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  • Package libxul not fount - Kiwix Wikpedia in Ubuntu Precise 12.04

    - by JHOSmAN
    I'm trying to install the service Kiwix but I need a library that is not available for Ubuntu 12.04 LTS Precise leave the log and if someone could tell me how to install Seller would appreciate. kiwix-0.9# ls aclocal.m4 COMPILE config.sub COPYING install-sh ltmain.sh missing static AUTHORS config.guess configure depcomp kiwix Makefile.am README CHANGELOG config.log configure.ac desktop libxul-dev_1.8.1.16+nobinonly-0ubuntu1_all.deb Makefile.in src root@ubuntu-MM061:/home/ubuntu/Escritorio/kiwix-0.9# ./configure checking for a BSD-compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking for a thread-safe mkdir -p... /bin/mkdir -p checking for gawk... no checking for mawk... mawk checking whether make sets $(MAKE)... yes checking whether to enable maintainer-specific portions of Makefiles... no checking for gcc... gcc checking whether the C compiler works... yes checking for C compiler default output file name... a.out checking for suffix of executables... checking whether we are cross compiling... no checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ISO C89... none needed checking for style of include used by make... GNU checking dependency style of gcc... gcc3 checking for g++... g++ checking whether we are using the GNU C++ compiler... yes checking whether g++ accepts -g... yes checking dependency style of g++... gcc3 checking for g++... g++ checking for cl... no checking for cl... no checking for Xcode... no checking for jar... jar checking build system type... i686-pc-linux-gnu checking host system type... i686-pc-linux-gnu checking for a sed that does not truncate output... /bin/sed checking for grep that handles long lines and -e... /bin/grep checking for egrep... /bin/grep -E checking for fgrep... /bin/grep -F checking for ld used by gcc... /usr/bin/ld checking if the linker (/usr/bin/ld) is GNU ld... yes checking for BSD- or MS-compatible name lister (nm)... /usr/bin/nm -B checking the name lister (/usr/bin/nm -B) interface... BSD nm checking whether ln -s works... yes checking the maximum length of command line arguments... 1572864 checking whether the shell understands some XSI constructs... yes checking whether the shell understands "+="... yes checking for /usr/bin/ld option to reload object files... -r checking for objdump... objdump checking how to recognize dependent libraries... pass_all checking for ar... ar checking for strip... strip checking for ranlib... ranlib checking command to parse /usr/bin/nm -B output from gcc object... ok checking how to run the C preprocessor... gcc -E checking for ANSI C header files... yes checking for sys/types.h... yes checking for sys/stat.h... yes checking for stdlib.h... yes checking for string.h... yes checking for memory.h... yes checking for strings.h... yes checking for inttypes.h... yes checking for stdint.h... yes checking for unistd.h... yes checking for dlfcn.h... yes checking whether we are using the GNU C++ compiler... (cached) yes checking whether g++ accepts -g... (cached) yes checking dependency style of g++... (cached) gcc3 checking how to run the C++ preprocessor... g++ -E checking for objdir... .libs checking if gcc supports -fno-rtti -fno-exceptions... no checking for gcc option to produce PIC... -fPIC -DPIC checking if gcc PIC flag -fPIC -DPIC works... yes checking if gcc static flag -static works... yes checking if gcc supports -c -o file.o... yes checking if gcc supports -c -o file.o... (cached) yes checking whether the gcc linker (/usr/bin/ld) supports shared libraries... yes checking whether -lc should be explicitly linked in... no checking dynamic linker characteristics... GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking whether stripping libraries is possible... yes checking if libtool supports shared libraries... yes checking whether to build shared libraries... yes checking whether to build static libraries... yes checking for ld used by g++... /usr/bin/ld checking if the linker (/usr/bin/ld) is GNU ld... yes checking whether the g++ linker (/usr/bin/ld) supports shared libraries... yes checking for g++ option to produce PIC... -fPIC -DPIC checking if g++ PIC flag -fPIC -DPIC works... yes checking if g++ static flag -static works... yes checking if g++ supports -c -o file.o... yes checking if g++ supports -c -o file.o... (cached) yes checking whether the g++ linker (/usr/bin/ld) supports shared libraries... yes checking dynamic linker characteristics... GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking for ranlib... (cached) ranlib checking whether make sets $(MAKE)... (cached) yes checking for pkg-config... pkg-config checking for perl... perl checking fcntl.h usability... yes checking fcntl.h presence... yes checking for fcntl.h... yes checking float.h usability... yes checking float.h presence... yes checking for float.h... yes checking libintl.h usability... yes checking libintl.h presence... yes checking for libintl.h... yes checking limits.h usability... yes checking limits.h presence... yes checking for limits.h... yes checking stddef.h usability... yes checking stddef.h presence... yes checking for stddef.h... yes checking for stdint.h... (cached) yes checking for stdlib.h... (cached) yes checking for string.h... (cached) yes checking for strings.h... (cached) yes checking sys/socket.h usability... yes checking sys/socket.h presence... yes checking for sys/socket.h... yes checking sys/time.h usability... yes checking sys/time.h presence... yes checking for sys/time.h... yes checking for unistd.h... (cached) yes checking wchar.h usability... yes checking wchar.h presence... yes checking for wchar.h... yes checking for stdbool.h that conforms to C99... yes checking for _Bool... no checking for inline... inline checking for int16_t... yes checking for int32_t... yes checking for int64_t... yes checking for int8_t... yes checking for off_t... yes checking for pid_t... yes checking for size_t... yes checking for uint16_t... yes checking for uint32_t... yes checking for uint64_t... yes checking for uint8_t... yes checking for ptrdiff_t... yes checking vfork.h usability... no checking vfork.h presence... no checking for vfork.h... no checking for fork... yes checking for vfork... yes checking for working fork... yes checking for working vfork... (cached) yes checking for stdlib.h... (cached) yes checking for GNU libc compatible malloc... yes checking for working strtod... yes checking for getcwd... yes checking for gettimeofday... yes checking for memmove... yes checking for memset... yes checking for pow... yes checking for regcomp... yes checking for sqrt... yes checking for strcasecmp... yes checking for strchr... yes checking for strdup... yes checking for strerror... yes checking for strtol... yes Package libxul was not found in the pkg-config search path. Perhaps you should add the directory containing libxul.pc' to the PKG_CONFIG_PATH environment variable No package 'libxul' found Package libxul was not found in the pkg-config search path. Perhaps you should add the directory containinglibxul.pc' to the PKG_CONFIG_PATH environment variable No package 'libxul' found checking for /stable... no checking for "/nsISupports.idl"... no configure: error: unable to find nsISupports.idl apt-get install libxul Leyendo lista de paquetes... Hecho Creando árbol de dependencias Leyendo la información de estado... Hecho E: No se ha podido localizar el paquete libxul

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  • Should I use OpenGL or DX11 for my game?

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... Physics Engine AI Engine Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Series On Embedded Development (Part 3) - Runtime Optionality

    - by Darryl Mocek
    What is runtime optionality? Runtime optionality means writing and packaging your code in such a way that all of the features are available at runtime, but aren't loaded and used if the feature isn't used. The code is separate, and you can even remove the code to save persistent storage if you know the feature will not be used. In native programming terms, it's splitting your application into separate shared libraries so you only have to load what you're using, which means it only impacts volatile memory when enabled at runtime. All the functionality is there, but if it's not used at runtime, it's not loaded. A good example of this in Java is JVMTI, Java's Virtual Machine Tool Interface. On smaller, embedded platforms, these libraries may not be there. If the libraries are not there, there's no effect on the runtime as long as you don't try to use the JVMTI features. There is a trade-off between size/performance and flexibility here. Putting code in separate libraries means loading that code will take longer and it will typically take up more persistent space. However, if the code is rarely used, you can save volatile memory by including it in a separate library. You can also use this method in Java by putting rarely-used code into one or more separate JAR's. Loading a JAR and parsing it takes CPU cycles and volatile memory. Putting all of your application's code into a single JAR means more processing for that JAR. Consider putting rarely-used code in a separate library/JAR.

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  • Java desktop programmer starting to learn Android development: how different is it?

    - by Prog
    I'm a Java programmer. All of my experience is on desktop applications, using Swing for the GUI. I spend a lot of time studying OOP, I have decent understanding of OO concepts and I design and program by the OO approach. I'm thinking of starting to learn Android development soon, and I'm wondering how different it is from desktop development. Obviously the GUI libraries will be different (not Swing), but other than that, I want to know if there are significant differences. I will divide this question to two parts: Apart from the GUI libraries, am I still going to use the standard Java libarary I'm used to? Aka same data structues, same utility classes, etc.? If not, what are the main differences between the libraries I'm used to and the libraries I'll be using? How different is Android development in regard to OO design? Are all of the familiar principles, design patterns, techniques and best pratices just as valid and used? Or is OOP and OOD in Android development significantly different than OO in desktop development? To summarize: apart from GUI design, how different is Java Android development than Java desktop development?

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  • Game Development

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... 1.Physics Engine 2.AI Engine 3.Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Much Ado About Nothing: Stub Objects

    - by user9154181
    The Solaris 11 link-editor (ld) contains support for a new type of object that we call a stub object. A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be executed — the runtime linker will kill any process that attempts to load one. However, you can link to a stub object as a dependency, allowing the stub to act as a proxy for the real version of the object. You may well wonder if there is a point to producing an object that contains nothing but linking interface. As it turns out, stub objects are very useful for building large bodies of code such as Solaris. In the last year, we've had considerable success in applying them to one of our oldest and thorniest build problems. In this discussion, I will describe how we came to invent these objects, and how we apply them to building Solaris. This posting explains where the idea for stub objects came from, and details our long and twisty journey from hallway idea to standard link-editor feature. I expect that these details are mainly of interest to those who work on Solaris and its makefiles, those who have done so in the past, and those who work with other similar bodies of code. A subsequent posting will omit the history and background details, and instead discuss how to build and use stub objects. If you are mainly interested in what stub objects are, and don't care about the underlying software war stories, I encourage you to skip ahead. The Long Road To Stubs This all started for me with an email discussion in May of 2008, regarding a change request that was filed in 2002, entitled: 4631488 lib/Makefile is too patient: .WAITs should be reduced This CR encapsulates a number of cronic issues with Solaris builds: We build Solaris with a parallel make (dmake) that tries to build as much of the code base in parallel as possible. There is a lot of code to build, and we've long made use of parallelized builds to get the job done quicker. This is even more important in today's world of massively multicore hardware. Solaris contains a large number of executables and shared objects. Executables depend on shared objects, and shared objects can depend on each other. Before you can build an object, you need to ensure that the objects it needs have been built. This implies a need for serialization, which is in direct opposition to the desire to build everying in parallel. To accurately build objects in the right order requires an accurate set of make rules defining the things that depend on each other. This sounds simple, but the reality is quite complex. In practice, having programmers explicitly specify these dependencies is a losing strategy: It's really hard to get right. It's really easy to get it wrong and never know it because things build anyway. Even if you get it right, it won't stay that way, because dependencies between objects can change over time, and make cannot help you detect such drifing. You won't know that you got it wrong until the builds break. That can be a long time after the change that triggered the breakage happened, making it hard to connect the cause and the effect. Usually this happens just before a release, when the pressure is on, its hard to think calmly, and there is no time for deep fixes. As a poor compromise, the libraries in core Solaris were built using a set of grossly incomplete hand written rules, supplemented with a number of dmake .WAIT directives used to group the libraries into sets of non-interacting groups that can be built in parallel because we think they don't depend on each other. From time to time, someone will suggest that we could analyze the built objects themselves to determine their dependencies and then generate make rules based on those relationships. This is possible, but but there are complications that limit the usefulness of that approach: To analyze an object, you have to build it first. This is a classic chicken and egg scenario. You could analyze the results of a previous build, but then you're not necessarily going to get accurate rules for the current code. It should be possible to build the code without having a built workspace available. The analysis will take time, and remember that we're constantly trying to make builds faster, not slower. By definition, such an approach will always be approximate, and therefore only incremantally more accurate than the hand written rules described above. The hand written rules are fast and cheap, while this idea is slow and complex, so we stayed with the hand written approach. Solaris was built that way, essentially forever, because these are genuinely difficult problems that had no easy answer. The makefiles were full of build races in which the right outcomes happened reliably for years until a new machine or a change in build server workload upset the accidental balance of things. After figuring out what had happened, you'd mutter "How did that ever work?", add another incomplete and soon to be inaccurate make dependency rule to the system, and move on. This was not a satisfying solution, as we tend to be perfectionists in the Solaris group, but we didn't have a better answer. It worked well enough, approximately. And so it went for years. We needed a different approach — a new idea to cut the Gordian Knot. In that discussion from May 2008, my fellow linker-alien Rod Evans had the initial spark that lead us to a game changing series of realizations: The link-editor is used to link objects together, but it only uses the ELF metadata in the object, consisting of symbol tables, ELF versioning sections, and similar data. Notably, it does not look at, or understand, the machine code that makes an object useful at runtime. If you had an object that only contained the ELF metadata for a dependency, but not the code or data, the link-editor would find it equally useful for linking, and would never know the difference. Call it a stub object. In the core Solaris OS, we require all objects to be built with a link-editor mapfile that describes all of its publically available functions and data. Could we build a stub object using the mapfile for the real object? It ought to be very fast to build stub objects, as there are no input objects to process. Unlike the real object, stub objects would not actually require any dependencies, and so, all of the stubs for the entire system could be built in parallel. When building the real objects, one could link against the stub objects instead of the real dependencies. This means that all the real objects can be built built in parallel too, without any serialization. We could replace a system that requires perfect makefile rules with a system that requires no ordering rules whatsoever. The results would be considerably more robust. We immediately realized that this idea had potential, but also that there were many details to sort out, lots of work to do, and that perhaps it wouldn't really pan out. As is often the case, it would be necessary to do the work and see how it turned out. Following that conversation, I set about trying to build a stub object. We determined that a faithful stub has to do the following: Present the same set of global symbols, with the same ELF versioning, as the real object. Functions are simple — it suffices to have a symbol of the right type, possibly, but not necessarily, referencing a null function in its text segment. Copy relocations make data more complicated to stub. The possibility of a copy relocation means that when you create a stub, the data symbols must have the actual size of the real data. Any error in this will go uncaught at link time, and will cause tragic failures at runtime that are very hard to diagnose. For reasons too obscure to go into here, involving tentative symbols, it is also important that the data reside in bss, or not, matching its placement in the real object. If the real object has more than one symbol pointing at the same data item, we call these aliased symbols. All data symbols in the stub object must exhibit the same aliasing as the real object. We imagined the stub library feature working as follows: A command line option to ld tells it to produce a stub rather than a real object. In this mode, only mapfiles are examined, and any object or shared libraries on the command line are are ignored. The extra information needed (function or data, size, and bss details) would be added to the mapfile. When building the real object instead of the stub, the extra information for building stubs would be validated against the resulting object to ensure that they match. In exploring these ideas, I immediately run headfirst into the reality of the original mapfile syntax, a subject that I would later write about as The Problem(s) With Solaris SVR4 Link-Editor Mapfiles. The idea of extending that poor language was a non-starter. Until a better mapfile syntax became available, which seemed unlikely in 2008, the solution could not involve extentions to the mapfile syntax. Instead, we cooked up the idea (hack) of augmenting mapfiles with stylized comments that would carry the necessary information. A typical definition might look like: # DATA(i386) __iob 0x3c0 # DATA(amd64,sparcv9) __iob 0xa00 # DATA(sparc) __iob 0x140 iob; A further problem then became clear: If we can't extend the mapfile syntax, then there's no good way to extend ld with an option to produce stub objects, and to validate them against the real objects. The idea of having ld read comments in a mapfile and parse them for content is an unacceptable hack. The entire point of comments is that they are strictly for the human reader, and explicitly ignored by the tool. Taking all of these speed bumps into account, I made a new plan: A perl script reads the mapfiles, generates some small C glue code to produce empty functions and data definitions, compiles and links the stub object from the generated glue code, and then deletes the generated glue code. Another perl script used after both objects have been built, to compare the real and stub objects, using data from elfdump, and validate that they present the same linking interface. By June 2008, I had written the above, and generated a stub object for libc. It was a useful prototype process to go through, and it allowed me to explore the ideas at a deep level. Ultimately though, the result was unsatisfactory as a basis for real product. There were so many issues: The use of stylized comments were fine for a prototype, but not close to professional enough for shipping product. The idea of having to document and support it was a large concern. The ideal solution for stub objects really does involve having the link-editor accept the same arguments used to build the real object, augmented with a single extra command line option. Any other solution, such as our prototype script, will require makefiles to be modified in deeper ways to support building stubs, and so, will raise barriers to converting existing code. A validation script that rederives what the linker knew when it built an object will always be at a disadvantage relative to the actual linker that did the work. A stub object should be identifyable as such. In the prototype, there was no tag or other metadata that would let you know that they weren't real objects. Being able to identify a stub object in this way means that the file command can tell you what it is, and that the runtime linker can refuse to try and run a program that loads one. At that point, we needed to apply this prototype to building Solaris. As you might imagine, the task of modifying all the makefiles in the core Solaris code base in order to do this is a massive task, and not something you'd enter into lightly. The quality of the prototype just wasn't good enough to justify that sort of time commitment, so I tabled the project, putting it on my list of long term things to think about, and moved on to other work. It would sit there for a couple of years. Semi-coincidentally, one of the projects I tacked after that was to create a new mapfile syntax for the Solaris link-editor. We had wanted to do something about the old mapfile syntax for many years. Others before me had done some paper designs, and a great deal of thought had already gone into the features it should, and should not have, but for various reasons things had never moved beyond the idea stage. When I joined Sun in late 2005, I got involved in reviewing those things and thinking about the problem. Now in 2008, fresh from relearning for the Nth time why the old mapfile syntax was a huge impediment to linker progress, it seemed like the right time to tackle the mapfile issue. Paving the way for proper stub object support was not the driving force behind that effort, but I certainly had them in mind as I moved forward. The new mapfile syntax, which we call version 2, integrated into Nevada build snv_135 in in February 2010: 6916788 ld version 2 mapfile syntax PSARC/2009/688 Human readable and extensible ld mapfile syntax In order to prove that the new mapfile syntax was adequate for general purpose use, I had also done an overhaul of the ON consolidation to convert all mapfiles to use the new syntax, and put checks in place that would ensure that no use of the old syntax would creep back in. That work went back into snv_144 in June 2010: 6916796 OSnet mapfiles should use version 2 link-editor syntax That was a big putback, modifying 517 files, adding 18 new files, and removing 110 old ones. I would have done this putback anyway, as the work was already done, and the benefits of human readable syntax are obvious. However, among the justifications listed in CR 6916796 was this We anticipate adding additional features to the new mapfile language that will be applicable to ON, and which will require all sharable object mapfiles to use the new syntax. I never explained what those additional features were, and no one asked. It was premature to say so, but this was a reference to stub objects. By that point, I had already put together a working prototype link-editor with the necessary support for stub objects. I was pleased to find that building stubs was indeed very fast. On my desktop system (Ultra 24), an amd64 stub for libc can can be built in a fraction of a second: % ptime ld -64 -z stub -o stubs/libc.so.1 -G -hlibc.so.1 \ -ztext -zdefs -Bdirect ... real 0.019708910 user 0.010101680 sys 0.008528431 In order to go from prototype to integrated link-editor feature, I knew that I would need to prove that stub objects were valuable. And to do that, I knew that I'd have to switch the Solaris ON consolidation to use stub objects and evaluate the outcome. And in order to do that experiment, ON would first need to be converted to version 2 mapfiles. Sub-mission accomplished. Normally when you design a new feature, you can devise reasonably small tests to show it works, and then deploy it incrementally, letting it prove its value as it goes. The entire point of stub objects however was to demonstrate that they could be successfully applied to an extremely large and complex code base, and specifically to solve the Solaris build issues detailed above. There was no way to finesse the matter — in order to move ahead, I would have to successfully use stub objects to build the entire ON consolidation and demonstrate their value. In software, the need to boil the ocean can often be a warning sign that things are trending in the wrong direction. Conversely, sometimes progress demands that you build something large and new all at once. A big win, or a big loss — sometimes all you can do is try it and see what happens. And so, I spent some time staring at ON makefiles trying to get a handle on how things work, and how they'd have to change. It's a big and messy world, full of complex interactions, unspecified dependencies, special cases, and knowledge of arcane makefile features... ...and so, I backed away, put it down for a few months and did other work... ...until the fall, when I felt like it was time to stop thinking and pondering (some would say stalling) and get on with it. Without stubs, the following gives a simplified high level view of how Solaris is built: An initially empty directory known as the proto, and referenced via the ROOT makefile macro is established to receive the files that make up the Solaris distribution. A top level setup rule creates the proto area, and performs operations needed to initialize the workspace so that the main build operations can be launched, such as copying needed header files into the proto area. Parallel builds are launched to build the kernel (usr/src/uts), libraries (usr/src/lib), and commands. The install makefile target builds each item and delivers a copy to the proto area. All libraries and executables link against the objects previously installed in the proto, implying the need to synchronize the order in which things are built. Subsequent passes run lint, and do packaging. Given this structure, the additions to use stub objects are: A new second proto area is established, known as the stub proto and referenced via the STUBROOT makefile macro. The stub proto has the same structure as the real proto, but is used to hold stub objects. All files in the real proto are delivered as part of the Solaris product. In contrast, the stub proto is used to build the product, and then thrown away. A new target is added to library Makefiles called stub. This rule builds the stub objects. The ld command is designed so that you can build a stub object using the same ld command line you'd use to build the real object, with the addition of a single -z stub option. This means that the makefile rules for building the stub objects are very similar to those used to build the real objects, and many existing makefile definitions can be shared between them. A new target is added to the Makefiles called stubinstall which delivers the stub objects built by the stub rule into the stub proto. These rules reuse much of existing plumbing used by the existing install rule. The setup rule runs stubinstall over the entire lib subtree as part of its initialization. All libraries and executables link against the objects in the stub proto rather than the main proto, and can therefore be built in parallel without any synchronization. There was no small way to try this that would yield meaningful results. I would have to take a leap of faith and edit approximately 1850 makefiles and 300 mapfiles first, trusting that it would all work out. Once the editing was done, I'd type make and see what happened. This took about 6 weeks to do, and there were many dark days when I'd question the entire project, or struggle to understand some of the many twisted and complex situations I'd uncover in the makefiles. I even found a couple of new issues that required changes to the new stub object related code I'd added to ld. With a substantial amount of encouragement and help from some key people in the Solaris group, I eventually got the editing done and stub objects for the entire workspace built. I found that my desktop system could build all the stub objects in the workspace in roughly a minute. This was great news, as it meant that use of the feature is effectively free — no one was likely to notice or care about the cost of building them. After another week of typing make, fixing whatever failed, and doing it again, I succeeded in getting a complete build! The next step was to remove all of the make rules and .WAIT statements dedicated to controlling the order in which libraries under usr/src/lib are built. This came together pretty quickly, and after a few more speed bumps, I had a workspace that built cleanly and looked like something you might actually be able to integrate someday. This was a significant milestone, but there was still much left to do. I turned to doing full nightly builds. Every type of build (open, closed, OpenSolaris, export, domestic) had to be tried. Each type failed in a new and unique way, requiring some thinking and rework. As things came together, I became aware of things that could have been done better, simpler, or cleaner, and those things also required some rethinking, the seeking of wisdom from others, and some rework. After another couple of weeks, it was in close to final form. My focus turned towards the end game and integration. This was a huge workspace, and needed to go back soon, before changes in the gate would made merging increasingly difficult. At this point, I knew that the stub objects had greatly simplified the makefile logic and uncovered a number of race conditions, some of which had been there for years. I assumed that the builds were faster too, so I did some builds intended to quantify the speedup in build time that resulted from this approach. It had never occurred to me that there might not be one. And so, I was very surprised to find that the wall clock build times for a stock ON workspace were essentially identical to the times for my stub library enabled version! This is why it is important to always measure, and not just to assume. One can tell from first principles, based on all those removed dependency rules in the library makefile, that the stub object version of ON gives dmake considerably more opportunities to overlap library construction. Some hypothesis were proposed, and shot down: Could we have disabled dmakes parallel feature? No, a quick check showed things being build in parallel. It was suggested that we might be I/O bound, and so, the threads would be mostly idle. That's a plausible explanation, but system stats didn't really support it. Plus, the timing between the stub and non-stub cases were just too suspiciously identical. Are our machines already handling as much parallelism as they are capable of, and unable to exploit these additional opportunities? Once again, we didn't see the evidence to back this up. Eventually, a more plausible and obvious reason emerged: We build the libraries and commands (usr/src/lib, usr/src/cmd) in parallel with the kernel (usr/src/uts). The kernel is the long leg in that race, and so, wall clock measurements of build time are essentially showing how long it takes to build uts. Although it would have been nice to post a huge speedup immediately, we can take solace in knowing that stub objects simplify the makefiles and reduce the possibility of race conditions. The next step in reducing build time should be to find ways to reduce or overlap the uts part of the builds. When that leg of the build becomes shorter, then the increased parallelism in the libs and commands will pay additional dividends. Until then, we'll just have to settle for simpler and more robust. And so, I integrated the link-editor support for creating stub objects into snv_153 (November 2010) with 6993877 ld should produce stub objects PSARC/2010/397 ELF Stub Objects followed by the work to convert the ON consolidation in snv_161 (February 2011) with 7009826 OSnet should use stub objects 4631488 lib/Makefile is too patient: .WAITs should be reduced This was a huge putback, with 2108 modified files, 8 new files, and 2 removed files. Due to the size, I was allowed a window after snv_160 closed in which to do the putback. It went pretty smoothly for something this big, a few more preexisting race conditions would be discovered and addressed over the next few weeks, and things have been quiet since then. Conclusions and Looking Forward Solaris has been built with stub objects since February. The fact that developers no longer specify the order in which libraries are built has been a big success, and we've eliminated an entire class of build error. That's not to say that there are no build races left in the ON makefiles, but we've taken a substantial bite out of the problem while generally simplifying and improving things. The introduction of a stub proto area has also opened some interesting new possibilities for other build improvements. As this article has become quite long, and as those uses do not involve stub objects, I will defer that discussion to a future article.

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  • Use the latest technology or use a mature technology as a developer?

    - by Ted Wong
    I would like to develop an application for a group of people to use. I have decided to develop using python, but I am thinking of using python 2.X or python 3.X. If I use python 2.X, I need to upgrade it for the future... But it is more mature, and has many tools and libraries. If I develop using 3.X, I don't need to think of future integration, but currenttly it doesn't have many libraries, even a python to executable is not ready for all platforms. Also, one of the considerations is that it is a brand new application, so I don't have the history burden to maintain the old libraries. Any recommendation on this dilemma? More information about this application: Native application Time for maintenance: 5 years+ Library/Tools must need: don't have idea, yet. Must need feature that in 2.X: Convert to an executable for both Windows and Mac OS X

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  • Simplest way to use Steam Leaderboards from C# [on hold]

    - by Miau
    We are about to integrate steamworks for leaderboards and achievements into our game. I see there are many open and closed source libraries that can be used to use SteamWorks from C#. Rolling our own wrapper can be done, but if the other libraries are reliable then it would be better to use and perhaps contribute back if we see any obvious gaps. Have you used any and if so what was your experience with the different libraries? Specifically for Leaderboards and achievements The ones I found are: SteamWorks.net Steam4Net Ludosity (can be used outside of Unity apparently)

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  • Is it important to obfuscate C++ application code?

    - by user827992
    In the Java world, it seems to sometimes be a problem, but, what about C++? Are there different solutions? I was thinking about the fact that someone can replace the C++ library of a specific OS with a different version of the same library, but full of debug symbols to understand what my code does. IS tt a good thing to use standard or popular libraries? This can also happen with some dll library under Windows replaced with the "debug version" of that library. Is it better to prefer static compilation? In commercial applications, I see that for the core of their app they compile everything statically and for the most part the dlls (dynamic libraries in general) are used to offer some third party technologies like anti-piracy solutions (I see this in many games), GUI library (like Qt), OS libraries, etc. Is static compilation the equivalent to obfuscation in the Java world? In better terms, is it the best and most affordable solution to protect your code?

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  • Dart Package Management with Pub

    Dart Package Management with Pub Pub is the package manager for Dart. With pub, you can manage libraries and dependencies for your Dart apps. This video shows you an early preview of pub and gives a demo of a Dart app with 3rd party libraries installed by the pub command line. Dart is a new structured web programming language, libraries, and virtual machine. Dart works across the modern web, thanks to its Dart to JavaScript compiler. You can try Dart, and pub, today at www.dartlang.org From: GoogleDevelopers Views: 2 0 ratings Time: 03:47 More in Science & Technology

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  • Linux OpenGL programming, should I use GLX or any other?

    - by pahnin
    I'm new to OpenGL and found that there are a lot of libraries to do that in C, and I also found that glx is most friendly with Linux X Server, I just want to do basic stuff, and I cannot find any tutorials for GLX. Is GLX a bad thing? I just want to do some small graphical things without installing many libraries and getting confused. Can anyone suggest me something which has tutorials and simple to compile? I found a link with an example with GLX and it worked perfect with no errors: anyone please suggest where I can find nice documentation or any better libraries.

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  • CodePlex Daily Summary for Friday, June 10, 2011

    CodePlex Daily Summary for Friday, June 10, 2011Popular ReleasesZen4Sync, Orchestration and Test Load platform for SQL Server Merge Replication: Zen4Sync Report 1.0 - Excel Add-In: Zen4Sync Report is an Excel Add-In allowing you to generate reports based on the data generated by your Test Sessions. Choose a Zen4Sync Report release according to your version of Excel. The downloaded .zip archive contains all the resources needed to install the Zen4Sync Report Add-In for your version of Excel. For instrunctions on how to install, use and customize Zen4Sync Report, please see the Zen4Sync Report Guide.Candescent NUI: Candescent NUI Start Menu: This is the first version of the Candescent NUI Start Menu. There is currently only one item in the start menu by default (Windows Explorer). There is no user interface for configuration yet, but you can add programs yourself by adding lines to the file menu_config.csv. Please don't change the first line. Lines for programs have the following format: Name;Path Default Explorer;c:\windows\explorer.exe MyApp;c:\...\myapp.exe To show the menu, present your open hand to the kinect at a distan...Media Companion: MC 3.406b weekly: An minor issue was found with 3.406b, the fixed version is now posted.... Extract the entire archive to a folder which has user access rights, eg desktop, documents etc. Refer to the documentation on this site for the Installation & Setup Guide Important! If you find MC not displaying movie data properly, please try a 'movie rebuild' to reload the data from the nfo's into MC's cache. Fixes Movies Readded movie preference to rename invalid or scene nfo's to info extension Fix crash during ...SCCM Client Actions Tool: SCCM Client Actions Tool v0.5.1: SCCM Client Actions Tool v0.5.1 is currently the most stable version and includes all of the functionality requested so far. It comes with following changes since last version: Fixed an incorrect path to x64 client setup folder. It comes as a ZIP file that contains three files: ClientActionsTool.hta – The tool itself. Cmdkey.exe – command line tool for managing cached credentials. This is needed for alternate credentials feature when running the HTA on Windows XP. Cmdkey.exe is natively a...Windows Azure VM Assistant: AzureVMAssist V1.0.0.5: AzureVMAssist V1.0.0.5 (Debug) - Test Release VersionSizeOnDisk: 1.8.0.3: Fix (issue 317): Main window icon loading error on windows server 2003 32bit runing on x86 cpu. Bypass of the Microsoft windows comexception.SketchFlow Template for Windows Phone: SketchFlow Template for Windows Phone 7: Initial release. Please make sure you are using a version of Blend with SketchFlow enabled and have also installed the the Mango developer tools for Windows Phone. fastJSON: v1.8: - Silverlight 4.0+ support merged - RegisterCustomType() for user defined serialization/deserialization without changing the source code open closed principalNetOffice - The easiest way to use Office in .NET: NetOffice Release 0.9: Changes: - fix examples (include issue 16026) - add new examples - 32Bit/64Bit Walkthrough is now available in technical Documentation. Includes: - Runtime Binaries and Source Code for .NET Framework:......v2.0, v3.0, v3.5, v4.0 - Tutorials in C# and VB.Net:..............................................................COM Proxy Management, Events, etc. - Examples in C# and VB.Net:............................................................Excel, Word, Outlook, PowerPoint, Access - COMAddi...Reusable Library: V1.1.3: A collection of reusable abstractions for enterprise application developerClosedXML - The easy way to OpenXML: ClosedXML 0.54.0: New on this release: 1) Mayor performance improvements. 2) AdjustToContents now take into account the text rotation. 3) Fixed issues 6782, 6784, 6788HTML-IDEx: HTML-IDEx .15 ALPHA: This release fixes line counting a little bit and adds the masshighlight() sub, which highlights pasted and inserted code.AutoLoL: AutoLoL v2.0.3: - Improved summoner spells are now displayed - Fixed some of the startup errors people got - Double clicking an item selects it - Some usability changes that make using AutoLoL just a little easier - Bug fixes AutoLoL v2 is not an update, but an entirely new version! Please install to a different directory than AutoLoL v1Host Profiles: Host Profiles 1.0: Host Profiles 1.0 Release Quickly modify host file Automatically flush dnsVidCoder: 0.9.2: Updated to HandBrake 4024svn. This fixes problems with mpeg2 sources: corrupted previews, incorrect progress indicators and encodes that incorrectly report as failed. Fixed a problem that prevented target sizes above 2048 MB.SharePoint Search XSL Samples: SharePoint 2010 Samples: I have updated some of the samples from the 2007 release. These all work in SharePoint 2010. I removed the Pivot on File Extension because SharePoint 2010 search has refiners that perform the same function.AcDown????? - Anime&Comic Downloader: AcDown????? v3.0 Beta5: ??AcDown?????????????,??????????????,????、????。?????Acfun????? ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??v3.0 Beta5 ?????????? ???? ?? ???????? ???"????????"?? ????????????? ????????/???? ?? ???"????"??? ?? ??????????? ?? ?? ??????????? ?? ?????????????????? ??????????????????? ???????????????? ????????????Discussions???????? ????AcDown??????????????VFPX: GoFish 4 Beta 1: Current beta is Build 144 (released 2011-06-07 ) See the GoFish4 info page for details and video link: http://vfpx.codeplex.com/wikipage?title=GoFishSterling NoSQL OODB for .NET 4.0, Silverlight 4 and 5, and Windows Phone 7: Sterling OODB v1.5: Welcome to the Sterling 1.5 RTM. This version is backwards compatible without modification to the 1.4 beta. For the 1.0, you will need to upgrade your database. Please see this discussion for details. You must modify your 1.0 code for persistence. The 1.5 version defaults to an in-memory driver. To save to isolated storage or use one of the new mechanisms, see the available drivers and pass an instance of the appropriate one to your database (different databases may use different drivers). ...patterns & practices: Project Silk: Project Silk Community Drop 10 - June 3, 2011: Changes from previous drop: Many code changes: please see the readme.mht for details. New "Application Notifications" chapter. Updated "Server-Side Implementation" chapter. Guidance Chapters Ready for Review The Word documents for the chapters are included with the source code in addition to the CHM to help you provide feedback. The PDF is provided as a separate download for your convenience. Installation Overview To install and run the reference implementation, you must perform the fol...New ProjectsAngry Apps: A game platform written on top of XNA Game Studio. The purpose of this project is to project a vanilla type Game project which can be used in many types of games.BLooD_ICQ: bloodicqCloud Fox: Cloud Fox is a Windows Phone application that allows you to view your Firefox Sync data on your mobile phone. It is similar to Firefox Home for iPhone. The current version will target phones running NoDo, but future versions will eventually require Mango. The application is developed in C# using Silverlight, Json.Net, Mvvm Light and Ninject.Configuration files Merger: This program is to help to merge different config files(environmental difference) and common config file into a single web.config/app.config. CRM 2011 Plugin Utilities: This project contains utilities from CRM 2011 plugins. Genera/calculate full name of a custom entity given the first, last and middle name.CUDA driver API: Making the CUDA driver API as simple to use as the runtime API. Almost.DBXMLTransfer: Command line application that: 1) extracts xml returned by a stored procedure to a file and 2) passes xml contained in a file to a stored procedure (which can use it for inserts & updates for example)Dot Generator: This is a project I did to generate numbers using the number of the dots in the number it self to get a visual representation of how big larg numbers areDRYlib.Net: DRY (Don't Repeat Yourself) -- or, in other words, code-reuse -- makes me create this Class Library so I don't have to keep creating the same code here and there. Feel free to use these snippets. I'm releasing them under a permissive license (Apache Public License 2.0). The DRYlib is created using Visual BASIC 2010 Express. What you can find in this DRYlib include, but not limited to: * CRC Hash algorithms * Simple, high-performance Integer extensions * Simple, oft-used Stri...DW.Configurations: DW.Configurations - Enables an easy handling of application settings Please see www.my.libraries.de for more information and documentation.DW.Game.MauMau: Its a MauMau game with the possibility to define all rules DW.Game.Sudoku: It's just a Sudoku gameDW.Interactivity: DW.Interactivity - Brings additional functionalities to WPF controls Please see www.my.libraries.de for more information and documentation.DW.Logging: DW.Logging - Supports an easy working with log files Please see www.my.libraries.de for more information and documentation.DW.Services: DW.Services - Brings standard services Please see www.my.libraries.de for more information and documentation.DW.SharpTools: DW.SharpTools - Brings additional possibilities to C# Please see www.my.libraries.de for more information and documentation.DW.UnitTests: DW.UnitTests - Gives some objects for easy UnitTests Please see www.my.libraries.de for more information and documentation.DW.WPFDev: DW.WPFDev - Some useful objects for developing custom controls and behaviors Please see www.my.libraries.de for more information and documentation.DW.WPFToolkit: DW.WPFToolkit - A custom controls library Please see www.my.libraries.de for more information and documentation.Elucidate: A GUI to drive the SnapRAID command line (All supported platforms): Definition: explain in detail Synonyms: annotate, clarify, clear, clear up, decode, demonstrate, enlighten, exemplify, explicate, expound, get across, illuminate, illustrate, interpret, make perfectly clear This will take on the task of creating a SnapRAID GUI to drive it's command line options, but give a little help and clarification (And logging) to guide the novice user.FixWordProperties for Office 2003, 2007 and 2010: Ken Getz originally wrote the FixWordProperties I believe in 2006. I had a a few extra requirements like the ability to unlock locked files, without passwords, using the office interop model, instead of word and a few more things that I needed in the winter of 2007.Information System Alumni Community: Here is our Internet Programming project. This site help alumni to always keep interact with their friends through this site.They can track his friend name, city, occupation and then interact with them to (whoa..like Social Network right!!).Go check this out int main code samples: Repository for all demos/samples posted at http://blog.r2d2rigo.es/english/LarX - XNA Game Engine: LarX is an XNA Game Engine, 2D and 3D, that uses SunBurn for Rendering, sgMotion for animations, and BEPU for Physics. It enables developers to write quicly AAA games.Membership, Role and Profile Providers for develop, debug, test: These ASP.NET providers for Membership, Roles and Profiles are valuable during development, debugging and testing due to the ease of creating, removing and changing users, user roles, etc. Music search engine: Ilovethismusic.com lets you listen & download music based on your mood, weather, or any type of expression you can think of. Just press Play.NicolasLight: This is for business projectOlympic.Magazine: sport supplements e-shop projectProject Obscura: Project Obscura is a game about to be in development by a group of friends, more data soon...RegularExpressionTest: .SalesManagementSystem: SalesManagementSystemShoozla: Very simple and powerful tool to search for missing covers. It finds album covers automatically and periodically. It uses LASTFM web service (website registration needed). WPF Application developed in C# following a MVVM design pattern.Silverlight Mind Map demo: A Mind Map control library and sample application created in Silveright. Although the library can be useful by itself, the main goal of this project is to server as a demo and reference application for Wiki that shows different Silverlight testing techniques. SketchFlow Template for Windows Phone: The SketchFlow Template for Windows Phone adds a new SketchFlow template for Expression Blend users, making it fast and easy to prototype Windows Phone applications.Smart Blog: Smart Blog ????,??ASP.NET??,?????Entity Framework、MVC 3.0(razor)、WCF???。???????SqlCE?????,????????,????、??。 SQLiteManager (sys_27): SQLiteManager makes for manage SQLite Database. It's developed in C#. (WPF and use MVVM-patern)testing access to TFS: This is a just a trivial set of test files to learn about TFS. I am testing each step of this process and will try to document it for others. Maybe this is obvious to others, but I am still learning TFS.TFS NuGetter: NuGetter is a TFS 2010 Build Activity designed to provide packaging and deployment management to projects destined for a NuGet Gallery.

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  • Java POI 3.6 XWPF usage guidelines (reading content of docx file)

    - by Mr CooL
    I assume the following objects should be used to read contents of DOCX file: XWPFDocument XWPFWordExtractor However, somewhere the compiler warns me from not including the correct libraries needed in classpath. I think I'm kinda lost for not knowing which jar file is the right one to include for this since there are so many jar files (POI libraries). My project so far involve in reading doc and docx files as part of the project. I've managed to read the contents of doc file. However, for docx file, I'm still having problem with that. Can anyone show the guidelines in terms of the codes and libraries needed (jar files) to read the content of docx file? I'm trying to limit the libraries need to be added on into project since I need to read doc and docx only. The following works for doc: fs = new POIFSFileSystem(new FileInputStream(fileName)); HWPFDocument doc = new HWPFDocument(fs); WordExtractor we = new WordExtractor(doc); String[] p = we.getParagraphText();

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  • What is the best Binary Decision Diagram library for Java?

    - by reprogrammer
    A Binary Decision Diagram (BDD) is a data structure to represent boolean functions. I'd like use this data structure in a Java program. My search for Java based BDD libraries resulted into the following packages. Java Decision Diagram Libraries JavaBDD JDD JBDD bddbddb If you know of any other BDD libraries available for Java programs, please let me know so that I add it to the list above. If you have used any of these libraries, please tell me about your experience with the library. In particular, I'd like you to compare the available libraries along the following dimensions. Quality. Is the library mature and reasonably bug free? Performance. How do you evaluate the performance of the library? Support. Could you easily get support whenever you encountered a problem with the library? Was the library well documented? Ease of use. Was the API well designed? Could you install and use the library quickly and easily? Please mention the version of the library that you are evaluating.

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  • Scalable / Parallel Large Graph Analysis Library?

    - by Joel Hoff
    I am looking for good recommendations for scalable and/or parallel large graph analysis libraries in various languages. The problems I am working on involve significant computational analysis of graphs/networks with 1-100 million nodes and 10 million to 1+ billion edges. The largest SMP computer I am using has 256 GB memory, but I also have access to an HPC cluster with 1000 cores, 2 TB aggregate memory, and MPI for communication. I am primarily looking for scalable, high-performance graph libraries that could be used in either single or multi-threaded scenarios, but parallel analysis libraries based on MPI or a similar protocol for communication and/or distributed memory are also of interest for high-end problems. Target programming languages include C++, C, Java, and Python. My research to-date has come up with the following possible solutions for these languages: C++ -- The most viable solutions appear to be the Boost Graph Library and Parallel Boost Graph Library. I have looked briefly at MTGL, but it is currently slanted more toward massively multithreaded hardware architectures like the Cray XMT. C - igraph and SNAP (Small-world Network Analysis and Partitioning); latter uses OpenMP for parallelism on SMP systems. Java - I have found no parallel libraries here yet, but JGraphT and perhaps JUNG are leading contenders in the non-parallel space. Python - igraph and NetworkX look like the most solid options, though neither is parallel. There used to be Python bindings for BGL, but these are now unsupported; last release in 2005 looks stale now. Other topics here on SO that I've looked at have discussed graph libraries in C++, Java, Python, and other languages. However, none of these topics focused significantly on scalability. Does anyone have recommendations they can offer based on experience with any of the above or other library packages when applied to large graph analysis problems? Performance, scalability, and code stability/maturity are my primary concerns. Most of the specialized algorithms will be developed by my team with the exception of any graph-oriented parallel communication or distributed memory frameworks (where the graph state is distributed across a cluster).

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  • Which is the best PDF library for PHP?

    - by Darryl Hein
    I'm wondering which is the best PDF creation library for PHP, mainly for creating PDFs from scratch (not as much HTML to PDF)? I have worked with FPDF for quite a while now, but it's getting quite old and hasn't had much for updates. I found TCPDF the other day (thanks you another question on SO). It seems very good and is based on FPDF so I don't think it'd be a big transition. FPDI also supports TCPDF which is nice as I have used it before and found it be useful. I have also seen DOMPDF but it too hasn't had many updates for quite some time and is lacking a lot of functionality for general PDF generation. Zend (Zend_Pdf) as well as many other libraries have their own PDF libraries or extend another one, but you often have to setup the entire library, which for existing projects can be a problem. What other libraries are there and what have your experiences with them been with the above or other libraries?

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  • managing library dependencies with Boost.Build and C++

    - by user931794
    I want to develop a project which can be built on a bunch of different platforms. The project code will be in C++, what's the the best way to manage libraries? I plan on using bjam as the build system because I'm going to be depending on Boost and their unit testing framework as well. The two dependent libraries are Boost itself and FLTK. The possibilities that come to mind for library management are: include build artifacts (binaries) and headers for all supported platforms in-tree include complete source for all dependent libraries in-tree, and somehow script them as dependencies A combination of 1 and 2, like node.js does with v8 inform the user that they need to build the libraries themselves and then have them on the PATH or in some special directory, like libcurl does with its dependencies What is the best approach here? The project will probably not grow beyond a few thousand lines over the next six months, but I want to make the right choice here so that I don't have to come back and switch everything around later.

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  • Which Java library for Binary Decision Diagrams?

    - by reprogrammer
    A Binary Decision Diagram (BDD) is a data structure to represent boolean functions. I'd like use this data structure in a Java program. My search for Java based BDD libraries resulted into the following packages. Java Decision Diagram Libraries JavaBDD JDD If you know of any other BDD libraries available for Java programs, please let me know so that I add it to the list above. If you have used any of these libraries, please tell me about your experience with the library. In particular, I'd like you to compare the available libraries along the following dimensions. Quality. Is the library mature and reasonably bug free? Performance. How do you evaluate the performance of the library? Support. Could you easily get support whenever you encountered a problem with the library? Was the library well documented? Ease of use. Was the API well designed? Could you install and use the library quickly and easily? Please mention the version of the library that you are evaluating.

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  • Which third party tools/library are available for NoSQL databases?

    - by Horcrux7
    I know that NoSQL databases are very new. I am also new in this point. But exist already tools/libraries to make the life easer like for SQL databases? I think on tools for managing, maintaining, viewing or reporting of the data. There can also be libraries for easer working with the database or an abstract database layer to change the database later. I would prefer Java libraries but also other are interesting.

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  • Google App Engine - low-level datastore API flag?

    - by Keyur
    In my GAE-Java app, I'm using the low-level datastore API. Hence I don't need the GAE app instance to load any of the higher level data access libraries such as JPA, JDO, Data Nucleus, etc. Is there a flag that I can set to indicate that I don't want these libraries to be loaded? My motivation to do this is to reduce app instance startup time everywhere I can. Now I don't know if these libraries are loaded only on-demand or always. The dev environment logs messages related to data nucleus which seems to indicate that some of these libraries may be pre-loaded? I hope I'm wrong here. Thanks, Keyur

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  • How to load a library that depends on another library, all from a jar file

    - by Philip
    I would like to ship my application as a self-contained jar file. The jar file should contain all the class files, as well as two shared libraries. One of these shared libraries is written for the JNI and is essentially an indirection to the other one (which is 100% C). I have first tried running my jar file without the libraries, but having them accessible through the LD_LIBRARY_PATH environment variable. That worked fine. I then put the JNI library into the jar file. I have read about loading libraries from jar files by copying them first to some temporary directory, and that worked well for me (note that the 100% C library was, I suppose, loaded as before). Now I want to put both libraries into the jar, but I don't understand how I can make sure that they will both be loaded. Sure I can copy them both to a temporary directory, but when I load the "indirection" one, it always gives me: java.lang.UnsatisfiedLinkError: /tmp/.../libindirect.so: /libpure.so: cannot open shared object file: No such file or directory I've tried to force the JVM to load the "100% C" library first by explicitely calling System.load(...) on its temporary file, but that didn't work better. I suspect the system is looking for it when resolving the links in libindirect.so but doesn't care about what the JVM loaded. Can anyone help me on that one? Thanks

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  • Linking Boost to my C++ project in Eclipse

    - by MahlerFive
    I'm trying to get the Boost library working in my C++ projects in Eclipse. I can successfully build when using header-only libraries in Boost such as the example simple program in the "Getting Started" guide using the lambda header. I cannot get my project to successfully link to the regex Boost library as shown later in the guide. Under my project properties - c/c++ build - settings - tool settings tab - libraries, I have added "libboost_regex" to the Libraries box, and "C:\Program Files\boost\boost_1_42_0\bin.v2\libs" to the Library search path box since this is where all the .lib files are. I've even tried adding "libboost_regex-mgw34-mt-d-1_42.lib" to the libraries box instead of "libboost_regex" since that is the exact file name, but this did not work either. I keep getting an error that says "cannot find -llibboost_regex" when I try to build my project. Any ideas as to how I can fix this?

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  • How do I put an ASP.NET website project and class library projects in one .sln file on Subversion

    - by JustinP8
    My company has several class libraries we use in multiple website projects (not web application projects). Website projects don't have .sln files, but I'm sure I've read in my past research that you can make a blank solution and put your website and class library projects in it. After answers to my previous questions, this is the direction that I'm going (based slightly on [http://amadiere.com/blog/2009/06/multiple-subversion-projects-in-one-visual-studio-solution-using-svnexternals/][1]: /websites /website1 /trunk /website1 /libraries /library1 /trunk /library1 /library2 /trunk /library2 /etc... Then I planed on using svn:externals to copy /library1, /library2, and so on into the working_copy/websites/website1/ folder. I want my team members to be able to checkout the /trunk folder for website1 and get a .sln file, /library1 external, /library2 external, etc. I want that .sln file to contain the website1 website project, and all of the library external projects. Hopefully that would look something like: /working_copy /websites /website1 /trunk /website1 /library1 (svn:external of libraries/library1/trunk/library1) /library2 (svn:external of libraries/library2/trunk/library2) /etc. website1.sln So, at the end of all of this, the goal is that my teammates check out the trunk, open the solution, and everyone has the exact same solution. When we commit, everything is committed appropriately to subversion (the website code, and the libraries are committed to their appropriate place on the repo). How have others solved these issues? How can I make a .sln file that my team members and I can share in this manner? [1]: "This Article"

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  • How to get rid of library references problem? Java

    - by Nitesh Panchal
    Hello, I created a web application and it used several libraries once upon a time. So i added them but later on i found alternative and actually better ways to do the same things. So i removed references from my project for those jars and libraries. Everything works fine but when i move the same project to my friend's laptop Netbeans 6.8 simply doesn't let me deploy the project and gives the whole bundle of errors of libraries that i used previously but i don't now. I removed all references from build.impl file and then when i deploy it, it works fine. But when i do a clean and build and try to deploy it, build.impl automatically again adds those lines of xml which contain references to libraries an again gives me a whole long list of errors. How do i get rid of this? I am really tired of these silly errors. Thanks in advance :)

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