How to Compile a Github Project (Windows) - github

I found this project on github https://github.com/noio/kingdom, and i was wondering how I would compile it. Im somewhat new to coding, so if you could answer it simply and clearly that would be great.

The project is written in ActionScript (by Adobe) and I recommend you to use FlashDevelop, a free code editor. Give a look to their ActionScript 3 wiki, which gives you a full overview of what you need to get started and compile your code. Since you are new to programming I suggest you to start from the very beginning, within a simple Hello world! before messing which such big projects (it's a lot of fun, I know :P).

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JAVA Project Import Difficulty

first off thanks for any help! I am relatively proficient at programming in languages like python, but that's not going to stop me from asking a dumb, and probably very basic question about JAVA
I am working on some satellite orbit research for graduate school, and I am using the maven compiled java project OREKIT. Information on OREKIT can be found here;https://www.orekit.org/site-orekit-9.2
I believe I have built the project correctly using the steps to import a maven project into eclipse, but I am having issues getting any of the included tutorial programs included to run. The first errors I get are "Error: Could not find or load main class" and then followed by the name of whichever tutorial script I'm attempting to run.
MY attempt at solutions, which have not worked are as follows: First I attempted to create an entirely different java project with a main class and import the scripts I wanted to run, but I think this created more problems than it solved. Secondly, in the OREKIT project folder which was created with the maven building, there is a src folder. I right clicked and set it as the source. It contains a "main" folder with various contents but still the errors persist.
I probably am asking something extremely simple, and googlable but I haven't figured out what to google or what to do to fix my problem. If anyone has some suggestions I would be extremely grateful!
Thanks a ton!

Import project from Eclipse to B4A?

I'm a beginner trying to learn my way through making my first real Android app. I actually started an app using Eclipse and have gotten pretty far with it. I'd like to be able to continue its development using B4A. Is it possible to bring my work from Eclipse into B4A?
What you can do, is to wrap your existing code as a library and then reference it from Basic4android. See this video tutorial.
B4A is a language on its own and it has its own editor.
While, in theory, you can edit project files of a B4A application with any editor, I would assume that you used JAVA as your main programming language.
As B4A uses a language that close resembles (Visual) Basic that, in turns gets converted into JAVA while compiling, you have actually 2 choices in front of you if you want to use B4A:
1) the first is to port your project to B4A but this means that you will need to rewrite the code according to the B4A language specifications;
2) the second option would be to integrate your JAVA code running it inline : see this forum post on the topic
2) if you can pack whatever you wrote as a library module to be used later on by B4A, you could opt to do that: see this forum post on the topic

Writing custom IDE on top of Eclipse

I wish to write my own Python IDE (just for the heck of it). I was wondering if I could use Eclipse as a foundation. This will save me from coding a whole lotta things (code editor, intellisense and so on).
To understand what I mean, please take a look at Visual Studio Isolated Shell. I'm essentially looking for something equivalent. Searching on Google hasn't helped. Is there anything like this available in Eclipse's case?
Yes. Eclipse is designed to have additional languages added and there is extensive support for this kind of plugin development. I'm surprised Googling didn't help - there's an entire site dedicated to a tutorial on the basics and a toolkit for developing such things

How do I use a 3rd party C library in Xcode for my iphone project?

love this site and all helpful people! I'm newbie to Xcode and iPhone programming but I've pretty much got the hang of using the SDK to make programs in Obj-C (simple programs right now but make me happy). My experience is web programming (such as PHP and Perl) and I'm not really used to a lot of the new Xcode/desktopy-app stuff like static libraries and linking and such. I be honest, I am not total awesome programmer yet!
I have a problem right now, my (card game) program I am writing needs to use this C library. I don't really understand how I get the proper C files and integrate them into my project so I can start using the commands in that tutorial to evaluate hand values.
I hope I have been clear, please let me know if there is anything I am leaving out. Unfortunately, my newbieness may prevent from me making everything so clear and sometimes I can't english perfectly what I am thinking!
Happy thanks in advance, looking forward to any help!
Couple things:
The library you linked to is quite large. Pokersource appears to be a large C project containing all sorts of things like language bindings and some GUI tools as well. A project that large certainly has an IRC channel. I would recommend going there.
The library you linked to appears to be (I may be wrong about this), licensed under the GPLv3. This means that any program that you distribute to others that uses a GPLv3 library or piece of code must also be licensed under the GPLv3. The upshot is that if you use that library, you'll have to release the source for your game.
The site you linked to does seem to have a long list of other poker hand evaluators, so its possible one of them is suitable for your needs.
Good luck!
it's totally possible to use third party static libraries with your iPhone and using Xcode. This webpage illustrates the process of doing it.

Time to develop an option in Eclipse to modify a Java file source

I'm evaluating the possibility of developing an Eclipse plugin to modify the source code of some Java files.
The Eclipse plugin should:
add one menu option or context menu option to launch the modification process.
add a key binding
only alter the UI in that way when an editor has been open on a Java file.
the modification process would not open a dialog, or maybe, a very simple one.
the modification process would traverse the AST of the Java file and would modify it.
Considering that we have no experience with Eclipse plugins and we need spend time in reading docs, how much time do you estimate in developing that plugin?
Thanks in advance.
It's really not that difficult at all... I had students in my design patterns class doing it for an assignment (adding/removing javabean getters and setters)
See http://help.eclipse.org/ganymede/topic/org.eclipse.jdt.doc.isv/guide/jdt_api_manip.htm
[EDIT: added the following article reference]
And a great article on it at http://www.eclipse.org/articles/article.php?file=Article-JavaCodeManipulation_AST/index.html (from 2006 -- there may be a few API changes since)
Yes, writing plugins takes a little getting used to, but so does any API.
And you can modify the AST -- see the page I reference above.
(I should note that the above link is from the eclipse help, which can also be accessed via Help->Help Contents inside Eclipse -- there's a lot of good info in there, but it's just a starting point)
You'll probably spend quite some time cursing the complexity of the eclipse plugin system. There are some example plugin development projects that can be very helpful if they cover the area you're working in.
I'd say you're looking at 2-4 days of work, spent mainly getting familiar with the platform - someone with a lot of experience writing eclipse plugins would probably take no more than an hour.
However, your step 5 could be tricky. I don't know how easy it is to access and change the Java AST; my experience is based on developing an editor plugin for an exotic file format rather than Java code.
Well, the four first points are easy to achieve, even by monkey coders that look at the eclipse PDE documentation shipped with Eclipse. These can be achieve in 1 day of work, maybe 2.
The hardest point is really the fifth one and the kind of modification you expect to do. Acting directly on the editor content is simple, accessing the editor internal AST and modifying it is really a bigger challenge and I doubt that it could be achieve in less than a week by unexperimented people (it can take longer, depending of what kind of modification you want to apply).