c++ - Get the compiler options from a compiled executable ...

[FO4] After loading a save during combat, cannot save at all anymore, not sure which mod is causing it

For some reason, if I die during combat and load a save up from there, all the save options will be greyed out for the rest of the time I play, and things like exit auto saves or saving on waits will also not work. I'm not sure what mod is causing it. Heres my list: Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Homemaker.esm
Overlays.esm
Quick_Modification_Weapon_by_tooun.esl
SettlementKeywords.esm
VotWMaster.esm
VotWSpecialVideos.esl
Unofficial Fallout 4 Patch.esp
PowerArmorIntercomVoice_Balanced.esl
ArmorKeywords.esm
PANPC.esm
WorkshopFramework.esm
SS2.esm
Robot Home Defence.esm
TrueStormsFO4.esm
SavrenXFoodAndFoodware.esp
Consistent Power Armor Overhaul.esp
CraftableAmmo.esp
CraftableAmmo_plus.esp
AA_CommonwealthConifersREDUX_SEASONS.esp
AES_Renovated Furniture.esp
UltraInteriorLighting.esp
PlayerComments.esp
UnbogusFallout.esp
PiperCaitCurieDialogueOverhaul.esp
BostonFPSFixAIO.esp
SOTS.esp Armorsmith Extended.esp
AEWS.esp
Binary Speech Checks V.4 Hard.esp
dD-Enhanced Blood Basic.esp
EasyHacking.esp
Eli_Crafting Shiz 9000.esp
UnbogusFalloutVIS.esp
Extended weapon mods.esp
FAR.esp
Faster Terminal Displays (20x).esp
FlaconOil_BA2_2K_Part3.esp
NAC.esp
GR123 West Tek Tactical Gloves.esp
Homemaker - Streetlights Use Passive Power.esp
Homemaker - Unlocked Institute Objects.esp
jDS__HP_Skull_Mask.esp
LooksMenu.esp
LoweredSprintAPDrain.esp
Metro Gas Masks.esp
Multiple Floors Sandboxing.esp
RadiantBirdsv05.esp
Reverb and Ambiance Overhaul.esp
TrueStormsFO4-FarHarbor.esp
NAC-FH.esp
NAC-NW.esp
Nexus_PMC.esp
OCDecorator.esp
OCDecorator - No Experience.esp
OCDecoratorDLC.esp
OCDispenser.esp
Passive Camera Shake - Reduced.esp
Passthrough.esp
RAW INPUT.esp
Realistic Roads - Black Asphalt.esp
REAPER.esp
RightHandedHuntingRifle.esp
SettleObjExpandPack.esp
SolarPower.esp
TFRangerGear.esp
TrueGrass.esp
USP .45_by_tooun.esp
WestTekTacticalOptics.esp
WET.esp
WheelMenu.esp
XM2010_SniperRifle_by_tooun.esp
WET NAC Patch.esp
Vivid Fallout - All in One - Best Choice.esp
UnbogusFallout_LessXP25.esp
3DNPC_FO4.esp
OutcastsAndRemnants.esp
FALLOUT4WT.esp
Mercenary.esp
RaiderOverhaul.esp
Unique NPCs.esp
Unique NPCs - Creatures and Monsters.esp
GoodneighborExpanded.esp
SuperMutantRedux.esp
DeadlierDeathclaws.esp
Brotherhood Power Armor Overhaul.esp
More Power Armour Mods.esp
TrainBar.esp
America Rising - A Tale of the Enclave.esp
Eli_Armour_Compendium.esp
Some Assembly Required.esp
CBBE.esp
Colt6520.esp
def_inv_scrap_en.esp
D.E.C.A.Y.esp
Ferals After Dark.esp
Galac-TactREDUX.esp
Glowing Animals Emit Light.esp
LOST Audio Tweaks.esp
NoLoopingWeaponSounds.esp
SuperMutantRedux VIS Patch.esp
SuperMutantRedux_ArmorSmithExtended.esp
Unique NPCs - Creatures and Monsters_SMR_AE.esp
ChaChingTradeSilentXP.esp
Synth Overhaul.esp
AzarPonytailHairstyles.esp
BetterSettlers.esp
W.A.T.Minutemen.esp
Eli_Faction Housing Overhaul - Prydwen.esp
The Sanctuary Bridge.esp
USAF_Silo_Beta.esp
ProjectHelljumper.esp
3DNPC_FO4Settler.esp
MK18.esp
SubmersiblePowerArmorRedux.esp
Wana_SA58.esp
FO4 NPCs Travel.esp
AKMnv.esp
AK400.esp
AkaWaterWorld.esp
AtomicRadio.esp
AT - Atomic Radio RAO Patch.esp
BasementLiving.esp
DOOMPumpShotgun.esp
HuntingRevolver.esp
MP7.esp
GIAT_FAMAS.esp
HK_MP5.esp
SSEX.esp
SalvageBeacons.esp
Realistic Death Physics - ALL DLC.esp
RadioReverbFix.esp
Project Reality Footsteps FO4.esp
NoTwigs.esp
McMillanCS5.esp
AT - True Storms and RAO Patch.esp
ImmersiveVendors.esp
DT_GunnerOutfitPack.esp
GruffyddsSignsAndPosters.esp
G36Complex.esp
FlaconOil_BA2_2K_Part2.esp
FlaconOil_BA2_1K_Part1.esp
Fallout Suite.esp
Factor.esp
EPO.esp
EasyLockpicking.esp
CF_AtomicWarlord.esp
chem redux.esp
AnimChemRedux.esp
UnbogusPatch_AnimChemRedux.esp
Ambient Wasteland.esp
AlternateSettlements.esp
P90.esp
P90NPC.esp
My_Minutemen.esp
Unique NPCs FarHarbor.esp
Unique NPCs_SpecialSettlers_Robots_Synths.esp
Unique_NPCs_SuperMutantRedux.esp
AnS Wearable Backpacks and Pouches.esp
BossChestsHaveLegendaries.esp
BrighterSettlementLights_LongAndSoft.esp
Companion Infinite Ammo.esp
CROSS_GoreCrits.esp
CROSS_GoreCrits_FarHarborPatch.esp
DV-Very Durable Vertibirds.esp
FO4Hotkeys.esp
FO4LaserBolts.esp
KSHairdos.esp
LongerPowerLines3x.esp
LovingPiper-TrueReporterSE.esp
More Where That Came From Diamond City.esp
PA-Quick Animations.esp
Tactical Flashlights.esp
Tactical Flashlights - Settings.esp
The Eyes Of Beauty.esp
TrueReporter.esp
TrueStormsFO4-FarHarborExtraRads.esp
TrueStormsFO4-GlowingSeaExtraRads.esp
WAYN_CompanionTracking.esp
WestTekTacticalOptics-AWKCR.esp
BetterSettlersCCAPack2.0.esp
DCGuardOutfitOverride.esp
Insignificant Object Remover.esp
UnbogusPatch_DOOMPumpShotgun.esp
NoBlurOnHit.esp
PAMAP.esp
CPAO - PAMAP 2.0 Patch.esp
More Power Armour Mods - Automatron.esp
Pip-Boy Flashlight.esp
StartMeUp.esp
submitted by CreamGravyPCMR to FalloutMods [link] [comments]

Cross-compiling to AVR with clang

Hi,
I am trying to cross-compile a C++ file to AVR using clang. I am running Ubuntu from a windows laptop using WSL. I am using clang built from source to enable AVR support.

I checked that AVR was indeed a registered target by running the command llc --version.
Here is the output running llc --version:
LLVM (http://llvm.org/): LLVM version 12.0.0git Optimized build. Default target: x86_64-unknown-linux-gnu Host CPU: skylake Registered Targets: aarch64 - AArch64 (little endian) aarch64_32 - AArch64 (little endian ILP32) aarch64_be - AArch64 (big endian) amdgcn - AMD GCN GPUs arm - ARM arm64 - ARM64 (little endian) arm64_32 - ARM64 (little endian ILP32) armeb - ARM (big endian) avr - Atmel AVR Microcontroller [...] 
Here is a screenshot (imgur) of the terminal as well.

When I try to compile a simple C++ file, it fails to link. You can find the code I am trying to compile here (pastebin).
This is the command I run to compile: [path-to-custom-build-of-clang] -Os -std=c++17 -fno-exceptions -ffunction-sections -fdata-sections -fno-threadsafe-statics -flto --target=avr -mmcu=atmega328p -DF_CPU=16000000L -DARDUINO=10813 -DARDUINO_AVR_UNO -DARDUINO_ARCH_AVR blink.cpp -v
This is the error I get when running the said command:
clang-12: warning: no avr-gcc installation can be found on the system, cannot link standard libraries [-Wavr-rtlib-linking-quirks] clang-12: warning: standard library not linked and so no interrupt vector table or compiler runtime routines will be linked [-Wavr-rtlib-linking-quirks] clang version 12.0.0 (https://github.com/llvm/llvm-project.git e1c38dd55d9dab332ccabb7c83a80ca92c373af0) Target: avr Thread model: posix InstalledDir: [path-to-custom-clang-build-directory] clang-12: error: 'avr': unable to pass LLVM bit-code files to linker 
Here is a screenshot (imgur) of the terminal as well.
I have tried specifying the path to the linker with the argument --ld-path but I got the same error.

I have read somewhere that the option -flto was not supported, so I tried the same command minus the -flto option.
Here is the output of compiling without -flto:
clang-12: warning: no avr-gcc installation can be found on the system, cannot link standard libraries [-Wavr-rtlib-linking-quirks] clang-12: warning: standard library not linked and so no interrupt vector table or compiler runtime routines will be linked [-Wavr-rtlib-linking-quirks] clang version 12.0.0 (https://github.com/llvm/llvm-project.git e1c38dd55d9dab332ccabb7c83a80ca92c373af0) Target: avr Thread model: posix InstalledDir: [path-to-custom-clang-build-directory] "[path-to-custom-clang-build-directory]/build/bin/clang-12" -cc1 -triple avr -emit-obj --mrelax-relocations -disable-free -disable-llvm-verifier -discard-value-names -main-file-name blink.cpp -mrelocation-model static -mframe-pointer=all -fmath-errno -fno-rounding-math -mconstructor-aliases -target-cpu atmega328p -fno-split-dwarf-inlining -debugger-tuning=gdb -v -ffunction-sections -fdata-sections -resource-dir [path-to-custom-clang-build-directory]/build/lib/clang/12.0.0 -D F_CPU=16000000L -D ARDUINO=10813 -D ARDUINO_AVR_UNO -D ARDUINO_ARCH_AVR -Os -std=c++17 -fdeprecated-macro -fdebug-compilation-dir [path-to-project]/source -ferror-limit 19 -fgnuc-version=4.2.1 -fno-threadsafe-statics -fcolor-diagnostics -vectorize-loops -vectorize-slp -faddrsig -o /tmp/blink-1f28ec.o -x c++ blink.cpp clang -cc1 version 12.0.0 based upon LLVM 12.0.0git default target x86_64-unknown-linux-gnu #include "..." search starts here: #include <...> search starts here: /uslocal/include [path-to-custom-clang-build-directory]/build/lib/clang/12.0.0/include /usinclude End of search list. "/usbin/avr-ld" /tmp/blink-1f28ec.o -o a.out --gc-sections 
Here is a screenshot (imgur) of the terminal as well.

It does produce a binary file; however, when checking the size, it outputs zero.
This is the output of llvm-size ran on the output binary a.out:
 text data bss dec hex filename 0 0 0 0 0 a.out 
And sure enough, when I try to upload it with AVRDude, nothing gets written and nothing happens.

I can compile the same program using gcc (built from source) upload it and run it on an Arduino board.
Finally, the question, are there people who have run into similar issues when trying to cross-compile to AVR and more importantly, how did you solve them?
If you are missing pieces of information to understand the situation, I am happy to provide more details.
Cheers.
submitted by onipart22 to cpp_questions [link] [comments]

Is this a common ghc bug (slow linker)?

Good afternoon, I'm compiling a fairly simple Haskell project, which hasn't had any issues thus far. A friend committed some changes via subversion, and now ghc stalls at the linking stage. I checked the verbose option and it seems to be hanging on "Deleting temp dirs", specifically the directory /ghc68311_0 in vars/folders/. Even after reverting my friend's changes this slowdown is still occurring. Any ghc gurus have any insight into this?
The full trace is:
 Glasgow Haskell Compiler, Version 8.6.5, stage 2 booted by GHC version 8.6.3 Using binary package database: /Users/maincomp/.ghcup/ghc/8.6.5/lib/ghc-8.6.5/package.conf.d/package.cache package flags [] loading package database /Users/maincomp/.ghcup/ghc/8.6.5/lib/ghc-8.6.5/package.conf.d wired-in package ghc-prim mapped to ghc-prim-0.5.3 wired-in package integer-gmp mapped to integer-gmp-1.0.2.0 wired-in package base mapped to base-4.12.0.0 wired-in package rts mapped to rts wired-in package template-haskell mapped to template-haskell-2.14.0.0 wired-in package ghc mapped to ghc-8.6.5 package flags [] loading package database /Users/maincomp/.ghcup/ghc/8.6.5/lib/ghc-8.6.5/package.conf.d wired-in package ghc-prim mapped to ghc-prim-0.5.3 wired-in package integer-gmp mapped to integer-gmp-1.0.2.0 wired-in package base mapped to base-4.12.0.0 wired-in package rts mapped to rts-1.0 wired-in package template-haskell mapped to template-haskell-2.14.0.0 wired-in package ghc mapped to ghc-8.6.5 *** Chasing dependencies: Chasing modules from: *Test/CalcTests.hs !!! Chasing dependencies: finished in 1.46 milliseconds, allocated 0.722 megabytes Stable obj: [ESf6z :-> Src.Calc, ESf6D :-> Main] Stable BCO: [] Ready for upsweep [NONREC ModSummary { ms_hs_date = 2020-09-29 22:32:36.870126817 UTC ms_mod = Src.Calc, ms_textual_imps = [(Nothing, Prelude)] ms_srcimps = [] }, NONREC ModSummary { ms_hs_date = 2020-09-29 22:33:01.447304406 UTC ms_mod = Main, ms_textual_imps = [(Nothing, Prelude), (Nothing, System.IO), (Nothing, System.Exit), (Nothing, Src.Calc)] ms_srcimps = [] }] *** Deleting temp files: Deleting: compile: input file ./Src/Calc.hs *** Checking old interface for Src.Calc (use -ddump-hi-diffs for more details): [1 of 2] Skipping Src.Calc ( Src/Calc.hs, Src/Calc.o ) *** Deleting temp files: Deleting: compile: input file Test/CalcTests.hs *** Checking old interface for Main (use -ddump-hi-diffs for more details): [2 of 2] Skipping Main ( Test/CalcTests.hs, Test/CalcTests.o ) Upsweep completely successful. *** Deleting temp files: Deleting: link: linkables are ... LinkableM (2020-09-29 22:39:10.279253082 UTC) Src.Calc [DotO ./Src/Calc.o] LinkableM (2020-09-29 22:39:12.122642619 UTC) Main [DotO Test/CalcTests.o] Test/CalcTests is up to date, linking not required. *** Deleting temp files: Deleting: *** Deleting temp dirs: Deleting: 

submitted by ObviousBank to haskell [link] [comments]

A Week of Experiencing Rust

I grew up as a C developer, and switched to Java a couple decades ago. A few years ago I decided to retool and chose Go instead of Rust. With my other hobbies on hold, I decided to poke around Rust. Here are 13 things I experienced:
  1. "?". This operator is great. It's just the right amount of syntax to say "I can't deal with this, give it to my caller." This is what I want, not Go's "obj, err := doThing(.." with pages of if statements. The syntax makes much more sense than Java's very verbose try/catch/throw exception handling. Make the syntax for error handling easy and I'll handle errors more often. So easy that:
  2. Option<>, Result<>, and ?. I discovered, like a lot of new people new to Rust, that "?" doesn't work on Option<>'s. I 100% understand why, but that doesn't change my desire that it did. That said, there's an issue to improve the compiler error message to direct people to using ok_or_else. Speaking of error messages:
  3. Result>. I still don't know if this is the correct syntax, but it's what the compiler told me to do. I haven't read about "dyn" yet or why it's important.
  4. io::Error. After figuring out Results and ?, io::Error was really confusing; I think it was this type. There's some type somewhere called Error that is a Result<>.
  5. Ok, Err, Some, None. I discovered when navigating into the code of other crates that these make the flow of code quite readable and I enjoy using and reading them. Seeing "Some" says "it's possible for this function to not return the thing I'm looking for". Seeing "Err" says "this function can fail" - it doesn't matter how far away the function signature is, or how buried in generics-scoping-line noise that I don't understand yet it is.
  6. Cross compiling. In Go, to compile an OSX binary on Linux, I set two environment variables: GOOS=darwin GOARCH=amd64 and I'm set. I can do the same for Windows, and a handful of BSDs. The Rust tooling to cross-compile is still not there yet. If I rustup target add foo, then cargo build --target foo, I expect a binary that runs on foo. Right now I get errors about missing helpers (archivelinkers). I know there are reasons, but I don't want reasons, I just want it to work. Even the cross dropin for Cargo seemed to not work in all cases.
  7. Explicit allocation. I read somewhere that Rust forces the developer to be explicit about when it's allocating memory and passing it around. Of course, this is totally foreign to me. While I don't have an RFC-level detail solution to this, I do wish there was some sort of very shorthand syntax to say "it's okay to do whatever you need to make this work". If my_foo.bar().baz().qux() needs a few interim of allocations, then go for it. If you don't know the size of my type, then go ahead and autobox it for me. Maybe after I've been programming in Rust for a few months, I'll change my mind on this.
  8. Matching variants. I'm using CLion, and I love the "autocomplete missing variants" and the compiler errors when I added new variants to enums. It felt like the tooling was making my life easier.
  9. Lifetimes and ownership. Coming from garbage collected languages, I knew this was going to be tough. Two things I wish I found: 1) a code-free set of examples of different ways that lifetimes show up, maybe with diagrams / pictures and how to handle it. 2) Some sort of linter that would tell me if I'm making bad life choices. Right now I'm wrapping things in Arc<>, and cloning them as I need to give out copies. I have no idea the performance impact of doing this, nor reasonably what my alternatives would be. In fact:
  10. Am I Rust Yet? In general, I'd love something that could check for common bad-practice idioms and suggest alternatives. Even if it was just a book of "if you do pattern X, because you want to do Y, here is the impact, and here is Z which has a similar outcome but isn't bad / is more idiomatic". Is my Optional>> "right" / "fast" - no idea, I kept wrapping it in things until my code worked.
  11. Strings. You probably know what I'm going to say. I've avoided putting references in my structs so far (because I'm not ready to tackle lifetimes). Converting between String, &String, &str, (and then I discovered there's also OsString) is a disappointing experience. I know I'm doing the wrong thing, but I'm not yet ready to invest in really understanding what, so instead I'm wrapping/unwrapping with String::from and as_str.
  12. pub(crate) At one point CLion said "hey, this thing you're trying to access is private, can I make it visible for you?" and this is what it did. This syntax is really nice, it's clear what's going on with the scoping. Conversely:
  13. Imports. It's 2020, and while CLion will reformat my imports, it won't remove unused ones, nor does it try to be helpful in bringing in the imports for traits I'm using. It's a bit disappointing and tedious. I feel like it's so close.
It may not sound this way, but my experience overall pretty positive. Rust's management of transitive dependencies is the perfect tradeoff (Go is still figuring itself out, and Java solved this (differently) a decade ago). Cargo being the defacto build tool is nice. I like that --test and --example are actual concepts. Obviously I wish compiling was faster, but I also think one of my dependencies is doing something clever in its build.rs. I'm also swallowing a two megabyte file with RustEmbed which I'm told stresses things out.
submitted by idcmp_ to rust [link] [comments]

Build failing

"cmd" /c subst Z: "C:\Users\rmarg\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE"

elapsed time 00:00:00.1588448s for command "cmd" /c subst Z: "C:\Users\rmarg\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE" started at 07/16/2020 23:03:59
"cmd" /c subst Y: "C:\Users\rmarg\AppData\Local\GameMakerStudio2\GMS2TEMP"

elapsed time 00:00:00.0969109s for command "cmd" /c subst Y: "C:\Users\rmarg\AppData\Local\GameMakerStudio2\GMS2TEMP" started at 07/16/2020 23:03:59
"cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.5.378"

elapsed time 00:00:00.0889022s for command "cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.5.378" started at 07/16/2020 23:03:59
Saving project to: C:\Users\rmarg\OneDrive\Documents\GameMakerStudio2\socdisprototype\socdisprototype.yyp
"C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.2.5.378/bin/Igor.exe" -j=8 -options="C:\Users\rmarg\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -v -- Android Run

Loaded Macros from C:\Users\rmarg\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\socdisprot_420856CB_52E8820\macros.json
Options: X:/bin\platform_setting_defaults.json
Options: C:\Users\rmarg\AppData\Roaming/GameMakerStudio2\rmargerison_2416068\local_settings.json
Options: C:\Users\rmarg\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\socdisprot_420856CB_52E8820\targetoptions.json
X://bin/GMAssetCompiler.exe /c /zpex /iv=0 /rv=0 /bv=0 /j=8 /gn="socdisprototype" /td="Y:/" /cd="Z:/socdisprot_420856CB_52E8820" /zpuf="C:\Users\rmarg\AppData\Roaming/GameMakerStudio2\rmargerison_2416068" /m=llvm-android /tgt=8 /llvmSource="X://yyc/" /nodnd /cfg="default" /fU="Z:/socdisprot_420856CB_52E8820\functionsUsed.txt" /o="Y:/socdisprototype_31B0C042_YYC" /optionsini="Y:/socdisprototype_31B0C042_YYC\options.ini" /baseproject="X:/BaseProject\BaseProject.yyp" "C:\Users\rmarg\OneDrive\Documents\GameMakerStudio2\socdisprototype\socdisprototype.yyp" /preprocess="Z:/socdisprot_420856CB_52E8820"
Reading project file....C:\Users\rmarg\OneDrive\Documents\GameMakerStudio2\socdisprototype
Reading project file....X:\BaseProject
Reading config delta 'C:\Users\rmarg\OneDrive\Documents\GameMakerStudio2\socdisprototype\options\main\inherited\options_main.inherited.yy'
finished.


X://bin/GMAssetCompiler.exe DONE (0)
Release build
Options: Z:/socdisprot_420856CB_52E8820\ExtensionOptions.json
PlatformOptions
Options: Z:/socdisprot_420856CB_52E8820\PlatformOptions.json
Options: Z:/socdisprot_420856CB_52E8820\MainOptions.json
displayname
hostname
runtime
OptionsIni
PlatformOptions
X://bin/GMAssetCompiler.exe /c /zpex /iv=0 /rv=0 /bv=0 /j=8 /gn="socdisprototype" /td="Y:/" /cd="Z:/socdisprot_420856CB_52E8820" /zpuf="C:\Users\rmarg\AppData\Roaming/GameMakerStudio2\rmargerison_2416068" /m=llvm-android /tgt=8 /llvmSource="X://yyc/" /nodnd /cfg="default" /fU="Z:/socdisprot_420856CB_52E8820\functionsUsed.txt" /o="Y:/socdisprototype_31B0C042_YYC" /optionsini="Y:/socdisprototype_31B0C042_YYC\options.ini" /baseproject="X:/BaseProject\BaseProject.yyp" "C:\Users\rmarg\OneDrive\Documents\GameMakerStudio2\socdisprototype\socdisprototype.yyp" /arch=18 /bt=exe /rt=yyc
Reading project file....C:\Users\rmarg\OneDrive\Documents\GameMakerStudio2\socdisprototype
Reading project file....X:\BaseProject
Reading config delta 'C:\Users\rmarg\OneDrive\Documents\GameMakerStudio2\socdisprototype\options\main\inherited\options_main.inherited.yy'
finished.
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Objects...finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Rooms...finished.
Compile Extensions...finished.
Global scripts...finished.
finished.
collapsing enums.
Final Compile...finished.
Writing Chunk... GEN8
option_game_speed=60
Writing Chunk... OPTN
Writing Chunk... LANG
Writing Chunk... EXTN
Writing Chunk... SOND
Writing Chunk... AGRP
Writing Chunk... SPRT
Writing Chunk... BGND
Writing Chunk... PATH
Writing Chunk... SCPT
Writing Chunk... GLOB
Writing Chunk... SHDR
Writing Chunk... FONT
Writing Chunk... TMLN
Writing Chunk... OBJT
Writing Chunk... ROOM
Writing Chunk... DAFL
Writing Chunk... EMBI
Writing Chunk... TPAGE
Texture Group - Default
Writing Chunk... TGIN
Writing Chunk... STRG
Writing Chunk... TXTR
0 Compressing texture... writing texture texture_0.png...
1 Compressing texture... writing texture texture_1.png...
Writing Chunk... AUDO
ClangExeLocation=C:\Users\rmarg\AppData\Local\Android\Sdk\ndk\21.3.6528147\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe
Using NDKDir = C:\Users\rmarg\AppData\Local\Android\Sdk\ndk\21.3.6528147
Using PlatformDir = C:\Users\rmarg\AppData\Local\Android\Sdk\ndk\21.3.6528147\platforms\android-30
Using ARMToolChain = C:\Users\rmarg\AppData\Local\Android\Sdk\ndk\21.3.6528147\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64
Using ARM64ToolChain = C:\Users\rmarg\AppData\Local\Android\Sdk\ndk\21.3.6528147\toolchains\aarch64-linux-android-4.9\prebuilt\windows-x86_64
saving file Y:/socdisprototype_31B0C042_YYC\socdisprototype.droid
Android NDK: android-14 is unsupported. Using minimum supported version android-16.
Android NDK: WARNING: APP_PLATFORM android-16 is higher than android:minSdkVersion 14 in ./AndroidManifest.xml. NDK binaries will *not* be compatible with devices older than android-16. See https://android.googlesource.com/platform/ndk/+/mastedocs/usecommon_problems.md for more information.
[armeabi-v7a] Install : libc++_shared.so => Y:/socdisprototype_31B0C042_YYC/lib/armeabi-v7a/libc++_shared.so
[arm64-v8a] Install : libc++_shared.so => Y:/socdisprototype_31B0C042_YYC/lib/arm64-v8a/libc++_shared.so
[arm64-v8a] Compile++ : yoyo <= socdisprototype.vars.cpp
[armeabi-v7a] Compile++ arm : yoyo <= socdisprototype.vars.cpp
[armeabi-v7a] SharedLibrary : libyoyo.so
./obj/local/armeabi-v7a/objs/yoyo/socdisprototype.vars.o:socdisprototype.vars.cpp:g_GMLFuncs: error: undefined reference to 'gml_Object_obj_player_Alarm_1(CInstance*, CInstance*)'
./obj/local/armeabi-v7a/objs/yoyo/socdisprototype.vars.o:socdisprototype.vars.cpp:g_GMLFuncs: error: undefined reference to 'gml_Object_obj_player_Draw_64(CInstance*, CInstance*)'
./obj/local/armeabi-v7a/objs/yoyo/socdisprototype.vars.o:socdisprototype.vars.cpp:g_GMLFuncs: error: undefined reference to 'gml_Object_obj_game_Alarm_2(CInstance*, CInstance*)'
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [C:/Users/rmarg/AppData/Local/Android/Sdk/ndk/21.3.6528147/build//../build/core/build-binary.mk:725: obj/local/armeabi-v7a/libyoyo.so] Error 1
make: *** Waiting for unfinished jobs....
[arm64-v8a] SharedLibrary : libyoyo.so
./obj/local/arm64-v8a/objs/yoyo/socdisprototype.vars.o:(.data.g_GMLFuncs+0x28): undefined reference to `gml_Object_obj_player_Alarm_1(CInstance*, CInstance*)'
./obj/local/arm64-v8a/objs/yoyo/socdisprototype.vars.o:(.data.g_GMLFuncs+0x98): undefined reference to `gml_Object_obj_player_Draw_64(CInstance*, CInstance*)'
./obj/local/arm64-v8a/objs/yoyo/socdisprototype.vars.o:(.data.g_GMLFuncs+0x108): undefined reference to `gml_Object_obj_game_Alarm_2(CInstance*, CInstance*)'
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [C:/Users/rmarg/AppData/Local/Android/Sdk/ndk/21.3.6528147/build//../build/core/build-binary.mk:725: obj/local/arm64-v8a/libyoyo.so] Error 1
Stats : GMA : Elapsed=17177.5889
Stats : GMA : sp=16,au=8,bk=0,pt=6,sc=0,sh=0,fo=0,tl=0,ob=12,ro=5,da=0,ex=0,ma=13,fm=0xB0040AE80020


X://bin/GMAssetCompiler.exe exited with non-zero status (2)
submitted by ScheduledRelapse to gamemaker [link] [comments]

Problem with Unreal Engine's Nativization feature + Visual Studio 2017

Im using UE4.25.1 by the way.
I don't know why it won't allow me to package my game after enabling nativization. I also did add the assets to nativize in the array by manually setting up my blueprint for nativization via Class settings.
It packages and runs smoothly afterwards when nativization is disabled.

I'm getting the ff errors from my output log:
Took 184.0273603s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error


Here's my full log text file:
AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK using manually installed SDK LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK BuildMode.Execute: Command line: "Z:\[GAMES]\Epic Games\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe" InMyHead Win64 Development -Project="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" -NoUBTMakefiles -remoteini="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead" -skipdeploy -Manifest="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt" DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\BuildRules\InMyHeadModuleRules.dll: Assembly does not exist WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise (Product=Microsoft.VisualStudio.Product.Enterprise, Version=15.9.28307.1146, Sort=0) WindowsPlatform.FindToolChainDirs: Found Visual Studio toolchain: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023 (Version=14.16.27040) WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 8.1 SDK at C:\Program Files (x86)\Windows Kits\8.1 WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1) WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2) WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.10240.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10 DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\BuildRules\NativizedAssetsModuleRules.dll: Assembly does not exist UEBuildTarget.AddPlugin: Enabling plugin 'PythonScriptPlugin' (referenced via InMyHead.uproject) UEBuildTarget.AddPlugin: Enabling plugin 'NativizedAssets' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'Paper2D' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AISupport' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LightPropagationVolume' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CameraShakePreviewer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ActorLayerUtilities' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AnimationSharing' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SignificanceManager' (referenced via default plugins -> AnimationSharing.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'CLionSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CodeLiteSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GitSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'KDevelopSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'NullSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PerforceSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PlasticSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'RiderSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SubversionSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'UObjectPlugin' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioCodeSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'XCodeSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AssetManagerEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CryptoKeys' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CurveEditorTools' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'DataValidation' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'FacialAnimation' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GameplayTagsEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryMode' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MacGraphicsSwitching' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MaterialAnalyzer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MobileLauncherProfileWizard' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PluginBrowser' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SpeedTreeImporter' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'DatasmithContent' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'VariantManagerContent' (referenced via default plugins -> DatasmithContent.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'AlembicImporter' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCache' (referenced via default plugins -> AlembicImporter.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'AutomationUtils' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ScreenshotTools' (referenced via default plugins -> AutomationUtils.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'BackChannel' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosClothEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosCloth' (referenced via default plugins -> ChaosClothEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PlanarCut' (referenced via default plugins -> ChaosEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryProcessing' (referenced via default plugins -> ChaosEditor.uplugin -> PlanarCut.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'EditableMesh' (referenced via default plugins -> ChaosEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCollectionPlugin' (referenced via default plugins -> ChaosEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ProceduralMeshComponent' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosSolverPlugin' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosNiagara' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'Niagara' (referenced via default plugins -> ChaosNiagara.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'CharacterAI' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PlatformCrypto' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ProxyLODPlugin' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SkeletalReduction' (referenced via default plugins) UEBuildTarget.AddPlugin: Ignoring plugin 'MagicLeapMedia' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapPassableWorld' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeap' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MLSDK' (referenced via default plugins -> MagicLeap.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapLightEstimation' (referenced via default plugins -> MagicLeap.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AvfMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ImgMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MediaCompositing' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MediaPlayerEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'WmfMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MeshPainting' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'TcpMessaging' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'UdpMessaging' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ActorSequence' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LevelSequenceEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MatineeToLevelSequence' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'TemplateSequence' (referenced via default plugins -> MatineeToLevelSequence.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'MovieRenderPipeline' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'EditorScriptingUtilities' (referenced via default plugins -> MovieRenderPipeline.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'NetcodeUnitTest' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'NUTUnrealEngine4' (referenced via default plugins) UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemGooglePlay' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemIOS' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemNull' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystem' (referenced via default plugins -> OnlineSubsystemNull.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemUtils' (referenced via default plugins -> OnlineSubsystemNull.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'LauncherChunkInstaller' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMoviePlayer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidPermission' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AppleImageUtils' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AppleMoviePlayer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ArchVisCharacter' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AssetTags' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AudioCapture' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CableComponent' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CustomMeshComponent' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ExampleDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GoogleCloudMessaging' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GooglePAD' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'IOSDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LinuxDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LocationServicesBPLibrary' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MobilePatchingUtils' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'OculusVR' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PhysXVehicles' (referenced via default plugins) UEBuildTarget.AddPlugin: Ignoring plugin 'PostSplashScreen' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Enabling plugin 'RuntimePhysXCooking' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SoundFields' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SteamVR' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'Synthesis' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'WebMMoviePlayer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'WebMMedia' (referenced via default plugins -> WebMMoviePlayer.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'WindowsMoviePlayer' (referenced via default plugins) LuminSDKVersionHelper.HasAnySDK: *** Unable to determine MLSDK location *** VCToolChain..ctor: Compiler: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe VCToolChain..ctor: Linker: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe VCToolChain..ctor: Library Manager: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\lib.exe VCToolChain..ctor: Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\x64\rc.exe ExternalExecution.AreGeneratedCodeFilesOutOfDate: UnrealHeaderTool needs to run because no generated code directory was found for module NativizedAssets ExternalExecution.ExecuteHeaderToolIfNecessary: Parsing headers for InMyHead ExternalExecution.ExecuteHeaderToolIfNecessary: Running UnrealHeaderTool "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UHT-InMyHead-Win64-Development.txt" -installed ExternalExecution.ExecuteHeaderToolIfNecessary: Reflection code generated for InMyHead in 7.4428985 seconds UEBuildTarget.GenerateManifest: Writing manifest to Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml HotReload.IsLiveCodingSessionActive: Checking for live coding mutex: Global\LiveCoding_Z++Zelijah Media Files+In My Head (feat. Hijo)+UE Assets+[Project]+InMyHead+Binaries+Win64+InMyHead.exe ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.pch" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.target: Produced item "InMyHead.target" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.exe" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Default.rc2: Produced item "Default.rc2.res" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.pch" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.txt" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.pdb" was produced by outdated command-line. ActionGraph.IsActionOutdated: New command-line: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Build\Windows\link-filter\link-filter.exe -- "Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe" @"Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.exe.response" ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.txt" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.txt" doesn't exist. ActionGraph.DeleteOutdatedProducedItems: Deleting outdated item: Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Binaries\Win64\InMyHead.pdb BuildMode.Build: Building InMyHead... BuildMode.OutputToolchainInfo: Using Visual Studio 2017 14.16.27040 toolchain (Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023) and Windows 10.0.14393.0 SDK (C:\Program Files (x86)\Windows Kits\10). BuildMode.OutputToolchainInfo: [Upgrade] BuildMode.OutputToolchainInfo: [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes: BuildMode.OutputToolchainInfo: [Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true). BuildMode.OutputToolchainInfo: [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning). BuildMode.OutputToolchainInfo: [Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs). BuildMode.OutputToolchainInfo: [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in InMyHead.Target.cs, and explicitly overriding settings that differ from the new defaults. BuildMode.OutputToolchainInfo: [Upgrade] ParallelExecutor.ExecuteActions: Building 28 actions with 16 processes... ParallelExecutor.ExecuteActions: [1/28] Default.rc2 ParallelExecutor.ExecuteActions: [2/28] SharedPCH.Core.cpp ParallelExecutor.ExecuteActions: [3/28] InMyHead.cpp ParallelExecutor.ExecuteActions: [4/28] SharedPCH.Engine.cpp ParallelExecutor.ExecuteActions: [5/28] Module.NativizedAssets.gen.5_of_11.cpp ParallelExecutor.ExecuteActions: [6/28] Module.NativizedAssets.gen.4_of_11.cpp ParallelExecutor.ExecuteActions: [7/28] Module.NativizedAssets.gen.2_of_11.cpp ParallelExecutor.ExecuteActions: [8/28] Module.NativizedAssets.gen.3_of_11.cpp ParallelExecutor.ExecuteActions: [9/28] Module.NativizedAssets.gen.6_of_11.cpp ParallelExecutor.ExecuteActions: [10/28] Module.NativizedAssets.gen.7_of_11.cpp ParallelExecutor.ExecuteActions: [11/28] Module.NativizedAssets.gen.8_of_11.cpp ParallelExecutor.ExecuteActions: [12/28] Module.NativizedAssets.gen.9_of_11.cpp ParallelExecutor.ExecuteActions: [13/28] Module.NativizedAssets.gen.1_of_11.cpp ParallelExecutor.ExecuteActions: [14/28] Module.NativizedAssets.gen.10_of_11.cpp ParallelExecutor.ExecuteActions: [15/28] Module.NativizedAssets.gen.11_of_11.cpp ParallelExecutor.ExecuteActions: [16/28] Module.NativizedAssets.10_of_11.cpp ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2065: 'UW_Minimap_C__pf655287937': undeclared identifier ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2672: 'NewObject': no matching overloaded function found ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2974: 'NewObject': invalid template argument for 'T', type expected ParallelExecutor.ExecuteActions: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1225): note: see declaration of 'NewObject' ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C3536: '__Local__8': cannot be used before it is initialized ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C2440: '': cannot convert from 'int' to 'FUnconvertedWrapper__UW_Minimap_C__pf655287937' ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): note: No constructor could take the source type, or constructor overload resolution was ambiguous ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): error C2440: '=': cannot convert from 'int' to 'UWidget *' ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast ParallelExecutor.ExecuteActions: [17/28] Module.NativizedAssets.5_of_11.cpp ParallelExecutor.ExecuteActions: [18/28] Module.NativizedAssets.2_of_11.cpp ParallelExecutor.ExecuteActions: [19/28] Module.NativizedAssets.8_of_11.cpp ParallelExecutor.ExecuteActions: [20/28] Module.NativizedAssets.7_of_11.cpp ParallelExecutor.ExecuteActions: [21/28] Module.NativizedAssets.6_of_11.cpp ParallelExecutor.ExecuteActions: [22/28] Module.NativizedAssets.3_of_11.cpp ParallelExecutor.ExecuteActions: [23/28] Module.NativizedAssets.11_of_11.cpp ParallelExecutor.ExecuteActions: [24/28] Module.NativizedAssets.1_of_11.cpp ParallelExecutor.ExecuteActions: [25/28] Module.NativizedAssets.4_of_11.cpp ParallelExecutor.ExecuteActions: [26/28] Module.NativizedAssets.9_of_11.cpp UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError UnrealBuildTool.Main: at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 242 UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 372 UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 219 UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550 Timeline.Print: Timeline: Timeline.Print: Timeline.Print: [ 0.000] Timeline.Print: [ 0.000](+0.053) Timeline.Print: [ 0.053](+0.002) FileMetadataPrefetch.QueueEngineDirectory() Timeline.Print: [ 0.055](+0.229) XmlConfig.ReadConfigFiles() Timeline.Print: [ 0.285](+0.000) SingleInstanceMutex.Acquire() Timeline.Print: [ 0.285](+0.125) UEBuildPlatform.RegisterPlatforms() Timeline.Print: 0.286 [ 0.000](+0.090) Initializing InstalledPlatformInfo Timeline.Print: 0.377 [ 0.091](+0.000) Querying types Timeline.Print: 0.378 [ 0.093](+0.001) MacPlatformFactory Timeline.Print: 0.380 [ 0.094](+0.000) TVOSPlatformFactory Timeline.Print: 0.380 [ 0.095](+0.022) AndroidPlatformFactory Timeline.Print: 0.403 [ 0.117](+0.000) HoloLensPlatformFactory Timeline.Print: 0.403 [ 0.117](+0.002) IOSPlatformFactory Timeline.Print: 0.405 [ 0.120](+0.004) LinuxPlatformFactory Timeline.Print: 0.410 [ 0.124](+0.000) LuminPlatformFactory Timeline.Print: 0.410 [ 0.124](+0.000) WindowsPlatformFactory Timeline.Print: [ 0.418](+0.015) TargetDescriptor.ParseCommandLine() Timeline.Print: [ 0.448](+4.949) UEBuildTarget.Create() Timeline.Print: 0.453 [ 0.004](+3.175) RulesCompiler.CreateTargetRulesAssembly() Timeline.Print: 0.453 0.004 [ 0.000](+2.372) Timeline.Print: 2.825 2.377 [ 2.372](+0.032) Finding engine modules Timeline.Print: 2.858 2.409 [ 2.405](+0.005) Finding plugin modules Timeline.Print: 2.863 2.415 [ 2.410](+0.115) Timeline.Print: 2.978 2.530 [ 2.525](+0.004) Finding program modules Timeline.Print: 2.983 2.534 [ 2.530](+0.002) Finding program targets Timeline.Print: 2.985 2.536 [ 2.532](+0.040) Timeline.Print: 3.026 2.577 [ 2.572](+0.597) Compiling rules assembly (InMyHeadModuleRules.dll) Timeline.Print: 3.628 [ 3.180](+0.360) RulesAssembly.CreateTargetRules() Timeline.Print: 3.989 [ 3.540](+0.079) Timeline.Print: 4.068 [ 3.620](+0.227) Compiling rules assembly (NativizedAssetsModuleRules.dll) Timeline.Print: 4.296 [ 3.848](+0.015) UEBuildTarget constructor Timeline.Print: 4.312 [ 3.864](+1.085) UEBuildTarget.PreBuildSetup() Timeline.Print: [ 5.401](+32.503) UEBuildTarget.Build() Timeline.Print: 5.401 [ 0.000](+0.109) Timeline.Print: 5.511 [ 0.109](+22.197) ExternalExecution.SetupUObjectModules() Timeline.Print: 27.708 [22.307](+0.195) Timeline.Print: 27.903 [22.502](+7.442) Executing UnrealHeaderTool Timeline.Print: 35.347 [29.946](+0.002) ExternalExecution.ResetCachedHeaderInfo() Timeline.Print: 35.349 [29.948](+0.002) ExternalExecution.UpdateDirectoryTimestamps() Timeline.Print: 35.352 [29.950](+0.035) Timeline.Print: 35.387 [29.986](+2.375) UEBuildBinary.Build() Timeline.Print: 37.762 [32.361](+0.141) Timeline.Print: [37.905](+0.002) ActionGraph.CheckPathLengths Timeline.Print: [37.908](+0.020) Timeline.Print: [37.928](+0.001) Reading dependency cache Timeline.Print: [37.930](+0.001) Reading action history Timeline.Print: [37.932](+0.022) ActionGraph.GetActionsToExecute() Timeline.Print: 37.934 [ 0.001](+0.001) Prefetching include dependencies Timeline.Print: 37.936 [ 0.003](+0.017) Cache outdated actions Timeline.Print: [37.955](+0.049) Timeline.Print: [38.004](+145.515) ActionGraph.ExecuteActions() Timeline.Print: [183.519](+0.203) Timeline.Print: [183.722](+0.000) FileMetadataPrefetch.Stop() Timeline.Print: [183.725]

I also tried doing it with a blank project in Unreal and it gives me this message:

Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game

I decided to post it here since nobody seems to figure out what and where my problem is coming from either from Visual Studio or Unreal itself.... please help me... :(
submitted by jedlsf to gamedev [link] [comments]

Looking for practice? Want to expand your AHK knowledge? I got you covered.

I made a reply a while ago to Swaggurttt (could you give us an update of how things have been going?)
He wanted to learn more about AHK. So I provided him a list of new things to learn past just "press button > send keys".
Hopefully, some people reading will take this opportunity to branch out and learn some new things that AHK is capable of. From stepping into the aesthetically pleasing world of GUIs to using RegEx to become a string manipulating master. From braving the cryptic DllCall() command that lets you embrace code from other files thus making your scripts much more robust and useful, to having a whole slew of problems and puzzles that will test your ability to utilize AHK's capabilities.

Practice, Problems, and Challenges - It's like fun homework

Let's start with 4 websites that will give you tons of practice. From easy to insanely difficult. Between these 4 sites, you should have more things to do than you could ever finish.
Code Abbey
The site I've spent the most time on. From the easiest "add two variables" all the way to "write an AI". It's a good place to learn core programming skills and develop logic. Parsing through data, calculating variables, using arrays, etc...
Funny thing is this website is the reason I'm making this post. It has been a while since I used this site and I couldn't remember the address. So I looked up this post and...here we are!
Rosetta Code
Another good site, though I like Code Abbey's layout, sorting, and input/output method more. Rosetta has its own pros, like showing you solutions in TONS of different languages. Very helpful if you're familiar with other programming languages.
Code Chef
This was suggested to me a while ago and I've only done a couple of problems. Not because it's a bad site, but because I just haven't had the time to try and nuke the list. I figured it was worth including.
Those 3 should keep you busy for quite some time. Plus...
The AHK Subreddit
This subreddit is a treasure trove of problems! I used to spend a ton of time just trying other people's problems, coming up with my own solutions, and comparing what I come up with to others. You can learn a TON doing it this way. And comparing answers afterward only teaches you newer and better ways of doing things. Consider the unbelievable amount of backlogged posts you can go through. Years and years worth.

How about some suggestions for parts of AHK to learn?

RegEx (Regular Expressions) - Master of Strings

This is a mini-language for manipulating strings. Learn it! If there's a discernible pattern to what you're looking for, you definitely can write a RegEx to find it. See: RegExMatch and RegExReplace. Bonus: It should be noted that RegEx is its own little mini-language with its own rules and syntax. BUT, once you learn it, you now know it for almost every other programming language (minus some discrepancies between flavors).
RegEx Resources:

COMs - Letting you interface with other shit one command at a time!

COMs are pretty amazing. They let you interact with lots of different things on windows. Microsoft lets you access things like Internet Explorer, Excel, Word, Access, (literally the entire office suite), shell, WIN HTTP, VBScript, etc... It lets you use those programs directly from AHK. This increases reliability near infinitesimally compared to blind clicking and typing. You can web scrape like a boss using the IE COM. You can manipulate Excel spreadsheets, get data from them, update them, and whatever else you want. COMs are handy.
Resources:
There are also quite a few videos on YouTube that you can also check out.

GUIs - I feel pretty. Oh so pretty....

Learn to make and manipulate Graphical User Interfaces or GUIs. When you want user-friendly interaction with the users of your code, GUIs can be the perfect answer. A non-programmer isn't going to want to run scripts with switches or open up .ahk file or edit code to change settings. Enter the GUI!
The "Read This Before Posting!" stickied tutorial post has some good WYSIWYG suggestions. And it stands for What You See Is What You Get...that's really what they're called. Personally, I'm a fan of GUI Creator by Maestrith.
You'll spend a LOT of time trying to learn all the different things GUIs can do.
The AHK docs are the go-to for this stuff. Here are the pages you'll be visiting quite often:
I'd like to add a neat method I've started doing for tracking elements because it used to be a struggle for me. When I create a GUI, I like to keep everything inside of functions and I really don't want to create global variables for everything. I find myself making a single global Object in the AES. Then, whenever I create a GUI element, I always add the hwnd option to it and then immediately save that HWND to the array. Plus, you can logically name it so it's much easier to recall.
Example:
Global guiHwnd := {} NewGUI() MsgBox, % "Cancel Btn: " guiHwnd.CancelBtn "`nOK Btn: " guiHwnd.OKBtn ExitApp NewGUI(){ Gui, New Gui, Add, Button, hwndBtn gOKBtn, OK guiHwnd.okBtn := btn Gui, Add, Button, hwndBtn gCancelBtn, Cancel guiHwnd.cancelBtn := btn Gui, Show Return } 
GUIs are an excellent segue into DllCalls. Why? Because DllCall can let you fine-tune a GUI.

DllCall - Rule #1 of coding: Don't reinvent the wheel!

One thing we learn real quick in programming is you don't rewrite code that's already been created and thoroughly tested. It's a waste of time! That's why people will bundle up their code into these neat packages called DLLs (Dynamic Link Libraries) and then publish them for others to use. These let you call commands and functions outside of the native AHK language. Meaning you can interact with Window's internal functions directly from your script! This opens up a TON of possibilities for any script and unlocks some of the restrictions that come with AHK. Like changing things about GUIs that AHK doesn't have an option for. Or getting info directly from the operating system because we don't have an AHK command or function created to do so.
It's not just limited to Windows functions. It can access any DLL. As long as you know how to interface with it.
This MSDN link has a top-level link to all of the core things you need to learn about DLLCalling to windows.

GDI+ - Giving you the ability to create and manipulate graphics on the Windows level

GDI is Window's Graphics Device Interface. A user named Tic (Tariq Porter) wrote GDI+ for AHK. It handles ALL the DllCalls you need to make to the GDI to manipulate graphics, draw shapes and objects, import pictures, etc. You know all the stuff you can do in Paint? You can do ALL that anywhere at any time on the screen using AHK & GDIP. Without having to ever load Paint. Please note the GDI+ repo also includes tutorials on how to use the library. It doesn't cover everything quite as in-depth as I'd like it to, but the examples will give you plenty to go off of.
Why are you still reading this? You should have gotten distracted way up top and started trying stuff on Code Abbey!
OK, one challenge I always like to give people.
Recreate the Window's calculator. And make it work exactly the same. Initially, it sounds easy! But, duplicating the functionality AND the aesthetics can be pretty tricky. This is actually a tough challenge with lots of parts. You'll have to make a GUI that looks as close as possible to calc.exe. Make the display function the same, make every button work correctly, calculations should work, memory buttons should function, etc. Don't forget to make an icon for it and also to disable the AHK system tray icon, just like the real thing. Oh! And recreate the menu, too. This will give you practice on TONS of different aspects. It's complex enough to be challenging but not so complex no one would ever want to do it.
If you can get this done and want to extend things further, try making the scientific version of the calculator!! There's a real challenge. The extra advanced math buttons each have to work correctly.
Go, try, learn. If you get stuck, come back to the sub and ask for help. Or hit up the Discord crew. While you're waiting for an answer, you can always go through some of the current questions on the sub.
I hope you guys enjoy this post.
submitted by GroggyOtter to AutoHotkey [link] [comments]

Package Failed (after enabling Exclusive Nativization)

I don't know why it won't allow me to package my game after enabling nativization. I also did add the assets to nativize in the array by manually setting up my blueprint for nativization via Class settings.
I'm getting the ff errors from my output log:
Took 184.0273603s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error


Here's my full log text file:
AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK
IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK using manually installed SDK
LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
BuildMode.Execute: Command line: "Z:\[GAMES]\Epic Games\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe" InMyHead Win64 Development -Project="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" -NoUBTMakefiles -remoteini="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead" -skipdeploy -Manifest="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt"
DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\BuildRules\InMyHeadModuleRules.dll: Assembly does not exist
WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise (Product=Microsoft.VisualStudio.Product.Enterprise, Version=15.9.28307.1146, Sort=0)
WindowsPlatform.FindToolChainDirs: Found Visual Studio toolchain: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023 (Version=14.16.27040)
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 8.1 SDK at C:\Program Files (x86)\Windows Kits\8.1
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.10240.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10
DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\BuildRules\NativizedAssetsModuleRules.dll: Assembly does not exist
UEBuildTarget.AddPlugin: Enabling plugin 'PythonScriptPlugin' (referenced via InMyHead.uproject)
UEBuildTarget.AddPlugin: Enabling plugin 'NativizedAssets' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Paper2D' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AISupport' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LightPropagationVolume' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CameraShakePreviewer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorLayerUtilities' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AnimationSharing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SignificanceManager' (referenced via default plugins -> AnimationSharing.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'CLionSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CodeLiteSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GitSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'KDevelopSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NullSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PerforceSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlasticSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'RiderSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SubversionSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UObjectPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'XCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AssetManagerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CryptoKeys' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CurveEditorTools' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DataValidation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'FacialAnimation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GameplayTagsEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryMode' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MacGraphicsSwitching' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MaterialAnalyzer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobileLauncherProfileWizard' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PluginBrowser' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SpeedTreeImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DatasmithContent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VariantManagerContent' (referenced via default plugins -> DatasmithContent.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AlembicImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCache' (referenced via default plugins -> AlembicImporter.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AutomationUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ScreenshotTools' (referenced via default plugins -> AutomationUtils.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'BackChannel' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosClothEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosCloth' (referenced via default plugins -> ChaosClothEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlanarCut' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryProcessing' (referenced via default plugins -> ChaosEditor.uplugin -> PlanarCut.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'EditableMesh' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCollectionPlugin' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ProceduralMeshComponent' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosSolverPlugin' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosNiagara' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Niagara' (referenced via default plugins -> ChaosNiagara.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'CharacterAI' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlatformCrypto' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ProxyLODPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SkeletalReduction' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'MagicLeapMedia' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapPassableWorld' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeap' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MLSDK' (referenced via default plugins -> MagicLeap.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapLightEstimation' (referenced via default plugins -> MagicLeap.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AvfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ImgMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaCompositing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaPlayerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WmfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MeshPainting' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'TcpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UdpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LevelSequenceEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MatineeToLevelSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'TemplateSequence' (referenced via default plugins -> MatineeToLevelSequence.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'MovieRenderPipeline' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'EditorScriptingUtilities' (referenced via default plugins -> MovieRenderPipeline.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'NetcodeUnitTest' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NUTUnrealEngine4' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemGooglePlay' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemIOS' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemNull' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystem' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemUtils' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'LauncherChunkInstaller' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidPermission' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleImageUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ArchVisCharacter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AssetTags' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AudioCapture' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CableComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CustomMeshComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ExampleDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GoogleCloudMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GooglePAD' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'IOSDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LinuxDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LocationServicesBPLibrary' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobilePatchingUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OculusVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PhysXVehicles' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'PostSplashScreen' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'RuntimePhysXCooking' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SoundFields' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SteamVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Synthesis' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMedia' (referenced via default plugins -> WebMMoviePlayer.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'WindowsMoviePlayer' (referenced via default plugins)
LuminSDKVersionHelper.HasAnySDK: *** Unable to determine MLSDK location ***
VCToolChain..ctor: Compiler: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe
VCToolChain..ctor: Linker: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe
VCToolChain..ctor: Library Manager: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\lib.exe
VCToolChain..ctor: Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\x64\rc.exe
ExternalExecution.AreGeneratedCodeFilesOutOfDate: UnrealHeaderTool needs to run because no generated code directory was found for module NativizedAssets
ExternalExecution.ExecuteHeaderToolIfNecessary: Parsing headers for InMyHead
ExternalExecution.ExecuteHeaderToolIfNecessary: Running UnrealHeaderTool "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UHT-InMyHead-Win64-Development.txt" -installed
ExternalExecution.ExecuteHeaderToolIfNecessary: Reflection code generated for InMyHead in 7.4428985 seconds
UEBuildTarget.GenerateManifest: Writing manifest to Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml
HotReload.IsLiveCodingSessionActive: Checking for live coding mutex: Global\LiveCoding_Z++Zelijah Media Files+In My Head (feat. Hijo)+UE Assets+[Project]+InMyHead+Binaries+Win64+InMyHead.exe
ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.pch" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.target: Produced item "InMyHead.target" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.exe" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Default.rc2: Produced item "Default.rc2.res" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.pch" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.txt" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.pdb" was produced by outdated command-line.
ActionGraph.IsActionOutdated: New command-line: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Build\Windows\link-filter\link-filter.exe -- "Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe" @"Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.exe.response"
ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.txt" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.txt" doesn't exist.
ActionGraph.DeleteOutdatedProducedItems: Deleting outdated item: Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Binaries\Win64\InMyHead.pdb
BuildMode.Build: Building InMyHead...
BuildMode.OutputToolchainInfo: Using Visual Studio 2017 14.16.27040 toolchain (Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023) and Windows 10.0.14393.0 SDK (C:\Program Files (x86)\Windows Kits\10).
BuildMode.OutputToolchainInfo: [Upgrade]
BuildMode.OutputToolchainInfo: [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
BuildMode.OutputToolchainInfo: [Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
BuildMode.OutputToolchainInfo: [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
BuildMode.OutputToolchainInfo: [Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
BuildMode.OutputToolchainInfo: [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in InMyHead.Target.cs, and explicitly overriding settings that differ from the new defaults.
BuildMode.OutputToolchainInfo: [Upgrade]
ParallelExecutor.ExecuteActions: Building 28 actions with 16 processes...
ParallelExecutor.ExecuteActions: [1/28] Default.rc2
ParallelExecutor.ExecuteActions: [2/28] SharedPCH.Core.cpp
ParallelExecutor.ExecuteActions: [3/28] InMyHead.cpp
ParallelExecutor.ExecuteActions: [4/28] SharedPCH.Engine.cpp
ParallelExecutor.ExecuteActions: [5/28] Module.NativizedAssets.gen.5_of_11.cpp
ParallelExecutor.ExecuteActions: [6/28] Module.NativizedAssets.gen.4_of_11.cpp
ParallelExecutor.ExecuteActions: [7/28] Module.NativizedAssets.gen.2_of_11.cpp
ParallelExecutor.ExecuteActions: [8/28] Module.NativizedAssets.gen.3_of_11.cpp
ParallelExecutor.ExecuteActions: [9/28] Module.NativizedAssets.gen.6_of_11.cpp
ParallelExecutor.ExecuteActions: [10/28] Module.NativizedAssets.gen.7_of_11.cpp
ParallelExecutor.ExecuteActions: [11/28] Module.NativizedAssets.gen.8_of_11.cpp
ParallelExecutor.ExecuteActions: [12/28] Module.NativizedAssets.gen.9_of_11.cpp
ParallelExecutor.ExecuteActions: [13/28] Module.NativizedAssets.gen.1_of_11.cpp
ParallelExecutor.ExecuteActions: [14/28] Module.NativizedAssets.gen.10_of_11.cpp
ParallelExecutor.ExecuteActions: [15/28] Module.NativizedAssets.gen.11_of_11.cpp
ParallelExecutor.ExecuteActions: [16/28] Module.NativizedAssets.10_of_11.cpp
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2065: 'UW_Minimap_C__pf655287937': undeclared identifier
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2672: 'NewObject': no matching overloaded function found
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2974: 'NewObject': invalid template argument for 'T', type expected
ParallelExecutor.ExecuteActions: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1225): note: see declaration of 'NewObject'
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C3536: '__Local__8': cannot be used before it is initialized
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C2440: '': cannot convert from 'int' to 'FUnconvertedWrapper__UW_Minimap_C__pf655287937'
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): note: No constructor could take the source type, or constructor overload resolution was ambiguous
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): error C2440: '=': cannot convert from 'int' to 'UWidget *'
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
ParallelExecutor.ExecuteActions: [17/28] Module.NativizedAssets.5_of_11.cpp
ParallelExecutor.ExecuteActions: [18/28] Module.NativizedAssets.2_of_11.cpp
ParallelExecutor.ExecuteActions: [19/28] Module.NativizedAssets.8_of_11.cpp
ParallelExecutor.ExecuteActions: [20/28] Module.NativizedAssets.7_of_11.cpp
ParallelExecutor.ExecuteActions: [21/28] Module.NativizedAssets.6_of_11.cpp
ParallelExecutor.ExecuteActions: [22/28] Module.NativizedAssets.3_of_11.cpp
ParallelExecutor.ExecuteActions: [23/28] Module.NativizedAssets.11_of_11.cpp
ParallelExecutor.ExecuteActions: [24/28] Module.NativizedAssets.1_of_11.cpp
ParallelExecutor.ExecuteActions: [25/28] Module.NativizedAssets.4_of_11.cpp
ParallelExecutor.ExecuteActions: [26/28] Module.NativizedAssets.9_of_11.cpp
UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
UnrealBuildTool.Main: at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 242
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 372
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 219
UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550
Timeline.Print: Timeline:
Timeline.Print:
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.000](+0.053)
Timeline.Print: [ 0.053](+0.002) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.055](+0.229) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.285](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.285](+0.125) UEBuildPlatform.RegisterPlatforms()
Timeline.Print: 0.286 [ 0.000](+0.090) Initializing InstalledPlatformInfo
Timeline.Print: 0.377 [ 0.091](+0.000) Querying types
Timeline.Print: 0.378 [ 0.093](+0.001) MacPlatformFactory
Timeline.Print: 0.380 [ 0.094](+0.000) TVOSPlatformFactory
Timeline.Print: 0.380 [ 0.095](+0.022) AndroidPlatformFactory
Timeline.Print: 0.403 [ 0.117](+0.000) HoloLensPlatformFactory
Timeline.Print: 0.403 [ 0.117](+0.002) IOSPlatformFactory
Timeline.Print: 0.405 [ 0.120](+0.004) LinuxPlatformFactory
Timeline.Print: 0.410 [ 0.124](+0.000) LuminPlatformFactory
Timeline.Print: 0.410 [ 0.124](+0.000) WindowsPlatformFactory
Timeline.Print: [ 0.418](+0.015) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.448](+4.949) UEBuildTarget.Create()
Timeline.Print: 0.453 [ 0.004](+3.175) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print: 0.453 0.004 [ 0.000](+2.372)
Timeline.Print: 2.825 2.377 [ 2.372](+0.032) Finding engine modules
Timeline.Print: 2.858 2.409 [ 2.405](+0.005) Finding plugin modules
Timeline.Print: 2.863 2.415 [ 2.410](+0.115)
Timeline.Print: 2.978 2.530 [ 2.525](+0.004) Finding program modules
Timeline.Print: 2.983 2.534 [ 2.530](+0.002) Finding program targets
Timeline.Print: 2.985 2.536 [ 2.532](+0.040)
Timeline.Print: 3.026 2.577 [ 2.572](+0.597) Compiling rules assembly (InMyHeadModuleRules.dll)
Timeline.Print: 3.628 [ 3.180](+0.360) RulesAssembly.CreateTargetRules()
Timeline.Print: 3.989 [ 3.540](+0.079)
Timeline.Print: 4.068 [ 3.620](+0.227) Compiling rules assembly (NativizedAssetsModuleRules.dll)
Timeline.Print: 4.296 [ 3.848](+0.015) UEBuildTarget constructor
Timeline.Print: 4.312 [ 3.864](+1.085) UEBuildTarget.PreBuildSetup()
Timeline.Print: [ 5.401](+32.503) UEBuildTarget.Build()
Timeline.Print: 5.401 [ 0.000](+0.109)
Timeline.Print: 5.511 [ 0.109](+22.197) ExternalExecution.SetupUObjectModules()
Timeline.Print: 27.708 [22.307](+0.195)
Timeline.Print: 27.903 [22.502](+7.442) Executing UnrealHeaderTool
Timeline.Print: 35.347 [29.946](+0.002) ExternalExecution.ResetCachedHeaderInfo()
Timeline.Print: 35.349 [29.948](+0.002) ExternalExecution.UpdateDirectoryTimestamps()
Timeline.Print: 35.352 [29.950](+0.035)
Timeline.Print: 35.387 [29.986](+2.375) UEBuildBinary.Build()
Timeline.Print: 37.762 [32.361](+0.141)
Timeline.Print: [37.905](+0.002) ActionGraph.CheckPathLengths
Timeline.Print: [37.908](+0.020)
Timeline.Print: [37.928](+0.001) Reading dependency cache
Timeline.Print: [37.930](+0.001) Reading action history
Timeline.Print: [37.932](+0.022) ActionGraph.GetActionsToExecute()
Timeline.Print: 37.934 [ 0.001](+0.001) Prefetching include dependencies
Timeline.Print: 37.936 [ 0.003](+0.017) Cache outdated actions
Timeline.Print: [37.955](+0.049)
Timeline.Print: [38.004](+145.515) ActionGraph.ExecuteActions()
Timeline.Print: [183.519](+0.203)
Timeline.Print: [183.722](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: [183.725]
submitted by jedlsf to unrealengine [link] [comments]

SerializationException error on saving and loading

I'm trying to save the position of each GameObject with the tag Unit. It worked when i worked on this piece of code over a year ago. but now when i got some more time for developing, it seems to have broken? I can load the older save files, but when I try to save a new file, it gives the following error:
SerializationException: Type 'UnityEngine.GameObject' in Assembly 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' is not marked as serializable.
System.Runtime.Serialization.FormatterServices.InternalGetSerializableMembers (System.RuntimeType type) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.FormatterServices+<>c__DisplayClass9_0.b__0 (System.Runtime.Serialization.MemberHolder _) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Collections.Concurrent.ConcurrentDictionary`2[TKey,TValue].GetOrAdd (TKey key, System.Func`2[T,TResult] valueFactory) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.FormatterServices.GetSerializableMembers (System.Type type, System.Runtime.Serialization.StreamingContext context) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.InitMemberInfo () (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.InitSerialize (System.Type objectType, System.Runtime.Serialization.ISurrogateSelector surrogateSelector, System.Runtime.Serialization.StreamingContext context, System.Runtime.Serialization.Formatters.Binary.SerObjectInfoInit serObjectInfoInit, System.Runtime.Serialization.IFormatterConverter converter, System.Runtime.Serialization.SerializationBinder binder) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.Serialize (System.Type objectType, System.Runtime.Serialization.ISurrogateSelector surrogateSelector, System.Runtime.Serialization.StreamingContext context, System.Runtime.Serialization.Formatters.Binary.SerObjectInfoInit serObjectInfoInit, System.Runtime.Serialization.IFormatterConverter converter, System.Runtime.Serialization.SerializationBinder binder) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteArray (System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo objectInfo, System.Runtime.Serialization.Formatters.Binary.NameInfo memberNameInfo, System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo memberObjectInfo) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Write (System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo objectInfo, System.Runtime.Serialization.Formatters.Binary.NameInfo memberNameInfo, System.Runtime.Serialization.Formatters.Binary.NameInfo typeNameInfo) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Serialize (System.Object graph, System.Runtime.Remoting.Messaging.Header[] inHeaders, System.Runtime.Serialization.Formatters.Binary.__BinaryWriter serWriter, System.Boolean fCheck) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream, System.Object graph, System.Runtime.Remoting.Messaging.Header[] headers, System.Boolean fCheck) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream, System.Object graph, System.Runtime.Remoting.Messaging.Header[] headers) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream, System.Object graph) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
SaveLoad.Saving () (at Assets/Scripts/SaveLoad/SaveLoad.cs:47)
UnityEngine.Events.InvokableCall.Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent.cs:166)
UnityEngine.Events.UnityEvent.Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent/UnityEvent_0.cs:58)
UnityEngine.UI.Button.Press () (at D:/Program Files/Unity/EditoData/Resources/PackageManageBuiltInPackages/com.unity.ugui/Runtime/UI/Core/Button.cs:68)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at D:/Program Files/Unity/EditoData/Resources/PackageManageBuiltInPackages/com.unity.ugui/Runtime/UI/Core/Button.cs:110)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at D:/Program Files/Unity/EditoData/Resources/PackageManageBuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:50)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at D:/Program Files/Unity/EditoData/Resources/PackageManageBuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.EventSystem:Update()


This is the save part of the script:

public class SaveLoad : MonoBehaviour {
public static Game savedGames = new Game(); //this is the list of saves
public List characters = new List();
public GameObject loadOptions;
public static DirectoryInfo filesSaveFolder;

public void Saving()
{
savedGames = new Game();

//sets the saveGameName
GameObject inputfieldHolder = GameObject.FindGameObjectWithTag("SavingText");
InputField saveGameInput = inputfieldHolder.GetComponent();
string saveGameName = saveGameInput.text;

characters = new List();

foreach (GameObject obj in GameObject.FindGameObjectsWithTag("Unit"))
{
characters.Add(obj);
}

//saves the character position info as well as their name and gender
for (int i = 0; i < characters.Count; i++)
{
savedGames.Charactersx.Add(characters[i].transform.position.x);
savedGames.Charactersy.Add(characters[i].transform.position.y);
savedGames.Charactersz.Add(characters[i].transform.position.z);
savedGames.CharacterInfo.Add(characters[i].GetComponent().characterName + ";" + characters[i].GetComponent().characterGender);
}

BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Create(Application.persistentDataPath + "/" + saveGameName + ".starlab");
bf.Serialize(file, SaveLoad.savedGames);
file.Close();
}
}
submitted by Worempie to Unity3D [link] [comments]

(Help)[WotC, Modded] Crash When Starting Game

Hi,
I've been battling XCOM for the last four days trying to get it set up and working before I leave for a job/area where I won't have access to the internet.
I've done a fresh install on Steam then subscribed to mods twice now (plus deleting DefaultModOptions.ini and configs) while validating game files. Also using AML
I'm at my wit's end, so I come to you guys.
I'll add my mod list in a comment so it can be minimized and not take up the whole page.
Can someone suggest how to make my mod list available?
Edit 1: Unspoilered text so it isn't a pain to read.
When reading the log the line where the crash happens says this:
Critical: appError called: Assertion failed: appErrorf [File:G:\BuildAgent\work\9a884cb2af69f6ff\main\XCOM2\Development\Src\Core\Src\UnObj.cpp] [Line: 2456]
Failed to find function BuildLocalization in XComEngine Transient.XComEngine_0
Stack: Address = 0x20b248dc (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe]
Address = 0x20afa46b (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe]
Address = 0x2153dd95 (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe]
Address = 0x214579ca (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe]
Address = 0x21457387 (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe]
Address = 0x214573fa (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe]
Address = 0x2145fe13 (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe]
Address = 0x21a44683 (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe]
Address = 0x2fb57bd4 (filename not found) [in C:\WINDOWS\System32\KERNEL32.DLL]
Address = 0x3074ce51 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]
Address = 0x3074ce51 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]
submitted by nik_nitro to Xcom [link] [comments]

Crash on Launch: Long War 2

I'm at a loss. This is on Windows 10 x64. I have all DLC.
I unsubscribed from all other mods and reinstalled XCOM 2 from scratch. I also deleted the XCOM2 folders in My Games.
Then I
  1. started the game vanilla to generate the INIs
  2. installed X2WOTCCommunityHighlander and started the game with it enabled (no issues)
  3. installed Long War 2 and tried to start the game with Highlander also enabled
  4. The game crashes immediately.
Here's the log:
Log: Log file open, 01/31/20 15:34:51 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 Log: ... running in INSTALLED mode DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 8917 Init: Epic Internal: 0 Init: Compiled (64-bit): Sep 13 2018 03:53:23 Init: Changelist: 1100000 Init: Command line: -FROMLAUNCHER -noRedScreens -review -crashdumpwatcher -LANGUAGE=INT Init: Base directory: E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\ Init: FxsChangelist: 374751 Init: SeekfreeLoading: 1 Init: Platform: PCConsole Init: TitleId: 268500 [0000.16] Init: Computer: DESKTOP-5FG0GFF [0000.16] Init: User: jvdbe [0000.16] Init: CPU Page size=4096, Processors=4 [0000.16] Init: High frequency timer resolution =10.000000 MHz [0000.16] Init: Memory total: Physical=16.0GB (16GB approx) Pagefile=25.0GB Virtual=131072.0GB [0000.22] Log: STEAMWORKS initialized 1 [0000.22] Log: Initializing Steamworks [0000.22] Init: Presizing for 130000 objects not considered by GC, pre-allocating 0 bytes. [0000.22] Init: Object subsystem initialized [0000.22] DevConfig: (System) 'Default__System' loading configuration from ..\..\XComGame\Config\XComEngine.ini [0000.22] DevConfig: Loading value for SeekFreePCPaths from [Core.System] [0000.22] DevConfig: Loading value for SeekFreePCExtensions from [Core.System] [0000.22] DevConfig: Loading value for CutdownPaths from [Core.System] [0000.22] DevConfig: Loading value for LocalizationPaths from [Core.System] [0000.22] DevConfig: Loading value for TextureFileCacheExtension from [Core.System] [0000.22] DevConfig: Loading value for Extensions from [Core.System] [0000.22] DevConfig: Loading value for Suppress from [Core.System] [0000.22] DevConfig: Loading value for FRScriptPaths from [Core.System] [0000.22] DevConfig: Loading value for ScriptPaths from [Core.System] [0000.22] DevConfig: Loading value for Paths from [Core.System] [0000.22] DevConfig: Loading value for ScreenShotPathOverride from [Core.System] [0000.22] DevConfig: Loading value for CacheExt from [Core.System] [0000.22] DevConfig: Loading value for CachePath from [Core.System] [0000.22] DevConfig: Loading value for SavePath from [Core.System] [0000.22] DevConfig: Loading value for AsyncIOBandwidthLimit from [Core.System] [0000.22] DevConfig: Loading value for PackageSizeSoftLimit from [Core.System] [0000.22] DevConfig: Loading value for MaxOverallCacheSize from [Core.System] [0000.22] DevConfig: Loading value for MaxStaleCacheSize from [Core.System] [0000.22] DevConfig: Loading value for StaleCacheDays from [Core.System] [0000.22] Log: Overriding lang INT w/ command-line option of INT [0001.06] Log: Caching packages from path ..\..\XComGame\CookedPC: 6207 packages [0001.08] DevDataBase: Connection to "Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2" or "10.1.20.20" failed [0001.08] Log: resX=1920, resY=1080 [0001.22] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 970 [0001.22] Log: Adapter has 4043MB of dedicated video memory, 0MB of dedicated system memory, and 8172MB of shared system memory [0001.25] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0001.25] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8172MB of shared system memory [0001.25] Log: Shader platform (RHI): PC-D3D-SM4 [0001.27] Log: PhysX GPU Support: DISABLED [0001.27] Log: FaceFX 2015.2 (2152) initialized. [0001.45] Log: Video Settings [0001.45] Log: Mode: Fullscreen [0001.45] Log: Resolution: 1920 x 1080 [0001.45] Log: VSync: True [0001.45] Log: Graphics Settings [0001.45] Log: Anti-Aliasing: FXAA [0001.45] Log: AO: SSAO [0001.45] Log: Decals: High [0001.45] Log: LD Draw Distance: High [0001.45] Log: Shadows: All [0001.45] Log: Shadow Quality: Maximum [0001.45] Log: Texture Detail: Max [0001.45] Log: Texture Filtering: Aniso 16x [0001.45] Log: High Res Translucency: 1 [0001.45] Log: Depth of Field: 1 [0001.45] Log: Bloom: 1 [0001.45] Log: Dirty Lens: 1 [0001.45] Log: Subsurface Scattering: 1 [0001.45] Log: Screenspace Reflections: 1 [0001.62] Log: LoadAnIniFile was unable to find FilenameToLoad: E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\..\..\XComGame\Config\DefaultPlaylist.ini [0001.62] Log: LoadAnIniFile was unable to find FilenameToLoad: E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\..\..\XComGame\Config\XComPlaylist.ini [0003.79] Log: LoadAnIniFile was unable to find FilenameToLoad: E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\..\..\XComGame\Config\DefaultWeb.ini [0003.79] Log: LoadAnIniFile was unable to find FilenameToLoad: E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\..\..\XComGame\Config\XComWeb.ini [0003.79] Warning: Warning, Failed to load 'XComGame': The file 'E:\SteamLibrary\steamapps\workshop\content\268500\844674609\CookedPCConsole\XComGame.upk' contains unrecognizable data [0004.01] Error: Corrupt texture [Texture2D XComEngineMaterials.borderGradientDashed]! Missing bulk data for MipIndex=0 [0004.02] Log: 45240 objects as part of root set at end of initial load. [0004.02] Log: 0 out of 0 bytes used by permanent object pool. [0004.02] Log: Enum Cache created: 48304 bytes [0004.02] Log: Initializing Engine... [0004.02] Warning: Warning, Not a Portcullis build [0004.02] Warning: Warning, Using TBB Allocator [0004.02] Log: Redscreens disabled [0004.12] Critical: appError called: Assertion failed: appErrorf [File:G:\BuildAgent\work\9a884cb2af69f6ff\main\XCOM2\Development\Src\Core\Src\UnObj.cpp] [Line: 2456] Failed to find function BuildLocalization in XComEngine Transient.XComEngine_0 Stack: Address = 0xa8d548dc (filename not found) [in E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe] Address = 0xa8d2a46b (filename not found) [in E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe] Address = 0xa976dd95 (filename not found) [in E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe] Address = 0xa96879ca (filename not found) [in E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe] Address = 0xa9687387 (filename not found) [in E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe] Address = 0xa96873fa (filename not found) [in E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe] Address = 0xa968fe13 (filename not found) [in E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe] Address = 0xa9c74683 (filename not found) [in E:\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe] Address = 0xf5227bd4 (filename not found) [in C:\WINDOWS\System32\KERNEL32.DLL] Address = 0xf562ced1 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll] Address = 0xf562ced1 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll] [0004.12] Critical: Windows GetLastError: The operation completed successfully. (0) [0004.14] Log: GIsGuarded is true [0004.15] Log: Crash Detected: Dumping D:\Documents\My Games\XCOM2 War of the Chosen\Binaries\Win64\..\..\XComGame\Logs\XCom-DESKTOP-5FG0GFF-CL374751-2020.01.31-15.34.55-Crash\XCom-DESKTOP-5FG0GFF-CL374751-2020.01.31-15.34.55_Minidump.dmp [0004.15] Log: Crash: GettingNameData [0004.15] Log: Suspending Threads [0004.18] Log: Writing Minidmp [0004.55] Log: Crash: Saving Names Array [0004.55] Log: Crash: Saving Names Array Data [0004.55] Log: Dumping name table: (580352) [0004.55] Log: Dumping name table: 0x27ce0000 (580352) [0004.55] Log: Crash: Saving Names Array Blocks [0004.55] Log: Crash: Saving Objects Array [0004.55] Log: Crash: Saving Objects Array Data [0004.55] Log: Crash: Saving Objects [0004.65] Log: Crash: appSendCrashTelemetry [0005.65] Log: CRASH: Copying Log 
submitted by killbeam to xcom2mods [link] [comments]

Jest encountered an unexpected token while using Typescript, React and SPFx

 describe('Enzyme basics', () => { let reactComponent: ReactWrapper; beforeEach(() => { reactComponent = mount(React.createElement( Crud, { spHttpClient: {}, siteUrl: 'bogus', description: 'bogus' } )); }); afterEach(() => { reactComponent.unmount(); }); it('should root web part element exists', () => { // define the css selector let cssSelector: string = '#iceCreamShop'; // find the element using css selector const element = reactComponent.find(cssSelector); expect(element.length).toBeGreaterThan(0); }); }); 
I am trying to run this test, but for some reason Jest is throwing me an error.

 ● Test suite failed to run Jest encountered an unexpected token This usually means that you are trying to import a file which Jest cannot parse, e.g. it's not plain JavaScript. By default, if Jest sees a Babel config, it will use that to transform your files, ignoring "node_modules". Here's what you can do: • To have some of your "node_modules" files transformed, you can specify a custom "transformIgnorePatterns" in your config. • If you need a custom transformation specify a "transform" option in your config. • If you simply want to mock your non-JS modules (e.g. binary assets) you can stub them out with the "moduleNameMapper" config option. You'll find more details and examples of these config options in the docs: https://jestjs.io/docs/en/configuration.html Details: C:\Users\admin\Desktop\github\crud-simple-test\node_modules\@microsoft\sp-http\lib\index.js:12 export { default as HttpClient } from './httpClient/HttpClient'; ^^^^^^ SyntaxError: Unexpected token export at Runtime.createScriptFromCode (node_modules/jest-runtime/build/index.js:1059:14) at Object. (src/webparts/crud/components/Todolist/Todolist.tsx:7025:27) console.log src/webparts/crud/components/Store/reducers.ts:486 action type @@redux/INIT3.m.1.6.8.p is not found 
I've tried various stuffs, but I have no idea how to fix this. This is my package.json. I am using a Typescript React application using SPFx. I think it's an issue with Microsoft library in particular, but maybe it's just some config issue.

This is my jest configuration inside package.json:

 "jest": { "moduleFileExtensions": [ "ts", "tsx", "js" ], "transformIgnorePatterns": [ "/node_modules/" ], "transform": { "^.+\\.(js|ts|tsx)$": "ts-jest" }, "testMatch": [ "**/src/**/*.test.+(ts|tsx|js)" ], "collectCoverage": true, "coverageReporters": [ "json", "lcov", "text", "cobertura" ], "coverageDirectory": "/jest", "moduleNameMapper": { "\\.(css|less|scss|sass)$": "identity-obj-proxy" }, "testResultsProcessor": "jest-junit", "coverageThreshold": { "global": { "branches": 100, "functions": 100, "lines": 100, "statements": 100 } } } 

Now, it seems to be related to the fact that I am using Typescript, but the error doesn't tell me what exactly is the problem and what I should exactly do with my config file. In fact, I think the log is misleading, because the second error points to a js file and not a ts file.
submitted by sharemypenguins to sharepoint [link] [comments]

GHC has a --show-options flag

$ ghc-8.8.3 --show-options -package-db -clear-package-db -no-global-package-db -no-user-package-db -global-package-db -user-package-db -package-conf -no-user-package-conf -package-name -this-package-key -this-unit-id -package -plugin-package-id -plugin-package -package-id -hide-package -hide-all-packages -hide-all-plugin-packages -package-env -ignore-package -syslib -distrust-all-packages -trust -distrust -n -cpp -F -#include -v -j -instantiated-with -this-component-id -H -Rghc-timing -prof -eventlog -smp -debug -threaded -ticky -static -dynamic -rdynamic -relative-dynlib-paths -copy-libs-when-linking -pie -no-pie -pgmlo -pgmlc -pgmi -pgmL -pgmP -pgmF -pgmc -pgms -pgma -pgml -pgmdll -pgmwindres -pgmlibtool -pgmar -pgmranlib -optlo -optlc -opti -optL -optP -optF -optc -opta -optl -optwindres -split-objs -split-sections -dep-suffix -dep-makefile -include-pkg-deps -exclude-module -no-link -shared -staticlib -dynload -dylib-install-name -L -l -framework-path -framework -odir -o -dyno -ohi -osuf -dynosuf -hcsuf -hisuf -hiesuf -dynhisuf -hidir -hiedir -tmpdir -stubdir -dumpdir -outputdir -ddump-file-prefix -dynamic-too -keep-hc-file -keep-hc-files -keep-hscpp-file -keep-hscpp-files -keep-s-file -keep-s-files -keep-llvm-file -keep-llvm-files -keep-tmp-files -keep-hi-file -no-keep-hi-file -keep-hi-files -no-keep-hi-files -keep-o-file -no-keep-o-file -keep-o-files -no-keep-o-files -no-auto-link-packages -no-hs-main -fno-state-hack -fno-opt-coercion -with-rtsopts -rtsopts -rtsopts=all -rtsopts=some -rtsopts=none -rtsopts=ignore -rtsopts=ignoreAll -no-rtsopts -no-rtsopts-suggestions -dhex-word-literals -ghcversion-file -main-is -haddock -haddock-opts -hpcdir -ticky-allocd -ticky-LNE -ticky-dyn-thunk -recomp -no-recomp -fmax-errors -fno-max-errors -freverse-errors -fno-reverse-errors -D -U -I -i -dppr-user-length -dppr-cols -fdiagnostics-color=auto -fdiagnostics-color=always -fdiagnostics-color=never -dsuppress-all -dstg-stats -ddump-cmm -ddump-cmm-from-stg -ddump-cmm-raw -ddump-cmm-verbose -ddump-cmm-cfg -ddump-cmm-cbe -ddump-cmm-switch -ddump-cmm-proc -ddump-cmm-sp -ddump-cmm-sink -ddump-cmm-caf -ddump-cmm-procmap -ddump-cmm-split -ddump-cmm-info -ddump-cmm-cps -ddump-cfg-weights -ddump-core-stats -ddump-asm -ddump-asm-native -ddump-asm-liveness -ddump-asm-regalloc -ddump-asm-conflicts -ddump-asm-regalloc-stages -ddump-asm-stats -ddump-asm-expanded -ddump-llvm -ddump-deriv -ddump-ds -ddump-ds-preopt -ddump-foreign -ddump-inlinings -ddump-rule-firings -ddump-rule-rewrites -ddump-simpl-trace -ddump-occur-anal -ddump-parsed -ddump-parsed-ast -ddump-rn -ddump-rn-ast -ddump-simpl -ddump-simpl-iterations -ddump-spec -ddump-prep -ddump-stg -ddump-call-arity -ddump-exitify -ddump-stranal -ddump-str-signatures -ddump-tc -ddump-tc-ast -ddump-types -ddump-rules -ddump-cse -ddump-worker-wrapper -ddump-rn-trace -ddump-shape -ddump-if-trace -ddump-cs-trace -ddump-tc-trace -ddump-ec-trace -ddump-vt-trace -ddump-splices -dth-dec-file -ddump-rn-stats -ddump-opt-cmm -ddump-simpl-stats -ddump-bcos -dsource-stats -dverbose-core2core -dverbose-stg2stg -ddump-hi -ddump-minimal-imports -ddump-hpc -ddump-ticked -ddump-mod-cycles -ddump-mod-map -ddump-timings -ddump-view-pattern-commoning -ddump-to-file -ddump-hi-diffs -ddump-rtti -dcore-lint -dstg-lint -dcmm-lint -dasm-lint -dannot-lint -dshow-passes -dfaststring-stats -dno-llvm-mangler -fast-llvm -ddump-debug -ddump-json -dppr-debug -ddebug-output -dno-debug-output -msse -msse2 -msse3 -msse4 -msse4.2 -mbmi -mbmi2 -mavx -mavx2 -mavx512cd -mavx512er -mavx512f -mavx512pf -W -Werror -Wwarn -Wnot -w -Weverything -Wno-everything -Wall -Wno-all -Wextra -Wno-extra -Wdefault -Wno-default -Wcompat -Wno-compat -fplugin-opt -fplugin -fclear-plugins -ffrontend-opt -Onot -O -fmax-relevant-binds -fno-max-relevant-binds -fmax-valid-hole-fits -fno-max-valid-hole-fits -fmax-refinement-hole-fits -fno-max-refinement-hole-fits -frefinement-level-hole-fits -fno-refinement-level-hole-fits -fllvm-pass-vectors-in-regs -fmax-uncovered-patterns -fsimplifier-phases -fmax-simplifier-iterations -fmax-pmcheck-iterations -fsimpl-tick-factor -fspec-constr-threshold -fno-spec-constr-threshold -fspec-constr-count -fno-spec-constr-count -fspec-constr-recursive -fliberate-case-threshold -fno-liberate-case-threshold -drule-check -dinline-check -freduction-depth -fconstraint-solver-iterations -fcontext-stack -ftype-function-depth -fstrictness-before -ffloat-lam-args -ffloat-all-lams -fstg-lift-lams-rec-args -fstg-lift-lams-rec-args-any -fstg-lift-lams-non-rec-args -fstg-lift-lams-non-rec-args-any -fstg-lift-lams-known -fno-stg-lift-lams-known -fproc-alignment -fblock-layout-weights -fhistory-size -funfolding-creation-threshold -funfolding-use-threshold -funfolding-fun-discount -funfolding-dict-discount -funfolding-keeness-factor -fmax-worker-args -fmax-inline-alloc-size -fmax-inline-memcpy-insns -fmax-inline-memset-insns -dinitial-unique -dunique-increment -auto-all -no-auto-all -auto -no-auto -caf-all -no-caf-all -fprof-auto -fprof-auto-top -fprof-auto-exported -fprof-auto-calls -fno-prof-auto -fasm -fvia-c -fvia-C -fllvm -fno-code -fbyte-code -fobject-code -fglasgow-exts -fno-glasgow-exts -Wunused-binds -Wno-unused-binds -fpackage-trust -fno-safe-infer -fno-safe-haskell -fPIC -fno-PIC -fPIE -fno-PIE -g -dppr-case-as-let -dppr-ticks -dsuppress-ticks -dsuppress-stg-free-vars -dsuppress-stg-exts -dsuppress-coercions -dsuppress-idinfo -dsuppress-unfoldings -dsuppress-module-prefixes -dsuppress-timestamps -dsuppress-type-applications -dsuppress-type-signatures -dsuppress-uniques -dsuppress-var-kinds -dno-ppr-case-as-let -dno-ppr-ticks -dno-suppress-ticks -dno-suppress-stg-free-vars -dno-suppress-stg-exts -dno-suppress-coercions -dno-suppress-idinfo -dno-suppress-unfoldings -dno-suppress-module-prefixes -dno-suppress-timestamps -dno-suppress-type-applications -dno-suppress-type-signatures -dno-suppress-uniques -dno-suppress-var-kinds -fasm-shortcutting -fbuilding-cabal-package -fcall-arity -fexitification -fcase-merge -fcase-folding -fcmm-elim-common-blocks -fcmm-sink -fcse -fstg-cse -fstg-lift-lams -fcpr-anal -fdefer-type-errors -fdefer-typed-holes -fdefer-out-of-scope-variables -fdiagnostics-show-caret -fdicts-cheap -fdicts-strict -fdmd-tx-dict-sel -fdo-eta-reduction -fdo-lambda-eta-expansion -feager-blackholing -fembed-manifest -fenable-rewrite-rules -ferror-spans -fexcess-precision -fexpose-all-unfoldings -fexternal-dynamic-refs -fexternal-interpreter -fflat-cache -ffloat-in -fforce-recomp -fignore-optim-changes -fignore-hpc-changes -ffull-laziness -ffun-to-thunk -fgen-manifest -fghci-history -fghci-leak-check -fvalidate-ide-info -fghci-sandbox -fhelpful-errors -fhpc -fignore-asserts -fignore-interface-pragmas -firrefutable-tuples -fkill-absence -fkill-one-shot -flate-dmd-anal -flate-specialise -fliberate-case -floopification -fblock-layout-cfg -fblock-layout-weightless -fomit-interface-pragmas -fomit-yields -foptimal-applicative-do -fpedantic-bottoms -fpre-inlining -fprint-explicit-foralls -fprint-explicit-kinds -fprint-explicit-coercions -fprint-explicit-runtime-reps -fprint-equality-relations -fprint-unicode-syntax -fprint-expanded-synonyms -fprint-potential-instances -fprint-typechecker-elaboration -fprof-cafs -fprof-count-entries -fregs-graph -fregs-iterative -frewrite-rules -fshared-implib -fspec-constr -fspec-constr-keen -fspecialise -fspecialize -fspecialise-aggressively -fspecialize-aggressively -fcross-module-specialise -fcross-module-specialize -fstatic-argument-transformation -fstrictness -fuse-rpaths -fwrite-interface -fwrite-ide-info -funbox-small-strict-fields -funbox-strict-fields -fversion-macros -fworker-wrapper -fsolve-constant-dicts -fcatch-bottoms -falignment-sanitisation -fnum-constant-folding -fshow-warning-groups -fhide-source-paths -fshow-loaded-modules -fwhole-archive-hs-libs -fkeep-cafs -fshow-hole-constraints -fshow-valid-substitutions -fshow-valid-hole-fits -fsort-valid-hole-fits -fsort-by-size-hole-fits -fsort-by-subsumption-hole-fits -fabstract-refinement-hole-fits -fshow-hole-matches-of-hole-fits -fshow-provenance-of-hole-fits -fshow-type-of-hole-fits -fshow-type-app-of-hole-fits -fshow-type-app-vars-of-hole-fits -fshow-docs-of-hole-fits -funclutter-valid-hole-fits -fno-asm-shortcutting -fno-building-cabal-package -fno-call-arity -fno-exitification -fno-case-merge -fno-case-folding -fno-cmm-elim-common-blocks -fno-cmm-sink -fno-cse -fno-stg-cse -fno-stg-lift-lams -fno-cpr-anal -fno-defer-type-errors -fno-defer-typed-holes -fno-defer-out-of-scope-variables -fno-diagnostics-show-caret -fno-dicts-cheap -fno-dicts-strict -fno-dmd-tx-dict-sel -fno-do-eta-reduction -fno-do-lambda-eta-expansion -fno-eager-blackholing -fno-embed-manifest -fno-enable-rewrite-rules -fno-error-spans -fno-excess-precision -fno-expose-all-unfoldings -fno-external-dynamic-refs -fno-external-interpreter -fno-flat-cache -fno-float-in -fno-force-recomp -fno-ignore-optim-changes -fno-ignore-hpc-changes -fno-full-laziness -fno-fun-to-thunk -fno-gen-manifest -fno-ghci-history -fno-ghci-leak-check -fno-validate-ide-info -fno-ghci-sandbox -fno-helpful-errors -fno-hpc -fno-ignore-asserts -fno-ignore-interface-pragmas -fno-irrefutable-tuples -fno-kill-absence -fno-kill-one-shot -fno-late-dmd-anal -fno-late-specialise -fno-liberate-case -fno-loopification -fno-block-layout-cfg -fno-block-layout-weightless -fno-omit-interface-pragmas -fno-omit-yields -fno-optimal-applicative-do -fno-pedantic-bottoms -fno-pre-inlining -fno-print-explicit-foralls -fno-print-explicit-kinds -fno-print-explicit-coercions -fno-print-explicit-runtime-reps -fno-print-equality-relations -fno-print-unicode-syntax -fno-print-expanded-synonyms -fno-print-potential-instances -fno-print-typechecker-elaboration -fno-prof-cafs -fno-prof-count-entries -fno-regs-graph -fno-regs-iterative -fno-rewrite-rules -fno-shared-implib -fno-spec-constr -fno-spec-constr-keen -fno-specialise -fno-specialize -fno-specialise-aggressively -fno-specialize-aggressively -fno-cross-module-specialise -fno-cross-module-specialize -fno-static-argument-transformation -fno-strictness -fno-use-rpaths -fno-write-interface -fno-write-ide-info -fno-unbox-small-strict-fields -fno-unbox-strict-fields -fno-version-macros -fno-worker-wrapper -fno-solve-constant-dicts -fno-catch-bottoms -fno-alignment-sanitisation -fno-num-constant-folding -fno-show-warning-groups -fno-hide-source-paths -fno-show-loaded-modules -fno-whole-archive-hs-libs -fno-keep-cafs -fno-show-hole-constraints -fno-show-valid-substitutions -fno-show-valid-hole-fits -fno-sort-valid-hole-fits -fno-sort-by-size-hole-fits -fno-sort-by-subsumption-hole-fits -fno-abstract-refinement-hole-fits -fno-show-hole-matches-of-hole-fits -fno-show-provenance-of-hole-fits -fno-show-type-of-hole-fits -fno-show-type-app-of-hole-fits -fno-show-type-app-vars-of-hole-fits -fno-show-docs-of-hole-fits -fno-unclutter-valid-hole-fits -Walternative-layout-rule-transitional -Wauto-orphans -Wcpp-undef -Wunbanged-strict-patterns -Wdeferred-type-errors -Wdeferred-out-of-scope-variables -Wdeprecations -Wdeprecated-flags -Wderiving-typeable -Wdodgy-exports -Wdodgy-foreign-imports -Wdodgy-imports -Wempty-enumerations -Wduplicate-constraints -Wredundant-constraints -Wduplicate-exports -Whi-shadowing -Winaccessible-code -Wimplicit-prelude -Wimplicit-kind-vars -Wincomplete-patterns -Wincomplete-record-updates -Wincomplete-uni-patterns -Winline-rule-shadowing -Widentities -Wmissing-fields -Wmissing-import-lists -Wmissing-export-lists -Wmissing-local-sigs -Wmissing-local-signatures -Wmissing-methods -Wmissing-monadfail-instances -Wsemigroup -Wmissing-signatures -Wmissing-exported-sigs -Wmissing-exported-signatures -Wmonomorphism-restriction -Wname-shadowing -Wnoncanonical-monad-instances -Wnoncanonical-monadfail-instances -Wnoncanonical-monoid-instances -Worphans -Woverflowed-literals -Woverlapping-patterns -Wmissed-specialisations -Wmissed-specializations -Wall-missed-specialisations -Wall-missed-specializations -Wsafe -Wtrustworthy-safe -Wtabs -Wtype-defaults -Wtyped-holes -Wpartial-type-signatures -Wunrecognised-pragmas -Wunsafe -Wunsupported-calling-conventions -Wunsupported-llvm-version -Wmissed-extra-shared-lib -Wunticked-promoted-constructors -Wunused-do-bind -Wunused-foralls -Wunused-imports -Wunused-local-binds -Wunused-matches -Wunused-pattern-binds -Wunused-top-binds -Wunused-type-patterns -Wwarnings-deprecations -Wwrong-do-bind -Wmissing-pattern-synonym-signatures -Wmissing-deriving-strategies -Wsimplifiable-class-constraints -Wmissing-home-modules -Wunrecognised-warning-flags -Wstar-binder -Wstar-is-type -Wmissing-space-after-bang -Wpartial-fields -Wno-alternative-layout-rule-transitional -Wno-auto-orphans -Wno-cpp-undef -Wno-unbanged-strict-patterns -Wno-deferred-type-errors -Wno-deferred-out-of-scope-variables -Wno-deprecations -Wno-deprecated-flags -Wno-deriving-typeable -Wno-dodgy-exports -Wno-dodgy-foreign-imports -Wno-dodgy-imports -Wno-empty-enumerations -Wno-duplicate-constraints -Wno-redundant-constraints -Wno-duplicate-exports -Wno-hi-shadowing -Wno-inaccessible-code -Wno-implicit-prelude -Wno-implicit-kind-vars -Wno-incomplete-patterns -Wno-incomplete-record-updates -Wno-incomplete-uni-patterns -Wno-inline-rule-shadowing -Wno-identities -Wno-missing-fields -Wno-missing-import-lists -Wno-missing-export-lists -Wno-missing-local-sigs -Wno-missing-local-signatures -Wno-missing-methods -Wno-missing-monadfail-instances -Wno-semigroup -Wno-missing-signatures -Wno-missing-exported-sigs -Wno-missing-exported-signatures -Wno-monomorphism-restriction -Wno-name-shadowing -Wno-noncanonical-monad-instances -Wno-noncanonical-monadfail-instances -Wno-noncanonical-monoid-instances -Wno-orphans -Wno-overflowed-literals -Wno-overlapping-patterns -Wno-missed-specialisations -Wno-missed-specializations -Wno-all-missed-specialisations -Wno-all-missed-specializations -Wno-safe -Wno-trustworthy-safe -Wno-tabs -Wno-type-defaults -Wno-typed-holes -Wno-partial-type-signatures -Wno-unrecognised-pragmas -Wno-unsafe -Wno-unsupported-calling-conventions -Wno-unsupported-llvm-version -Wno-missed-extra-shared-lib -Wno-unticked-promoted-constructors -Wno-unused-do-bind -Wno-unused-foralls -Wno-unused-imports -Wno-unused-local-binds -Wno-unused-matches -Wno-unused-pattern-binds -Wno-unused-top-binds -Wno-unused-type-patterns -Wno-warnings-deprecations -Wno-wrong-do-bind -Wno-missing-pattern-synonym-signatures -Wno-missing-deriving-strategies -Wno-simplifiable-class-constraints -Wno-missing-home-modules -Wno-unrecognised-warning-flags -Wno-star-binder -Wno-star-is-type -Wno-missing-space-after-bang -Wno-partial-fields -Werror=alternative-layout-rule-transitional -Werror=auto-orphans -Werror=cpp-undef -Werror=unbanged-strict-patterns -Werror=deferred-type-errors -Werror=deferred-out-of-scope-variables -Werror=deprecations -Werror=deprecated-flags -Werror=deriving-typeable -Werror=dodgy-exports -Werror=dodgy-foreign-imports -Werror=dodgy-imports -Werror=empty-enumerations -Werror=duplicate-constraints -Werror=redundant-constraints -Werror=duplicate-exports -Werror=hi-shadowing -Werror=inaccessible-code -Werror=implicit-prelude -Werror=implicit-kind-vars -Werror=incomplete-patterns -Werror=incomplete-record-updates -Werror=incomplete-uni-patterns -Werror=inline-rule-shadowing -Werror=identities -Werror=missing-fields -Werror=missing-import-lists -Werror=missing-export-lists -Werror=missing-local-sigs -Werror=missing-local-signatures -Werror=missing-methods -Werror=missing-monadfail-instances -Werror=semigroup -Werror=missing-signatures -Werror=missing-exported-sigs -Werror=missing-exported-signatures -Werror=monomorphism-restriction -Werror=name-shadowing -Werror=noncanonical-monad-instances -Werror=noncanonical-monadfail-instances -Werror=noncanonical-monoid-instances -Werror=orphans -Werror=overflowed-literals -Werror=overlapping-patterns -Werror=missed-specialisations -Werror=missed-specializations -Werror=all-missed-specialisations -Werror=all-missed-specializations -Werror=safe -Werror=trustworthy-safe -Werror=tabs -Werror=type-defaults -Werror=typed-holes -Werror=partial-type-signatures -Werror=unrecognised-pragmas -Werror=unsafe -Werror=unsupported-calling-conventions -Werror=unsupported-llvm-version -Werror=missed-extra-shared-lib -Werror=unticked-promoted-constructors -Werror=unused-do-bind -Werror=unused-foralls -Werror=unused-imports -Werror=unused-local-binds -Werror=unused-matches -Werror=unused-pattern-binds -Werror=unused-top-binds -Werror=unused-type-patterns -Werror=warnings-deprecations -Werror=wrong-do-bind -Werror=missing-pattern-synonym-signatures -Werror=missing-deriving-strategies -Werror=simplifiable-class-constraints -Werror=missing-home-modules -Werror=unrecognised-warning-flags -Werror=star-binder -Werror=star-is-type -Werror=missing-space-after-bang -Werror=partial-fields -Wwarn=alternative-layout-rule-transitional -Wwarn=auto-orphans -Wwarn=cpp-undef -Wwarn=unbanged-strict-patterns -Wwarn=deferred-type-errors -Wwarn=deferred-out-of-scope-variables -Wwarn=deprecations -Wwarn=deprecated-flags -Wwarn=deriving-typeable -Wwarn=dodgy-exports -Wwarn=dodgy-foreign-imports -Wwarn=dodgy-imports -Wwarn=empty-enumerations -Wwarn=duplicate-constraints -Wwarn=redundant-constraints -Wwarn=duplicate-exports -Wwarn=hi-shadowing -Wwarn=inaccessible-code -Wwarn=implicit-prelude -Wwarn=implicit-kind-vars -Wwarn=incomplete-patterns -Wwarn=incomplete-record-updates -Wwarn=incomplete-uni-patterns -Wwarn=inline-rule-shadowing -Wwarn=identities -Wwarn=missing-fields -Wwarn=missing-import-lists -Wwarn=missing-export-lists -Wwarn=missing-local-sigs -Wwarn=missing-local-signatures -Wwarn=missing-methods -Wwarn=missing-monadfail-instances -Wwarn=semigroup -Wwarn=missing-signatures -Wwarn=missing-exported-sigs -Wwarn=missing-exported-signatures -Wwarn=monomorphism-restriction -Wwarn=name-shadowing -Wwarn=noncanonical-monad-instances -Wwarn=noncanonical-monadfail-instances -Wwarn=noncanonical-monoid-instances -Wwarn=orphans -Wwarn=overflowed-literals -Wwarn=overlapping-patterns -Wwarn=missed-specialisations -Wwarn=missed-specializations -Wwarn=all-missed-specialisations -Wwarn=all-missed-specializations -Wwarn=safe -Wwarn=trustworthy-safe -Wwarn=tabs -Wwarn=type-defaults -Wwarn=typed-holes -Wwarn=partial-type-signatures -Wwarn=unrecognised-pragmas -Wwarn=unsafe -Wwarn=unsupported-calling-conventions -Wwarn=unsupported-llvm-version -Wwarn=missed-extra-shared-lib -Wwarn=unticked-promoted-constructors -Wwarn=unused-do-bind -Wwarn=unused-foralls -Wwarn=unused-imports -Wwarn=unused-local-binds -Wwarn=unused-matches -Wwarn=unused-pattern-binds -Wwarn=unused-top-binds -Wwarn=unused-type-patterns -Wwarn=warnings-deprecations -Wwarn=wrong-do-bind -Wwarn=missing-pattern-synonym-signatures -Wwarn=missing-deriving-strategies -Wwarn=simplifiable-class-constraints -Wwarn=missing-home-modules -Wwarn=unrecognised-warning-flags -Wwarn=star-binder -Wwarn=star-is-type -Wwarn=missing-space-after-bang -Wwarn=partial-fields -Wno-error=alternative-layout-rule-transitional -Wno-error=auto-orphans -Wno-error=cpp-undef -Wno-error=unbanged-strict-patterns -Wno-error=deferred-type-errors -Wno-error=deferred-out-of-scope-variables -Wno-error=deprecations -Wno-error=deprecated-flags -Wno-error=deriving-typeable -Wno-error=dodgy-exports -Wno-error=dodgy-foreign-imports -Wno-error=dodgy-imports -Wno-error=empty-enumerations -Wno-error=duplicate-constraints -Wno-error=redundant-constraints -Wno-error=duplicate-exports -Wno-error=hi-shadowing -Wno-error=inaccessible-code -Wno-error=implicit-prelude -Wno-error=implicit-kind-vars -Wno-error=incomplete-patterns -Wno-error=incomplete-record-updates -Wno-error=incomplete-uni-patterns -Wno-error=inline-rule-shadowing -Wno-error=identities -Wno-error=missing-fields -Wno-error=missing-import-lists -Wno-error=missing-export-lists -Wno-error=missing-local-sigs -Wno-error=missing-local-signatures -Wno-error=missing-methods -Wno-error=missing-monadfail-instances -Wno-error=semigroup -Wno-error=missing-signatures -Wno-error=missing-exported-sigs -Wno-error=missing-exported-signatures -Wno-error=monomorphism-restriction -Wno-error=name-shadowing -Wno-error=noncanonical-monad-instances -Wno-error=noncanonical-monadfail-instances -Wno-error=noncanonical-monoid-instances -Wno-error=orphans -Wno-error=overflowed-literals -Wno-error=overlapping-patterns -Wno-error=missed-specialisations -Wno-error=missed-specializations -Wno-error=all-missed-specialisations -Wno-error=all-missed-specializations -Wno-error=safe -Wno-error=trustworthy-safe -Wno-error=tabs -Wno-error=type-defaults -Wno-error=typed-holes -Wno-error=partial-type-signatures -Wno-error=unrecognised-pragmas -Wno-error=unsafe -Wno-error=unsupported-calling-conventions -Wno-error=unsupported-llvm-version -Wno-error=missed-extra-shared-lib 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-fno-bang-patterns -fno-monomorphism-restriction -fno-mono-pat-binds -fno-extended-default-rules -fno-implicit-params -fno-scoped-type-variables -fno-allow-overlapping-instances -fno-allow-undecidable-instances -fno-allow-incoherent-instances -XAllowAmbiguousTypes -XAlternativeLayoutRule -XAlternativeLayoutRuleTransitional -XArrows -XAutoDeriveTypeable -XBangPatterns -XBinaryLiterals -XCApiFFI -XCPP -XConstrainedClassMethods -XConstraintKinds -XDataKinds -XDatatypeContexts -XDefaultSignatures -XDeriveAnyClass -XDeriveDataTypeable -XDeriveFoldable -XDeriveFunctor -XDeriveGeneric -XDeriveLift -XDeriveTraversable -XDerivingStrategies -XDerivingVia -XDisambiguateRecordFields -XDoAndIfThenElse -XBlockArguments -XDoRec -XDuplicateRecordFields -XEmptyCase -XEmptyDataDecls -XEmptyDataDeriving -XExistentialQuantification -XExplicitForAll -XExplicitNamespaces -XExtendedDefaultRules -XFlexibleContexts -XFlexibleInstances -XForeignFunctionInterface -XFunctionalDependencies -XGADTSyntax -XGADTs 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-XHaskell98 -XHaskell2010 -XUnsafe -XTrustworthy -XSafe -XGenerics -XNoGenerics -? --help -V --version --numeric-version --info --show-options --supported-languages --supported-extensions --show-packages --print-project-version --print-project-git-commit-id --print-booter-version --print-stage --print-build-platform --print-host-platform --print-target-platform --print-have-interpreter --print-object-splitting-supported --print-have-native-code-generator --print-support-smp --print-unregisterised --print-tables-next-to-code --print-rts-ways --print-leading-underscore --print-debug-on --print-libdir --print-global-package-db --print-c-compiler-flags --print-c-compiler-link-flags --print-ld-flags --show-iface -c -M -E -C -S --make --backpack --interactive --abi-hash -e --frontend 
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OBJ FILE FORMAT Poser 3 only uses a subset of the full OBJ file format. Here's everything you need to know about OBJ files if your just using Poser. This document leaves out all non- Poser usable commands and options so you aren't confused about things you'll never need. I recommend reading this tutorial, then opening up a couple OBJ files and ... The options control what particular information to display. This information is mostly useful to programmers who are working on the compilation tools, as opposed to programmers who just want their program to compile and work. objfile… are the object files to be examined. When you specify archives, objdump shows information on each of the member object files. The long and short forms of ... XGBoost Parameters¶. Before running XGBoost, we must set three types of parameters: general parameters, booster parameters and task parameters. General parameters relate to which booster we are using to do boosting, commonly tree or linear model. Booster parameters depend on which booster you have chosen. Learning task parameters decide on the learning scenario. objcopy can be used to generate a raw binary file by using an output target of ‘binary’ (e.g., use -O binary). When objcopy generates a raw binary file, it will essentially produce a memory dump of the contents of the input object file. All symbols and relocation information will be discarded. The memory dump will start at the load address ... This is something that would require compiler support. You don't mention what compiler you are using but since you tagged your question linux I will assume you are using gcc -- which does not default the feature you're asking about (but -frecord-gcc-switches is an option to perform this).. If you want to inspect your binary, the strings command will show you everything that appears to be a ... The following are code examples for showing how to use bson.binary().They are from open source Python projects. You can vote up the examples you like or vote down the ones you don't like. *.obj *.stl *.x3d *.x3dz 3dsModelImporterJFX ColModelImporterJFX FxmlModelImporterJFX ObjModelImporterJFX StlModelImporterJFX X3dModelImporterJFX jim3dsModelImporterJFX.jar jimColModelImporterJFX.jar jimFxmlModelImporterJFX.jar jimObjModelImporterJFX.jar jimStlModelImporterJFX.jar jimX3dModelImporterJFX.jar 0.7 0.6 0.5 0.8 0.7 0.4 (jim : Java™ InteractiveMesh) Please, check out the overview ... threejs / utils / exporters / obj / convert_obj_three.py / Jump to. Code definitions. No definitions found in this file. Code navigation not available for this commit Go to file Go to file T; Go to line L; Go to definition R; Copy path Cannot retrieve contributors at this time. 1583 lines (1216 sloc) 46.4 KB Raw Blame """Convert Wavefront OBJ / MTL files into Three.js (JSON model version, to ... File Extension conversion from BIN to OBJ is the conversion of computer file extensions from Binary File to Relocatable Object Code. Furthermore, each computer program handles file extensions in a different manner. Whenever any one of these variables is changed, data must be converted in some way before it can be used by a different computer, operating system or program. objcopy can be used to generate a raw binary file by using an output target of binary (e.g., use -O binary). When objcopy generates a raw binary file, it will essentially produce a memory dump of the contents of the input object file. All symbols and relocation information will be discarded. The memory dump will start at the load address of the ...

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