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  • Free cross-platform library to convert numbers (money amounts) to words?

    - by bialix
    I'm looking for cross-platform library which I can use in my C application to convert money amounts (e.g. $123.50) to words (one hundred twenty three dollars and fifty cents). I need support for multiple currencies: dollars, euros, UK pounds etc. Although I understand this is not hard at all to write my own implementation, but I'd like to avoid reinventing wheel. I've tried to google it, but there is too much noise related to MS Word converters. Can anybody suggest something? UPDATE numerous comments suggest to write my own implementation because it's really easy task. And I agree. My point was about support of multiple currencies in the same time and different business rules to spell the amounts (should be fractional part written as text or numbers? etc.) As I understand serious business applications have such library inside, but I think there is nothing open-source available, maybe because it seems as very easy task. I'm going to write my own libary and then open-source it. Thanks to all.

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  • Why do some games randomly turn my screen a random solid color?

    - by Emlena.PhD
    When playing some games my computer will randomly have an error that I cannot fix without turning it off and back on again. The screen changes to one solid color, which varies (off the top of my head I can remember seeing solid green, magenta, etc..) and the sound blares a single tone. The sound sometimes briefly restores and I can still hear the game sounds and even hear and still be heard by people in my Mumble channel, but the screen doesn't right itself so I'm still blind. What's more is this happens in some games but not in others. While the game is actually running, not while I'm still in the menu. However, it does happen if I'm afk or idle but the game world is still rendering. Games where the error occurs: League of Legends World of Warcraft Trine The Sims 2 Dungeon Defenders Safe games: games where it has never occurred: Tribes: Ascend Star Wars: the Old Republic Battlefield 3 So relatively older games cause the problem while newer games do not? I cannot predict when it will happen, it just seems random. However, if it happens and I try playing the same game further after restart it does appear to occur more frequently after the first time. But if I switch to a safe game it doesn't continue happening. Both of my RAM sticks appear fine, flipped position or either one on their own and games still run, computer still boots. I would think over-heating, but then why not all games? ALso, sometimes it happens immediately after I start playing, within seconds of the 3D world booting up. I'm looking to upgrade very soon so I want to figure out what component or software is fubar and replace/repair it. Any suggestions or recommendations of tools would be helpful. Below is some system information. Dxdiag does not detect any problems. Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120305-1505) System Manufacturer: Gigabyte Technology Co., Ltd. System Model: EP45-UD3R BIOS: Award Modular BIOS v6.00PG Processor: Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz (2 CPUs), ~3.2GHz Memory: 4096MB RAM DirectX Version: DirectX 11 DxDiag Version: 6.01.7601.17514 64bit Unicode Graphics card name: NVIDIA GeForce GTX 285 Driver Version: 8.17.12.9610 (error has occurred w/several driver versions) Sound: I do not have a sound card, been using motherboard's built in sound)

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  • Full computer freeze with audio stuttering after playing games for a period of time

    - by Wes
    I've been having a problem with my computer freezing completely when playing games like LA Noire or SW:TOR (yay early access!). Basically, what happens is I will play for around an hour or so (depending on the game) and when the freeze happens, the entire computer locks up and any audio that was being played glitches out and stutters broken-record style (only much shorter. Very techno). I think it might be heat related and thought it might be my video card overheating, so I have been setting my video card (Nvidia Geforce 260GTX 216-core) fan to highest setting, but that has little to no effect. Now I'm beginning to think it's either my FSB or CPU overheating. Can anyone provide some insight or similar experiences? I'm really at a loss and don't wanna damage my rig beyond repair.

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  • games and movies become too slow after some time

    - by ishaq
    On my gaming desktop, I was fixing my desktop's power supply when something seemed to burn (I got that stinging burning smell). However when I turned ON the computer (it was OFF before), everything seemed to be fine. However, I have noticed that now it becomes too slow if I play a game or movie on it. I am talking about the computer becoming painfully slow after about 5 minutes into the movie/game (it works fine otherwise e.g. browsing), it becomes so slow I can see individual frames from movies/games. What could be the problem? A fried video card? friend memory (RAM), something else? My system's configuration is: Intel Core i7 CPU 3.40GHz 8GB DDR3 RAM 2TB WDC HDD NVIDIA GeForece GT 220 (1GB) Thermal Take Commander MS1 Chassis ( http://www.thermaltakeusa.com/Product.aspx?S=1394&ID=2051 ) mainboard: Intel DH67CL AAG10212-208 Realtek High Definition Audio

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  • getline won't let me type, c++

    - by Stijn
    I try to get the name of a game the users chooses and store it in a vector. I use getline so the user can use a space. When I try to type a new game to add it won't let me. It automaticly displays me games library. Please tell me what I do wrong. Problem is at if(action == "add") Here's my code: #include <iostream> #include <string> #include <vector> #include <algorithm> #include <ctime> #include <cstdlib> using namespace std; int main() { vector<string>::const_iterator myIterator; vector<string>::const_iterator iter; vector<string> games; games.push_back("Crysis 2"); games.push_back("GodOfWar 3"); games.push_back("FIFA 12"); cout <<"Welcome to your Games Library.\n"; cout <<"\nThese are your games:\n"; for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } //the loop! string action; string newGame; cout <<"\n-Type 'exit' if you want to quit.\n-Type 'add' if you want to add a game.\n-Type 'delete' if you want to delete a game.\n-Type 'find' if you want to search a game.\n-Type 'game' if you don't know what game to play.\n-Type 'show' if you want to view your library."; while (action != "exit") { cout <<"\n\nWhat do you want to do: "; cin >> action; //problem is here if (action == "add") { cout <<"\nType the name of the game you want to add: "; getline (cin, newGame); games.push_back(newGame); for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } continue; } else if (action == "show") { cout <<"\nThese are your games:\n"; for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } } else if (action == "delete") { cout <<"Type the name of the game you want to delete: "; cin >> newGame; getline (cin, newGame); iter = find(games.begin(), games.end(), newGame); if(iter != games.end()) { games.erase(iter); cout <<"\nGame deleted!"; } else { cout<<"\nGame not found."; } continue; } else if (action == "find") { cout <<"Which game you want to look for in your library: "; cin >> newGame; getline (cin, newGame); iter = find(games.begin(), games.end(), newGame); if (iter != games.end()) { cout << "Game found.\n"; } else { cout << "Game not found.\n"; } continue; } else if (action == "game") { srand(static_cast<unsigned int>(time(0))); random_shuffle(games.begin(), games.end()); cout << "\nWhy don't you play " << games[0]; continue; } else if (action == "quit") { cout <<"\nRemember to have fun while gaming!!\n"; break; } else { cout <<"\nCommand not found"; } } return 0; }

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  • Platformer Collision Error [closed]

    - by Connor
    I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get stuck INSIDE the world and you can't move until you jump. Here's what I mean: The player's feet are a few pixels below the ground level. However, this problem only occurs in 3 places throughout the map and only in those 3 select places. I'm assuming that the problem lies within my collision detection code but I'm not entirely sure, as I don't get an error when it happens. public boolean isCollidingWithBlock(Point pt1, Point pt2) { //Checks x for(int x = (int) (this.x / Tile.tileSize); x < (int) (this.x / Tile.tileSize + 4); x++) { //Checks y for(int y = (int) (this.y / Tile.tileSize); y < (int) (this.y / Tile.tileSize + 4); y++) { if(x >= 0 && y >= 0 && x < Component.dungeon.block.length && y < Component.dungeon.block[0].length) { //If the block is not air if(Component.dungeon.block[x][y].id != Tile.air) { //If the player is in contact with point one or two on the block if(Component.dungeon.block[x][y].contains(pt1) || Component.dungeon.block[x][y].contains(pt2)) { //Checks for specific blocks if(Component.dungeon.block[x][y].id == Tile.portalBlock) { Component.isLevelDone = true; } if(Component.dungeon.block[x][y].id == Tile.spike) { Health.health -= 1; Component.isJumping = true; if(Health.health == 0) { Component.isDead = true; } } return true; } } } } } return false; } What I'm asking is how I would fix the problem. I've looked over my code for quite a while and I'm not sure what's wrong with it. Also, if there's a more efficient way to do my collision checking then please let me know! I hope that is enough information, if it's not just tell me what you need and I'll be sure to add it. Thank you! [EDIT] Jump code: if(!isJumping && !isCollidingWithBlock(new Point((int) x + 2, (int) (y + height)), new Point((int) (x + width + 2), (int) (y + height)))) { y += fallSpeed; //sY is the screen's Y. The game is a side-scroller Component.sY += fallSpeed; } else { if(Component.isJumping) { isJumping = true; } } if(isJumping) { if(!isCollidingWithBlock(new Point((int) x + 2, (int) y), new Point((int) (x + width + 2), (int) y))) { if(jumpCount >= jumpHeight) { isJumping = false; jumpCount = 0; } else { y -= jumpSpeed; Component.sY -= jumpSpeed; jumpCount += 1; } } else { isJumping = false; jumpCount = 0; } }

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  • What libraries provide cross-platform 3D and P2P support?

    - by uckelman
    I'm trying to find a constellation of libraries which, taken together, meet the following requirements: Smooth scaling, rotation, panning (in two dimensions). I'll have a large bitmap (or SVG, in some cases), maybe up to 10000x10000 pixels, which serves as map, with some middling number of small bitmaps (or, again, possibly SVG) that can be dragged around over it. I need to be able to zoom, rotate, and pan this scene; however, the view will always be normal to (i.e., looking head-on at) the large bitmap, so I'm not really using the depth dimension. Peer-to-peer. I'd like for multiple users to be able to connect in order to share one of the scenes mentioned above, preferably peer-to-peer, without much configuration by the user. I'm intending to have a server running for cases where users are unable to connect P2P; I'd like to have the failover happen automatically, or possibly have some way of promoting clients who are capable to be servers themselves. Synchronization. Once a user has started dragging one of the small bitmaps (a piece), no other user should be able to drag that piece until the drag stops. I haven't thought of exactly how to do this---there might be a simple solution, or this kind of synchronization might be something that a library provides. Cross(ish)-platform. I need to be able to run on Linux, Windows, and Mac OS. It would be nice to also be able to run on tablets. Having mostly the same code for all platforms is a plus, but not absolutely necessary. (L)GPL compatible. I'm planning to release under the LGPL or GPL, preferably the latter, so I need libraries which have compatible licenses. I'm not set on any particular language, I'd like to use the library or libraries which make the work easiest, though my preference is to work in at most two languages for the project. (The Model could potentially be in one language and the View in another, so they could talk to each other via some protocol I define, if that would get me a better selection of libraries to use.) Can anyone offer suggestions for what to use?

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  • Is there a software available that can make one game on server playable by multiple clients?

    - by Jayseer
    my sister has a cybercafe business which is typically have a server PC and clients PC. I want the multiple clients to access the game directly into the server, so I no longer install the games/online games in every clients' computer. Anyway, I tried to test an online game playing it in two client at a time but it doesn't work. So Is there a software capable of making one game playable by multiple clients?

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  • Is there such a thing as a game made using a spreadsheet?

    - by andygrunt
    Many computer games (especially the 'Tycoon' type games, Civilization etc) are essentially spreadsheets under the hood, displaying the results of their calculations with a veneer of pretty graphics. But, I've often wondered if anyone's actually created a game using a spreadsheet (using the standard formulas and functions available in a spready) but never actually come across one. So, can anyone point me to a spreadsheet game? - the more complex, the better.

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  • Writing cross-platforms Types, Interfaces and Classes/Methods in C++

    - by user827992
    I'm looking for the best solution to write cross-platform software, aka code that I write and that I have to interface with different libraries and platforms each time. What I consider the easiest part, correct me if I'm wrong, is the definition of new types, all I have to do is to write an hpp file with a list of typedefs, I can keep the same names for each new type across the different platforms so my codebase can be shared without any problem. typedefs also helps me to redefine a better scope for my types in my code. I will probably end up having something like this: include |-windows | |-types.hpp |-linux | |-types.hpp |-mac |-types.hpp For the interfaces I'm thinking about the same solution used for the types, a series of hpp files, probably I will write all the interfaces only once since they rely on the types and all "cross-platform portability" is ensured by the work done on the types. include | |-interfaces.hpp | |-windows | |-types.hpp |-linux | |-types.hpp |-mac | |-types.hpp For classes and methods I do not have a real answer, I would like to avoid 2 things: the explicit use of pointers the use of templates I want to avoid the use of the pointers because they can make the code less readable for someone and I want to avoid templates just because if I write them, I can't separate the interface from the definition. What is the best option to hide the use of the pointers? I would also like some words about macros and how to implement some OS-specifics calls and definitions.

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  • What should a developer know before building a public web site?

    - by Joel Coehoorn
    What things should a programmer implementing the technical details of a web site address before making the site public? If Jeff Atwood can forget about HttpOnly cookies, sitemaps, and cross-site request forgeries all in the same site, what important thing could I be forgetting as well? I'm thinking about this from a web developer's perspective, such that someone else is creating the actual design and content for the site. So while usability and content may be more important than the platform, you the programmer have little say in that. What you do need to worry about is that your implementation of the platform is stable, performs well, is secure, and meets any other business goals (like not cost too much, take too long to build, and rank as well with Google as the content supports). Think of this from the perspective of a developer who's done some work for intranet-type applications in a fairly trusted environment, and is about to have his first shot and putting out a potentially popular site for the entire big bad world wide web. Also: I'm looking for something more specific than just a vague "web standards" response. I mean, HTML, JavaScript, and CSS over HTTP are pretty much a given, especially when I've already specified that you're a professional web developer. So going beyond that, Which standards? In what circumstances, and why? Provide a link to the standard's specification. This question is community wiki, so please feel free to edit that answer to add links to good articles that will help explain or teach each particular point. To search in only the answers from this question, use the inquestion:this option.

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  • Tutorials and libraries for OpenGL-ES games on Android

    - by user197141
    What tutorials and libraries are available which can help beginners to develop 2D and 3D games on Android using OpenGL-ES? I'm looking for tutorials which can help me learn OpenGL-ES, and I'm looking for OpenGL-ES libraries which can make life easier for beginners in OpenGL-ES. Since Android is still small, I guess it may be help-full to read iPhone OpenGL-ES tutorials as well, as I suppose the OpenGL-ES functionality is much the same. I have found the following useful information which I would have liked to share: Android tutorials: Basic tutorial covering polygons, no textures anddev forum with some tutorials Other Android OpenGL-ES information: Google IO lecture regarding games, not much OpenGLES The The Khronos Reference Manual is also relevant to have, but its not exactly the best place to start. iPhone OpenGL-ES tutorials (where the OpenGl-ES information is probably useful): http://web.me.com/smaurice/AppleCoder/iPhone_OpenGL/Archive.html http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html As for libraries which a beginner might use to get a simpler hands-on experience with OpenGL-ES, I have only found Rokon, which is recently started, thus has many holes and bugs. And it's gnuGPL licensed (at the moment) which means it cannot be used, if we wish to sell our games. What else is out there?

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  • Applications randomly alt-tab? (especially full screen games)

    - by Henry Scotts
    I'm not sure when this began, how it happens, or why it happens, but it is quite bothersome and apparently random. Just randomly throughout the day my computer will just go to the desktop. I could be in a full screen game and it will just immediately alt tab and present the desktop. Or I could be watching a movie and this happens. Sometimes it happens once every three hours and other times (just today actually) it did it twice in the span of 30 seconds. I am positive I am not pressing a hotkey because I launched a game, sat idle, and noticed it alt tab while cleaning up around my room after about 20 minutes. Sometimes it goes days without this happening. Specs: Windows 7 Ultimate 64 Bit, 10 gigs of RAM, GeForce GTX 260, Intel Xeon CPU. I also have basically nothing running when it happens other than the game and FireFox. My FireFox add-ons: Adblock Plus, Download Statusbar, Firebug, FirePHP, lazarus form recovery, tree-style-tabs, yslow. I doubt FireFox is causing the issue but I figured I'd include it anyway because it is the only application I have running when it happens. As for user processes I have running: VCDDaemon (context menu for virtual clone drive), razerhid (mouse), OSD, taskhost, dmw (desktop window manager), anyfullscreengame, audiorepeater, netsession_win, explorer, razerofa, tsvncache, firefox, plugin-container, and EKIJ5000MUI (printer). Whew. Okay. That was a lot of information. If someone could diagnose this I would be most grateful for this has been around with me for years.. Thanks for reading! PS: I doubt it's a virus because I never download illegal software and pretty much only browse Reddit and Stackexchange and play games. If it was a virus it would be a pretty lame one.. Hah..

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  • Games consoles won't connect through the TP-Link TL-WA500G Access Point

    - by Manfred Wolff
    I hope that someone can help me. I have several Laptops and other devices, all using my Wireless Router (Sky Digital Netgear) To extend the range to the back of the house, I purchased a TP-Link TL-WA500G Range extender. configured just as a pure repeater, it picks up the signal from the Netgear Router. The Netgear Router does the DHCP, handing out the IP addresses. This all works a treat with several different laptops and my iPone4S, but when my son tries to use his XBox360, Sony Playstation3 or the Nintendo Wii those devices fail to acquire an IP address. They just sit their waiting for the IP config. This also happens with my wife's HTC desire ONE Android phone. My son says that, when his HTC Desire C won't get an IP address, he just unplugs the AP briefly - the phone will connect and he puts the AP back on. Once he is connected to the Router, the AP won't disturb function. The Games Consoles don't seem to work like that. They stop working, when the AP is reconnected. I had my son try to configure permanent IP addresses, and he said that did not work either, though I have to confirm that, as I did not see that for myself. Has anybody seen this before? I have searched the Net and have not found any similar problems anywhere. I wonder if there is setting somewhere that would fix this. Many thanks for anyone reading this and trying to help. M

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  • The new direction of the gaming industry

    - by raccoon_tim
    Just recently I read a great blog post by David Darling, the founder of Codemasters: http://www.develop-online.net/blog/347/Jurassic-consoles-could-become-extinct. In the blog post he talks about how traditional retail games are experiencing a downfall thanks to the increasing popularity of digital distribution. I personally think of retail games as being relics of the past. It does not really make much sense to still keep distributing boxed games when the same game can be elegantly downloaded and updated over the air through a digital distribution channel. The world is not all rainbows, however. One big issue with mixing digital distribution with boxed retail games is that resellers will not condone you selling your game for 10€ digitally while their selling the same game for 70€. The only way to get around this issue is to move to full digital distribution. This has the added benefit of minimizing piracy as the game can be tightly bound to the service you downloaded the game from. Many players are, however, complaining about not being able to play the games offline. Having games tightly bound to the internet is a problem when games are bought from a retailer as we tend to expect that once we have the product we can use it anywhere because we physically own it. The truth is that we don’t actually own the product. Instead, the typical EULA actually states that we only have a license to use the product. We’re not, for instance, allowed to disassemble the product, which the owner is indeed permitted to do. Digital distribution allows us to provide games as services, instead of selling them as standalone products. This means that for a service to work you have to be connected to the internet but you still have the same rights to use the product. It’s really straightforward; if you downloaded a client from the internet you are expected to have an internet connection so you’re able to connect to the server. A game distributed digitally that is built using a client-server architecture has the added benefit of allowing you to play anywhere as long as you have the client installed and you are able to log in with your user information. Your save games can be backed up and your game can continue anywhere. Another development we’re seeing in the gaming industry is the increasing popularity of free-to-play games. These are games that let you play for free but allow you to boost your gaming experience with real world money. The nature of these games is that players are constantly rewarded with new content and the game can evolve according to their way of playing and their wishes can be incorporated into the product. Free-to-play games can quickly gain a large player basis and monetization is done by providing players valuable things to buy making their gaming experience more fun. I am personally very excited about free-to-play games as it’s possible to start building the game together with your players and there is no need to work on the game for 5 years from start to finish and only then see if it’s actually something the players like. This is a typical problem with big movie-like retail games and recent news about Radical Entertainment practically closing its doors paints a clear picture of what can happen when the risk does not pay off: http://news.teamxbox.com/xbox/25874/Prototype-Developer-Radical-Entertainment-Closes/.

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  • Options for 2D Web/iPhone/Android, with Test Framework

    - by ashes999
    I would like to make a 2D game with one codebase that runs on iPhone, Android, and web (any flavour of web -- HTML5, Flash, Silverlight, etc.) What are my options? I should be able to write my code once, and run it anywhere. I also absolutely need the ability to write unit tests (or write a unit-testing framework) -- I cannot make sizable games without testing. Unity is good, but unity is 3d; even with hacks, the graphical assets will still be 3d. I'm after 2d, not 3d. (If you need a Mac or separate licensing for the Mac part, that's okay.)

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  • What would you take into account when you were asked to compare software? [closed]

    - by mstaessen
    For my master's thesis, I am asked to make a comparative study of frameworks for cross-platform mobile development. I want to eliminate the chances of having missed something in my comparison. This is why I want to ask what YOU would value (most) when comparing such frameworks (Like for instance PhoneGap and Appcelerator Titanium). Performance, capabilities and licensing are kind of obvious, but can you think of others?

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  • Best practices for cross platform git config?

    - by Bas Bossink
    Context A number of my application user configuration files are kept in a git repository for easy sharing across multiple machines and multiple platforms. Amongst these configuration files is .gitconfig which contains the following settings for handling the carriage return linefeed characters [core] autocrlf = true safecrlf = false Problem These settings also gets applied on a GNU/Linux platform which causes obscure errors. Question What are some best practices for handling these platform specific differences in configuration files? Proposed solution I realize this problem could be solved by having a branch for each platform and keeping the common stuff in master and merging with the platform branch when master moves forward. I'm wondering if there are any easier solutions to this problem?

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  • Link Maven OSGi to Maven NetBeans Platform Project

    - by mxro
    I am using NetBeans 6.9 Beta and I would like to accomplish the following: Set up a project representing the main application using Maven (for instance "Maven Project", "Maven NetBeans Application") Ideally, the project should only contain the necessary libraries to run in Apache Felix (I would like to be able to right-click the project and select "Run in Felix") I do not want that the project contains all the NetBean Platform APIs I would prefer to implement the modules using OSGi. For instance "Maven OSGi Bundle", "Maven NetBeans Module" + OSGi These are the problems, which I have at the moment: The standard Maven archetype ("Maven NetBeans Application") seems always to select all APIs and I have not found a way to deselect APIs - in normal NetBeans Platform Applications that can be accomplished by going to the project properties and deselected the platform modules) - I guess it has something to do with the NetBeans repository (http://bits.netbeans.org/maven2)? Do I have to create another repository? When creating normal "NetBeans Module" with OSGi support, the modules contain both NetBeans Module and OSGi meta data, which is nice. But the "Maven NetBeans Modules" have only NetBeans meta data and the Maven OSGi Bundles have only OSGi meta data). I figured out how to add modules to the project by using project / new and then placing the modules in the Maven project folder. However, I do not quite know yet how I could link to modules from other locations (NetBeans uses Maven modules, which have to be in the same directory as the project?). Below some useful links for Maven + OSGi in NetBeans wiki.netbeans.org/STS_69_Maven_OSGI NetBeans Maven OSGi Test Specification platform.netbeans.org/tutorials/nbm-maven-quickstart.html NetBeans Platform Quick Start Using Maven (6.9) wiki.netbeans.org/MavenBestPractices NetBeans Maven BestPractices maven.apache.org/pom.html#Aggregation Maven Documentation Multi-Module Projects (sorry about the missing protocol but couldn't post the message otherwise)

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  • How can I include platform-specific native libraries in the .JAR file using Eclipse?

    - by Martin Wiboe
    Hello all, I am just starting to learn JNI. I have been following a simple example, and I have created a Java app that calls a Hello World method in a native library. I'd like to target Win32 and Linux x86. My library resides in a DLL, and I can call it just fine using LoadLibrary when the DLL is added to the root of my Eclipse project. However, I can't figure out how to get Eclipse to export a runnable JAR that includes the DLL and the .SO file for Linux. So my question is basically; how would you go about creating a project in Eclipse and include several versions of the same native library? Thank you, Martin

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  • Building a specific piece of Android platform?

    - by Chrisc
    Hi, I have been trying to build only the "/libcore" directory of the Android platform. When I try mmm libcore I end up with the following output: ============================================ PLATFORM_VERSION_CODENAME=REL PLATFORM_VERSION=2.1-update1 TARGET_PRODUCT=generic TARGET_BUILD_VARIANT=eng TARGET_SIMULATOR=false TARGET_BUILD_TYPE=release TARGET_ARCH=arm HOST_ARCH=x86 HOST_OS=linux HOST_BUILD_TYPE=release BUILD_ID=ECLAIR ============================================ make: Entering directory `/home/chris/android/platform' target Prebuilt: (out/target/product/generic/system/etc/security/cacerts.bks) host Prebuilt: run-core-tests-on-ri (out/host/linux-x86/obj/EXECUTABLES/run-core-tests-on-ri_intermediates/run-core-tests-on-ri) target Prebuilt: run-core-tests (out/target/product/generic/obj/EXECUTABLES/run-core-tests_intermediates/run-core-tests) Copy: out/target/product/generic/system/etc/apns-conf.xml Copying: out/target/common/obj/JAVA_LIBRARIES/core_intermediates/classes-full-debug.jar Copying: out/target/common/obj/JAVA_LIBRARIES/core-tests_intermediates/classes-full-debug.jar /bin/bash: jar: command not found make: *** [out/host/common/core-tests.jar] Error 127 make: *** Deleting file `out/host/common/core-tests.jar' make: Leaving directory `/home/chris/android/platform' Does anyone have any suggestions on what Error 127 is, or another method I can go about building "libcore" without having to build the entire platform again? Thanks, Chris

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  • Polling versus socket servers for online Flash games

    - by justin
    Hi, I want to make an online flash game, it will have social features but the gameplay will be primarily single-player. For example, no two players will appear on the screen at once, the social interaction will be through asynchronous messages, there won't be real-time chat or anything. Much of the logic would happen in the client, the server would validate the client logic, but it wouldn't need to be totally synchronous, which is why I'm thinking polling might be satisfactory. I have read in many places that socket servers can be more efficient than using polling for online games, but is that mainly a consideration for games that are more multi-player with more mult-player interactions than the game I have descriebed? If many users are playing online at the same time, but each playing a relatively isolated game, and not interacting to in real-time with each players, could polling be okay, or would using sockets be advisable no matter what if you have an online game that you envision many people playing at the same time? Thanks!

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  • Platform configuration for projects in VS 2010

    - by Thomas Wanner
    I have a third-party project type in Visual Studio which for some reason only supports the .NET Platform configuration for the build, for all other (standard C#) projects in the solution I only have AnyCPU. Unfortunately, ever since upgrading to VS 2010 it produces following error when built : Error 39 The OutputPath property is not set for project 'ReferencedBusinessProject.csproj'. Please check to make sure that you have specified a valid combination of Configuration and Platform for this project. Configuration='Debug' Platform='.NET'. This error may also appear if some other project is trying to follow a project-to-project reference to this project, this project has been unloaded or is not included in the solution, and the referencing project does not build using the same or an equivalent Configuration or Platform. C:\Windows\Microsoft.NET\Framework\v4.0.30319\Microsoft.Common.targets 483 10 CustomTypeProject It's pretty much descriptive in what is missing but I haven't found any way to fix it so far. Do you have any idea how this can be resolved or what can be the problem ?

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