Hello community of stackoverflow. I've been using Allegro 4 and Dev-C++ 5.5.3, until I noticed that there's a new and better version of the library avaliable. I tried to download and install Allegro 5, but I got confused with so many ways to do it, and I have to admit that I have no idea of building it with cmake or something, but it seems it requires to do a lot of downloading which I can't afford.
However, I heard that there's a DevPak version of Allegro 5 avaliable, some people (even in this community) declared that they downloaded the devpak version of the library, but I can't find a reliable link to download it no matter how much I search for it. Having it will make things a lot easier to me, so I wish you could give me a reliable and updated link to download the devpak, or at least to guide me through it's building and installation.
I've downloaded what I think is the allegro source code (maybe for building it) from this link but actually I don't know what to do with it. If you can help me with that version I downloaded, or at least guiding me to finally get the Allegro 5 library, I will thank you very much.
I used that 5.0.10 devpak for a long time. By the way, I don't think there is still people doing new devpaks.
You can download a pre-compiled version of allegro here: https://github.com/liballeg/allegro5/releases
You may also need to download an updated version of mingw to match the allegro build you just downloaded. Then at Dev-C++ you create a new compiler set and configure the search paths to point to your mingw and allegro folders (use your current compiler set as a reference).
Well, seen that I've got no answers (searching the matter in Google results in this unanswered question) I'll post the link that I've found, hoping that it will be useful to anyone who has the same problem.
I've downloaded the devpak from this link: http://sourceforge.net/projects/devpacks/files/allegro5-5.0.10-1aved.DevPak/download which is the version 5.0.10 of allegro, but as I noted, there's a newer release available (though I don't know if there's a devpak version of that one). If someone knows a way of getting a more updated devpak, please post it here anyway. However, I think that's something, and I hope it will help those in my situation
Related
I need some of your help.
I searched everywhere on the internet, but I could not find how to create a plugin for Gaim, the predecessor of Pidgin.
I do NOT want to create a Pidgin plugin. I want to create a Gaim plugin, but since Gaim is very old, well, it is hard to find documentation for it.
(PS : If you know how to write a plugin for Gaim, please note I want to make one for Windows - not Linux.)
(PPS : I'm french. Sorry for my bad English.)
You're going to run into a number of issues here...
First off, Gaim hasn't existed for 15 years, and of course we (the Pidgin core team many of who got involved during the Gaim days) aren't going to support it for that reason.
Secondly, building on windows has always been a pain for us as we had to carry all of the dependencies. I imagine most of the links that you might find are all long dead because of the 15 years that have passed since that. That said you might be able to get away with using our win32-dev directory from https://data.imfreedom.org/pidgin/win32-dev.7z but of course that's completely untested and that directory is used to build the Pidgin 2.x.y releases.
Finally, as you've found out, most of the documentation from Gaim has been gone for a very long time. We did set up https://gaim.pidgin.im as a joke which was the last copy of the site we had before the rename, but there's not much there when it comes to development documentation. So your best bet is to look at existing plugins. I still have the source code for guifications1 available at https://keep.imfreedom.org/grim/guifications1/file/default.
Anyone please let me know what is this all about? I am stuck since a week on this and no help from searching. I posted my query to the developer of Alamofire but still no response. Please help! I am totally confused what is wrong in the integration of Alamofire. I have followed every step and this issue is coming with XCode 6.3 as before it was running properly.
When I am adding the Framework under "Copy Frameworks", it is adding the Framework twice showing different paths but when I am Going to there location, it is taking me to the same location. Here is the screen shot.
I have also created the video for that issue. May be that can help in a better way. Please see HERE
Moreover, latest SDK contains framework for MAC OS as well but I didn't add that. I hope all the above information will help you in helping me. Thanks!
This is going to be incredibly difficult to debug without a sample project that is set up in the same manner as your actual one. If you had imported Alamofire project into your project, you wouldn't see two versions of Alamofire appear when you add it to the Copy Frameworks build phase. If you truly want to resolve this quickly, you have two options.
Option 1
Push up a sample project to Github and link it here. We can then take a look at the project and pretty quickly access what the issue is. The main reason it's so difficult here is that there are roughly 10 different things that could be the cause of the issue. Therefore, it's much faster for you to create a sample project than for us to go round-and-round (which we've already started with #Masterfego).
Option 2
Take the leap and try out CocoaPods. It is a fantastic dependency management system that will forever alleviate these annoying types of project management issues. CocoaPods itself has fantastic documentation. Also, the Alamofire README breaks down in detail how to add Alamofire to your project using CocoaPods.
Recommendation
I would highly encourage you to choose Option 2. That is definitely the fastest way forward and you won't regret moving to a more robust dependency management system. It makes managing library updates and new installations extremely simple.
If you do end up going with Option 1, then I'll take a look at your sample project and revise my answer.
Well not that anyones probably going to see this but I A) figured out that LLVM wasn't what I needed it was LLVM-gcc which you can get from sauriks repo. B) realized that the toolchain I torrented already worked minus a la libstdc++ not in /usr/local/lib/gcc/arm-apple-darwin/4.0.1/ so to get libstdc++ I believe I got it from either the filesystem that comes with the torrent or my actual Ipod via SFTP. I can Proudly say that C++ can be compiled on IOS(although it was a pain in the ass :D).
not sure if linking torrents is alright on SO but for anyone that wants a link email me or pm me if you can do that on SO(i'm not sure?) the only thing I haven't tested yet is objc which I can't find any non xcode tutorials. this is what stumped me last time was finding tutorials that didn't rely on templates so heavy. I was never one for templates :D
Why keep downvoting it only hurts other users who are looking for the same answers i was?
it look alot like the usual subjects cstdio, cstdlib, cstring are not included.
I would start by trying including them :-)
which svn revision of LLVM are you building ?
from the page you linked:
Currently, due to Issue 70, we are limited to revision 42498.
Read the my original Post I got it working just ported my previous PC(ie linux,win,mac) only patcher(game save) to ios :D finally :)
I've just begun to wade in the waters of OGRE to introduce myself to game programming with C++ (I had done some Unity prior).
I'm having a bit of difficulty setting up the tutorial application as specified here:
http://ogre3d.org/tikiwiki/Setting+Up+An+Application+-+Eclipse+-+Linux
I have downloaded OGRE 1.7.3 as a debian/Ubuntu package (from the PPA/OGRE team) so it lives on my hard drive somewhere. I am presuming I don't need to do anything with CMake since it's already been compiled.
In the tutorial instructions it says under the heading Project Configuration it asks me to provide the path to OGRE but I cannot find it. I have looked in the most usual place I know /usr/bin (under /usr/bin/OGRE) and it's not there. Where is it located?
I would greatly appreciate if someone could enlighten the final steps to getting the tutorial application visible onscreen. Thanks.
Yes, I might be answering my own question and it might be lame, but I did enough research to figure out what the heck is going on.
http://www.ogre3d.org/forums/viewtopic.php?f=2&t=47695
showed me what I had to do with libraries and what to do with them when using the SDK while
Problem with installing Ogre sdk?
gave me the code needed for the ogre model to appear.
I have recently downloaded the most recent build of this awesome tool WSDL2OBJC from google code here: http://code.google.com/p/wsdl2objc/
After a bit of tweaking and downloading the latest version of the trunk from the svn repo I got a version that created the code for a WSDL I am using and compiles great and actually installs on my phone!
However, I'm not doing anything with it yet, because I am not really sure how to. There is very little in the way of sample code on the site, and there is a sample file in the project if you download it, but again it is very complicated and there are no real bits of documentation.
Has anyone managed to successfully use this stuff? It seems SOOO powerful and useful but from a look around the Internet, no one knows how to use it. We (all) would love someone who has figured it out to post a simple project or detailed walk-through of implementing this so we can put the code that lots of people have worked hard on to good use.
If anyone has found a blog entry or has this information it would be great to see!
I am totally stuck... with no errors. I would love to know how to use this now that it's all compiled successfully!
I wrote a short tutorial: http://brismith66.blogspot.com/2010/05/iphone-development-accesing-soap.html I hope it's helpful.