Thank you all for your help. I tried running the C++ clients in release mode but they still crashed unfortunately.
Setting HAVE_STDINT_H to false in CMake has gotten rid of the "C2371: 'int64_t' : redefinition; different basic types" errors.
It would be much appreciated if you could send your compilations issues document Jorge as there are two errors left and I guess you've figured out how to solve them.
Error 1605 error C1083: Cannot open include file: 'netinet/in.h': No such file or directory C:\...\Player\player\server\drivers\fiducial\laserfeature.cc 124 1 playerdrivers
Error 1753 error C1083: Cannot open include file: 'sys/time.h': No such file or directory C:\...\Player\player\server\drivers\position\differential\chronos.cc 26 1 playerdrivers
I'll give the nanosleep and usleep thing a go and reply with the results.
Perhaps this is for another thread, but I noticed that you guys are using swig - I was wondering if I would be able to use swig to create C# bindings for Player?
Thanks again for your help
I have successfully compiled player on windows with CMake 2.8 and
Visual Studio 2010:
when reviewing the notes about tweaks I made during the compilation, I
have seen that flag
HAVE_STDINT_H must be set as false on cmake. I suppose this should fix
Let me know if not. I can send you the hole compilation issues document.
Concerning the crashing error, I have never tried the C++ client (I
use javaclient), but one
thing I have remarked is that the nanosleep and usleep functions
provoke crashes on
windows. Can you try to replace usleep by Sleep in the test program?
(note that the Sleep´s
argument is now in milliseconds)
> Regarding the <stdint.h> compatibility issue - from the Boost.Integer
> "The header <boost/cstdint.hpp><http://www.boost.org/doc/libs/1_45_0/boost/cstdint.hpp>provides
> the typedef's useful for writing portable code that requires
> certain integer widths."
> I am not sure if this not would be an overkill, since probably some of
> SWIG-based bindings relies on the interface to stdint.i...
On Fri, Jan 14, 2011 at 15:37, Rich Mattes <email@example.com> wrote:
> > -----Original Message-----
> > From: James Diprose [mailto:firstname.lastname@example.org]
> > Sent: Thursday, January 13, 2011 9:32 PM
> > To: email@example.com
> > Subject: [Playerstage-users] Player Client on Windows 7 with Visual
> > Studio 2010
> > Hi
> > I'm using the Player 3.0.2, in Visual Studio 2010 with the Windows
> > binaries. I've created a simple player client and manually added the
> > directory for the player headers and the library files to the visual
> > studio project. It compiles fine, but when I run it I get the following
> > error when initializing the player client: "PlayerClient
> > client("192.168.56.1", 6665);":
> > "A buffer overrun has occurred in PlayerTest.exe which has corrupted
> > the program's internal state. Press Break to debug the program or
> > Continue to terminate the program.
> > For more details please see Help topic 'How to debug Buffer Overrun
> > Issues'."
> > And in the console it says: "playerc error : connect call on
> > [192.168.56.1:18292145] failed with error [0:The operation completed
> > successfully.]"
> > or "Unhandled exception at 0x721592e3 in PlayerTest.exe: 0xC0000005:
> > Access violation reading location 0x00000024." if I declare a variable
> > before PlayerClient client("192.168.56.1", 6665); (weird I know :S).
> > The weird thing is that error message says that the player client is
> > trying to connect with a different port number than I specified e.g.
> > 18292145 rather than 6665?
> > I've tried to manually compile player using CMake 2.8 as well, I got as
> > far as generating a Visual Studio 2010 project but it will not compile
> > because stdint.h and types.h both define int64_t and uint64_t. I.e. the
> > error "C2371: 'int64_t' : redefinition; different basic types". I tried
> > using #ifndef etc as mentioned somewhere else on the mailing list but
> > it didn't help.
> > Has anybody else created player clients on Windows successfully / have
> > any ideas what could be going wrong?
> > Thanks for your help
> > Jamie
> For the crashing error, I think I ran into something similar with VS2008.
> It turns out that Player was built in "release" mode, and any client
> programs I tried would end up crashing unless they were built in "release"
> mode too. Could you try running your client in "release" mode?
> As for the stdint errors, it looks like Microsoft finally decided to ship
> stdint.h with Visual Studio 2010. Player has been using workarounds for a
> while, so we'll have to re-examine the logic for getting stdint.h
> functionality into the various parts of Player.
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