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3

If you have the solution file: In the "Solution Explorer" Simply add right click the "Solution 'Name'", Select Add -> Existing Project -> And locate the .vsproj or .sln file. Then, when the project is added. Add a reference by right clicking the project that will use the library. Select Add Reference, "Projects" and select the Project from the list. If ...


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Putting code into seperate Windows DLLs sounds promosing in theory, but in practice you should be aware of certain limitations. You have to declare all your classes and global functions you want to use from outside as "exportable" using __declspec( dllexport ) class Foo {}; when building the library. Clients of your DLL must "see" the include like ...


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Pros You can build DLLs separately. It could be faster to re-build one DLL Cons Calling code from DLL is slower It would be slower to re-build hole project with all DLLs Function names are visible. It is easier to reverse code that uses dynamic DLLs I do not see sense to have render.dll and input.dll But some RareUsedJoystick.DLL could be made as ...


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It’s just that you call your variable DLLI then try to use it as hGetProcIDDLL.


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If you use the /delayload linker switch, it is safe to link your application against DX11 .libs and run it under Windows XP, as long as you do not call any DX11 function at runtime. This is equivalent to using LoadLibrary and GetProcAddress, except that it is far more convenient: no need to go for the old-fashioned way. This is for instance what the UDK is ...


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I recommend using a tool, such as Chrome's Advanced REST client or WireShark to see what needs to be communicated to your server. There is a learning curve, but you will see both sides of the HTTP session.


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It looks like the endpoint configuration in your app.config is missing in Unity. The exception points to the "ctor" or constructor. The fact that it errors on the "InvalidOperationException: Client endpoint configuration '*' was not found in 0 endpoints." makes me believe that it cant find the configuration for that endpoint. It probably needs that, so that ...


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If you are getting NotImplementedException exceptions, then you are likely out of luck. Unity uses Mono, and, sadly, Mono is not a full implementation of the .net framework. There are many features of .net that have not been added to Mono yet. BasicHttpBinding is one of those features that has not been added. I've had some limited success with named pipe ...


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DXUT is a static library by default, IIRC. If that's the case, when you link DXUT into both your .exe and your .dll, you actually get two separate copies of it. Any internal state will not be shared between the two, so if you initialize DXUT in one module, that device/window/etc. will not automatically be available in the other module. You could work ...


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You can use DllImport in compiled managed DLLs which are referenced in your C# code. However you will not be able to use your resulting product on any system other than windows. For additional information see this thread.


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Deukalion explains it very well. Appolgoes if you already know this, but you were saying that you couldn't find any sources of information... The problem you are describing is one of the principles of object orientated design called the Open / Closed principle. One of the 5 basic principles of SOLID. If you're looking to read more on it, here might be a ...


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Most differences are negligible. DLL's are more flexible but make the building process more complex. I would only use DLL's if: Multiple applications need to access the same functionality. For example if you have separate binaries for a editor and the game itself. You want yourself or other people be able to replace certain components. For example in Civ ...



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