Run OGRE SDK failed - graphics

I am new to Ogre. I downloaded OgreSDK_vc9_v1-7-4 and I want to run it using VS2008. After I extract the source code from it, I open folder OgreSDK_vc9_v1-7-4\Samples\Browser. It builds and runs successfully.
But then an error dialog appears.The information is :
ERROR:
These requested sample plugins were either missing, corrupt or invalid.
_:.\Sample_BezierPatch_d
_:.\Sample_BSP_d
etc
I did this as the book "OGRE 3D 1.7 Beginner's Guide" said. Have I missed something?

When building Ogre, make sure you build the entire solution. That is, the main Ogre.sln in the main folder. The problem you're seeing is most likely due to some components not getting built when you perform only a partial build.

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How do I build Nim library packages

I've created a nimble library package as per the documentation. When I try to build it using nimble build I get the following error.
Error: Nothing to build. Did you specify a module to build using the bin key in your .nimble file?
I can do this and it does fix the error but according to the documentation adding the bin key to the .nimble file turns my package into a binary package.
Other things I have tried:
Use nimble install: This does not appear to verify that my code will actually compile and will happily install anything to the local package directory (I added a C# class to my .nim file, for example, and it was successfully installed).
Use nimble c: This works but I have to pass in the path to the nim file I want to compile and the binDir entry in the .nimble file is ignored resulting in the output being placed in the same directory as the file being built. This complicates the development cycle because I have to manually clean up after the compiler.
Use the compiler directly. This is pretty much the same as the previous option with the same flaws.
I guess I could also create a separate .nim file and import my library after it is installed but this is a big overhead for just wanting to verify that a package in the early stages of development will actually compile.
I just want to be able to verify that the source code in my library package is syntactically correct and will compile. How is this meant to be done for library packages?
From your provided link to the nimble package manager documentation I have the feeling that
https://github.com/nim-lang/nimble#tests
is what you are looking for. But I have never used the test command, so I am not sure. I do my test manually still, I read the nimble docs maybe 4 years ago and can not really remember. And currently there is much package manager related work going on, I heard there is a new, alternative package manager called nimph, and from a forum thread I think I read something that nimble is going to change and improve also. Maybe you should consider subscribing to the Nim forum, that is the place where the bright Nim devs are. Well, at least a few of them.

Android Studio xmlns Error Debugging

I'm getting the following error compiling a program using a 3rd party library:
Error:(xx) No resource identifier found for attribute 'tint' in package 'com.example.mycompany.myapp'
The line xx is inside the xml layout that includes a custom component defined in the library.
cntrlco:tint="42"
The xml namespace documentation says I need the following:
xmlns:cntrlco="http://schemas.android.com/apk/res-auto"
Here's my best guess as to the problem, but if you think otherwise please let me know, this is a guess.
I suspect I don't have the library installed completely. The reason is that the library instructions want the library installed from maven. I'm not up on this technique, but it appears to be a web based auto install that automates dependency installs while performing the primary install. Nice idea, but I can't install using the web (long story), so I included the .aar file locally.
From my research, installing .aar files locally won't look at its dependencies. If this is true and the "tint" property is defined in a dependency, then this would explain the error I'm seeing.
Is there a way to follow the error chain in more detail so I can verify my theory? Along the way, will this help me find the name of the possible missing dependencies so I can see if including them fixes the problem.

When using someone else's application code do I need to run Cmake to get the project structure for my operating system.

I am getting into a position where I have to use other people code for projects, for example openTLD. I want to change some of the code to give it more functionality and use it in a diffrent way. What I have found is that many people have packaged their files in such a way that you are supposed to use
cmake
and then
make
and sometimes after that
make install
I don't want to install the software on my system. What I am looking to do is get these peoples code to a point where I can add to it in Eclipse or even just using Nano and then compile it.
At what point is the code in a workable/usable state. Can I use it after doing cmake or do I need to also call make? Is my thinking correct that it would be better to edit the code after calling cmake as opposed to before? I am not going to want my finished code to be cross platform supported, it will only be on Linux. Is it easer to learn cmake and edit the code befor running cmake as opposed to not learning cmake and using the code afterwards, if that is possible?
You question is a little open ended.
Looking at the opentld project, there is a binary and a library available for use. If you are interested in using the binary in your code, you need to download the executables(Linux executables are not posted). If you are planning to use the library, you have two options. Either you use the pre-built library or build it during your build process. You would include the header files in your custom application and link with the library.
If you add more details, probably others can pitch in with new answers or refine the older ones.

I am having difficulty getting a new version of a 3rd party SDK to import into Android Studio

I am having difficulty getting a new version of a 3rd party SDK to import into Android Studio.
In the earlier version they released .jar and .so files which I copied into /lib and /jniLibs and then added the lib files into the Android Studio app and everything worked. The app ran, used the libraries and all was good in the world. Recently a new version of this SDK was released but in this new release they have resource files (but they are not compiled into the jar/so files; there is a $Rstring.class files that they say I should import. I've now spent days copying into various locations in the app project with no luck and the missing strings result in crashes when calling their SDK.
OK, I figure I'd try to import their SDK folder (which is how they document to do it if you are using Eclipse). Well, no matter what I've tried and after selecting the folder or SDK's project file I get a dialog asking for the Eclipse workspace and a list of what appears to be source file names. I can't get past this dialog because obviously I don't have their files.
Has anyone run into this and found a solution; perhaps I'm missing something in the process but after spending the better part of 3-4 days trying and searching and trying more things I'm hopeful for help from the community.
OK, I found the answer and it was a combination of issues in how this particular 3rd party distributed the SDK and not fully understanding the menu.
The 3rd party in question packaged the SDK with the output files of the build as well as files that needed to be imported making an import alone to not work.
Combine this with menu confusion: File->Import Module is NOT the same as New->Modules->Import Existing Project only added to the confusion.
The solution ended up being to use the File->Import Module which appears to be a very different operation and once done most of the issues where solved. It solved the main issues I asked above which was missing resourced.
Still missing was the library (.jar) files which had to me copied into the app's lib folder and "added as library" but the .SO files did not need to be copied and in fact doing that resulted in a duplicate files warning.
I'm not sure I can fully explain what happened but what I think happened is that the "module" was where the app read the .so and string resources from but was unable to load the .jar files because (I suspect) these files where not part of the module but rather where outputs of building the source and it was removing the source files which caused the inability of the new->Module->Import to fail.
Hopefully this makes sense or at least give someone an idea of what to look for when/if they run into a similar issue.

View node.js source code on local machine

I have node.js installed on my mac. However I am not able to find the the source code.
The 'node' binary file is located /usr/local/bin however since its binary, I can not view it.
For example I want to see internal of console.log function.
On joyent github I can see the code but I want see it when I am offline via some editor like webstorm.
https://github.com/joyent/node/tree/master/lib
Can someone please help.
Thanks
Locally you have Node.js installed. To make your life easier, Node.js developers have already compiled Source into runnable Application.
Because you downloaded already compiled Node.js (that is OK, and sensible), you need to also download source-code if you want to access it offline.
Downloading source-code is just as easy, you can grab the latest code available at the same location as you specified: https://github.com/joyent/node. Look for "Download ZIP" button on the bottom right.
In case of webstorm this link will help - http://www.jetbrains.com/webstorm/webhelp/node-js.html - see "Configuring Node core module sources"

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