How to install PDCurses with MinGW on Windows? - dll

I have looked all over the internet for installation instructions but could not find one that actually worked. I have downloaded the MinGW-Get application as stated in many websites, but have no idea how to use it. I did find a website with the following instructions:
HOW TO INSTALL:
Install an ide on your windows machine, I’ll use the simple Dev-Cpp.
Download this zip containing the files you’ll need.
Create a folder called pdcurses and another one called include, inside
of it.
Extract panel.h and curses.h in the include fold.
Extract the .dll file in the pdcurses one.
Now open your ide and set the 32-bit version compiler as the default
one.
Create a new project, set it up.
On the lefty Treeview, right click on the project icon -> project
options
Go to -> Parameters tab-> Linker -> insert in its box the path to the
.dll file you extracted before
Go to -> Files/folders tab
Here you’ll see three inner tabs named: Libraries/Includes/resources
folders; inside each of them you have to insert the path to the
include folder you created before.
Source: https://hastalafiesta.altervista.org/setup-pdcurses-windows-devcpp/
However, I could not find the .dll or a library file in the PDCurses folder I extracted from the .zip file I downloaded from https://sourceforge.net/projects/pdcurses/files/pdcurses/3.4/pdc34dllw.zip/download (as stated in the fifth step). I just got started with C++ and libraries and would appreciate it if anyone could provide me some guidance or any useful links.

Related

How do you set up a 1.14.4 Minecraft Mod in the java IDE Eclipse?

I have set up a minecraft mod in eclipse before, only it was in 1.12.2. I installed the ´src´ forge for 1.12.2, but there is no src option for 1.14.4. I have heard that the code for minecraft was changed, so modding minecraft in 1.14.4 is different to modding 1.12.2 minecraft. Can somebody please help?
Go here: https://files.minecraftforge.net/
Click this:
You may alternatively download the recommended build. Forge for 1.14 is still under active development and some features may not be present in the recommended build.
Create a folder where you would like your workspace to live, eg workspace (I name it with the Forge version number, personally). Inside it create another folder, I name it project, but the name isn't important, just that having this extra layer will make things play nice (I will use these names in this answer only to make it clear which folder I'm talking about).
Extract the downloaded zip into the project folder
Shift-right click on the project folder and "open power shell here."
Run the two commands listed in the readme: ./gradlew genEclipseRuns and ./gradlew eclipse (note: do not do steps 4 and 5 of the readme, they are outdated)
Open eclipse, switch workspace (File -> Switch Workspace -> Other) to the workspace folder. Eclipse will restart.
File -> Import...
General -> Existing projects into workspace
Where it says "select root directory" point it at the project folder and check "search for nested projects"
Pretty much hit next until its done (or you can hit Finish right away).
This should leave you with a Package Explorer that looks like this:
Your code and assets will go inside src/main/java and src/main/resources (note that assets will contain both "assets" and "data" folders, for client-side assets and datapack assets respectively). Minecraft read-only source is available in the Project and External Dependencies group, note that many of the vanilla assets (including data packs) are found in the client-extra.jar file.
Lastly:
Find the src/main/resources/META-INF/mods.toml file
Edit as necessary with your mod ID and other information. The file is well commented.
Any further issues should be directed to the Modder Support forum.

What is the default path in .desktop files and how to change?

I am installing a package manually on my own system because I need to make some changes to it that aren't available in the basic version in my package manager. I also am trying to keep packages installed locally if possible, so I'm installing it with prefix=$HOME/.local instead of the more common prefix=/usr/local.
When I do this, I have no problem executing the program from my terminal, because I added ~/.local/bin to my PATH and the package was installed with relative paths to its shared libraries (i.e. ~/.local/lib/<package>). Executing from the command line is no problem, but I want to be able to access it from the favorites menu in gnome, and for that I need to make use of the <package>.desktop file.
I could hard-code the path to the executable in the .desktop file itself, but when I pull a later version down and re-install it, I'll have to redo those steps. I was wondering if there's a way to avoid that.
I've tried symlinking the executable to a directory where .desktop files do have included in their path, and the application is correctly treated as a GUI option, but launching the executable results in an error trying to find a shared library. I think this has to do with how cmake handles rpaths, which to my understanding is a way of relatively linking executables with their required libraries.
I think what I want to do is have PATH inside a .desktop file include ~/.local/bin, without changing the .desktop file itself. Can I alter the 'default' path used in accessing a .desktop file?
The answer to my question was found in the Archwiki:
Specifically, I needed to add ~/.local/bin to my path in ~/.xinitrc. Now my graphical programs work as expected.

How to force IntelliJ to use a different home folder

I have a computer with two hard drives. In the first one, an SSD disk, I have Windows partition (C) and on the second one (D), a raid volume, I install all the programs. I also moved my user folders (desktop, documents, downloads, pictures and videos) to D:/Users/David.
After installing IntelliJ Idea on D:/Program Filles(x86) a .IntelliJIdea13 directory appeared on D:/Users/David. No problem with this as all was working nice. Then I installed Scala plugin, created a new SBT project and build it. After this, the .sbt directory used by SBT was in C:/Users/David/.sbt but the references to the libraries in my project are pointing to D:/Users/David/.sbt. The question is, how can I force IntelliJ Idea or Scala plugin to download the libraries to D:/Users/David.sbt?
Not 100% sure if this can be a solution, you can change the HOME folder of Intellij IDEA. Look for the folder where the idea executable is. In Linux I have on
~/applications/idea13/bin
On Windows you can check the properties of the menu item. There should be file idea.properties that contains the home folder location of the idea files.
You can find more information here that describe more details:
Locations can be changed by editing the following file:
IDE_HOME\bin\idea.properties
Follow the comments in idea.properties file to change the defaults,
make sure to un-comment the lines defining these properties:
idea.config.path
idea.system.path
idea.plugins.path
idea.log.path
On the other hand you can change the location of your project to D:/Users/David. you should also have a look inside the project folder, there should be a .idea folder with has a library directory. They contains the location of the libs used in the project with their paths.
As dawez allready answered, you should edit idea.properties to set config, system, plugins and log paths.
But if you want to change the user.home path, then you must edit idea.exe.vmoptions file. Just add the following at the end of the file:
-Duser.home=your_new_user_home_path
If you use idea64.exe then you should edit idea64.exe.vmoptions file.
JetBrains had added complete set of features to support such a case and this is described here:
Changing IDE default directories used for config, plugins, and caches storage

Include and Call PDF File in vb.net (after Deployement)

Glad to see this site, Thanks guys for being active. :)
I have a problem in Visual Studio 2010/VB.Net
I have windows form in Visual Basic, I deployed the software(form) to one installer
Now I want to open My PDF file( i-e: Specific) with Button_Click_Event
I know that:
Process.Start("MyPDF.pdf")
But I dont know if user install my software in his PC so may be he install the software in C D or other directory, and also I dont know How to include PDF file in my project :)
Please suggest for me, I am searching this every where but failed so pl help me
Use Add->Existing Item on your Project. Then add the PDF File to your Project.
Afterwards you have to set the Properties of the newly added file to the following:
Now the file will be added to your "Output" Directory after you build your Project.
Now use your Process.Start("MyPDF.pdf") call. It will open up, as it resides in the same directory.
This is rather easy:
Simply include the file by dragging it to your project folder and in its options, tell it to copy to the build directory.
Thereafter, find the path through the my.application methods.
Build a correct path from that and launch it via process.start

What should I do if I can't find the GPUImage.h header for the GPUImage framework?

I have created a sample application to perform bump distortion, using the GPUImage framework. I added this framework to my application, but I'm seeing the following error
Lexical or preprocessor issue 'GPUImage.h' file not found.
I have added the -ObjC flag to the Other Linker Flags, but I'm still seeing this error. How can I solve this problem and get my application to compile?
Adding GPUImage framework to XCode project could be tricky. So I haved added detailed step-by-step instructions w/ images on how to do it.
Static Compilation Method (detailed solution so we don't mess up)
This is Static compilation method. In this basically we will compile the framework using ./build.sh file. And simply add it to our XCode project, then configure XCode to properly use it.
Download GPUImage from Github and extract it (or just clone it).
Go to the GPUImagefolder in terminal
Run ./build.sh
Note: This will compile and create ready-to-use binary for all the sdks on your mac.
build.sh creates a folder called build and generates compiled binaries and dumps them to folders like: Release-iPhone, Release-iPhoneOS, Release-iphonesimulator etc folders.
For iPhone use Release-iphone (This also works for simulator).
Copy (not drag-drop) Release-iphone to your XCode project's root directory so that we have a local copy of framework.
Now iPhone drag-and-drop Release-iphone onto your XCode project. Make sure to check "Copy to .." option.
Note:
This Release-iphone folder contains two sub-folders: include and lib
include folder contains all the header .h files
lib folder contains compiled binary version file called libGPUImage.a
We now need to simply configure XCode to use .h and .a files.**
Select your project in the project explorer > Project name under Targets > select Build Phases > Expand Link Binary With Libraries
Add the libGPUImage.a to Link Binary With Libraries section. You may want to Right-click on libGPUImage.a then Open in Finder and finally drag-drop it.
While we are at it, also add the following GPUImage's dependent frameworks/ libraries
CoreMedia, CoreVideo, OpenGLES, AVFoundation, QuartzCore to Link Binary With Libraries section
Now, lets configure .h headers.
Select your project in the project explorer > Project name under Targets > select Build Settings > and type search paths to see search paths section.
Open Headers Search Paths by clicking on the value field.
Drag-and-drop the lib folder to that popup. Note: If it shows absolute path, change it to looks $(SRCROOT)/path/to/lib/. (You should have the framework relative to your xcode project see step 6).
Repeat 11 & 12 for Library Search Paths as well.
Additional tips: You can add .h files to Library Search Paths or Headers Search Paths, you can make them Recursive. I have a main root-folder called Dependencies folder where I keep all the dependencies like MySDK-framework including Release-iPhone. And I just have one search-path at the Dependencies (root folder) and made it recursive.
Did you follow all of the instructions from the Readme on the project page? From the installation instructions:
You'll also need to find the framework headers, so within your
project's build settings set the Header Search Paths to the relative
path from your application to the framework/ subdirectory within the
GPUImage source directory. Make this header search path recursive.
If you're seeing the above error, it means that you did not point the Header Search Paths at the right directory where you've installed GPUImage relative to your project, and / or did not click the checkbox to the left to make those search paths recursive.
I show some screenshots of where you need to go to set this in this answer, which explains something similar for the Core Plot framework. The same principles apply, only you need to find where you installed the GPUImage framework at.
I add relative path to "Header Search Paths", but there is still a error that is "not found".
Then, I add path to "User Header Search Paths", and it works.
May help you.
finally, I realized the KEY WORD is relative!
I put GPUImage source files in my project root dir:
before I solved the problem, I add Header Search Paths is:
$(PROJECT_DIR)/GPUImage/framework
$(PROJECT_DIR)/GPUImage/framework/iOS
and make them Recursive, but error is still there, So I changed Paths to:
GPUImage/framework and make it Recursive, then it works.
Hope it helps.