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After spending about 3 hours on day 2 to get things working, Days 3 and 4 were pretty boring. I'm plowing through chapter 4, which is a summary of most of the components used in wxWidgets. I spend a LOT of my time reading through them thinking that they're just like what Delphi uses.Based on what I'm reading, everything should work fairly well. My biggest issue for my long-term goals is determining whether I should use wxGTK or wxX11 when I compile for my EEE PC. ...
NaCoWriMo: Day 1 I had prepared for this day by downloading MinGW, and installing it. I had also downloaded wxWidgets and Boost source code in preparation. I wasn't sure if I would be using Code::Blocks or just command-line tools, but would wing it. Began reading, having determined I needed to read a minimum of 20 pages per day to finish the ...
One of my favorite past-times (that I don't do as much as I'd like) is Role-Playing games. My favorite is GURPS, but I like a few others as well. I've found that there are several programs that can help with this. One is GURPS Character Sheet at http://sourceforge.net/projects/gcs-java. This is actually better than the program Steve Jackson Games produces. The others are http://sourceforge.net/projects/gametable and http://sourceforge.net/projects/rptools which provide mapping utilities that ...
This is a quick test. I'm just thinking about the idea of a wxWidgets IDE written in wxWidgets so there could be a cross-platform development environment for doing cross-platform development. It's a similar idea to using Java for creating Java IDEs. I know there's wxDev-C++ out there, but that's written in Delphi, which seems kind of odd, if you think about it.