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  • jquery dynamic jcarsoul make it as autorun

    - by Bharanikumar
    Hi , Am using this jquery plugin]1 How to change the click mode to automatically run mode , Present scenario , When u click NEXt it show the next three image, When u click BACK It shows the previous three images , I want to change this scenario to Whe loads , the plugin should start running(image) , Also i need the NEXT and BCK button , When user click the back button , then it show show previous three image and run image toward back, Is it possible in this ? Thanks

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  • How to write into registry using VC++ 2010 ?

    - by rajivpradeep
    HKEY CURRENT USER \software \microsoft\ windowsNT \CurrentVersion\ AppCompatFlags "application path" = RUNASXP3 I want to create an application which runs in default XP mode on windows 7 when i run the application so, i want to write into the registry as in the link above. I am building the application in VC++ 2010, i want to write into the above registry through the program, so that when i run the program it runs in XP mode. How to do this..?

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  • like-vim emacs ruby indentation

    - by edbond
    ruby-mode from svn, looks equal to 1.1 version here is emacs indentation of hash User.all({ :joins => :account, :conditions => {:delete_at => nil} }) here is the same in vim User.all({ :joins => :account, :conditions => {:delete_at => nil} }) How to make emacs indent like vim in ruby-mode?

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  • Prevent debugging projects that are added as reference in Visual Studio

    - by DSWD
    I have a project that is auto generated. This project is referenced by my web app in visual studio. When i step through the code in debug mode the code from this project gets stepped into. Is there a way I can skip this code in debug mode. I can't use System.Diagnostics.DebuggerStepThroughAttribute since the code will get replaced every time my datasource changes. Thanks,

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  • How to paste in a new line with vim?

    - by static_rtti
    I often have to paste some stuff on a new line in vim. What I usually do is: o<Esc>p Which inserts a new line and puts me in insertion mode, than quits insertion mode, and finally pastes. Three keystrokes. Not very efficient. Any better ideas?

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  • C# development with Mono and MonoDevelop

    - by developerit
    In the past two years, I have been developing .NET from my MacBook by running Windows XP into VM Ware and more recently into Virtual Box from OS X. This way, I could install Visual Studio and be able to work seamlessly. But, this way of working has a major down side: it kills the battery of my laptop… I can easiely last for 3 hours if I stay in OS X, but can only last 45 min when XP is running. Recently, I gave MonoDevelop a try for developing Developer IT‘s tools and web site. While being way less complete then Visual Studio, it provides essentials tools when it comes to developping software. It works well with solutions and projects files created from Visual Studio, it has Intellisence (word completion), it can compile your code and can even target your .NET app to linux or unix. This tools can save me a lot of time and batteries! Although I could not only work with MonoDevelop, I find it way better than a simple text editor like Smultron. Thanks to Novell, we can now bring Microsoft technology to OS X.

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  • Problems compiling scangearmp

    - by maat
    I have already installed some missing packages, but i still get that error. Can anyone help me identify what is missing ? Thanks a lot psr@psr-EasyNote-TM85:~/Downloads/scangearmp-source-2.10-1/scangearmp$ make make all-recursive make[1]: Entering directory `/home/psr/Downloads/scangearmp-source-2.10-1/scangearmp' Making all in po make[2]: Entering directory `/home/psr/Downloads/scangearmp-source-2.10-1/scangearmp/po' make[2]: Nothing to be done for `all'. make[2]: Leaving directory `/home/psr/Downloads/scangearmp-source-2.10-1/scangearmp/po' Making all in backend make[2]: Entering directory `/home/psr/Downloads/scangearmp-source-2.10-1/scangearmp/backend' /bin/bash ../libtool --tag=CC --mode=compile gcc -DHAVE_CONFIG_H -I. -I.. -I. -I./include -DV_MAJOR=2 -DV_MINOR=1 -O2 -D__GIMP_PLUGIN_ENABLE__ -D_FILE_OFFSET_BITS=64 -MT libsane_canon_mfp_la-canon_mfp_tools.lo -MD -MP -MF .deps/libsane_canon_mfp_la-canon_mfp_tools.Tpo -c -o libsane_canon_mfp_la-canon_mfp_tools.lo `test -f 'canon_mfp_tools.c' || echo './'`canon_mfp_tools.c libtool: compile: gcc -DHAVE_CONFIG_H -I. -I.. -I. -I./include -DV_MAJOR=2 -DV_MINOR=1 -O2 -D__GIMP_PLUGIN_ENABLE__ -D_FILE_OFFSET_BITS=64 -MT libsane_canon_mfp_la-canon_mfp_tools.lo -MD -MP -MF .deps/libsane_canon_mfp_la-canon_mfp_tools.Tpo -c canon_mfp_tools.c -fPIC -DPIC -o .libs/libsane_canon_mfp_la-canon_mfp_tools.o canon_mfp_tools.c:40:17: fatal error: usb.h: No such file or directory #include ^ compilation terminated. make[2]: *** [libsane_canon_mfp_la-canon_mfp_tools.lo] Error 1 make[2]: Leaving directory `/home/psr/Downloads/scangearmp-source-2.10-1/scangearmp/backend' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/psr/Downloads/scangearmp-source-2.10-1/scangearmp' make: *** [all] Error 2 psr@psr-EasyNote-TM85:~/Downloads/scangearmp-source-2.10-1/scangearmp$

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  • php amqp error while running make

    - by Dmitriy Apollonin
    I'm trying to install php amqp according to this answer http://stackoverflow.com/a/9997263/2271028 but at the make command i see following: /bin/bash /var/www/rabbitmq-c/amqp-1.4.0/libtool --mode=compile cc -I. -I/var/www/rabbitmq-c/amqp-1.4.0 -DPHP_ATOM_INC -I/var/www/rabbitmq-c/amqp-1.4.0/include -I/var/www/rabbitmq-c/amqp-1.4.0/main -I/var/www/rabbitmq-c/amqp-1.4.0 -I/usr/include/php5 -I/usr/include/php5/main -I/usr/include/php5/TSRM -I/usr/include/php5/Zend -I/usr/include/php5/ext -I/usr/include/php5/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /var/www/rabbitmq-c/amqp-1.4.0/amqp.c -o amqp.lo libtool: compile: cc -I. -I/var/www/rabbitmq-c/amqp-1.4.0 -DPHP_ATOM_INC -I/var/www/rabbitmq-c/amqp-1.4.0/include -I/var/www/rabbitmq-c/amqp-1.4.0/main -I/var/www/rabbitmq-c/amqp-1.4.0 -I/usr/include/php5 -I/usr/include/php5/main -I/usr/include/php5/TSRM -I/usr/include/php5/Zend -I/usr/include/php5/ext -I/usr/include/php5/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /var/www/rabbitmq-c/amqp-1.4.0/amqp.c -fPIC -DPIC -o .libs/amqp.o In file included from /var/www/rabbitmq-c/amqp-1.4.0/amqp.c:46:0: /var/www/rabbitmq-c/amqp-1.4.0/php_amqp.h:303:2: error: unknown type name 'amqp_socket_t' /var/www/rabbitmq-c/amqp-1.4.0/amqp.c: In function 'amqp_error': /var/www/rabbitmq-c/amqp-1.4.0/amqp.c:616:4: warning: format '%s' expects argument of type 'char *', but argument 4 has type 'int' [-Wformat] make: *** [amqp.lo] Error 1 I see that there is some trouble with make, but can not resolve this problem. Any ideas? Thanks.

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  • error X3501: 'main': entrypoint not found

    - by Pasha
    I am trying to learn DX10 by following this tutorial. However, my shader won't compile. Below is the detailed error message. Build started 9/10/2012 10:22:46 PM. 1>Project "D:\code\dx\Engine\Engine\Engine.vcxproj" on node 2 (Build target(s)). C:\Program Files (x86)\Windows Kits\8.0\bin\x86\fxc.exe /nologo /E"main" /Fo "D:\code\dx\Engine\Debug\color.cso" /Od /Zi color.fx 1>FXC : error X3501: 'main': entrypoint not found compilation failed; no code produced 1>Done Building Project "D:\code\dx\Engine\Engine\Engine.vcxproj" (Build target(s)) -- FAILED. Build FAILED. Time Elapsed 00:00:00.05 I can easily compile the downloaded code, but I want to know how to fix this error myself. My color.fx looks like this //////////////////////////////////////////////////////////////////////////////// // Filename: color.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float4 color : COLOR; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType ColorVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the input color for the pixel shader to use. output.color = input.color; return output; } //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 ColorPixelShader(PixelInputType input) : SV_Target { return input.color; } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } }

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  • What happens to C# 4 optional parameters when compiling against 3.5?

    - by Bertrand Le Roy
    Here’s a method declaration that uses optional parameters: public Path Copy( Path destination, bool overwrite = false, bool recursive = false) Something you may not know is that Visual Studio 2010 will let you compile this against .NET 3.5, with no error or warning. You may be wondering (as I was) how it does that. Well, it takes the easy and rather obvious way of not trying to be too smart and just ignores the optional parameters. So if you’re compiling against 3.5 from Visual Studio 2010, the above code is equivalent to: public Path Copy( Path destination, bool overwrite, bool recursive) The parameters are not optional (no such thing in C# 3), and no overload gets magically created for you. If you’re building a library that is going to have both 3.5 and 4.0 versions, and you want 3.5 users to have reasonable overloads of your methods, you’ll have to provide those yourself, which means that providing a version with optional parameters for the benefit of 4.0 users is not going to provide that much value, except for the ability to provide named parameters out of order. I guess that’s not so bad… Providing all of the following overloads will compile against both 3.5 and 4.0: public Path Copy(Path destination)public Path Copy(Path destination, bool overwrite)public Path Copy( Path destination, bool overwrite = false, bool recursive = false)

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  • Resolving "PLS-00201: identifier 'DBMS_SYSTEM.XXXX' must be declared" Error

    - by Giri Mandalika
    Here is a failure sample. SQL set serveroutput on SQL alter package APPS.FND_TRACE compile body; Warning: Package Body altered with compilation errors. SQL show errors Errors for PACKAGE BODY APPS.FND_TRACE: LINE/COL ERROR -------- ----------------------------------------------------------------- 235/6 PL/SQL: Statement ignored 235/6 PLS-00201: identifier 'DBMS_SYSTEM.SET_EV' must be declared .. By default, DBMS_SYSTEM package is accessible only from SYS schema. Also there is no public synonym created for this package. So, the solution is to create the public synonym and grant "execute" privilege on DBMS_SYSTEM package to all database users or a specific user. eg., SQL CREATE PUBLIC SYNONYM dbms_system FOR dbms_system; Synonym created. SQL GRANT EXECUTE ON dbms_system TO APPS; Grant succeeded. - OR - SQL GRANT EXECUTE ON dbms_system TO PUBLIC; Grant succeeded. SQL alter package APPS.FND_TRACE compile body; Package body altered. Note that merely granting execute privilege is not enough -- creating the public synonym is as important to resolve this issue.

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  • Dynamic LINQ in an Assembly Near By

    - by Ricardo Peres
    You may recall my post on Dynamic LINQ. I said then that you had to download Microsoft's samples and compile the DynamicQuery project (or just grab my copy), but there's another way. It turns out Microsoft included the Dynamic LINQ classes in the System.Web.Extensions assembly, not the one from ASP.NET 2.0, but the one that was included with ASP.NET 3.5! The only problem is that all types are private: Here's how to use it: Assembly asm = typeof(UpdatePanel).Assembly; Type dynamicExpressionType = asm.GetType("System.Web.Query.Dynamic.DynamicExpression"); MethodInfo parseLambdaMethod = dynamicExpressionType.GetMethods(BindingFlags.Public | BindingFlags.Static).Where(m = (m.Name == "ParseLambda") && (m.GetParameters().Length == 2)).Single().MakeGenericMethod(typeof(DateTime), typeof(Boolean)); Func filterExpression = (parseLambdaMethod.Invoke(null, new Object [] { "Year == 2010", new Object [ 0 ] }) as Expression).Compile(); List list = new List { new DateTime(2010, 1, 1), new DateTime(1999, 1, 12), new DateTime(1900, 10, 10), new DateTime(1900, 2, 20), new DateTime(2012, 5, 5), new DateTime(2012, 1, 20) }; IEnumerable filteredDates = list.Where(filterExpression); SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.brushes.CSharp.aliases = ['c#', 'c-sharp', 'csharp']; SyntaxHighlighter.all();

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  • How do I fix the error: CS1548: Cryptographic failure while signing assembly ?

    - by Paula DiTallo
    The full error in Microsoft Visual Studio on a compile looks like this: error CS1548: Cryptographic failure while signing assembly 'C:\Program Files\Microsoft SQL Server\100\Samples\Analysis Services\Programmability\AMO\AMOAdventureWorks\CS\StoredProcedures\obj\Debug\StoredProcedures.dll' This is likely due to a missing strong key pair value file. The easiest way to solve this problem is to create a new one. Navigate to:  Microsoft Visual Studio 2010>Visual Studio Tools>Visual Studio x64 Win64 Command Prompt (2010)  [if you aren't on an x64 box, pick another command prompt option that fits] Once the MS-Dos window displays, type in this statement: sn -k c:\SampleKey.snk Then copy the output *.snk file to project directory, or the *referenced directory. Remove the old reference to the *.snk file from the project. Add the paired key back to the project as an existing item. When you add back the *.snk file to the project, you will see that the *.snk file is no longer missing.   Our work is done!   *referenced directory: Pay attention to the original error message on compile. The *.snk file that is referenced may be in a directory path you aren't expecting--so you will still get the error unless you change the directory path or write the file to the directory the program is expecting to find the *.snk file.

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  • Problem loading shaders with slimdx

    - by Levi
    I'm attempting to load an FX file in slimdx, I've got this exact FX file loading and compiling fine with XNA 4.0 but I'm getting errors with slimdx, here's my code to load it. using SlimDX.Direct3D11; using SlimDX.D3DCompiler; public static Effect LoadFXShader(string path) { Effect shader; using (var bytecode = ShaderBytecode.CompileFromFile(path, null, "fx_2_0", ShaderFlags.None, EffectFlags.None)) shader = new Effect(Devices.GPU.GraphicsDevice, bytecode); return shader; } Here's the shader: #define TEXTURE_TILE_SIZE 16 struct VertexToPixel { float4 Position : POSITION; float2 TextureCoords: TEXCOORD1; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Constants -------- float4x4 xView; float4x4 xProjection; float4x4 xWorld; float4x4 preViewProjection; //float random; //------- Texture Samplers -------- Texture TextureAtlas; sampler TextureSampler = sampler_state { texture = <TextureAtlas>; magfilter = Point; minfilter = point; mipfilter=linear; AddressU = mirror; AddressV = mirror;}; //------- Technique: Textured -------- VertexToPixel TexturedVS( byte4 inPos : POSITION, float2 inTexCoords: TEXCOORD0) { inPos.w = 1; VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords / TEXTURE_TILE_SIZE; return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); if(Output.Color.a != 1) clip(-1); return Output; } technique Textured { pass Pass0 { VertexShader = compile vs_2_0 TexturedVS(); PixelShader = compile ps_2_0 TexturedPS(); } } Now this exact shader works fine in XNA, but in slimdx I get the error ChunkDefault.fx(28,27): error X3000: unrecognized identifier 'byte4'

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  • Subversion 1.7 on 12.04 precise: libsasl error, compiling from source?

    - by Andrew Mao
    Background: I am a longtime Gentoo user, and this is my first time using Ubuntu (installed on a VM to avoid compiling everything from scratch). I am familiar with a Linux environment but somewhat unfamiliar with Ubuntu. I am trying to install Subversion 1.7 on Ubuntu and saw this post: Where can I find a Subversion 1.7 binary? The above post recommends using the PPA ppa:dominik-stadler/subversion-1.7. I also found the PPA ppa:svn/ppa from another link. They both cause problems for me. The issue is that any svn operation using the remote server causes the following error: svn: E170001: Unable to connect to a repository at URL 'svn+ssh://my_repo' svn: E170001: Could not create SASL context: generic failure: No such file or directory This seems to arise from a recent bug involving SVN dependency on the libsasl library, as documented by Debian users here: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=683555 and also Mac users here: https://trac.macports.org/ticket/34861 Resolution seems to involve either updating the cyrus-sasl or libsasl library to a newer version (neither of which is in the latest apt packages), or compiling subversion without SASL support. As a Gentoo user I started looking into how to compile svn from source, but it looks way more complicated on Ubuntu than I'm used to and I'm not sure what the canonical way is. My questions: Is there an obvious fix for this problem that I am overlooking? Is there a way to update the dependencies for SVN to something that works through using synaptic or apt-get? If I want to compile from scratch, how do I use the sources in the PPA instead of downloading my own source copy (i.e. the PPA has both binary and sources?)

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  • What language should I use for making a cross platform library?

    - by Andrei
    I want to build a SyncML parsing library (no UI) which should be able to build up messages based on information provided by the host application, fed in by the library's methods. Also, the library should to be able to do callbacks to methods in the host application. I want to be able to compile this and have it available on as many platforms as possible: Windows, Windows Phone 7 OS, OSX, iOS, Linux, Android, BlackBerry. Basically as many platforms as possible. The priority is to have this available on mobile devices. Questions: What setup should I use? (programming languages, compilers, IDE etc.) How would I compile this library for these different platforms and how would I connect to it? Any other info? e.g. articles that cover the subject of cross-platform development? I haven't done this sort of a cross-platform project before, so any available information to put me in the right direction would be welcomed. Myself, I have a background in C#/.NET and Objective-C.

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  • Monogame - Shader parameters missing

    - by Layoric
    I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue populating a 'texture' parameter. I'm not well versed writing shaders, so this might be caused by a more obvious problem. I have debugged through MonoGame's Content processor to see how this shader is being parsed, all the non 'texture' parameters are there and look to be loading correctly. Shader code below #include "PPVertexShader.fxh" float2 lightScreenPosition; float4x4 matVP; float2 halfPixel; float SunSize; texture flare; sampler2D Scene: register(s0){ AddressU = Clamp; AddressV = Clamp; }; sampler Flare = sampler_state { Texture = (flare); AddressU = CLAMP; AddressV = CLAMP; }; float4 LightSourceMaskPS(float2 texCoord : TEXCOORD0 ) : COLOR0 { texCoord -= halfPixel; // Get the scene float4 col = 0; // Find the suns position in the world and map it to the screen space. float2 coord; float size = SunSize / 1; float2 center = lightScreenPosition; coord = .5 - (texCoord - center) / size * .5; col += (pow(tex2D(Flare,coord),2) * 1) * 2; return col * tex2D(Scene,texCoord); } technique LightSourceMask { pass p0 { VertexShader = compile vs_4_0 VertexShaderFunction(); PixelShader = compile ps_4_0 LightSourceMaskPS(); } } I've removed default values as they are currently not support in MonoGame and also changed ps and vs to v4 instead of 2. Could this be causing the issue? As I debug through 'DXConstantBufferData' constructor (from within the MonoGameContentProcessing project) I find that the 'flare' parameter does not exist. All others seem to be getting created fine. Any help would be appreciated.

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  • Updating Banshee to 2.4

    - by Lucasguy11
    I have banshee 2.2.1 with Ubuntu 11.10 I have been trying to update banshee to 2.4 (released yesterday) but it just isnt working, I have been using sudo add-apt-repository ppa:banshee-team/ppa in terminal, from the Banshee.fm website. but after running through terminal it says this: sudo add-apt-repository ppa:banshee-team/ppa You are about to add the following PPA to your system: PPA for Banshee Team This PPA contains the latest stable debs of Banshee for Ubuntu. To install Banshee, you must first enable the PPA on your system: 1. Open Software Sources (System->Administration->Software Sources) 2. Navigate to the "Third Party Sources" tab. 3. Click "Add" 4. Enter the APT line below that corresponds to your Ubuntu version that starts with "deb". 5. Click "Add Source" 6. Click "Close" 7. It will prompt you to reload your software cache. Click "Reload". 8. Now install the package "banshee" from Synaptic, or using the command below: sudo apt-get install banshee For those who wish to compile from trunk, add the deb-src line and then run "sudo apt-get build-dep" to install all required dependencies before starting to compile. Unstable (version which have odd minor version numbers) debs of Banshee can be found here: https://launchpad.net/~banshee-team/+archive/banshee-unstable More info: https://launchpad.net/~banshee-team/+archive/ppa Press [ENTER] to continue or ctrl-c to cancel adding it Executing: gpg --ignore-time-conflict --no-options --no-default-keyring --secret-keyring /tmp/tmp.OPAjxemDQr --trustdb-name /etc/apt/trustdb.gpg --keyring /etc/apt/trusted.gpg --primary-keyring /etc/apt/trusted.gpg --keyserver hkp://keyserver.ubuntu.com:80/ --recv 9D2C2E0A3C88DD807EC787D74874D3686E80C6B7 gpg: requesting key 6E80C6B7 from hkp server keyserver.ubuntu.com gpg: key 6E80C6B7: "Launchpad PPA for Banshee Team" not changed gpg: Total number processed: 1 gpg: unchanged: 1 I believe I have the ppa but, im not sure. I need a step by step process to get this, ive been trying to figure it out for quite a while now...

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  • configure: error: Could not find libavformat - part of ffmpeg after installing libav from source

    - by Patryk
    I tried to install minidlna on my machine but it appeared to me that it's not in repositories anymore. Well then I decided to compile it myself. After downloading version 1.1.3 I tried to compile but I needed libav headers which I couldn't install via apt - no idea why there has been a lot of broken packages: $ sudo apt-get install libavcodec-dev Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: libavcodec-dev : Depends: libavutil-dev (= 6:9.13-0ubuntu0.14.04.1) but it is not going to be installed E: Unable to correct problems, you have held broken packages. Anyways I installed libav 9.13 from source and now I came to this point: $ ./configure ... checking for av_open_input_file in -lavformat... no checking for avformat_open_input in -lavformat... no checking for av_open_input_file in -lavformat... no checking for avformat_open_input in -lavformat... no configure: error: Could not find libavformat - part of ffmpeg but I have installed that! Even in the install log I can see : ... INSTALL libavdevice/libavdevice.a INSTALL libavfilter/libavfilter.a INSTALL libavformat/libavformat.a INSTALL libavresample/libavresample.a INSTALL libavcodec/libavcodec.a INSTALL libswscale/libswscale.a INSTALL libavutil/libavutil.a INSTALL libavdevice/avdevice.h INSTALL libavdevice/version.h INSTALL libavdevice/libavdevice.pc INSTALL libavfilter/avfilter.h INSTALL libavfilter/avfiltergraph.h INSTALL libavfilter/buffersink.h INSTALL libavfilter/buffersrc.h INSTALL libavfilter/version.h INSTALL libavfilter/libavfilter.pc INSTALL libavformat/avformat.h ....

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  • Building gstreamer_ndk_bundle problems

    - by Cipi
    I'm trying to build gstreamer_ndk_bundle under Ubuntu 12.4 and I'm failing miserably! I have installed all "glib-dev" packages (packages that in their name have glib and dev), and also I have tried to compile/install glib 2.33.1 (latest) from source, but I always get this error: /home/marko/gstreamer_ndk_bundle/jni/../glib/gobject/gmarshal.c:149: undefined reference to `g_value_get_schar' collect2: ld returned 1 exit status make: *** [/home/marko/gstreamer_ndk_bundle/obj/local/armeabi/libgobject-2.0.so] Error 1 This means that glib source doesn't have the definition for g_value_get_schar, and since that function was introduced in glib somewhere after version 2.30.0, my guess is that I am not using proper glib! I tried to force gstremaer_ndk_bundle to build with sources from the folder /home/marko/glib-2.33.1/ which I compiled/installed by exporting these env vars: GLIB_GENMARSHAL=/home/marko/glib-2.33.1/gobject/glib-genmarshal GLIB_COMPILE_SCHEMAS=/home/marko/glib-2.33.1/gio/glib-compile-schemas Also I changed gmarshal.h so it includes gmarshal.h from the installed glib folder: #ifndef _marko_glib_loaded #define _marko_glib_loaded #include "/home/marko/glib-2.33.1/gobject/gmarshal.h" #endif But failed in both cases. How can I know what glib is used while compiling gstreamer and install the proper one? How can I force gstreamer_ndk_bundle to use glib sources from the folder I have un-tared/configured/installed and not the system ones, or whatever ones it uses? I read somewhere that I need gstreamer-devel package if I keep getting this error while compiling. Where can I find that package?! Can't Google it out... Has anyone EVER built gstreamer_ndk_bundle and lived to tell the tale?

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  • LLVM-3.1 libLLVMSupport.a undefined reference to `dladdr'

    - by user91387
    I'm trying to compile using the llvm-3.1 package. I'm running 12.04 x64 (3.2.0-26 kernel) && 12.10 (3.5.0-4) x64 backported llvm-3.1 from quantal, then debian experimental. Next I tried 12.10 with the native ubuntu llvm-3.1 package; this failed as well. user@system:/tmp/llvm-test# make compiling cpp yacc file: decaf-llvm.y output file: decaf-llvm bison -b decaf-llvm -d decaf-llvm.y /bin/mv -f decaf-llvm.tab.c decaf-llvm.tab.cc flex -odecaf-llvm.lex.cc decaf-llvm.lex g++ -o ./decaf-llvm decaf-llvm.tab.cc decaf-llvm.lex.cc decaf-stdlib.c `llvm-config --cppflags --ldflags --libs core jit native` -ly -ll /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x6c): undefined reference to `dladdr' /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x18f): undefined reference to `dladdr' collect2: error: ld returned 1 exit status make: *** [decaf-llvm] Error 1 I know the code works as I've run it in centos fine using llvm-3.1-6.fc18(rpm) Google was a bit helpful with this: "On some systems, incluning Ubuntu 11.10, linking may fail with message that libLLVMSupport.a in function PrintStackTrace(void*) has undefined reference to dladdr." "Workaround is to compile LLVM with cmake specifying the following variable: -DCMAKE_EXE_LINKER_FLAGS=-ldl" http://svn.dsource.org/projects/bindings/trunk/llvm-3.0/Readme I double checked y ldflags and everything seems ok. user@system:/llvm-config --ldflags -L/usr/lib/llvm-3.1/lib -lpthread -lffi -ldl -lm I'm unclear of what to do next; any suggestions?

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  • XNA 4.0: Problem with loading XML content files

    - by 200
    I'm new to XNA so hopefully my question isn't too silly. I'm trying to load content data from XML. My XML file is placed in my Content project (the new XNA 4 thing), called "Event1.xml": <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset Type="MyNamespace.Event"> // error on this line <name>1</name> </Asset> </XnaContent> My "Event" class is placed in my main project: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace MyNamespace { public class Event { public string name; } } The XML file is being called by my main game class inside the LoadContent() method: Event temp = Content.Load<Event>("Event1"); And this is the error I'm getting: There was an error while deserializing intermediate XML. Cannot find type "MyNamespace.Event" I think the problem is because at the time the XML is being evaluated, the Event class has not been established because one file is in my main project while the other is in my Content project (being a XNA 4.0 project and such). I have also tried changing the build action of the xml file from compile to content; however the program would then not be able to find the file and would give this other warning: Project item 'Event1.xml' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Any suggestions are appreciated. Thanks.

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  • Prevent Eclipse Java Builder from Compiling Java-Like Source

    - by redjamjar
    I'm in the process of writing an eclipse plugin for my programming language Whiley (see http://whiley.org). The plugin is working reasonably well, although there's lots to do. Two pieces of the jigsaw are: I've created a "Whiley Builder" by subclassing incremental project builder. This handles building and cleaning of "*.whiley" files. I've created a content-type called "Whiley Source Files" for "*.whiley" files, which extends "org.eclipse.jdt.core.javaSource" (this follows Andrew Eisenberg suggestion). The advantage of having the content-type extend javaSource is that it immediately fits into the package explorer, etc. In principle, I could fleshout ICompilationUnit to provide more useful info, although I haven't done that yet. The disadvantage is that the Java builder is trying to compile my whiley files ... and it obviously can't. Originally, I had the Java Builder run first, then the Whiley builder. Superficially, this actually worked out quite well since all of the errors from the Java Builder were discarded by the Whiley Builder (for whiley files). However, I actually want the Whiley Builder to run first, as this is the best way for me to resolve dependencies between Java and Whiley files. Which leads me to my question: can I stop the Java builder from trying to compile certain java-like resources? Specifically, in my case, those with the "*.whiley" extension. As an alternative, I was wondering whether my Whiley Builder could somehow update the resource delta to remove those files which it has dealt with. Thoughts?

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