I ma using cocos2d-x with eclipse on mac osx. I am trying to configure JSON cpp into my cocos2d-X game. Can anyone tell me how i can integrate the library into my project ?
Cocos2d-x 2.2 and earlier versions has already support for jsoncpp library and it is used in Cocos2d-x extensions. Just check the Coco-Studio examples in TestCpp project.
Or you can take reference from extensions\CocoStudio\Reader\SceneReader.cpp which reads json file to load a scene.
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I want to use opencv for a project for robot simulation. But I am having trouble with using it inside webots. I can't include it. I have the opencv version 4.30 and I changed my makefile to use the opencv but It doesn't work. Can You guys help me how can I add opencv to webots?
Here are some documentation about how to use external library with Webots controllers:
https://cyberbotics.com/doc/guide/using-webots-makefiles?tab-language=ros#adding-an-external-library-ccp
You can also find an example of integration of OpenCV (not version 4.30 but you can for sure take inspiration) in a Webots controller here:
https://github.com/cyberbotics/webots/blob/f6886726c320b86d8ab07cab4d849ca82ca791af/projects/samples/howto/vision/controllers/vision/
I am working with Cocos2dx and trying to use protobuf for communication with the server by JAVA.
I have just downloaded google protocol buffer v3.3.0 and follow the installation document. After installing it, I got a static library libprotobuf.a file, I used it for running on a Mac-Desktop, it works perfectly, but when I change to build on a iOS device, it's not working.
Errors when building for iOS device
I have spent many hours to find a solution and or dynamic library C++ of protobuf 3.3.0, however, I have nothing at all.
I really need someone's help. Could you give me some solutions, please!
I'm trying to write an application using Xamarin.Forms. But I need to connect to the project native library OpenCV.
In tutorial i see how connect to the ios or android project. But I want use this native library in share code.
Library OpenCV has Android, Linux, Windows, iOS and Source Code versions. I would like to write code for this library once.
this is url for this library http://opencv.org/downloads.html
Please, help solve the problem
I don't think there's a way to have one codebase when using native bindings on iOS and Android. However, you can automate everything by using SWIG (http://www.swig.org). Short example here: http://blog.reblochon.org/2013/01/c-bindings-for-monotouch-using-swig.html
There's also .NET port of OpenCV called EMGU which works fine with Xamarin.
I am newbie to the CoCos2d-x Game engine. I am using the book "Learning Cocos2d".However, when I create a project, the "classes" folder doesn't contain the .m file. I can find the .cpp file only so that I cannot use the Objective C code (as the code in the course book). I have to convert the code from Objective C to Cpp. Is there any solution that Xcode can create a .m file for me?
Thanks
Cocos2d: Obj.C Based iPhone only
You can find Cocos2d sdk here: Download Cocos2d SDK
Cocos2d-x : C++ Bsed Crossplatform
You can find Cocos2d-x sdk here: Download Cocos2d-x SDK
I'm developing CUDA with Eclipse Indigo on Ubuntu 11.10. To set up a new CUDA project, i use the template project from the NVIDIA_GPU_Computing_SDK and customize the makefile. For gui development i'm using gtk+ in a normal C file. But every time building the project, i get /usr/include/gtk-2.0/gtk/gtk.h:32: fatal error: gdk/gdk.h: No such file or directory
compilation terminated. So my question is: How can i set up the gcc compiler for gtk+ development in the makefile given by nvidia?
To remove this question from the unanswered list... When starting a new project in CUDA, I recommend using a simple makefile, not the CUDA SDK's "common.mk" approach.
NVIDIA will be simplifying the SDK in the future, and hopefully provide a simple template makefile.