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  • Reuseable Platform For Custom Board Game

    - by George Bailey
    Is there a generic platform to allow me to customize the rules to a board game. The board game uses a square grid, similar to Checkers or Chess. I was hoping to take some of the work out of creating this computer opponent, by reusing what is already written. I would think that there would be a pre-written routine for deciding which moves would lead to the best outcome, and all that I would need to program is the pieces, legal moves, what layout constitutes a win/lose or draw, and perhaps some kind of scoring for value of pieces. I have seen chess programs that appear to use a recursive routine, so they think anywhere from 2 to 20 moves ahead to create varying degrees of difficulty. I have noticed this on chess.com. The game I am programming will not be as complex. Is there a platform designed to be re-used for different grid/piece based games. JavaScript would be preferable, but Java or Perl would be acceptable.

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  • How best to implement HTML5 support for my validation library

    - by Vivin Paliath
    I have created an annotation-based validation library called regula. There seems to be some amount of interest around the framework and the next thing I'd like to do is to support HTML5 validation. Originally I figured that I would check to see if the browser supported the HTML5 validation that has been specified and to either emulate or delegate to built-in regula equivalents. This is trivial for things like required, but once you start getting into the date-validation, it gets tricky (date widgets, localization, etc.). So I have a few options in front of me: Full HTML5 Shim along with widgets (for date stuff etc.): I feel like this is overkill and essentially reinventing the wheel since this is already covered by things like modernizr. Use HTML5 validation if available (either native, or provided by shim; otherwise ignore): What this means is that if HTML5 validation is available (natively or through a shim) I will use it, otherwise I will ignore it. I'm leaning towards the latter since currently if someone wants to use HTML5 validation, they will most probably require a shim since not all browsers support HTML5. Which option do you think is better?

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  • When is a 'core' library a bad idea?

    - by Alex Angas
    When developing software, I often have a centralised 'core' library containing handy code that can be shared and referenced by different projects. Examples: a set of functions to manipulate strings commonly used regular expressions common deployment code However some of my colleagues seem to be turning away from this approach. They have concerns such as the maintenance overhead of retesting code used by many projects once a bug is fixed. Now I'm reconsidering when I should be doing this. What are the issues that make using a 'core' library a bad idea?

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  • I'm using OpenAL, trying to load a .ogg file and having .dll troubles

    - by Brendan Webster
    I'm using OpenAL for my game's music, and it loads .wav files by default, but to load in Ogg files I had to download and setup a few .dlls and lib files. I have fixed all errors with dlls except for this: I need vorbis.dll, and it says it's missing vorbis_window. I just can't find the dll anywhere online that includes the vorbis_window, anyone have suggestions on how I should fix this problem with my dll?

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  • New TPerlRegEx Compatible with Delphi XE

    - by Jan Goyvaerts
    The new RegularExpressionsCore unit in Delphi XE is based on the PerlRegEx unit that I wrote many years ago. Since I donated full rights to a copy rather than full rights to the original, I can continue to make my version of TPerlRegEx available to people using older versions of Delphi. I did make a few changes to the code to modernize it a bit prior to donating a copy to Embarcadero. The latest TPerlRegEx includes those changes. This allows you to use the same regex-based code using the RegularExpressionsCore unit in Delphi XE, and the PerlRegEx unit in Delphi 2010 and earlier. If you’re writing new code using regular expressions in Delphi 2010 or earlier, I strongly recomment you use the new version of my PerlRegEx unit. If you later migrate your code to Delphi XE, all you have to do is replace PerlRegEx with RegularExrpessionsCore in the uses clause of your units. If you have code written using an older version of TPerlRegEx that you want to migrate to the latest TPerlRegEx, you’ll need to take a few changes into account. The original TPerlRegEx was developed when Borland’s goal was to have a component for everything on the component palette. So the old TPerlRegEx derives from TComponent, allowing you to put it on the component palette and drop it on a form. The new TPerlRegEx derives from TObject. It can only be instantiated at runtime. If you want to migrate from an older version of TPerlRegEx to the latest TPerlRegEx, start with removing any TPerlRegEx components you may have placed on forms or data modules and instantiate the objects at runtime instead. When instantiating at runtime, you no longer need to pass an owner component to the Create() constructor. Simply remove the parameter. Some of the property and method names in the original TPerlRegEx were a bit unwieldy. These have been renamed in the latest TPerlRegEx. Essentially, in all identifiers SubExpression was replaced with Group and MatchedExpression was replaced with Matched. Here is a complete list of the changed identifiers: Old Identifier New Identifier StoreSubExpression StoreGroups NamedSubExpression NamedGroup MatchedExpression MatchedText MatchedExpressionLength MatchedLength MatchedExpressionOffset MatchedOffset SubExpressionCount GroupCount SubExpressions Groups SubExpressionLengths GroupLengths SubExpressionOffsets GroupOffsets Download TPerlRegEx. Source is included under the MPL 1.1 license.

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  • Type dependencies vs directory structure

    - by paul
    Something I've been wondering about recently is how to organize types in directories/namespaces w.r.t. their dependencies. One method I've seen, which I believe is the recommendation for both Haskell and .NET (though I can't find the references for this at the moment), is: Type Type/ATypeThatUsesType Type/AnotherTypeThatUsesType My natural inclination, however, is to do the opposite: Type Type/ATypeUponWhichTypeDepends Type/AnotherTypeUponWhichTypeDepends Questions: Is my inclination bass-ackwards? Are there any major benefits/pitfalls of one over the other? Is it just something that depends on the application, e.g. whether you're building a library vs doing normal coding?

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  • Tiled/TMX C++ Library/Parser

    - by Ben
    Where can I find an easy to use and up to date C++ parser/library for the .tmx map format (used by the Tiled Map Editor) ? EDIT: David's comment, 'Unless you want to build your game around the format of the parser..', got me thinking... So I have downloaded pugixml, which is an easy to use xml-parser with very straightforward documentation. Together with the spec for the TMX Map Format, I think I'll give it a try myself. I'll probably compare with Cocos2d-x's CCTMXTiledMap at some point.

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  • How to properly install libsvm-3.11?

    - by Gomathi
    I'm using libvm-3.11. I downloaded it at http://www.csie.ntu.edu.tw/~cjlin/libsvm/ and extracted. Then I set path in Matlb. After that whenever I run my program, it gives the same error always. ??? Invalid MEX-file 'E:\Gomu\Gomu General\final yr Project\proj\libsvm-3.11\windows\svmtrain.mexw32': The specified module could not be found. . Error in == trysvm at 6 svmStruct = svmtrain(T,TrainMat,'showplot',true); What should I do?

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  • What counts as reinventing the wheel?

    - by dsimcha
    Do the following scenarios count as "reinventing the wheel" in your book? A solution exists, but not in the language you want to use, and existing solutions can't be interfaced with the language you want to use in a clean, idiomatic way. In principle you could get an existing library to do what you wanted with heavy modification, but you think it would probably be easier to just start from scratch. What you're writing has the same one-line description as stuff that's already been done, but you're targeting a different niche. For example, maybe your problem has been solved a zillion times before, but in a way that's inefficient for large datasets and your code works well for large datasets.

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  • How to publicize new Android's HTTP requests library

    - by Yaniv
    I don't know if this really belongs here, but I developed an open-source HTTP requests library for Android called Unite. This library was built mainly to significantly facilitate the work and coding time, and makes it easy to create and work with HTTP requests. I think a big advantage of this library is that it is open-source, so everyone can contribute to make it even better. I started this project for personal use, and I really like the result. What is the right and proper way to publicize the project, I do think it will be handy to Android developers. So how can I make developers know this library exist?

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  • LGPL License in commercial application

    - by Jacob
    I have searched around but I don't seem to be able to get a clear answer on my questions that I understand. I want to use the Xuggler library in my application, which is licensed either GPL or LGPL depending on whether I compile it myself. I don't intend to edit the library If I compile it myself and thus get a LGPL version of the library, can I use it in a commercial application without having to distribute the source code of my application? Furthermore, do I have to give my application the LGPL license as well? What other problems might using this library give me?

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  • errors with libosmscout [migrated]

    - by Katlego Moukangwe
    I am using the libosmscout library for routing and I get the following error when I run the Routing demo; Routing . 169639811 169639816 169639831 253045594 //Running the routing demo with the map in the current directory. Cannot get start way! There was an error while calculating the route! I think It might be during the import stage since I get the following warnings; !! Cannot resolve way member 28693141 for relation 28322 boundary_administrative Mecklenburg-Vorpommern !! Cannot resolve way member 152675051 for relation 28936 boundary_administrative Bergedorf !! Cannot resolve way member 26496646 for relation 28964 boundary_administrative Harburg (Hamburg) !! Node 323985058 of way 135078286 cannot be joined with any other way of the relation 1817154 Neuenkirchen WW Multipolygon relation 2136137 has conflicting types for outer boundary (place_island vs. boundary_administrative) !! Cannot resolve way member 162656856 for relation 2174826 landuse_forest

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  • Why doesn't libxml2 support XPath 2.0?

    - by Peter Krauss
    Libxml2 is the faster, stable and most popular "open DOM engine"... And the "XML C parser and toolkit of Gnome". The initial release of Libxml2 was September 1999, 13 years ago. XPath v1.0 was also released at 1999. XPath v2.0 became a recommendation on January 2007, 6 years ago. We can suppose that the Libxml2 community have time and people to develop a XPath2... So, what is the problem? Why doesn't libxml2 (or a "libxml2 fork" or an "experimental lib"!) support XPath 2.0? Some raised hypotheses to discussion at answers, Because Libxml2 community (and Gnome community) dislikes and have no motivation to develop something to XPath2 or xQuery. 1.1. XPath2 needs (by mathematical proof) a very heavy parser, much slower, etc. that is not suitable to real-world Libxml2 applications. 1.2. Other "ideologic" dislikes/motivations. Because it is written with C, and for XPath2 is better to develop with C++. Because the above hypothesis of "Libxml2 community have time and people" is false. Because XPath2 became stable in 2010 with its "Second Edition" release, and ~2.5 years is not (?) enough time.

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  • PerlRegEx vs RegularExpressionsCore Delphi Units

    - by Jan Goyvaerts
    The RegularExpressionsCore unit that is part of Delphi XE is based on the latest class-based PerlRegEx unit that I developed. Embarcadero only made a few changes to the unit. These changes are insignificant enough that code written for earlier versions of Delphi using the class-based PerlRegEx unit will work just the same with Delphi XE. The unit was renamed from PerlRegEx to RegularExpressionsCore. When migrating your code to Delphi XE, you can choose whether you want to use the new RegularExpressionsCore unit or continue using the PerlRegEx unit in your application. All you need to change is which unit you add to the uses clause in your own units. Indentation and line breaks in the code were changed to match the style used in the Delphi RTL and VCL code. This does not change the code, but makes it harder to diff the two units. Literal strings in the unit were separated into their own unit called RegularExpressionsConsts. These strings are only used for error messages that indicate bugs in your code. If your code uses TPerlRegEx correctly then the user should not see any of these strings. My code uses assertions to check for out of bounds parameters, while Embarcadero uses exceptions. Again, if you use TPerlRegEx correctly, you should never get any assertions or exceptions. The Compile method raises an exception if the regular expression is invalid in both my original TPerlRegEx component and Embarcadero’s version. If your code allows the user to provide the regular expression, you should explicitly call Compile and catch any exceptions it raises so you can tell the user there is a problem with the regular expression. Even with user-provided regular expressions, you shouldn’t get any other assertions or exceptions if your code is correct. Note that Embarcadero owns all the rights to their RegularExpressionsCore unit. Like all the other RTL and VCL units, this unit cannot be distributed by myself or anyone other than Embarcadero. I do retain the rights to my original PerlRegEx unit which I will continue to make available for those using older versions of Delphi.

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  • Which is preferable? To know jQuery well, or to know JavaScript well? [closed]

    - by Marwan
    I'm quite familiar with using jQuery, but I've come to feel like a bit of a dummy using it, as my knowledge of JavaScript itself is rather poor. So I'm considering abandoning jQuery and spending time working in straight JS... perhaps even creating my own framework as a learning experience. Does this make sense though? Is there any real point to obtaining more than a passing knowledge of JavaScript when jQuery allows me to accomplish so much, so quickly?

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  • OpenGL ES 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Is 'android_createDisplaySurface' compatible only for OGLES 1 and not for OGLES 2? Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Why does running this program on 11.10 give a 'GLIBC_2.15 not found' error?

    - by RafLance
    I am trying to install Absinthe 2.0.4 on Ubuntu 11.10 on a netbook. When I try to run the install file, this keeps on happening: rafael@RafLaptop:~/Desktop/absinthe-linux-2.0.4$ ./absinthe.x86 ./absinthe.x86: /lib/i386-linux-gnu/libc.so.6: version `GLIBC_2.15' not found (required by ./absinthe.x86) Do I need to upgrade GLIBC? If so, how do I do that? Since I'm on a netbook I can't use a LiveCD so I wanted to know if there was a way I could fix this issue without reinstalling my whole OS. Any explanations about what GLIBC is exactly would be great too since this is a learning experience for me. I know that GLIBC is a part of libc.so.6 and so I tried to run sudo apt-get install libc.so.6 but was told that it was up to date. But GLIBC isn't? I hope this articulates my problem well, if there are any pieces of missing info or questions to clarity my question, please let me know! ~-~ EDIT/UPDATE: So after some help on the AskUbuntu chat room from user izx, I have gathered the following information/understanding: -I need to run this program with Ubuntu 12.04 or recompile it from source -Upgrading libc on Oneiric to 2.15 while possible, is not an easy task and is not officially supported.

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  • What do you code first to learn a new language, library, or framework?

    - by Griffin
    Every language, framework, and library has its own syntax, quirks, and pitfalls. What Program, Game, etc. do you code in order to learn these unique characteristics? How do you decide on what previous programming experience is applicable? I'd imagine that the task would have to be complicated enough to force you to use applicable programming techniques and idioms, but simple enough that it wouldn't take a ton of time.

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  • How to install custom c library?

    - by arijit
    I just wanted to add a c library to Ubuntu which was created by Harvard University for cs50 course. They provided instructions for how to install the library which is listed below. Debian, Ubuntu First become root, as with: sudo su - Then install the CS50 Library as follows: apt-get install gcc wget http://mirror.cs50.net/library/c/cs50-library-c-3.1.zip unzip cs50-library-c-3.1.zip rm -f cs50-library-c-3.1.zip cd cs50-library-c-3.1 gcc -c -ggdb -std=c99 cs50.c -o cs50.o ar rcs libcs50.a cs50.o chmod 0644 cs50.h libcs50.a mkdir -p /usr/local/include chmod 0755 /usr/local/include mv -f cs50.h /usr/local/include mkdir -p /usr/local/lib chmod 0755 /usr/local/lib mv -f libcs50.a /usr/local/lib cd .. rm -rf cs50-library-c-3.1 I did exactly as directed. But the compiler reported “Undefined reference to a function”--the function was Get String. So, I searched for a solution and found one. It said to use the -l switch. Now when I compile I use something like: gcc –o hello.c hello –lcs50 (I don’t remember the exact command.) However, I cannot use the make command, which is easier to use. I understand that there is some problem with linking the library. What is a good solution to this problem?

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  • How do you set up PhysFS for use in a game?

    - by ThePlan
    After my recent question on GD I've been advised to use PhysFS to pack all my game data in 1 file. So I have, and the decission wasn't light, because I've tried out every library in my answers but none contained a single good tutorial whatsoever, in fact PhysFS is the poorest documented library I've ever seen. After attempting to set up PhysFS in my game I realized it's not as simple as adding the headers to the project, it appears something much more complicated, in fact after my first attempt to install PhysFS the compiler ran out of memory to display errors, it reached the critical count of 50 errors. So basically what I'm asking here is: How can I set up PhysFS on my game? I'm using Code::Blocks IDE on Windows XP SP3;

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  • glibc not found when trying to install Absinthe?

    - by RafLance
    I am trying to install Absinthe 2.0.4 on Ubuntu 11.10 on a netbook. When I try to run the install file, this keeps on happening: rafael@RafLaptop:~/Desktop/absinthe-linux-2.0.4$ ./absinthe.x86 ./absinthe.x86: /lib/i386-linux-gnu/libc.so.6: version `GLIBC_2.15' not found (required by ./absinthe.x86) Do I need to upgrade GLIBC? If so, how do I do that? Since I'm on a netbook I can't use a LiveCD so I wanted to know if there was a way I could fix this issue without reinstalling my whole OS. Any explanations about what GLIBC is exactly would be great too since this is a learning experience for me. I know that GLIBC is a part of libc.so.6 and so I tried to run sudo apt-get install libc.so.6 but was told that it was up to date. But GLIBC isn't? I hope this articulates my problem well, if there are any pieces of missing info or questions to clarity my question, please let me know! ~-~ EDIT/UPDATE: So after some help on the AskUbuntu chat room from user izx, I have gathered the following information/understanding: -I need to run this program with Ubuntu 12.04 or recompile it from source -Upgrading libc on Oneiric to 2.15 while possible, is not an easy task and is not officially supported.

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  • xmpp flow -server, client and library

    - by Him
    My complete requirement is development of a chat engine - including server, clients etc. Currently I am working on things at my desktop only but once done, I have to host it; basically incorporate it with in a site for chatting purpose. So, now my problem is: I am not clear about how the actual data flow is? I have googled and read about xmpp (a book by Peter Andre) also but I am not clear about the flow and what are the actual requirements to do the above mentioned task. What I currently know is: 1) I need a server - so selected ejabberd 2) I need client - still not sure which one to use and one other doubt is how this client thing will work when deployed on some website for chatting purpose. 3) Some library - don't know which one and what is the purpose? Can anyone guide me?

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  • Is there an alternative to SDL 1.3 for a C++ game that should run on iOS and Android?

    - by futlib
    I've used SDL for many desktop games, always as the cross-platform glue for: Creating a window Processing input Rendering images Rendering fonts Playing sounds/music It has never disappointed me at those tasks. But when it comes to graphics, I prefer to work with the OpenGL API directly, even though all of our games are 2D. In the project I'm currently working on, I've made sure to only use the API subset supported by both OpenGL 1.3 and OpenGL 1.0, so making the thing run on Android should be easy, I thought. Turns out there is no official Android or iOS port of SDL yet. However, there's one in SDL 1.3, which is still in development. SDL 1.3 doesn't seem very appealing to me for three reasons: It's been in development for at least 4 years, and I have no idea when it will be done, not to mention stable. It's not ported to as many platforms as SDL 1.2. From what I've seen, it uses OpenGL for drawing, so I suppose the community will move away from directly using OpenGL. So I'm wondering if I should use a different library for our current project - it doesn't matter much if I need to port my existing code from SDL 1.2 to SDL 1.3 or to some other library. We're planning to release on Windows, Mac OS X, Linux, iOS and Android, so good support for these platforms is essential. Is there anything stable that does what I want?

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  • SDL 2.0: is there a library to create 2D particle effects rapidly?

    - by mm24
    I would like to create an light/explosion particle effect using some in built library. I am used to Cocos2D where there are specific classes that you can simply initialize in a certain position and producing a certain particle effect. Is there a way to do so in SDL 2.0 C++? I have found this tutorial but it seems to go for a "build it yoursefl" solution, which is ok but I do not want to re-invent the wheel if someone else has already built it.

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  • Twitter's new approach of third party application? How would you see this move as developer.... especially you plan to build a twitter client.

    - by MobileDev123
    Just today morning I have read news that twitter has issued a warning to developers not to make any new third party client, the official announcement can be read here. As a programmer, how do you see this move of twitter? Does it seems that they want to standardize the behavior of third party client or they don't want any new client in favor of the default clients they have made? What if anybody wants to create a new client? Is there any guidelines that-if followed- ensure that we can create a new mobile client? Or we should stop thinking about it? What are the option for the developers who want to build some clients for twitter? I can realize that I have asked too many questions, but I still think that there can be one common answer.

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