Setting-up Lua in Cocos Code IDE - lua

I am starting a new Lua project so I downloaded Cocos2d-x and Cocos Code IDE. How to configure the IDE so that it uses cocos2d-x? See the picture below:
Whenever I point that to cocos2d-x folder, an error pops-out:
I am just a beginner, and I chose cocos2d over Corona because it's open-source and free.

Make sure you are using (at least) cocos2d-x version 3.2. I had the same problem when I tried first with version 2.2.5 but, as you will read on the wiki under the heading Basic Requirements, you must use 3.2 Final.
In a related vein, though not the cause of your problem, as a Windows user you need to have Python 2.7.x installed.

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DirectX Install Directory

So, I tried installing Microsoft DirectX 2010, when I was setting the directory of in the installer I put it to the wrong directory that I wanted it in. Now, every time I open the installer, it doesn't give me an option to change the directory, it just says continue and install. If anyone has a solution to this that would be really nice.
EDIT: Also forgot to note that when I installed it on my D: drive (its supposed to be on C: ) I get the error code S1023
The S1023 issue is detailed in this post. Because the setup just outright failed, and it's built on ancient pre-MSI technology, you need to clean out the old installation manually.
Delete the failed install directory
Using regedit to delete HKCU\Software\Microsoft\DirectX SDK, HKLM\Software\Microsoft\DirectX SDK. If you are on a x64 system (which I hope you are), also delete HKLM\SOFTWARE\WOW6432Node\Microsoft\DirectX SDK.
Edit your system environment variables and remove the entry for DXSDK_DIR.
The DirectX SDK is deprecated. If you are using VS 2012 or later -or- the Windows 8.0 SDK or later, and you are using DirectX 11 or DirectX 12, then you don't need it. See Microsoft Docs.
There are a few cases where it's still legitimate to use the legacy DirectX SDK as covered in The Zombie DirectX SDK, but for the most part you should avoid using it for new projects.
If you are trying to get an old game to work, try installing the latest DXSETUP/DXWSETUP but keep in mind that it doesn't actually install DirectX at all. See Not So Direct Setup
UPDATE: There are now really no reasons to use the legacy DirectX SDK at all. See Where is the DirectX SDK (2021 Edition)? for the overall status and details.
For legacy D3DX9/D3DX10/D3DX11, use the Microsoft.DXSDK.D3DX NuGet package per this blog post. No need for the legacy DirectX SDK or to use legacy DXSETUP for this solution.
For XAudio2 on Windows 7, use the Microsoft.XAudio2.Redist NuGet package per Microsoft Docs.

Netbeans 7.3 Clean Install: Classpath to J2ME Ant extension library (libs.j2me_ant_ext.classpath property) is not set

First of all I'd like to start by saying that I'm actually a .Net programmer, and it so happens that I need to develop a J2ME app again today. I've have had innumerable problems developing J2ME apps with Netbeans in the past, to the extent that I have had to use someone else's laptop to do the job.
Today I installed Netbeans 7.3. Clean install. I installed the WTK 2.5.2 right afterwards. I managed to configure the platform on Netbeans and all, but once I make a J2ME app and run it I'm getting the following error message:
"Classpath to J2ME Ant extension library (libs.j2me_ant_ext.classpath property) is not set."
Trust me this is quite upsetting since I've looked it up on the net, and it seems the menu items to solve that problem that people have been pointing out to DO NOT EXIST in Netbeans 7.3.
I added an ANT variable: libs.j2me_ant_ext.classpath and set it to C:\Program Files\NetBeans 7.3\mobility\ant\nblib
Still not working. I'm not even sure if that's the correct path, if those are the correct files.
This is extremely frustrating. Can somebody please help?
I've encountered similar problem with nb 7.2.1, it's probably a bug which destroys a part of .properties file in those versions.
Fix your properties in file %project_folder%\nbproject\project.properties (you can copy them from such files in similar healthy projects)

OpenCV 2.4.2 library files using CMake and MinGW - Target IDE CodeBlocks

I have been having this issue with OpenCV 2.4.2 that it doesn't really get installed properly with Microsoft VS 2010 Express; It is always missing a dll file or two doesn't matter what I follow by Googling. Also, Visual Studio 2010 Express is only valid for a few days, so it is acceptable that VS will not behave well with OpenCV at that point. However, when I changed my IDE to CodeBlocks, it is even stranger because now I have missing dll files and also "Missing Entry Point" error because of a duplicate .dll file. I found this guide and followed what it told me to do:
http://conanhung.wordpress.com/2012/05/23/opencv-2-2c-codeblocks-and-mingw-got-it-working-on-windows/
But it still doesn't work!! What I am after is a complete and definitive solution to integrating OpenCV (preferrably 2.4.2 version) on a Windows 7 64-bit machine. I have been turning Stackoverflow inside out but no solution is working for me. The problems are
WHEN USING VISUAL STUDIO:
Missing dll file (e.g. libopencv_core242d.dll, etc.)
WHEN USING CODE BLOCKS:
First it complains that libstdc++-6.dll is missing. When I download it to my C:\MinGW\libexec\gcc\mingw32\4.7.0 folder, it stops complaining about this. But now it complains that there is any entry point problem and some other .dll file is missing!!!
If someone has managed to make it work by hook or crook, I will be more than happy to know what it is, IN DEPTH. I don't believe that such an important library can be so stupidly distributed so that developers have to struggle night and day to make this work.
FYI, I have tried even the OPenCV website and frankly their instructions are a bit useless. Also, all the necessary information e.g. adding PATH, adding includes and libraries, etc. Please someone point me to the right direction as it has been two days and I cannot get anywhere. It is literally stopping my job now :(
As an answer, but probably a very simple one, I did the following and got rid of the problem:
1) Uninstalled code::blocks completely from the PC and downloaded the IDE-only version (i.e. withouth MinGW compiler), then installed it.
2) Downloaded the latest stable version of MinGW, installed, and added C:\MinGW\bin to PATH
3) Followed rest of the instructions from [link] http://conanhung.wordpress.com/2012/05/23/opencv-2-2c-codeblocks-and-mingw-got-it-working-on-windows/
4) Just to be sure, copied the opencv .dll files from the build folder (i.e. the one that you have created "make" and "install" files using CMake) to the debug (i.e. the executables') folder.
This will fix the problems. In case, it doesn't it might be that you need to add some environment variables.

Using DirectX Effect11 with Visual Studio 2012

I recently updated to Visual Studio 2012 Ultimate. I was programming previously with DirectX 11 June 2010 SDK and want to continue to do so using Visual Studio 2012. However, I discovered that VS2012 comes with its own DirectX SDK (in Windows Kit 8.0) and I've been trying to migrate my code using the newer versions of d3d11. Everything went fine until I try to use effect files in my project (.fx files). I had to compile the Effects11 Sample in the DirectX SDK using VS2012 and link the lib file in my project. That went fine too. However, when I compile my project the function D3DX11CreateEffectFromMemory returns a E_NOINTERFACE error (no such interface is supported). Can anyone tell me why is that? Note that I'm using the d3d11.lib from the Windows Kit and the d3dx11.lib from the DirectX SDK. Perhaps I shouldn't mix them? However, everything else works fine when I mix them, except for the effect file creation.
Any help would be appreciated.
P.S. I don't know if this is helpful but just so you know, if I add an additional library directory in the project settings of "DirectXSDKInstallPath\lib\x86\" it works. Why is that? Does it mean I'm using the older version of the libraries? This will give a ton of warnings about redefined headers in winerror.h
D3DX Library has been deprecated for the newest version of DirectX 11 (Windows 8). See http://msdn.microsoft.com/en-us/library/windows/desktop/bb172965(v=vs.85).aspx
Effects are now handled a different way. You can program your own library to load effects or use DirectX Tool Kit (DirectXTK): http://directxtk.codeplex.com/
Microsoft has recommended this tool kit on their web site, see http://msdn.microsoft.com/en-us/library/windows/desktop/ee663275.aspx for more information.
Effect11 has moved to https://fx11.codeplex.com/, you need to compile it and link yourself.
DirectXTK does not provide the effect11 interface, but only simplified effects
This is probably caused by d3d library conflicts.
Make sure what d3d libraries you are using.Because there are 2 different d3d libraries.
One in DXSDK_DIR\Lib\x86 or \x64,and one in c:\program files(x86?)\Microsoft SDKs.
If you are using DXSDK, then pass $(DXSDK_DIR)Include $(DXSDK_DIR)Lib\x86 ahead of Microsoft SDKs' includes,libs directory in the Include directories and Library directories fields respectively.
In the previous version of Direct3D, the effects framework worked out of the box once you linked with the D3D10 library. In Direct3D 11, the effects framework has been moved to the D3DX library, and you have to include a separate header file (d3dx11Effect.h) and link with a separate library (D3DX11Effects.libfor release builds and D3DX11EffectsD.libfor debug builds).
Furthermore, in Direct3D 11, they give you the full source code for the effects library code (DirectX SDK\Samples\C++ \Effects11). Thus, you could modify the effects framework for your own needs. In this book, we will only be using the effects framework as is, without modification. In order to use the library, you need to first build the Effects11project in both release and debug mode to generate the D3DX11Effects.lib and D3DX11EffectsD.libfiles; you will only need to do this once unless the effects framework is updated (e.g., a new version of the DirectX SDK may update these files, so you may want to rebuild the .lib files to get the latest version). The d3dx11Effect.h header file can be found in DirectX SDK\Samples\C++\Effects11\Inc.
For our sample projects, we place the d3dx11Effect.h, D3DX11EffectsD.lib, and D3DX11Effects.libfiles in the Commondirectory that all of our projects share code from (see the “Introduction” for a description of the sample project organization).

OpenCV 2.1 Strange Errors

I'm not sure if this is the right place for asking these kind of question but I have no better place in mind.
After LOTS of coding in OpenCV, I'm trying to migrate to new C++ interface of openCV which has been introduced in OpenCV 2.0. but I keep getting strange errors.
For example:
trying to use pre-built dlls and libs, I got exceptions in "cv::warpAffine" and "findContours" cv::function at runtime. I compiled the openCV, used my own build of libs and dlls and everything got fixed!
the same problem happened in linux.
linking the "Debug" built dlls with "Release" built of program cause some unexpected runtime errors, and vice versa.
and some other errors.
can anyone helping me with what I'm doing wrong? (please keep in mind that I coded alot with older version of openCV).
When I migrated to C++ interface I couldnt make openCV work until I compiled the source by myself. Probably DLL's and Libs that are installed with opencv are good only to a specific machine.
Another thing. Try to do the following if you use Visual Studio
go to Project Properties->Click the C/C++ folder->Code Generation->Runtime Library and change it to /MDd in Debug configuration and /MD in release
It solves a problem with esceptions related to STL
Some of the functions ave moved out to new libs (especially some of the stereo functions are in calib3d) and the header file structure is completely changed in 2.2
There are some guides to the configuration eg for visual studio

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