directory for headers, and link against SDL2.lib (and optionally, SDLmain.lib if you want SDL to provide a WinMain() that calls your standard Unix-like main() function). Distribute the SDL2.dll with your app's .exe file, and you're good to go!
This will accomplish two important things. First, it will build an x86-64/arm64 \"universal\" version of the library. Second, it will make sure the library is compiled and linked with a good -mmacosx-version-min option for each arch, so that the library will work on any macOS version back as far as possible, regardless of what version of Xcode you compiled on and what platform SDK. Without this, you are likely to build something that only works on the latest version of macOS!
This port is generally built \"the Unix way,\" but with a little wrapper script over the configure script or CMake to smooth out some quirks. At the end, you should have a libSDL2.a static library to link against your Emscripten-compiled app.
Also note that Emscripten has a simple implementation of SDL 1.2's API built in. This is written by hand in JavaScript and is unrelated to the SDL codebase. The SDL2 port literally uses Emscripten to compile SDL's C code and link it to your app.
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