/home/build/codeblocks/trunk/src/sdk/.libs/libcodeblocks.so: undefined reference to `PrepareSystemFunction(asCScriptFunction*, asSSystemFunctionInterface*, asCS criptEngine*)'
/home/build/codeblocks/trunk/src/sdk/.libs/libcodeblocks.so: undefined reference to `CallSystemFunction(int, asCContext*, void*)'
/home/build/codeblocks/trunk/src/sdk/.libs/libcodeblocks.so: undefined reference to `DetectCallingConvention(bool, asUPtr const&, int, asSSystemFunctionInterfac e*)'
collect2: ld returned 1 exit status
make[3]: *** [codeblocks] Error 1
That is from SVN 2006-01-19, and simlply I make it, but I get the above message.
How could I solve it??
I am a first time encounter this problem. Have an idea or patch?
Thanks...
by the way, hi 280Z28,
您好唷~ 您是從中國大陸來的吧?? 我是台灣人, 目前CodeBlocks有沒有中文po? 如果沒有, 我可以效力. 謝謝了.
try
make clean
make
lol, that's EXACTLY the same linker errors I get with AngelScript on my Ubuntu x64. Didn't have the (disk) space to check them.
Do you have a 64 bit OS?
Quote from: Takeshi Miya on January 18, 2006, 08:41:03 PM
lol, that's EXACTLY the same linker errors I get with AngelScript on my Ubuntu x64. Didn't have the (disk) space to check them.
Do you have a 64 bit OS?
No, I run it on my ibook. It's a 32 bit powerpc.
So it seems AngelScript only compiles fine on x86 32 bits.
It's probable that it's because the functions call optimizations.
Quote from: Takeshi Miya on January 18, 2006, 11:16:29 PM
So it seems AngelScript only compiles fine on x86 32 bits.
It's probable that it's because the functions call optimizations.
But about one mounth ago, I could compile SVN on my ibook.
What's up?
#define AS_MAX_PORTABILITY
Add that to your src/sdk/as/source/as_config.h file.
Any place outside of #ifdef's that arent for your specific system would be fine.
I didn't really look for another way of activating that. But it allowed me to compile it with a 64bit system.
Yes, I've done that, but there are some other things that prevents compiling.
Anyways, I'll make a patch.
And more anyways, having support for fast calls in 64 bits (thus no need for AS_MAX_PORTABILITY) is planned for the next release version.
Yah, just ran into that issue as I tried to run it. Seems most the problem lies with Angelscript not being 64bit compatible. If you check the WIP (http://www.angelcode.com/angelscript/wip.asp) page, it is first on their todo list.
From
http://www.gamedev.net/community/forums/topic.asp?topic_id=372641
You need to define the compiler flag AS_MAX_PORTABILITY so that AngelScript is built with the generic calling convention. The drawback of this is that all functions registered with AngelScript must use the asCALL_GENERIC calling conventions.
So we may just define AS_MAX_PORTABILITY to solve this problem temporily.