Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

sQuid

MSVC++ linking oddities

This topic is 5843 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I am writing some Direct3D visualisation stuff with a linear algebra library called Lapack which I''ve used a lot on *nix systems. On linking I get an error about a bunch of multiply defined symbols which appear in both msvcrt.lib and all the libc libraries. The compiler suggests using the /NODEFAULTLIB:msvcrt option, however the linker then complains about missing symbols like _fseek, _fscanf and a bunch of other standard looking things. Does anyone know what the hell is happening here? I''m using VS C++ .NET thanks

Share this post


Link to post
Share on other sites
Advertisement
you need to link _one_ crt library to resolve them. probably msvc is set up to use msvcrt.lib, and you''re telling it to not use it, so it ends up without a crt.

---
Come to #directxdev IRC channel on AfterNET

Share this post


Link to post
Share on other sites
Thanks for that. I have used g++ for about 4 years but find visual studio very confusing.

Share this post


Link to post
Share on other sites
Do this.

Go to "Project->Settings" in the menu.

Click on the "C/C++" tab.

Select the "Code Generation" category.

Make sure all your project files are selected on the left side (if you are using multiple projects)

Under "Uswe run-time library:" select the "Multi-threaded" option for release builds and "Debug Multi-threaded" for debug builds.


If this does not solve that problem, trying the ingle-threaded option. Depends on what the library you are using was compiled with.

Stephen Manchester
Senior Technical Lead
Virtual Media Vision, Inc.
stephen@virtualmediavision.com
(310) 930-7349

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!