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  • error LNK2019: 无法解析的外部符号 __vsnprintf 问题的解决方法

    编译如下代码时候报错 ,说

    dxerr.lib(dxerra.obj) : error LNK2019: 无法解析的外部符号 __vsnprintf,函数 "long __stdcall StringVPrintfWorkerA(char *,unsigned int,unsigned int *,char const *,char *)" (?StringVPrintfWorkerA@@YGJPADIPAIPBD0@Z) 中引用了该符号

     按照帖子《关于链接器附加依赖项里面添加legacy_stdio_definitions.lib解决标准库文件不全的问题》https://blog.csdn.net/gongxun1994/article/details/81813874  中的方法二则可以编译成功

    /************************
    今天将vs2013的c++文件用vs2017重新加载,发现如下问题

    错误 LNK2019 无法解析的外部符号 __imp__vsnprintf,该符号在函数 __glfwInputError 中被引用

    错误 LNK2019 无法解析的外部符号 __imp__sscanf,该符号在函数 __glfwRefreshContextAttribs 中被引用

    方法一:在vs2017解决方案中的找到某一工程->属性,在链接器->附加依赖项里面添加legacy_stdio_definitions.lib即可
    方法二:在启动文件开头写上#pragma comment(lib, “legacy_stdio_definitions.lib”)即可

    出现这个问题的原因是vs2017默认编译时将许多标准库采用内联方式处理,因而没有可以链接的标准库文件,所以要专门添加标准库文件来链接标准库中的函数

    附链接:
    https://stackoverflow.com/questions/29556290/random-unresolved-external-symbols-that-shouldnt-be-there
    ————————————————
    版权声明:本文为CSDN博主「Sean_gGo」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
    原文链接:https://blog.csdn.net/gongxun1994/article/details/81813874

    ***************************

    只需加一句 #pragma comment(lib,"legacy_stdio_definitions.lib")  即可解决问题

    注意:同时参考这篇帖子 https://www.cnblogs.com/Thermo/p/15757856.html

    修改后的代码 【chapter11\Play Sound Demo】

    // Beginning Game Programming
    // MyGame.cpp

    #pragma comment(lib,"legacy_stdio_definitions.lib")   // 只需添加这一句
    //关于链接器附加依赖项里面添加legacy_stdio_definitions.lib解决标准库文件不全的问题
    //https://blog.csdn.net/gongxun1994/article/details/81813874


    #include "MyDirectX.h"

    using namespace std;

    const string APPTITLE = "Play Sound Program";
    const int SCREENW = 1024;
    const int SCREENH = 768;

    LPDIRECT3DTEXTURE9 ball_image = NULL;
    LPDIRECT3DTEXTURE9 bumper_image = NULL;
    LPDIRECT3DTEXTURE9 background = NULL;

    //balls
    const int NUMBALLS = 10;
    SPRITE balls[NUMBALLS];

    //bumpers
    SPRITE bumpers[4];

    //timing variable
    DWORD screentimer = timeGetTime();
    DWORD coretimer = timeGetTime();
    DWORD bumpertimer = timeGetTime();

    //the wave sound
    CSound *sound_bounce = NULL;
    CSound *sound_electric = NULL;


    bool Game_Init(HWND window)
    {
    srand(time(NULL));

    //initialize Direct3D
    if (!Direct3D_Init(window, SCREENW, SCREENH, false))
    {
    MessageBox(window,"Error initializing Direct3D",APPTITLE.c_str(),0);
    return false;
    }

    //initialize DirectInput
    if (!DirectInput_Init(window))
    {
    MessageBox(window,"Error initializing DirectInput",APPTITLE.c_str(),0);
    return false;
    }

    //initialize DirectSound
    if (!DirectSound_Init(window))
    {
    MessageBox(window,"Error initializing DirectSound",APPTITLE.c_str(),0);
    return false;
    }


    //load the background image
    background = LoadTexture("craters.tga");
    if (!background)
    {
    MessageBox(window,"Error loading craters.tga",APPTITLE.c_str(),0);
    return false;
    }

    //load the ball image
    ball_image = LoadTexture("lightningball.tga");
    if (!ball_image)
    {
    MessageBox(window,"Error loading lightningball.tga",APPTITLE.c_str(),0);
    return false;
    }

    //load the bumper image
    bumper_image = LoadTexture("bumper.tga");
    if (!ball_image)
    {
    MessageBox(window,"Error loading bumper.tga",APPTITLE.c_str(),0);
    return false;
    }

    //set the balls' properties
    for (int n=0; n<NUMBALLS; n++)
    {
    balls[n].x = (float)(rand() % (SCREENW-200));
    balls[n].y = (float)(rand() % (SCREENH-200));
    balls[n].width = 64;
    balls[n].height = 64;
    balls[n].velx = (float)(rand() % 6 - 3);
    balls[n].vely = (float)(rand() % 6 - 3);
    }

    //set the bumpers' properties
    for (int n=0; n<4; n++)
    {
    bumpers[n].width = 128;
    bumpers[n].height = 128;
    bumpers[n].columns = 2;
    bumpers[n].frame = 0;
    }
    bumpers[0].x = 150;
    bumpers[0].y = 150;
    bumpers[1].x = SCREENW-150-128;
    bumpers[1].y = 150;
    bumpers[2].x = 150;
    bumpers[2].y = SCREENH-150-128;
    bumpers[3].x = SCREENW-150-128;
    bumpers[3].y = SCREENH-150-128;

    //load bounce wave file
    sound_bounce = LoadSound("step.wav");
    if (!sound_bounce)
    {
    MessageBox(window,"Error loading step.wav",APPTITLE.c_str(),0);
    return false;
    }

    return true;
    }

    void rebound(SPRITE &sprite1, SPRITE &sprite2)
    {
    float centerx1 = sprite1.x + sprite1.width/2;
    float centery1 = sprite1.y + sprite1.height/2;

    float centerx2 = sprite2.x + sprite2.width/2;
    float centery2 = sprite2.y + sprite2.height/2;

    if (centerx1 < centerx2)
    {
    sprite1.velx = fabs(sprite1.velx) * -1;
    }
    else if (centerx1 > centerx2)
    {
    sprite1.velx = fabs(sprite1.velx);
    }

    if (centery1 < centery2)
    {
    sprite1.vely = fabs(sprite1.vely) * -1;
    }
    else {
    sprite1.vely = fabs(sprite1.vely);
    }

    sprite1.x += sprite1.velx;
    sprite1.y += sprite1.vely;

    }

    void Game_Run(HWND window)
    {
    int n;

    if (!d3ddev) return;
    DirectInput_Update();
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,100), 1.0f, 0);


    /*
    * slow ball movement
    */
    if (timeGetTime() > coretimer + 10)
    {
    //reset timing
    coretimer = GetTickCount();

    int width = balls[0].width;
    int height = balls[0].height;

    //move the ball sprites
    for (n=0; n<NUMBALLS; n++)
    {
    balls[n].x += balls[n].velx;
    balls[n].y += balls[n].vely;

    //warp the ball at screen edges
    if (balls[n].x > SCREENW)
    {
    balls[n].x = -width;
    }
    else if (balls[n].x < -width)
    {
    balls[n].x = SCREENW+width;
    }

    if (balls[n].y > SCREENH+height)
    {
    balls[n].y = -height;
    }
    else if (balls[n].y < -height)
    {
    balls[n].y = SCREENH+height;
    }
    }
    }


    //reset bumper frames
    if (timeGetTime() > bumpertimer + 250)
    {
    bumpertimer = timeGetTime();
    for (int bumper=0; bumper<4; bumper++)
    {
    bumpers[bumper].frame = 0;
    }
    }

    /*
    * check for ball collisions with bumpers
    */
    for (int ball=0; ball<NUMBALLS; ball++)
    {
    for (int bumper=0; bumper<4; bumper++)
    {
    if (CollisionD(balls[ball], bumpers[bumper]))
    {
    rebound(balls[ball], bumpers[bumper]);
    bumpers[bumper].frame = 1;
    PlaySound(sound_bounce);
    }
    }
    }

    /*
    * check for sprite collisions with each other
    * (as fast as possible--with no time limiter)
    */
    for (int one=0; one<NUMBALLS; one++)
    {
    for (int two=0; two<NUMBALLS; two++)
    {
    if (one != two)
    {
    if (CollisionD(balls[one], balls[two]))
    {
    while (CollisionD(balls[one], balls[two]))
    {
    //rebound ball one
    rebound(balls[one], balls[two]);

    //rebound ball two
    rebound(balls[two], balls[one]);

    }

    }
    }
    }
    }


    /*
    * slow rendering to approximately 60 fps
    */
    if (timeGetTime() > screentimer + 14)
    {
    screentimer = GetTickCount();

    //start rendering
    if (d3ddev->BeginScene())
    {
    //start sprite handler
    spriteobj->Begin(D3DXSPRITE_ALPHABLEND);

    //draw background
    Sprite_Transform_Draw(background, 0, 0, SCREENW, SCREENH);

    //draw the balls
    for (n=0; n<NUMBALLS; n++)
    {
    Sprite_Transform_Draw(ball_image,
    balls[n].x, balls[n].y,
    balls[n].width, balls[n].height);
    }

    //draw the bumpers
    for (n=0; n<4; n++)
    {
    Sprite_Transform_Draw(bumper_image,
    bumpers[n].x,
    bumpers[n].y,
    bumpers[n].width,
    bumpers[n].height,
    bumpers[n].frame,
    bumpers[n].columns);
    }

    //stop drawing
    spriteobj->End();


    //stop rendering
    d3ddev->EndScene();
    d3ddev->Present(NULL, NULL, NULL, NULL);
    }
    }

    //exit with escape key or controller Back button
    if (KEY_DOWN(VK_ESCAPE)) gameover = true;
    if (controllers[0].wButtons & XINPUT_GAMEPAD_BACK) gameover = true;

    }

    void Game_End()
    {

    if (ball_image) ball_image->Release();
    if (bumper_image) bumper_image->Release();
    if (background) background->Release();

    if (sound_bounce) delete sound_bounce;

    DirectSound_Shutdown();
    DirectInput_Shutdown();
    Direct3D_Shutdown();
    }

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  • 原文地址:https://www.cnblogs.com/Thermo/p/15758020.html
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