title: Error 1 error LNK1104: cannot open file 'winmm.lib'
body: <p>Ok, so I am running Visual Basic 2010 Express and I tried to run Tutorial # 2 in the Direct X SDK; however, the program won't compile for some reason, although in the tutorial I am reading now it said that I only needed the Direct X SDK and Visual Basic 2010 Express. I opened Tutorial02_2010.sln, and tried to compile it. Here's the code of the main file:</p>
  
  <pre><code>//--------------------------------------------------------------------------------------
  // File: Tutorial02.cpp
  //
  // This application displays a triangle using Direct3D 10
  //
  // Copyright (c) Microsoft Corporation. All rights reserved.
  //--------------------------------------------------------------------------------------
  #include &lt;windows.h&gt;
  #include &lt;d3d10.h&gt;
  #include &lt;d3dx10.h&gt;
  #include "resource.h"
  
  
  //--------------------------------------------------------------------------------------
  // Structures
  //--------------------------------------------------------------------------------------
  struct SimpleVertex
  {
      D3DXVECTOR3 Pos;
  };
  
  
  //--------------------------------------------------------------------------------------
  // Global Variables
  //--------------------------------------------------------------------------------------
  HINSTANCE               g_hInst = NULL;
  HWND                    g_hWnd = NULL;
  D3D10_DRIVER_TYPE       g_driverType = D3D10_DRIVER_TYPE_NULL;
  ID3D10Device*           g_pd3dDevice = NULL;
  IDXGISwapChain*         g_pSwapChain = NULL;
  ID3D10RenderTargetView* g_pRenderTargetView = NULL;
  ID3D10Effect*           g_pEffect = NULL;
  ID3D10EffectTechnique*  g_pTechnique = NULL;
  ID3D10InputLayout*      g_pVertexLayout = NULL;
  ID3D10Buffer*           g_pVertexBuffer = NULL;
  
  
  //--------------------------------------------------------------------------------------
  // Forward declarations
  //--------------------------------------------------------------------------------------
  HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
  HRESULT InitDevice();
  void CleanupDevice();
  LRESULT CALLBACK    WndProc( HWND, UINT, WPARAM, LPARAM );
  void Render();
  
  
  //--------------------------------------------------------------------------------------
  // Entry point to the program. Initializes everything and goes into a message processing 
  // loop. Idle time is used to render the scene.
  //--------------------------------------------------------------------------------------
  int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
  {
      UNREFERENCED_PARAMETER( hPrevInstance );
      UNREFERENCED_PARAMETER( lpCmdLine );
  
      if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
          return 0;
  
      if( FAILED( InitDevice() ) )
      {
          CleanupDevice();
          return 0;
      }
  
      // Main message loop
      MSG msg = {0};
      while( WM_QUIT != msg.message )
      {
          if( PeekMessage( &amp;msg, NULL, 0, 0, PM_REMOVE ) )
          {
              TranslateMessage( &amp;msg );
              DispatchMessage( &amp;msg );
          }
          else
          {
              Render();
          }
      }
  
      CleanupDevice();
  
      return ( int )msg.wParam;
  }
  
  
  //--------------------------------------------------------------------------------------
  // Register class and create window
  //--------------------------------------------------------------------------------------
  HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
  {
      // Register class
      WNDCLASSEX wcex;
      wcex.cbSize = sizeof( WNDCLASSEX );
      wcex.style = CS_HREDRAW | CS_VREDRAW;
      wcex.lpfnWndProc = WndProc;
      wcex.cbClsExtra = 0;
      wcex.cbWndExtra = 0;
      wcex.hInstance = hInstance;
      wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
      wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
      wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
      wcex.lpszMenuName = NULL;
      wcex.lpszClassName = L"TutorialWindowClass";
      wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
      if( !RegisterClassEx( &amp;wcex ) )
          return E_FAIL;
  
      // Create window
      g_hInst = hInstance;
      RECT rc = { 0, 0, 640, 480 };
      AdjustWindowRect( &amp;rc, WS_OVERLAPPEDWINDOW, FALSE );
      g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 10 Tutorial 2: Rendering a Triangle",
                             WS_OVERLAPPEDWINDOW,
                             CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
                             NULL );
      if( !g_hWnd )
          return E_FAIL;
  
      ShowWindow( g_hWnd, nCmdShow );
  
      return S_OK;
  }
  
  
  //--------------------------------------------------------------------------------------
  // Create Direct3D device and swap chain
  //--------------------------------------------------------------------------------------
  HRESULT InitDevice()
  {
      HRESULT hr = S_OK;
  
      RECT rc;
      GetClientRect( g_hWnd, &amp;rc );
      UINT width = rc.right - rc.left;
      UINT height = rc.bottom - rc.top;
  
      UINT createDeviceFlags = 0;
  #ifdef _DEBUG
      createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  #endif
  
      D3D10_DRIVER_TYPE driverTypes[] =
      {
          D3D10_DRIVER_TYPE_HARDWARE,
          D3D10_DRIVER_TYPE_REFERENCE,
      };
      UINT numDriverTypes = sizeof( driverTypes ) / sizeof( driverTypes[0] );
  
      DXGI_SWAP_CHAIN_DESC sd;
      ZeroMemory( &amp;sd, sizeof( sd ) );
      sd.BufferCount = 1;
      sd.BufferDesc.Width = width;
      sd.BufferDesc.Height = height;
      sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
      sd.BufferDesc.RefreshRate.Numerator = 60;
      sd.BufferDesc.RefreshRate.Denominator = 1;
      sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
      sd.OutputWindow = g_hWnd;
      sd.SampleDesc.Count = 1;
      sd.SampleDesc.Quality = 0;
      sd.Windowed = TRUE;
  
      for( UINT driverTypeIndex = 0; driverTypeIndex &lt; numDriverTypes; driverTypeIndex++ )
      {
          g_driverType = driverTypes[driverTypeIndex];
          hr = D3D10CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags,
                                              D3D10_SDK_VERSION, &amp;sd, &amp;g_pSwapChain, &amp;g_pd3dDevice );
          if( SUCCEEDED( hr ) )
              break;
      }
      if( FAILED( hr ) )
          return hr;
  
      // Create a render target view
      ID3D10Texture2D* pBuffer;
      hr = g_pSwapChain-&gt;GetBuffer( 0, __uuidof( ID3D10Texture2D ), ( LPVOID* )&amp;pBuffer );
      if( FAILED( hr ) )
          return hr;
  
      hr = g_pd3dDevice-&gt;CreateRenderTargetView( pBuffer, NULL, &amp;g_pRenderTargetView );
      pBuffer-&gt;Release();
      if( FAILED( hr ) )
          return hr;
  
      g_pd3dDevice-&gt;OMSetRenderTargets( 1, &amp;g_pRenderTargetView, NULL );
  
      // Setup the viewport
      D3D10_VIEWPORT vp;
      vp.Width = width;
      vp.Height = height;
      vp.MinDepth = 0.0f;
      vp.MaxDepth = 1.0f;
      vp.TopLeftX = 0;
      vp.TopLeftY = 0;
      g_pd3dDevice-&gt;RSSetViewports( 1, &amp;vp );
  
      // Create the effect
      DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
  #if defined( DEBUG ) || defined( _DEBUG )
      // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
      // Setting this flag improves the shader debugging experience, but still allows 
      // the shaders to be optimized and to run exactly the way they will run in 
      // the release configuration of this program.
      dwShaderFlags |= D3D10_SHADER_DEBUG;
      #endif
      hr = D3DX10CreateEffectFromFile( L"Tutorial02.fx", NULL, NULL, "fx_4_0", dwShaderFlags, 0,
                                           g_pd3dDevice, NULL, NULL, &amp;g_pEffect, NULL, NULL );
      if( FAILED( hr ) )
      {
          MessageBox( NULL,
                      L"The FX file cannot be located.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
          return hr;
      }
  
      // Obtain the technique
      g_pTechnique = g_pEffect-&gt;GetTechniqueByName( "Render" );
  
      // Define the input layout
      D3D10_INPUT_ELEMENT_DESC layout[] =
      {
          { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
      };
      UINT numElements = sizeof( layout ) / sizeof( layout[0] );
  
      // Create the input layout
      D3D10_PASS_DESC PassDesc;
      g_pTechnique-&gt;GetPassByIndex( 0 )-&gt;GetDesc( &amp;PassDesc );
      hr = g_pd3dDevice-&gt;CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                            PassDesc.IAInputSignatureSize, &amp;g_pVertexLayout );
      if( FAILED( hr ) )
          return hr;
  
      // Set the input layout
      g_pd3dDevice-&gt;IASetInputLayout( g_pVertexLayout );
  
      // Create vertex buffer
      SimpleVertex vertices[] =
      {
          D3DXVECTOR3( 0.0f, 0.5f, 0.5f ),
          D3DXVECTOR3( 0.5f, -0.5f, 0.5f ),
          D3DXVECTOR3( -0.5f, -0.5f, 0.5f ),
      };
      D3D10_BUFFER_DESC bd;
      bd.Usage = D3D10_USAGE_DEFAULT;
      bd.ByteWidth = sizeof( SimpleVertex ) * 3;
      bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
      bd.CPUAccessFlags = 0;
      bd.MiscFlags = 0;
      D3D10_SUBRESOURCE_DATA InitData;
      InitData.pSysMem = vertices;
      hr = g_pd3dDevice-&gt;CreateBuffer( &amp;bd, &amp;InitData, &amp;g_pVertexBuffer );
      if( FAILED( hr ) )
          return hr;
  
      // Set vertex buffer
      UINT stride = sizeof( SimpleVertex );
      UINT offset = 0;
      g_pd3dDevice-&gt;IASetVertexBuffers( 0, 1, &amp;g_pVertexBuffer, &amp;stride, &amp;offset );
  
      // Set primitive topology
      g_pd3dDevice-&gt;IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
  
      return S_OK;
  }
  
  
  //--------------------------------------------------------------------------------------
  // Clean up the objects we've created
  //--------------------------------------------------------------------------------------
  void CleanupDevice()
  {
      if( g_pd3dDevice ) g_pd3dDevice-&gt;ClearState();
  
      if( g_pVertexBuffer ) g_pVertexBuffer-&gt;Release();
      if( g_pVertexLayout ) g_pVertexLayout-&gt;Release();
      if( g_pEffect ) g_pEffect-&gt;Release();
      if( g_pRenderTargetView ) g_pRenderTargetView-&gt;Release();
      if( g_pSwapChain ) g_pSwapChain-&gt;Release();
      if( g_pd3dDevice ) g_pd3dDevice-&gt;Release();
  }
  
  
  //--------------------------------------------------------------------------------------
  // Called every time the application receives a message
  //--------------------------------------------------------------------------------------
  LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
  {
      PAINTSTRUCT ps;
      HDC hdc;
  
      switch( message )
      {
          case WM_PAINT:
              hdc = BeginPaint( hWnd, &amp;ps );
              EndPaint( hWnd, &amp;ps );
              break;
  
          case WM_DESTROY:
              PostQuitMessage( 0 );
              break;
  
          default:
              return DefWindowProc( hWnd, message, wParam, lParam );
      }
  
      return 0;
  }
  
  
  //--------------------------------------------------------------------------------------
  // Render a frame
  //--------------------------------------------------------------------------------------
  void Render()
  {
      // Clear the back buffer 
      float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
      g_pd3dDevice-&gt;ClearRenderTargetView( g_pRenderTargetView, ClearColor );
  
      // Render a triangle
      D3D10_TECHNIQUE_DESC techDesc;
      g_pTechnique-&gt;GetDesc( &amp;techDesc );
      for( UINT p = 0; p &lt; techDesc.Passes; ++p )
      {
          g_pTechnique-&gt;GetPassByIndex( p )-&gt;Apply( 0 );
          g_pd3dDevice-&gt;Draw( 3, 0 );
      }
  
      // Present the information rendered to the back buffer to the front buffer (the screen)
      g_pSwapChain-&gt;Present( 0, 0 );
  }
  </code></pre>
  
  <p>Do I need to install anything else, like a library or something and do I just need to follow the same steps I had to take for the Direct x lib files?</p>
  
  <p><a href="http://www.rastertek.com/dx11tut01.html" rel="nofollow">http://www.rastertek.com/dx11tut01.html</a></p>