Windows Libraries

Note

Most of the time it is not necessary to build the libraries yourself. You can just use the versions available at https://github.com/DLR-TS/SUMOLibraries as described in the Windows build instructions.

Individual packages#

Xerces-C#

SUMO uses Xerces-C 3.1.x or 3.2.x by default. Please be aware that Xerces-C 3.1.4 can cause problems when using unicode characters in your networks (especially importing chinese street names from OpenStreetMap).

  • Apache does not provide binary distributions any longer, but you can try our own build of Xerces-C 3.2.0 with an additional patch fixing unicode problems in a 32 bit version or its 64bit version for the 64bit build.
  • Create a environment variable XERCES pointing to your xerces-c directory, e.g.
set XERCES=D:\libs\xerces-c-3.2.0-win32
  • Copy dll-files %XERCES%\bin\xerces-c_3_2.dll and %XERCES%\bin\xerces-c_3_2D.dll to some directory which is in your PATH (last resort: into Windows' system32 directory).
  • For the 64bit build the name of the variable is XERCES_64

Fox#

  • If you do not need a GUI, you can skip this section.
  • Usually you do not need to build Fox yourself you can download the readily compiled binaries.
  • If you insist, please download fresh sources and do not use the incomplete package.
  • Up to (and including) SUMO 0.10.3 (precisely up to svn revision 7025) SUMO used Fox 1.4, now it uses Fox 1.6. The building instructions are the same just replace 1.6 by 1.4 (and FOX16 by FOX14) wherever you need it.
  • Go to the Fox directory and open the VC project e.g. D:\libs\fox-1.6.36\windows\vcpp\win32.dsw.
    • If you are using the Visual Studio 10.0 Express version, it cannot convert the project directly, you will need an intermediate Visual Studio 8.0 conversion
  • Confirm the conversion to VC 10.0 and build the foxdll project as "release and debug" (if you think you might wish to use the Visual Studio debugger) version. If you want to build for the 64bit platform you need to add a new configuration to the foxdll project using the Configuration Manager.
  • You might get approximately 240 warnings and one error, which can probably be ignored as long as you can find the resulting DLLs in the lib dir.
  • Errors on not finding windows.h mean the SDK was not installed properly.
  • Create an environment variable FOX16 pointing to your Fox directory, e.g.
set FOX16=D:\libs\fox-1.6.36.
  • Copy dll-files %FOX16%\libs\fox-1.6.36\lib\FOXDLL-1.6.dll and %FOX16%\lib\FOXDLLD-1.6.dll to some directory which is in your PATH (last resort: into Windows' system32 directory).

PNG support in Fox#

  • Warning: This is a little advanced, we were successful with libpng 1.5.2 and 1.6.20 together with zlib 1.2.5 and 1.2.8
  • download zlib sources and libpng sources from [1] and [2]
  • unzip all zips
  • there is no need to build zlib
  • build pnglib by first adapting the path in <libpng>\projects\vstudio\zlib.props (if necessary) and then use the vstudio.sln from the same dir to build the libpng project
  • you will get a png lib and a dll in <libpng>\projects\vstudio\Debug\
  • if you want to be really sure, you can build the pngtest project as well and check the output
  • you can build / add further configurations / platforms if needed
  • Open the Fox project solution and edit properties of foxdll
    • in the C++/General section add the <libpng> dir to the include path
    • in the C++/Preprocessor section add the HAVE_PNG_H define
    • in the Linker/Input section add the .lib file to the input
  • recompile fox and put the resulting dll together with libpng dll in your path

JPEG support in Fox#

  • Warning: This is a little advanced, we were successful with jpeg 8d, and 9b the jpeg 8c which can be found at the fox-toolkit site was broken
  • download libjpeg sources from [4] and unzip it
  • download win32.mak and place it in the jpeg dir
  • open a visual studio command prompt, cd to the jpeg dir and execute
nmake /f makefile.vc setup-v10
nmake /f makefile.vc
  • you will get a libjpeg lib (and no dll!) in the jpeg dir
  • if you need different configurations / platforms you can also open the solution file jpeg.sln and build jpeg from the GUI
  • Open the Fox project solution and edit properties of foxdll
    • in the C++/General section add the jpeg dir to the include path
    • in the C++/Preprocessor section add the HAVE_JPEG_H define
    • in the Linker/Input section add the .lib file to the input
  • recompile foxdll (see above) and put the resulting dll (which has jpeg support linked statically inside) in your path

PROJ and GDAL#

If you do not need transformation of geocoordinates you can disable PROJ and GDAL in build/msvc10/Win32.props and / or build/msvc10/x64.props (remove the UserMacros lines referencing the relevant *.lib files and remove the Preprocessor definitions HAVE_PROJ and/or HAVE_GDAL) and skip this section. Otherwise you have the choice between downloading the binary packages by Tamas Szekeres (preferred choice), the FWTools distribution (a little outdated) or compiling for yourself (for the adventurous). Building from source should only be necessary if you want a 64bit build or if you want to ship a copy of the SUMO executable(s) without the need to ship the FWTools as well.

FWTools (very outdated)#

  • Just execute the binary and select a target directory.
  • Create a environment variable PROJ_GDAL pointing to that directory, e.g.
set PROJ_GDAL=D:\libs\FWTools1.1.3.
  • Add %PROJ_GDAL%\bin to your PATH (or copy the contents to some directory in your PATH).

Building from source#

If you want to build PROJ and GDAL yourself for some reason, please follow the relevant build instructions for PROJ and for GDAL. You then should install in a common directory and let the PROJ_GDAL variable point to it as above. You should also copy proj.dll and gdal*.dll to a directory in your PATH.

If you do or download a 64bit build, the name of the environment variable needs to be PROJ_GDAL_64.

FFMPEG#

This is only needed, if you want to save videos directly from the sumo-gui.

  • You just need to install the binary ffmpeg distributions in the Shared and the Dev flavor. Also be sure to download all the platforms (32 and/or 64 bit) you need.
  • Unzip the Dev version and create a environment variable FFMPEG pointing to the directory, e.g.
set FFMPEG=D:\libs\ffmpeg-2.8.3-win32-dev.
  • Unzip the Share version and copy the dll-files from the bin directory to some directory which is in your PATH (last resort: into Windows' system32 directory).
  • For the 64bit build the name of the variable is FFMPEG_64, e.g.
set FFMPEG_64=D:\libs\ffmpeg-2.8.3-win64-dev.
  • Probably due to a bug in Visual Studio 2010 the resulting sumo-gui works only if debugging symbols are generated (which is the default for the Debug and the Fastbuild but not for the Release)! If your executable does not start or complains about missing symbols, double check whether it is enabled in the linker settings (currently it is for the 64 bit internal release).

OpenSceneGraph#

This is only relevant for the 3D GUI. You will need to build at least OSG 3.4.0 because earlier versions do not work with Visual Studio 2012. Unfortunately there are no binaries readily available. If you want to use models which are not in <SUMO>/data/3D, you can add directories containing them to the OSG_FILE_PATH environment variable. the build will look for libraries and includes in the directories below $OSG and $OSG_64.