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Everything posted by Scorpion0x17

  1. hi, can anyone recommend a good book/tutorial that covers Unit Testing C++ code in Visual Studio 2015? I've tried reading the online documentation for it, and whilst it appears very simple and straight forward, on the surface, I suspect there is more to it then initially meets the eye, and am finding said documentation somewhat impenetrable. I am an experienced C++ programmer that has been out of work for some time (around 10 years or so) due to ill health and am looking to get back into dabbling in 3D Graphics and Game programming to keep my skills sharpened. But I last touched any code or Visual Studio about 5 years ago though, so things have changed! Thanks in advance. Scott Hill.
  2. Hi, new to the forums, hope this is the right place to ask this.   I am an ex-Software Engineer (no longer able to work full time due to health issues), and have recently been itching to get my hands dirty with some 3D graphics code again. So, I was thinking of picking up Frank D. Luna's Introduction to 3D Game Programming with DirectX 11 book, as it seems to get great reviews. However, one of the reviews I was reading notes that DX3DX library, that the book utilises, is deprecated under Windows 8.x And I am, of course, using Windows 8.1! So, my questions are:   Does anyone know how much of the book uses this library? Is there an easy work around solution? Are there any other compatibility issues I should be aware of? Also, I'm considering upgrading my machine to Windows 10, would this cause more problems for me? Thanks, in advance, Scott Hill.
  3. Alternatively (and probably more correctly): After adding color.fx to the project follow these steps: 1. Right click on color.fx and select 'Properties'. 2. Ensure 'All Configurations' is selected in the 'Configuration' drop down list. 3. Under 'Configuration Properties->General', ensure 'Item Type' is set to 'HLSL Compiler'. 4. Under 'Configuration Properties->HLSL Compiler->General', ensure 'Shader Type' is set to 'Effect (/fx)', and 'Shader Model' is set to 'Shader Model 5 (/5_0)'. 5. Click 'Apply' and 'OK'.   Otherwise you will receive the following error when you try to build the solution:   Error X3501 'main': entrypoint not found Demo Project Setup C:\Users\Scott Hill\Documents\Visual Studio 2015\Projects\F D Luna Book\Demo Project Setup\Demo Project Setup\FXC 1
  4. Oh, also forgot to add: The book has you add a .fx file to the project, but VS2015 doesn't like this, so you need to skip that.
  5. SOLVED IT!    For anyone else that finds this thread because they have the same issues: The first unresolved external was caused by not copying the updated d3dx11effect.h header across into the book's common files directory along with the recompiled Effects11.lib and Effects11d.lib - that you needed to do this was not clear from the instructions. The second unresolved external was caused (I think) by a mismatch of what C Run-time Library version that dxerr.lib was expecting - so I grabbed the dxerr.zip file from here, dropped dxerr.cpp and dxerr.h into the book's common files directory, added them to my project, and removed dxerr.lib from the linker inputs list. The demo project now compiles, links, and runs. 
  6. Managed to resolve one of the unresolved external errors, but still left with this one:   Error LNK2019 unresolved external symbol __vsnwprintf referenced in function "long __stdcall StringVPrintfWorkerW(unsigned short *,unsigned int,unsigned int *,unsigned short const *,char *)" (?StringVPrintfWorkerW@@YGJPAGIPAIPBGPAD@Z) Demo Project Setup C:\Users\Scott Hill\Documents\Visual Studio 2015\Projects\Introduction to 3D Games Programming with DirectX 11\Demo Project Setup\Demo Project Setup\dxerr.lib(dxerrw.obj) 1
  7. Got a little further but still stuck with three link errors, that I just cannot resolve:   Error LNK1120 2 unresolved externals Demo Project Setup c:\Users\Scott Hill\Documents\Visual Studio 2015\Projects\Introduction to 3D Games Programming with DirectX 11\Demo Project Setup\Debug\Demo Project Setup.exe 1   Error LNK2019 unresolved external symbol _D3DX11CreateEffectFromMemory@20 referenced in function "private: void __thiscall BoxApp::BuildFX(void)" (?BuildFX@BoxApp@@AAEXXZ) Demo Project Setup c:\Users\Scott Hill\Documents\Visual Studio 2015\Projects\Introduction to 3D Games Programming with DirectX 11\Demo Project Setup\Demo Project Setup\BoxDemo.obj 1   Error LNK2019 unresolved external symbol __vsnwprintf referenced in function "long __stdcall StringVPrintfWorkerW(unsigned short *,unsigned int,unsigned int *,unsigned short const *,char *)" (?StringVPrintfWorkerW@@YGJPAGIPAIPBGPAD@Z) Demo Project Setup c:\Users\Scott Hill\Documents\Visual Studio 2015\Projects\Introduction to 3D Games Programming with DirectX 11\Demo Project Setup\Demo Project Setup\dxerr.lib(dxerrw.obj) 1
  8. So, the book arrived. I thought I'd best start with the demo project setup, and made sure to follow the instructions here: http://d3dcoder.net/WordPress/?p=17   And...   No end of compile errors that make no sense.
  9. Scorpion0x17

    Visual Studio 2015 C++ Unit Testing.

      Although you could use the Microsoft Unit Testing Framework, I would recommend against choosing that route, as it would bind you to one vendor and make your unit tests unusable on other platforms. You don't even gain anything like IntelliTest for partially automated test generation, as that is for .NET only.   I would rather have a look at other, cross platform unit testing frameworks such as: Google Test Boost.Test Catch There are plenty others. Out of the previous list, you might like catch as it is only a single header, so no headaches with building a medium or large library first.   Thanks for the suggestions. However, I am not looking for a cross-platform unit testing framework. I am looking to gain a better understanding, than I can get from the online documentation, of the C++ unit testing framework the comes integrated with Visual Studio 2015. Basically, I'm looking for a "How to use the C++ Unit Testing Framework in Visual Studio 2015".
  10. Scorpion0x17

    Visual Studio 2015 C++ Unit Testing.

    More information on how to write C++ Unit Tests using the features built in to VS2015.
  11. I'm sure many of you have seen my other recent post, but in case not... I've been out of work for some time due to ill health, but just recently got the urge to dabble in some 3D Graphics Programming again. I've downloaded Visual Studio 2015 Community Edition, have ordered Frank D. Luna's "Introduction to 3D Game Programming with Directx 11", and have started re-familiarising myself with Visual Studio. Now, the thing is, I've not touched VS for well over 5 years, and, boy, have they added new stuff! And, I'm looking to find a book(s), or other resource(s), that will help bring me up to speed with all the new features (unit tests, integration with Visual Studio Online, etc, etc), and at least an overview of Agile and/or Scrum.   So, what book(s), and other resource(s), would people recommend? Obviously there is this website, and the MSDN, and will be spending some time on both of those, but I have always found I learn much better from a book than a website (even one as great as this one clearly is). Thanks in advance. Scott Hill.
  12. Thanks. Most of the above isn't quite what I was looking for, but all looks useful and so will go on my potential future reading/viewing list. I've found the VSO documention to be pretty helpful, so far, so I think that might cover all I need to know, with respect to the project management and source control features, for what I'm wanting to do. But, I would welcome any further recommendations, particularly with respect to the testing functionality within Visual Studio (which is something it didn't have last time I used it, and though it looks really simple, and straightforward, I suspect there might be more to it than first meets the eye).
  13. Could this article, and Part 1, be brought up to date, and be written from the perspective of someone doing these things for the very first time? In Part 1 there were a couple of places where the current system appears to work slightly differently to that described in the article, but I was able to work out how to proceed. However, in this part, the Set up Continuous Integration Build process appears to be completely different, and I have hit a point where I simply cannot see how to proceed. EDIT: I figured out what I needed to do - at the point where you say 'Back in visual studio, hop to the "Builds" tab in Team Explorer' and then 'Click "New Build definition"' if you click "New Build definition" in the Team Explorer that opens up a page on Visual Studio Online - what is needed instead is to go to Build->New Build Definition within VS2015. I think...
  14. Cool. Once I've worked through Frank's book I will take a look at these. They look really good. Thanks for the info.
  15. Thanks, that's really helpful. Though I don't plan on writing Metro style apps, I can see that the information here will help me transition away from using D3DX, after I've finished working through Frank's book. The above linked PDF also contains this link, which appears to detail exactly what I need to do to get the code samples working (it basically just reiterates the information found in the MSDN article that I had found previously, but also details the necessary modifications to the header includes in the sample code, which would likely have been a stumbling block). Anyway, thanks again.
  16. Yeah, I think you've got it correct. :D Excellent. Excited to (soon) be doing some coding again! It's been a while.
  17. Thanks, Sean. I did see that a DX12 version of the book will be available soon, but (a) I'd like to strike while the iron is hot, as it were, and (b) I don't know if my machine is DX12 compatible, so I figure I might as well start with the DX11 book and go from there. Also, I'm unlikely to be distributing anything anytime soon, if ever, this is all just to keep my brain active, and to satisfy the urge I have to do some coding. Right, I have now done some reading, and it appears I have the two options which you mentioned in your post: 1. Download the June 2010 DX SDK and adjust each Project's VC++ directories as detailed here, and it will use the D3DX library from that version of the SDK. 2. Port the sample code over to using DirectXTK and/or other replacements for D3DX. Am I understanding that correctly? If so, I think I will start with option 1, as that will likely get me up and running most quickly.
  18. Thanks, that's a great help. Could you give me some idea of what kind of setup changes are needed? I will be using VS2015 Community Edition.
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