Bullet physics cmake - bulletphysics

Every time I open my project that contains bullet physics on a different computer I have to rebuild (with cmake) and re-link the bullet library. Is there anyway that I can fix this, I am currently using visual studio 2013. For example when linking the include files you can link from a relative path like ($SolutionDir)".
Thanks.

Could you provide more details about your problem? How do you link Bullet libraries to your project?
There are two ways to correctly use Bullet in your project.
Include Bullet source directly in your project and compile it as a part of your code. This way no linking is needed and there are no separate Bullet libraries.
Generate Bullet solution. Build it to obtain .lib files. Copy .libfiles to your project lib directory, copy Bullet headers to your include directory. List Bullet libraries as Additional Dependencies in Configuration Properties -> Linker -> Input. Make sure that your include directory is specified in VC++ Directories -> Include Directories and lib directory is mentioned in VC++ Directories -> Library Directories. Remember not to write full paths. Instead use relative paths from your project directory. You don't have to use anything like ($SolutionDir).
Example paths:
Properties -> Linker -> Input -> Additional Dependencies : BulletCollision.lib
BulletDynamics.lib
BulletSoftBody.lib
LinearMath.lib
VC++ Directories -> Include Directories : include
VC++ Directories -> Library Directories : lib
Personally I prefer the second way provided you don't change anything in Bullet code.

Related

Ship file with flatpak

I have a json file with some data that I want to ship with my application.
I want to include it on the folder /app/share/<app-name>/data/<file>.json.
I have researched, looked on the flatpak manifest documentation and the manifest of other applications, but I saw no mention to this option.
So, how would be the proper way of adding this file on the manifest?
You can do this by adding this file as part of the "sources" field in your module, and then installing it.
An example of this in the Flathub repo for Spotify. There, we definitely have a need for shipping separate files that make the integration into your DE seamless, as Spotify doesn't ship those. Concretely, let's look at the desktop launch file that is added:
The file can be found here: https://github.com/flathub/com.spotify.Client/blob/master/com.spotify.Client.desktop
You specify the relative path as a "file" source
Add the install command to the build-commands field of your module

Recompile CHM file

I'm working on a script that should be able to add additional information to a .chm file.
After decompiling it with hh.exe -decompile outputFolder fileName.chm command, I get the html files, and other 2 files with .hhc and .hhk extension.
After editing the html files, I'd like to recompile the files into a single .chm file. I read that that I also need a .hhp file in order to do that, but that's not generated in the decompilation process.
How can I solve this?
This is a problem of Compiled Help Modules (CHM). And yes - you need a *.hhp for compiling again by HTMLHelp Workshop or e.g. FAR HTML.
You know, you can use 7Zip or just open a command prompt window on a Windows PC and type the following:
hh.exe -decompile <target_directory> <path>\<filename>.chm
The only decompiler with any additional features is KeyTools as this can try to rebuild the project (.hhp) file. You'll need this file if you want to recompile the help project.
One thing to note is that the decompile/recompile process isn't a "round-trip" process. Certain features that the help author added to the original help file can't be recovered when you decompile it, so these may no longer work properly after you've recompiled.
This is especially true in the area of context-sensitive help, which may be broken in the new version of the file.
It can be useful, to include the .hhp file itself - after regenerating is done - into the section [FILES] of the project file (.HHP). Thus, this is included in the Compiled Help Module (CHM) when compiling. The appropriate *.HHP file then is decompiled in addition to the other files for future use.

How do I get access to assets added to a library?

I have a main project and an external library. I have added a directory of assets to the external library in src/assets/[50 files here].
When I do that, I go into the external library properties and select the folder and this includes all the files in that directory. Example shown (1 file selected):
In my main application I want to access that folder and copy the files into another directory. How do I access those files?
Note:
I may update these files periodically, copying the files and pasting them into that directory. There may be a few more or less files each time. So I'm against embedding them.
Go to your main project > Properties and select Flex Build Path. Under Source path, choose Add Folder... and enter the following
${DOCUMENTS}\GigaLibrary\src\assets
(assuming your library project is called GigaLibrary, that is)

How To Reconfigure Class File Paths In a FLA File?

I have a lot of library assets linked to external as3 classes. I would like to change the structure of the packages containing the linked classes, but if I do so, all links will get broken.
Is there any way to automatically or at least easily tell the FLA file where to get the new class files from? Could a FLA file be configured to read this sort of information from a configuration file?
You can add a folder to the source paths in ActionScript Settings. So if you had linked all your classes relative to the 'myClasses' folder, and then you moved everything to a different folder, you'd just have to update that one source path and it would find all the classes again.
Also, maybe this obvious, but I didn't realize it for a long time:
You can edit the class linkage right in the Library panel (without having to open the Properties for each symbol). Just double-click the linkage path.

Difference between libs and src folder

What's the difference between libs and src folders?
The source folder is for ActionScript and Flex source files, mostly with .mxml or .as extensions. Anything you code you put in the src folder, though if you create your own library of reusable code, you might keep it in a second source folder (with another name, of course).
The libs folder is a special folder in Flash Builder, that you can put .swc files in. These SWCs (pronounce 'swicks') contain compiled code already. 3rdparty frameworks (or libraries) are easy to use by downloading their SWCs, and you can also create SWCs with assets from the Flash IDE, for easy access to your asset library. Hence, I guess, the naming of the folder 'libs'. The SWCs in the libs folder are automatically added to the classpath of your project, so you can access the classes therein.
Cheers,
EP.
P.S. Worth noting is that in other development IDE's like FDT or FlashDevelop, SWCs in the 'libs' folder are not neccessarily added to the classpath automatically and might need a little manual configuration.
src should contain your source code. lib contains the librairies that you reference and use in your code (.jar files for example).
EDIT : For Flex projects, you put in lib the .swc files that you load from your source code.