Search Results

Search found 5188 results on 208 pages for 'cross compilation'.

Page 5/208 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Code computing the cross-product

    - by WizardOfOdds
    This is not a dupe of my question: http://stackoverflow.com/questions/2532810/detecting-one-points-location-compared-to-two-other-points If I have the following piece of pseudo-C/Java/C# code: int a[]= { 30, 20 }; int b[] = { 40, 50 }; int c[] = {12, 12}; How do I compute the sign of the cross-product ABxAC? I'm only interested in the sign, so I have: boolean signABxAC = ? Now concretely what do I write to get the sign of the cross-product ABxAC?

    Read the article

  • OpenSSL Windows x64 Compilation error

    - by rursw1
    Hi, I'm getting the following error when trying to compile OpenSSL 1.0, 64 bit: ias -o tmp32\ia64cpuid.obj tmp32\ia64cpuid.asm 'ias' is not recognized as an internal or external command, operable program or batch file. NMAKE : fatal error U1077: 'ias' : return code '0x1' Stop. Does someone know what can I do? (I do it on Windows 2008 x64 OS) Thanks.

    Read the article

  • makefile compilation problem

    - by mistique
    He I have a problem with a makefile. I have three classes. They do pretty simple stuff. One does an addition on a subtraction, and the last one will instantiate the two and simply print the resulted addition and subtraction. Now when I create my makefile, I compile my Plus.java and my Minus.java but don't know how to compile the main class because it depends on the previous two. I want to compile and run it from the makefile if it's possible. I get the above results when I try to run make: javac -g Plus.class Minus.class javac: invalid flag: Plus.class Usage: javac use -help for a list of possible options make: * [Operation.class] Error 2 I don't know how to procede, please forgive me if my question is to simple but I am new working with these stuff. I've searched many sites but with no answer.

    Read the article

  • Sortie des spécifications d'OpenCL 1.2 : séparation compilation/linkage, partitionnement et support de nouveaux types de périphériques

    Sortie des spécifications d'OpenCL 1.2 Séparation compilation/linkage, partitionnement et support de nouveaux types de périphérique Le groupe Khronos vient de ratifier et publier les spécifications d'OpenCL 1.2 (Open Computing Language), l'API et extension standardisée du langage C pour supporter le développement sur GPU et la programmation parallèle distribuée sur plusieurs types de processeurs compatibles. Parmi les nouveautés de cette version, citons : Le partitionnement des périphériques permet de diviser un périphérique en plusieurs sous-périphériques pour contrôler directement les tâches assignées à chaque unité de calcul ; Séparation de la compilation et ...

    Read the article

  • How does compilation work with AOP?

    - by alee
    I need quick answer to a simple thing in AOP. If i have a code deployed at client side and i have written new aspects, which i want in the client side software. do i have to "recompile" complete software with "original" code and new "AOP" code? (with aop compiler)? i.e. do i need the source code of original program with source code of new AOP and compile 'em boht? P.S: I am asking in general, not being specific to any language.

    Read the article

  • How do I add a .jar file to the compilation of .java files

    - by Christopher Schroeder
    My makefile is below Also, I would appreciate it if you told me how to move my .class files to ../bin/ JFLAGS = -cp JAR = "RSBot*.jar" JC = javac .SUFFIXES: .java .class .java.class: $(JC) $(JFLAGS) $(JAR) $*.java CLASSES = \ src/Banker.java \ src/Eater.java \ src/Fighter.java \ src/grotgui.java \ src/InventTab.java \ src/Looter.java \ src/Potter.java \ src/W8babyGrotworm.java \ src/Walker.java default: classes classes: $(CLASSES:.java=.class) clean: $(RM) *.class

    Read the article

  • android compilation

    - by user1241903
    I am trying to compile android source v2.3.4. When I give "make -j32", I am getting result like this.I am using fedora 14(32 bit). [root@localhost WORKING_DIRECTORY]# make -j32 ============================================ PLATFORM_VERSION_CODENAME=REL PLATFORM_VERSION=2.3.4 TARGET_PRODUCT=full TARGET_BUILD_VARIANT=eng TARGET_SIMULATOR=false TARGET_BUILD_TYPE=release TARGET_BUILD_APPS= TARGET_ARCH=arm HOST_ARCH=x86 HOST_OS=linux HOST_BUILD_TYPE=release BUILD_ID=GRJ22 ============================================ Checking build tools versions... build/core/main.mk:76: ************************************************************ build/core/main.mk:77: You are attempting to build on a 32-bit system. build/core/main.mk:78: Only 64-bit build environments are supported beyond froyo/2.2. build/core/main.mk:79: ************************************************************ build/core/main.mk:80: *** stop. Stop. [root@localhost WORKING_DIRECTORY]# Please help me to solve this issue. How to compile android source code on 32 bit os?. Thank You Rajendra

    Read the article

  • Is there a cross-browser way for tooltips?

    - by Legend
    I am working with d3.js for rendering my graphs. For some reason, I am not a huge fan of svg title because of the delay it incurs and the inability to style them. Please do correct me if I am wrong. I recently came across, tipsy but it does not seem to be cross-browser compatible. For instance, consider this. The tooltips work just fine in Firefox and Chrome but do not appear even in IE 9 and I'm not sure what's going on. Is there a cleaner cross-browser approach for tooltips compatible with d3.js other than using the svg title attribute?

    Read the article

  • Iterate set covered by cross-product of ranges in ruby

    - by wilsona
    I figured this answer had been asked before, so I searched, but I couldn't find anything. Granted, there are a ton of Ruby Array questions, so it might be there, just buried. In any case, I'm trying to reduce a cross-product of ranges, returning a sum of all elements of the cross-product that meet some set of conditions. To construct a trivial example, if I have an array like this: [0..1,0..1,0..1] I'd like to iterate over this set: [ [0,0,0], [0,0,1], [0,1,0], [0,1,1], [1,0,0], [1,0,1], [1,1,0], [1,1,1] ] and return a sum based the condition "return 1 if i[0] == 1 and i[2] == 0" (which would give 2). In my contrived example, I could do it like this: br = 0..1 br.reduce(0){|sumx, x| sumx + br.reduce(0){|sumy, y| sumy + br.reduce(0){|sumz, z| sumz + (x == 1 and z == 0 ? 1 : 0) } } } , but in the actual application, the set of ranges might be much larger, and nesting reduces that way would get quite ugly. Is there a better way?

    Read the article

  • Seperate compilation in C++

    - by Pat Murray
    Suppose you are creating a class with multiple .cpp files (which each contain the implementation of a member function) and have the class' declaration in a .h file. Also, each .cpp file includes the .h file via the include directive. I was told that if you change the implementation of any of the member functions (.cpp files) that you will have to recompile every .cpp file in order to run the program. That is, if I had 5 member functions (each implemented in a .cpp file) and I changed the implementation of 1 of the .cpp files I would have to compile the 1 .cpp file I changed AND the 4 other .cpp files I didn't change in order to correctly run my program. My question, if the previous statement is true, is why is the statement is true? Any insight on this concept would be helpful.

    Read the article

  • Moving directory after compilation of R

    - by CravingSpirit
    I compiled R in /tmp/R-3.0.0 and then moved it to /home/user/opt/R-3.0.0, then I got an error when executing R: /home/kaiyin/opt/R-3.0.0/bin/R: line 236: /tmp/R-3.0.0/etc/ldpaths: No such file or directory ERROR: R_HOME ('/tmp/R-3.0.0') not found If I export R_HOME='/home/kaiyin/opt/R-3.0.0', it still gives almost the same error: WARNING: ignoring environment value of R_HOME /home/kaiyin/opt/R-3.0.0/bin/R: line 236: /tmp/R-3.0.0/etc/ldpaths: No such file or directory ERROR: R_HOME ('/tmp/R-3.0.0') not found Is there a way to solve this, or do I have to recompile it?

    Read the article

  • How does cross domain file (receiver) work?

    - by seatoskyhk
    So, how does it work? How come having a receiver.html can allow cross domain communication? I... just... don't understand. For example, (using Heyzap as example) <script type="text/javascript" src="http://tools.heyzap.com/external/tools/v4.js"></script> <script type="text/javascript"> HeyzapTools.load({ game_key: "your-game-key-here", hz_receiver_url: "http://example.com/hz_receiver.html" }); </script> and the hz_receiver.html has this content: <html> <body> <script src="/external/tools/hz_receiver.js" type="text/javascript"></script> </body> </html> so, why it will allow cross domain?

    Read the article

  • c++ compilation error

    - by clamp
    hello, i got a compile error which i do not understand. i have a h/cpp file combination that does not contain a class but just defines some utility functions. when i try to use a struct that is defined in another class i get the error: error C2027: use of undefined type so, stripped down to the problem, the h file looks like this namespace A { void foo(B::C::SStruct const & Var); } the definition of SStruct is in a class which is in another h-file, that is of course included. namespace B { Class C { struct SStruct { }; } } what am i missing here? thanks!

    Read the article

  • CMake : système de compilation sort en version 3.0, nouveaux générateurs, variables, propriétés et meilleure gestion de la compilation croisée

    CMake 3 est maintenant disponible ! Découvrez les nouveautés du système de compilation multiplateforme Nouvelles pages de manuel, dont une pour Qt, nouveaux générateurs et de multiples autres apports CMake est un système de compilation et de construction de projets multiplateforme et Open Source. À l'aide d'un simple fichier CMakeLists.txt décrivant votre projet, CMake sera capable de le générer des fichiers pour votre EDI préférés. En résumé, il configure votre projet Visual Studio, Code::Blocks,...

    Read the article

  • Cross-platform builds with OGRE3D via CMake. Any tips?

    - by frarees
    I've been trying to compile a simple project for both OSX and Windows platforms, using OGRE3D, but I've got some problems on the way. I'm using CMake to create my platform specific project files (VS solution & Xcode project). Some problems I found are: OGRE3D source is distributed in 2 flavors, Windows sources and UNIX/OSX sources. In OSX, compiling dependencies (freetype, FreeImage and specially OIS) is such a pain. I don't know how to handle precompiled dependencies (they exist for both Win & Mac). May sound like a noob question, but I would appreciate some tips on this. Resources, forum posts, anything. There exists any "cross-platform base project for OGRE3D" on the net? Would be really helpful if someone who already managed to do this can bring some light. Btw, I'm not basing the project on OGRE3D, it's just that is the biggest library I'm probably using, so I depend a lot on it. Thanks in advantage!

    Read the article

  • Using a Mac for cross platform development?

    - by mdec
    Who uses Macs for cross-platform development? By cross platform I essentially mean you can compile to target Windows or Unix (not necessarily both at the same time). I understand that this also has a lot to do with writing portable code, but I am more interested in people's experience with Mac OS X to develop software. I understand that there are a range of IDEs to choose from, I would probably use Eclipse (I like the GCC toolchain) however Xcode seems to be quite popular. Could it be used as described above? At a pinch I could always virtualise with VirtualBox or VMware Player or parallels to use Visual Studio (or dual boot for that matter). Having said that I am open to any other suggested compilers (with preferably an IDE that uses GCC.) Also with the range of Macs available, which one would you recommend? I would prefer a laptop (as I already have a desktop) but am unsure of reasonable specifications. If you are currently using a Mac to do development, I would love to hear what you develop on your Mac and what you like and don't like about it. I would primarily be developing in C/C++/Java. I am also looking to experiment with Boost and Qt, so I'm interested in hearing about any (potential) compatibility issues. If you have any other tips I'd love you hear what you have to say.

    Read the article

  • Cross join (pivot) with n-n table containing values

    - by Styx31
    I have 3 tables : TABLE MyColumn ( ColumnId INT NOT NULL, Label VARCHAR(80) NOT NULL, PRIMARY KEY (ColumnId) ) TABLE MyPeriod ( PeriodId CHAR(6) NOT NULL, -- format yyyyMM Label VARCHAR(80) NOT NULL, PRIMARY KEY (PeriodId) ) TABLE MyValue ( ColumnId INT NOT NULL, PeriodId CHAR(6) NOT NULL, Amount DECIMAL(8, 4) NOT NULL, PRIMARY KEY (ColumnId, PeriodId), FOREIGN KEY (ColumnId) REFERENCES MyColumn(ColumnId), FOREIGN KEY (PeriodId) REFERENCES MyPeriod(PeriodId) ) MyValue's rows are only created when a real value is provided. I want my results in a tabular way, as : Column | Month 1 | Month 2 | Month 4 | Month 5 | Potatoes | 25.00 | 5.00 | 1.60 | NULL | Apples | 2.00 | 1.50 | NULL | NULL | I have successfully created a cross-join : SELECT MyColumn.Label AS [Column], MyPeriod.Label AS [Period], ISNULL(MyValue.Amount, 0) AS [Value] FROM MyColumn CROSS JOIN MyPeriod LEFT OUTER JOIN MyValue ON (MyValue.ColumnId = MyColumn.ColumnId AND MyValue.PeriodId = MyPeriod.PeriodId) Or, in linq : from p in MyPeriods from c in MyColumns join v in MyValues on new { c.ColumnId, p.PeriodId } equals new { v.ColumnId, v.PeriodId } into values from nv in values.DefaultIfEmpty() select new { Column = c.Label, Period = p.Label, Value = nv.Amount } And seen how to create a pivot in linq (here or here) : (assuming MyDatas is a view with the result of the previous query) : from c in MyDatas group c by c.Column into line select new { Column = line.Key, Month1 = line.Where(l => l.Period == "Month 1").Sum(l => l.Value), Month2 = line.Where(l => l.Period == "Month 2").Sum(l => l.Value), Month3 = line.Where(l => l.Period == "Month 3").Sum(l => l.Value), Month4 = line.Where(l => l.Period == "Month 4").Sum(l => l.Value) } But I want to find a way to create a resultset with, if possible, Month1, ... properties dynamic. Note : A solution which results in a n+1 query : from c in MyDatas group c by c.Column into line select new { Column = line.Key, Months = from l in line group l by l.Period into period select new { Period = period.Key, Amount = period.Sum(l => l.Value) } }

    Read the article

  • Creating Mobile Cross-Platform Scripting Solution

    - by Aplomb
    I am having the dream to design a Mobile cross-platform scripting solution to achieve Developer only need to code once by scripting language(it's possible be Javascript or others need further investigation), then the solution will be able to generate the installation files for multiple mobile platforms like J2me, Android, Symbian, BlackBerry, Palm, Windows Mobile/Phone, iPhone, etc. Using the scripting language, developer can code with unified platform API. And other extension frameworks under scripting language, like, 1. 2D UI framework Most probably using for Mobile Applications, the UI style will compete with native UI framework and no longer every application in particular platform looks similar. 2. 3D UI framework Provide the platforms who has 3D capability can represent their Mobile Application with more fashion 3D style which will be much more abstractive. 3. Variable game engine Developers can can use it for easily and high-quality build games. 4. etc This Mobile solution is providing three points, 1. Cross-Platform 2. Scripting 3. Middleware So guys, what do you think about this idea, is it good for Developers? is it profitable? where is the better direction for this idea?

    Read the article

  • cross-platform development for mobile devices

    - by user924
    What language/framework is best worth learning for mobile application development? My specific situation is that I'm very familiar with Java and C++ (I especially love Qt), but have limited experience with other languages. Some options I'm considering: 1) Learn Objective-C and all the iPhone-specific tools I do have access to a mac. The downside here is I'm restricted to the iPhone, so I'd have to rewrite almost everything if I wanted to branch off into another mobile device (or move later to a cross-platform framework). Even after knowing Objective-C, it seems like other frameworks might be more efficient/faster to code in? 2) Use some existing cross-platform framework for development I've looked at rhomobile, but I only have limited experience with Ruby (and at first glance, it might be a little pricey comapred to other options). Appcelerator also looks popular and nice, but it uses html/css/javascript. Airplaysdk looks good, but it's new and I haven't been able to see much written about it (is it worth going for?). 3) Wait for something better to come along How far away is Qt for the iPhone? That would be ideal, but it isn't available now. So what do you recommend? Productivity/efficiency is my top priority, although learning a useful language for the long term would also be okay. Thanks

    Read the article

  • What is the best aproach for coding in a slow compilation environment

    - by Andrew
    I used to coding in C# in a TDD style - write/or change a small chunk of code, re-compile in 10 seconds the whole solution, re-run the tests and again. Easy... That development methodology worked very well for me for a few years, until a last year when I had to go back to C++ coding and it really feels that my productivity has dramatically decreased since. The C++ as a language is not a problem - I had quite a lot fo C++ dev experience... but in the past. My productivity is still OK for a small projects, but it gets worse when with the increase of the project size and once compilation time hits 10+ minutes it gets really bad. And if I find the error I have to start compilation again, etc. That is just purely frustrating. Thus I concluded that in a small chunks (as before) is not acceptable - any recommendations how can I get myself into the old gone habit of coding for an hour or so, when reviewing the code manually (without relying on a fast C# compiler), and only recompiling/re-running unit tests once in a couple of hours. With a C# and TDD it was very easy to write a code in a evolutionary way - after a dozen of iterations whatever crap I started with was ending up in a good code, but it just does not work for me anymore (in a slow compilation environment). Would really appreciate your inputs and recos. p.s. not sure how to tag the question - anyone is welcome to re-tag the question appropriately. Cheers.

    Read the article

  • Low-level GPU code and Shader Compilation

    - by ktodisco
    Bear with me, because I will raise several questions at once. I still feel, though, that overall this can be treated as one question that may be answered succinctly. I recently dove into solidifying my understanding of the assembly language, low-level memory operations, CPU structure, and program optimizations. This also sparked my interest in how higher-level shading languages, GLSL and HLSL in particular, are compiled and optimized, as well as what formats they are reduced to before machine code is generated (assuming they are not converted directly into machine code). After a bit of research into this, the best resource I've found is this presentation from ATI about the compilation of and optimizations for HLSL. I also found sample ARB assembly code. This sort of addressed my original curiosity, but it raised several other questions. The assembler code in the ATI presentation seems like it contains instructions specifically targeted for the GPU, but is this merely a hypothetical example created for the purpose of conceptual understanding, or is this code really generated during shader compilation? If so, is it possible to inspect it, or even write it in place of the higher-level syntax? My initial searches for an answer to the last question tell me that this may be disallowed, but I have not dug too deep yet. Also, along the same lines, are GLSL shader programs compiled into ARB assembly code before machine code is generated, and is it possible to write direct ARB assembly? Lastly, and perhaps what I am most interested in finding out: are there comprehensive resources on shader compilation and low-level GPU code? I have been unable to find any thus far. I ask simply because I am curious :)

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >