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Search found 300 results on 12 pages for 'spell'.

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  • Free en-GB dictionary for spell check in Silverlight

    - by Craig Shearer
    I'm trying to use the Vectorlight spell checker for Silverlight. The demo code comes with the en-US.dic file, but I'm trying to find a compatible one for British English. I have found one here but it doesn't work. The format seems similar to the en-US one, but it just doesn't work (i.e. it doesn't suggest any words).

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  • spell checker: ignore CamelCaseWords

    - by David Oneill
    Is there a way to get the spell checker to properly check camel cased words? "ThisIsSpelledRightly" would be marked as spelled correctly, but "ThisIsNottSpeledRihgt" would be flagged? I use Xubuntu and firefox. I tried asking this over on superuser, but it got ignored.

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  • Spell check in c#

    - by j-t-s
    Hi all In my win forms c# app, I want to be able to add spell check functionality. But, I want to do it my own way, and NOT use any other components. All I need is just an online service where i can send a request or something and it tells me whether or not the word i sent was spelled correctly. Preferred but not required: The ability for that online sevrice to also send back suggestions. Thank you :)

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  • debugging finite state machine spell checker code

    - by Durell
    I need someone to debug the lines of c++ code I wrote below so it can run. It is intended to spell check the word "and" using state to state transition. include include using namespace std; string in_str; int n; void spell_check() { int i; FILE *in_file; while (!EOF(in_file)) { fscanf(in_str); n = strlen(in_str); start(in_str,n); } } void start() { char next_char; int i = 0; if (n == 0) { cout<<"This is an empty string"; exit();//do something here to terminate the program } else{ next_char = in_str[i]; if(next_char == 'a') { i++; if(i >= n) error(); else state_A(i); } else error(); } } void state_A(int i) { if(in_str[i] == 'n') { i++; if(i void state_AN(int i) { if(in_str[i] == 'd') { if(i == n-1) cout<<" Your keyword spelling is correct"; else cout<<"Wrong keyword spelling"; } } int main() { spell_check(); return 0; }

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  • Vim is spellchecking in XML files where I don't want it to, and only there

    - by Kazark
    I'm trying to use Vim's builtin spellchecking in some XML documents. This happens merely by having the XML syntax loaded, as seen in the following minimalistic example (which reproduces what I also see in large XML documents): Note that given two buffers with exactly the same content, when Filetype is text, the spellchecking works; when it is xml, it does not. spell is set in both buffers. However, given this view of the top three lines of a large XML document, you can see that the spellchecking is certainly on: but it is only checking attributes. The nuisance is that none of the things it is actually finding are mispelled, and it isn't finding any of the numerous misspellings in the document. I would like it at a minimum to find the spelling errors in the body of the document, and being able to turn off the checking on attributes would be a nice option. I've searched for @NoSpell in the xml.vim file, but that returns no hits.

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  • MS Word custom dictionary making spellcheck slow - ideas?

    - by ezuk
    I have a user who edits technical materials. She uses MS Word's Custom Dictionary all the time for spelling; it has grown very large, and is now making spell check very slow. All of the advice I've read online says to disable the custom dictionary. This is an easy solution, but is not workable for the user, because she actually needs this dictionary. So, is there any way to optimize the custom dictionary and/or Word itself, so that a large dictionary file doesn't slow things down quite so badly? Many thanks. Update after suggestions: I ran contig on the file, and it reports just 1 frag, so that's not the issue I think. The file is 9.95KB -- 1,117 lines, each consisting of just a single word. I viewed the file using Notepad and none of the lines seems corrupted, strange, or overly long (no line seems to be over 10 chars or so). Both of your suggestions were helpful so I will upvote both; any further tips would be most welcome.

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  • Spell Check in IE

    - by Prashant
    In Firefox, if a user enters words which have spelling mistakes, the browser puts a line below the word indicating a spelling mistake. How can the same be accomplished in IE ? Any ideas ?

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  • NHunspell Spell

    - by mouthpiec
    Hi, Can someone explain the letters after the '/' mean? The example below show an extract of the dictionary accessory/SM access/SDMG accidence/M accidentalness/M accidental/SPY accident/MS acclaimer/M acclaim/SDRG acclamation/MS acclimate/XSDGN acclimation/M acclimatisation

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • How to prevent Spell checking code in MS Office?

    - by Aaron
    We use MS Office. Outlook for emails, Word for some documentation and I use OneNote a lot for my own note taking. What bugs me is when I drop some code or use key words or even camel case into these apps the spell checking picks them up and I have red squiggles everywhere. Ignore is pretty much useless, so either I have to turn off Spell Check altogether start adding these to the custom dictionary. What would be good is if I can use the Set Language function to mark a whole block of text to just not be spell checked. Has anyone found a nice solution to this or do you know of a blank dictionary is best to use? I found using "Mohawk" kind of does that... might just use that for now. Maybe create a macro to switch between them.

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  • Microsoft Office 2010 Proofing Tools Kit

    - by Svish
    I have installed the Office 2010 available on MSDN, but there is no proofing tools kit available there yet. Still I see various sources where I can download this kit when I search for it on Google. Is the Proofing Tools Kit available yet or not? Are these sources I see on Google legitimate ones or should I stay away from them? Or are they also available from Microsoft directly somewhere I haven't looked yet? 2010-07-28 Bump: Has anything come out now? I found something called a language pack on MSDN, but the installation looked pretty much the same as the original... not quite sure what that pack did...

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  • Cannot Add Particular Word to Dictionary

    - by WCWedin
    I am trying to add a particular word to my custom dictionary using Word 2007. (The word happens to be "deserialized".) When I right-click on the word and click Add to Dictionary, the red underline does not go away. When I use the Spelling & Grammar tool from the Review tab on the ribbon, it will stop on that word; clicking the Add to Dictionary button has no effect. Oddly, I am able to add other words to the custom dictionary without a problem. I recently added "deserializes", for instance. I have only encountered this problem with that one particular word. Does anyone know what might be wrong and how I might fix it? Clarifications My document and all its content is set to English (United States). My custom dictionary is set to apply to All Languages, which is the default value. "Serialize" is in the US English default dictionary, but "deserialize" and its various forms is not.

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  • How to prevent Spell checking code in MS Office?

    - by Aaron
    We use MS Office. Outlook for emails, Word for some documentation and I use OneNote a lot for my own note taking. What bugs me is when I drop some code or use key words or even camel case into these apps the spell checking picks them up and I have red squiggles everywhere. Ignore is pretty much useless, so either I have to turn off Spell Check altogether start adding these to the custom dictionary. What would be good is if I can use the Set Language function to mark a whole block of text to just not be spell checked. Has anyone found a nice solution to this or do you know of a blank dictionary is best to use? I found using "Mohawk" kind of does that... might just use that for now. Maybe create a macro to switch between them.

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  • code to check spellings

    - by john
    hi guys, can anyone help me how to write code for checking spellings in android? or can anyone provide me the sites which will be useful to me. thanks in advance any help will be appreciated.

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  • Does anyone know of a spell check library that underlines text?

    - by Icono123
    Does anyone know of a C# spell check library that would underline misspelled works in a windows form text box? In the past, I've used NetSpell and works great if users use the dialog box. I'm thinking I might be able to automatically call the spell check while text is being updated and underline the text. Anyone have any good ideas on what would be the best way to go about doing it?

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  • How can I store spell & items using a std::vector implementation?

    - by Vladimir Marenus
    I'm following along with a book from GameInstitute right now, and it's asking me to: Allow the player to buy and carry healing potions and potions of fireball. You can add an Item array (after you define the item class) to the Player class for storing them, or use a std::vector to store them. I think I would like to use the std::vector implementation, because that seems to confuse me less than making an item class, but I am unsure how to do so. I've heard from many people that vectors are great ways to store dynamic values (such as items, weapons, etc), but I've not seen it used.

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  • Success in SEO Lies in Attention to Details - Conduct a Thorough Spell Check For Your Site!

    Search Engine Optimization is the name of the game if you want to excel as an online money maker. Whether you talk about earning income through AdSense, selling your own products through an online store or simply selling other's products through affiliate marketing, you simply cannot take one step ahead without search engine optimization. For beginners, SEO is a process that includes a number of techniques devised by the best in the business to draw more traffic to your website.

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  • Text editor with spell checker that ignores (X)HTML/CSS/javascript tags?

    - by Luis Soeiro
    Do you know of any text editor that can be used with a spell checker which is smart enough to ignore XHML/CSS and javascript tags? The requirements would be: It must run in Linux; It must be free and open source; It doesn't need to have WYSIWYG capabilities, but they would be welcome. It must have built in "tag skipping" capabilities or be configurable to skip (X)HTML tags, CSS and embedded Javascript; It doesn't need to have a HTML validator, but if it does it will be a plus; I've tried to use spell checker plugins for Kate, HTML validators for Firefox, Eclipse's HTML editor, but I couldn't find a solution that have a speel checker that ignores hml tags. Thanks for any help, Luís

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  • CSharpCodeProvider 'cannot find metadata file' Compiling Plugin Code With Mono

    - by Jason Champion
    I have some code in an XML file that I load and compile at runtime in an application. This works fine on Windows, but under Mono I get assembly reference errors. Here's the examine code in question: public static bool CompileSpell(Spell spell) { CSharpCodeProvider prov = new CSharpCodeProvider(); CompilerParameters cp = new CompilerParameters(); cp.GenerateExecutable = true; cp.GenerateInMemory = true; cp.ReferencedAssemblies.Add("system.dll"); cp.ReferencedAssemblies.Add("system.xml.dll"); cp.ReferencedAssemblies.Add("BasternaeMud.dll"); cp.ReferencedAssemblies.Add("ZoneData.dll"); Log.Trace("Compiling spell '" + spell.Name + "'."); StringBuilder sb = new StringBuilder(); int idx = spell.FileName.IndexOf('.'); string file = spell.FileName; if (idx > 0) { file = spell.FileName.Substring(0, idx); } int lines = GenerateWithMain(sb, spell.Code, "BasternaeMud"); CompilerResults cr = prov.CompileAssemblyFromSource(cp,sb.ToString()); .... The specific errors I get in the compiler results are: cannot find metadata file 'system.dll' at line 0 column 0. cannot find metadata file 'system.xml.dll' at line 0 column 0. Mono obviously doesn't like the way I add referenced assemblies to the code I'm compiling for system.xml and system.xml.dll. The other two assemblies add fine, which is no surprise because they're the code that the compiler is actually executing from and exist in the executable directory. Any clue what I need to do to fix this? Maybe I could just drop those DLLs in the executable directory, but that feels like a dumb idea.

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  • How do I enable spell checking within an NSTextField on Mac OS X?

    - by Luke
    I have an NSTextField that I would like to enable "as-you-type" spell checking. When I load my application I can do this from the Menu Bar Edit Spelling and Grammar Check Spelling While Typing. I would like this option to be enabled by default. Within IB I can enable this for a NSTextView but I would like to use NSTextField for this part of the UI. Thank you.

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