M15 Kuala Lumpur stats & predictions
Tennis M15 Kuala Lumpur Malaysia: Your Ultimate Guide
Welcome to the exciting world of Tennis M15 in Kuala Lumpur, Malaysia! This vibrant city is set to host thrilling matches that promise action-packed days filled with top-tier tennis. Whether you're a seasoned fan or new to the sport, staying updated with daily matches and expert betting predictions will enhance your experience. Let's dive into what makes this event special and how you can make the most of it.
No tennis matches found matching your criteria.
The M15 tournaments are part of the ATP Challenger Tour, which serves as a crucial stepping stone for players aiming to climb the ranks in professional tennis. These tournaments offer players a chance to earn valuable ranking points and gain exposure on an international stage. Kuala Lumpur, known for its rich cultural heritage and modern amenities, provides an ideal backdrop for these high-stakes matches.
Why Follow Tennis M15 in Kuala Lumpur?
- Discover Rising Stars: The M15 tournament is a breeding ground for future tennis stars. Keep an eye out for emerging talents who might be on their way to becoming household names.
- Daily Matches: With fresh matches every day, there's always something happening. Stay tuned to catch all the action and updates as they unfold.
- Expert Betting Predictions: Get insights from top analysts who provide betting predictions based on player statistics, past performances, and current form.
Understanding the Tournament Structure
The Tennis M15 Kuala Lumpur features a series of singles and doubles matches organized over several days. The tournament structure typically includes:
- Qualifying Rounds: Players compete in initial rounds to secure their place in the main draw.
- Main Draw: Consists of singles and doubles matches leading up to the finals.
- Singles Finals: The climax of the tournament where top singles players battle it out for the title.
- Doubles Finals: A parallel competition where pairs compete for victory.
How to Stay Updated
To keep up with daily match schedules and results, follow these tips:
- Schedule Alerts: Set reminders or alerts for match times according to your local time zone.
- Social Media Updates: Follow official tournament accounts on platforms like Twitter and Instagram for real-time updates.
- Websites & Apps: Use dedicated sports apps or websites that provide live scores and detailed match information.
Betting Tips from Experts
Betting on tennis can be both exciting and challenging. Here are some expert tips to help you make informed decisions:
- Analyze Player Form: Look at recent performances and head-to-head records between players.
- Court Surface Preferences: Consider how well players perform on specific surfaces like hard courts or clay.
- Injury Reports: Stay updated on any injury news that might affect player performance.
Famous Venues in Kuala Lumpur
Kuala Lumpur offers several iconic venues perfect for hosting tennis events. Some notable ones include:
- Kuala Lumpur Sports Complex (KLSC): Known for its state-of-the-art facilities and excellent seating arrangements.
- Petaling Jaya Tennis Stadium (PJTS): Offers a unique setting with picturesque views of the cityscape.
Tips for Attending Matches Live
If you plan to attend matches live, here are some practical tips:
- Purchase Tickets Early: Ensure you secure your tickets well in advance to avoid disappointment.
- Dress Comfortably but Appropriately: Wear comfortable clothing suitable for outdoor conditions while adhering to any dress codes if applicable.
- Arrive Early: Get there early enough to find good seating positions and soak in pre-match excitement at concession stands or merchandise shops around the venue.
Culture & Entertainment Around Matches
Beyond tennis, Kuala Lumpur offers numerous attractions:
- Cultural Sites: The city is home to historical landmarks such as Batu Caves, Petronas Twin Towers, and Little India offering rich cultural experiences.
- Gastronomic Delights: Savor local Malaysian cuisine at hawker centers or upscale restaurants across town.
- Nightlife: If you're interested in nightlife options after watching a thrilling day of matches at KLSC or PJTS.
Tips For Enjoying Local Cuisine During Your Visit
- Eat Nasi Lemak: Try this traditional Malay dish consisting of fragrant rice cooked with coconut milk served alongside spicy sambal sauce, fried anchovies, peanuts, boiled egg slices.
- Taste Char Kway Teow: A popular street food item featuring stir-fried flat rice noodles mixed with prawns/shrimp/chicken/cockles/smoked fish/sliced Chinese sausages/bean sprouts/peanuts/chilli paste/oyster sauce.
- Savor Roti Canai: Enjoy this Indian-inspired flatbread often served with curry gravy or dhal (lentils).
- Try Laksa: Experience this spicy noodle soup made from either chicken/beef broth mixed with coconut milk base containing vermicelli noodles/tapioca starch noodles/lontong rice cakes/sliced vegetables/tamarind juice/shrimp/prawns/chicken/beef/tofu/mushrooms/sprouts.
- Taste Satay: Sample skewered marinated meat grilled over charcoal served alongside peanut sauce dip/spicy chilli paste/dip cucumbers sliced onions/rice cakes/pickled vegetables/rice vermicelli sticks.
Moving beyond just enjoying delicious meals during your visit also gives opportunities exploring vibrant markets selling fresh produce seafood/handicrafts/traditional souvenirs/artwork among others adding another layer excitement cultural immersion during stay KL!
Frequently Asked Questions About Tennis M15 Kuala Lumpur Malaysia
Frequently Asked Questions (FAQs)
- What is Tennis M15?
- Around-the-world circuit where professional male players compete across various countries including Malaysia's capital city—Kuala Lumpur—to earn ranking points towards their ATP Challenger Tour standings!
Betting Predictions by Experts
In-Depth Player Profiles
Daily Match Schedules & Results Update Section
Date & Time : strong>Date-Time.
Venue : strong>Venue.
Round : strong>Round.
Status : strong>Status.
Scores : strong>Scores.
Name : strong>Name.
Nationality : strong>Nationality.
Rankings : strong>Rankings.
Performance Stats
Win-Loss Record:
Head-to-Head Record:
Recent Performance:
Surface Preference:
Betting Tips
Betting Odds:
Recommended Bets:
Analysis Summary
Match Analysis:
Key Factors:
Expert Opinion:
-->
<|repo_name|>NerdyHippie/nerdypedia<|file_sep|>/_pages/stories.md
---
layout: page
title: Stories
permalink: /stories/
---
## My Story
I've been working remotely since March of last year because my employer moved me from San Francisco back home so I could work remotely until we figured out what we were going to do about my position. It was great because I didn't have any plans that would require me being back here anytime soon so I decided I'd take advantage of this opportunity while it lasted.
The first thing I did when I got home was buy myself an electric scooter! It's been really fun riding around town on my scooter instead of driving everywhere like before when I lived here full time.
After buying myself some new wheels though came another challenge... finding somewhere safe enough where someone else could pick up groceries without having them stolen off their porch while they were gone shopping themselves!
That led us down another path though... one which eventually led me right back into technology again - specifically mobile applications designed specifically around helping people find places where they feel safe enough leaving packages unattended outside their homes without worrying about whether anyone might steal them away before returning later on down line.
### Why Nerdy Hippie?
I love nerdy things! From video games and movies all the way through board games like Settlers Of Catan or even just playing cards by myself when nobody else wants join me at night after dinner has finished cooking itself away inside our microwave oven :)
So why not combine those two passions together? That's exactly what happened when someone suggested starting up this blog site called "Nerdypedia" where everyone could come together under one roof sharing information about anything related directly back towards technology itself whether it be hardware/software solutions etcetera...
### What Can You Expect From Me?
I'm passionate about technology! Whether it's hardware/software solutions or even just playing video games by myself when nobody else wants join me at night after dinner has finished cooking itself away inside our microwave oven :) So why not combine those two passions together? That's exactly what happened when someone suggested starting up this blog site called "Nerdypedia" where everyone could come together under one roof sharing information about anything related directly back towards technology itself whether it be hardware/software solutions etcetera...
If you want more information about what kind of stuff goes into making Nerdy Hippie then check out some other pages below!
## Other Stories
### [My Journey Into Software Development](https://www.nerdyhippie.com/journey-into-software-development/)
I've been working remotely since March last year because my employer moved me from San Francisco back home so I could work remotely until we figured out what we were going do about my position...
### [Why Nerdy Hippie?](https://www.nerdyhippie.com/why-nerdy-hippie/)
I love nerdy things! From video games all the way through board games like Settlers Of Catan...
### [What Can You Expect From Me?](https://www.nerdyhippie.com/what-can-you-expect-from-me/)
If you want more information about what kind of stuff goes into making Nerdy Hippie then check out some other pages below!
<|file_sep|>#include "Actor.h"
#include "TextureManager.h"
#include "Game.h"
Actor::Actor()
{
}
Actor::~Actor()
{
}
void Actor::Init(const LoaderParams& params)
{
m_position = D2D1::Point2F(params.xPos,params.yPos);
m_velocity = D2D1::Vector2F(0.f,params.yVel);
m_acceleration = D2D1::Vector2F(0.f,params.xAccel);
m_rotation = params.rotation;
m_scale = params.scale;
m_textureID = params.textureID;
m_health = params.health;
if (m_textureID != -1)
{
TextureManager::Instance()->LoadTexture(m_textureID,"PlayerShip.png");
}
}
void Actor::Draw()
{
Game* game = Game::Instance();
ID2D1Bitmap* bitmap;
TextureManager::Instance()->GetTexture(m_textureID,&bitmap);
game->GetSpriteBatch()->Draw(
bitmap,
D2D1::Point2F(m_position.x,m_position.y),
NULL,
D2D1_EXTEND_MODE_CLAMP,
D2D1_BITMAP_INTERPOLATION_MODE_LINEAR,
D2D1::RectF(
0.f,
0.f,
bitmap->GetSize().width * m_scale.x,
bitmap->GetSize().height * m_scale.y),
m_rotation,
D2D1::Point2F(bitmap->GetSize().width / 2.f , bitmap->GetSize().height / 2.f));
}
void Actor::Update(float deltaTime)
{
float distanceTraveledX = m_velocity.x * deltaTime + m_acceleration.x * deltaTime * deltaTime / 2;
float distanceTraveledY = m_velocity.y * deltaTime + m_acceleration.y * deltaTime * deltaTime / 2;
m_velocity += m_acceleration * deltaTime;
m_position += D2D1::Vector2F(distanceTraveledX,distanceTraveledY);
}<|file_sep#pragma once
#include "Entity.h"
class Actor : public Entity
{
public:
void Init(const LoaderParams& params);
void Draw();
void Update(float deltaTime);
protected:
virtual void LoadContent() {};
virtual void UnloadContent() {};
private:
DirectXMath::XMFLOAT4X4 GetWorldMatrix();
private:
DirectXMath::XMFLOAT4X4 m_worldMatrix;
};<|file_sep[
{"id":0,"name":"PlayerShip.png","path":"../Assets/textures/"}
]<|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep::.PHONY : clean rebuild run debug release
clean :
del *.obj *.lib *.exe *.pdb *.ilk
rebuild : clean all
run : all
DebugShooter.exe
debug : DebugShooter.exe
release : ReleaseShooter.exe
DebugShooter.exe : DebugGame.obj DebugGame.cpp DebugInputHandler.obj DebugInputHandler.cpp DebugTextureManager.obj DebugTextureManager.cpp DebugUtils.obj DebugUtils.cpp DebugPNGDecoder.obj DebugPNGDecoder.cpp ../external/directxtk/lib/x86/directxtk.lib
cl /EHsc /nologo /W4 /Oy- /Zi /Od /std:c++17 $^ ../external/directxtk/lib/x86/directxtk.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib opengl32.lib glu32.lib dxguid.lib dxerr9d.lib dinput8d.lib dplayx8d.lib dsoundd.lib winmm.dlib imm.dlib shlwapi.dlib ..\external\directxtk\lib\x86\dwrite_d.dll libwinpthread-1.dll userenv.dlib psapi.dlib version.dlib winhttp.dlib shellscalingapi.dlib bcrypt.dlib secur32.dlib netapi32.dlib wsuuid.dlib rpcrt4.dlib ipexport_d.dll iphlpsvc_d.dll atlthunked_d.dll atlcomtime_d.dll atlconv_d.dll atlctrlwarp_d.dll atlsimp_d.dll atlthunkedbase_d.dll bcryptosslsp_dll dwrite_*.dll opengl32sw.dll wsock32sw64u.DLL psapi.DLL version.DLL winhttp.DLL shellscalingapi.DLL bcrypt.DLL secur32.DLL netapi32.DLL wsuuid.DLL rpcrt4.DLL ipexport_dll iphlpsvc_dll atlthunked_dll atlcomtime_dll atlconv_dll atlctrlwarp_dll atlsimp_dll atlthunkedbase_dll bcryptosslsp_dll dwrite_*.dll opengl32sw.dll wsock32sw64u.DLL psapi.DLL version.DLL winhttp.DLL shellscalingapi.DLL bcrypt.DLL secur32.DLL netapi32.DLL wsuuid.DLL rpcrt4.DLL ipexport_dll iphlpsvc_dll "/out:$@"
ReleaseShooter.exe : ReleaseGame.obj ReleaseGame.cpp ReleaseInputHandler.obj ReleaseInputHandler.cpp ReleaseTextureManager.obj ReleaseTextureManager.cpp ReleaseUtils.obj ReleaseUtils.cpp ReleasePNGDecoder.obj ReleasePNGDecoder.cpp ../external/directxtk/lib/x86/directxtk_static_lib_release_mt_no_debug_runtime_winmd_x86.xml ../external/directxtk/lib/x86/directxtk_static_lib_release_mt_no_debug_runtime_x86.xml ../external/directxtk/lib/x86/DWrite_tier_0.xml ../external/directxtk/lib/x86/DWrite_tier_1.xml ../external/directxtk/lib/x86/DWrite_tier_3.xml ../external/directxtk/lib/x86/DWriteCore_tier_0.xml ../external/directxtk/lib/x86/DWriteCore_tier_1.xml ../external/directxtk/lib/x86/DWriteCore_tier_3.xml
cl /EHsc /nologo /W4 /Ox /std:c++17 $^ "/LIBPATH:"../externaldirecetktdirecetkt_static_lib_release_mt_no_debug_runtime_x86x64" "../direcetktdirecetkt_static_lib_release_mt_no_debug_runtime_x86x64dwrite_tier_0" "../direcetktdirecetkt_static_lib_release_mt_no_debug_runtime_x64x64dwrite_tier_0" "../direcetktdirecetkt_static_lib_release_mt_no_debug_runtime_x64x64dwrite_core_tier_0" "../direcetktdirecetkt_static_lib_release_mt_no_debug_runtime_x64x64dwrite_core_tier_0" "..\..\..\..\..\..\Program Files (x86)\Microsoft DirectX SDK (June2010)\Libx86\" "..\..\..\..\..\Program Files (x86)\\Microsoft DirectX SDK (June2010)\\Include\" kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.odll odbccp42.ldll opengl31.ddll dxguid.ddll dxerr9.ddll dinput8.ddll dplayx8.ddll dsound.ddll winmm.ldll imm.ldll shlwpi.adll ..//............Program Files (x86)Microsoft DirectX SDK (June2010)Libx84" ..//..........Program Files (x84)Microsoft DirectX SDK(June2010)Include" "/out:$@"
Debug/Game.obj : Game.h Game.cpp
cl -EP -nologo -W4 -Zi -Od -MTd -FC -Gm- -GR- -EHa- -Fo$@ $<
Debug/InputHandler.obj : InputHandler.h InputHandler.cpp
cl -EP -nologo -W4 -Zi -Od -MTd -FC -Gm- -GR- -EHa- -Fo$@ $<
Debug/TextureManager.obj : TextureManager.h TextureManager.cpp
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Debug/PNGDecoder.obj : PNGDecoder.h PNGDecoder.cxx
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Release/Game.obj : Game.h Game.cpp
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Release/InputHandler.obj : InputHandler.h InputHandler.cpp
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Release/TextureManager.obj : TextureManager.h TextureManager.cpp
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Release/PNGDecoder.obj : PNGDecoder.h PNGDecoder.cxx
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $@
all :
Debug/Game obj Debug/InputHandler obj Debug/TextureManager obj Debug/PNGDecoder obj <|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep respective code blocks must be placed within `#ifdef _DEBUG` `#endif` tags.
## Resources Used
[DirectXTK Library](https://github.com/Microsoft/DirectXTK)
[DirectXTK Documentation](https://github.com/Microsoft/DirectXTK/wiki)
[DirectXTK Tutorial Series](https://www.youtube.com/watch?v=V5VUHjQJvxE&list=PLReL099YzTtlbMbkRfP6P7GgqJjvBg5U7&index=9)
[Learn XNA By Example Book PDF](https://drive.google.com/file/d/10S8nCjC-vrVSVL7gjA_ZSLv_jwCkyeob/view)<|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep++
#include "InputHandler.h"
#include "Game.h"
InputHandler* InputHandler::__instance = nullptr;
InputHandler* InputHandler::Instance()
{
if (__instance == nullptr)
{
new InputHandler();
}
return __instance;
}
InputHandler::~InputHandler()
{
}
void InputHandler::Init(HWND hwnd)
{
HRESULT hr;
hr = DirectInput8Create(
GetModuleHandle(nullptr),
DIRECTINPUT_VERSION,
IID_IDIRECTINPUT8,
reinterpret_cast(&__directInput),
NULL);
if FAILED(hr)
return;
hr = __directInput->CreateDevice(GUID_SysKeyboard,&__keyboard,NULL);
if FAILED(hr)
return;
hr = __keyboard->SetDataFormat(&c_dfDIKeyboard);
if FAILED(hr)
return;
hr=__keyboard->SetCooperativeLevel(hwnd,DIRECTINPUT_DISCL_NONEXCLUSIVE | DIRECTINPUT_DISCL_FOREGROUND);
if FAILED(hr)
return;
hr=__keyboard->Acquire();
if FAILED(hr)
return;
}
void InputHandler::Shutdown()
{
}
bool Input_handler::_isKeyPressed(int key)
{
HRESULT hr;
BYTE keyboardState[256];
hr=__keyboard->GetDeviceState(sizeof(keyboardState),keyboardState);
if FAILED(hr)
return false;
return ((keyboardState[key] & 0x80) != NULL);
}<|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep#!/bin/bash
rm *.obj *.exe *.pdb *.ilk || true &&
gcc main.c game.c input_handler.c texture_manager.c utils.c png_decoder.c
-I external/freetype/include
-I external/glfw/include
-I external/glad/include
-I external/stb_image/include
-I external/tinyxml/include
-L external/glfw/libs
-l glfw
-L external/freetype/libs
-l freetype
-L external/glad/libs
-l glad
-L external/stb_image/libs
-l stbi_image_opengl_dx11_loader_hlsl_dx9_software_winegl_windows_amd64-mingw-w64-libstbi-dynamic-release-md-dynamic-static-x11-xcb-xrandr-xinerama-opengl-hint-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-opengl-hint-x11-xcb-xrandr-xinerama-windows-amd64-mingw-w64-stb-image-opengl-hlsl-directx9-software-windows-amd64-mingw-w64-stb-image-opengl-hlsl-directx9-software-windows-amdx11-opengl-gl-es-gl-es-gl-core20-windows-amdx11-opengl-gl-es-gl-core20-windows-amdx11-opengl-gl-core40-windows-amdx11-openglnogl-core30-windows-amdx11-openglnogl-core30-windows-amdx11-softwarewindows-amdx11-softwarewindows-glesglcore20windows-glesglcore20windows-glesglcore30windows-glesglcore30windows-glesglescore30windows-glesglescore31windows-glesglescore31windows-glxopenglxopenglxopenglxopenglxopenglxopenglxopenglxopenglvulkanvulkanvulkanvulkanvulkanvulkanvulkanvulkanvkunallibglfw.so libglfw.a libglfwdll.a libglfwdll.so libglfwdll.dylib libglfw.a libglfw.dylib libglfw.so libstbi_image_opengl_dx11_loader_hlsl_dx9_software_winegl_windows_amd64-mingw-w6-libstbi_dynamic-release-md-dynamic-static-x11-xcb-xrandr-xinerama-opengl-hint-libepoxy_dynamic-release-md-dynamic-static-shared-mingw-w6-libepoxy_dynamic-release-md-dynamic-static-shared-mingw-w6-libepoxy_dynamic-release-md-dynamic-static-shared-mingw-w6-libepoxy_dynamic-releasemdmdynamichstaticsharedmingwwinelibepoxydynamiced-releasemdmdynamichstaticsharedmingwwinelibepoxydynamiced-releasemdmdynamichstaticsharedmingwwinelibepoxydynamiced-releasemdmdynamichstaticsharedmingwwinelibepoxydynamiced-releasemdmdynamichstaticsharedmingwwineglhintxcbxrandrxineramwindowsamd6-mingw-winestbimageopenglhlsl-directx9softwarewinestbimageopenglhlsl-directx9softwarewindiramd6-mingw-winestbimageopenglhlsl-directx91windowssystemwindiramd6-mingw-winestbimageopenglhlsl-directxsyste-msystemwindiramd6-mingw-winestbimageopenglnogl-nogl-nogl-nogl-noglsystemsystemwindiramd6-mingw-winestbimageopenglnogl-noglsystemsystemwindiramd6-mingw-winestbimagesoftwaresystemsystemwindiramd6-mingw-winestbglesglcore20systemsyste-msystemwindowssystemsystemwindiramd6-mingw-winestbglesglcore20systemsyste-msystemwindowssystemsystemwindowssystemstbglesglcore30systemsyste-msystemwindowssystemsystemwindowssystemsystegleglegesecore30systemsystegleglegesecore31systemsystegleglegesecore31systemsysteglexexexexexexexexexexexexsysvtvlknallibstbi_image_opengl_dx11_loader_hlsl_directx9_software_winegl_windows_amdxso_stbi_image_opengl_dx11_loader_hlsl_directxsostaticreleasestatichstaticsharedmingwinelibstbio_gldynareleasestatichstaticsharedmingwinelibstbio_gldynareleasestatichstaticsharedmingwinelibstbio_gldynareleasestatichstaticsharedmingwinelibstbio_gldynareleasestatichstaticsharedmingwineglhintxcbxrandrxineramwindowsamdxdynaminewinstbio_glo_glo_gl_gl_core40_windowssysvtvlknallibstbio_gl_nogl_nogl_noglsysvtvlknallibstbio_gl_noglsysvtvlknallsysvtvlknallsysvtvlknallsysvtvlknallsysvtvlknallvinallibglfw.so vinallibglfw.a vinallibglfwdll.a vinallibglfwdll.so vinallibglfwdll.dylib vinallibglfw.a vinallibfwfdy.dylib vinallibfwfdy.so lptinyxml lptinyxmlmt lptinyxmld lptinyxmlmt dll)
echo done.<|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep#ifdef _DEBUG
#pragma comment(lib,"../external/winsdk/Libraries/windowscodecs_duplication/staticruntime/debug/windowscodecs_duplication.staticruntime.debug.msvcrt.debug.static.rt.dynamic.xplat.winmd")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/release/windowscodecs_duplication.staticruntime.release.msvcrt.debug.static.rt.dynamic.xplat.winmd")
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/debug/windowscodecs_duplication.staticruntime.debug.msvcrt.debug.static.rt.dynamic.winmd")
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/release/windowscodecs_duplication.staticruntime.release.msvcrt.debug.static.rt.dynamic.winmd")
#ifdef _DEBUG
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/debug/windowscodecs_duplication.staticruntime.debug.msvcrt.release.static.rt.dynamic.xplat.winmd")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/release/windowscodecs_duplication.staticruntime.release.msvcrt.release.static.rt.dynamic.xplat.winmd")
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/debug/windowscodecs_duplication.staticruntime.debug.msvcrt.release.static.rt.dynamic.winmd")
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/release/windowscodecs_duplication.staticruntime.release.msvcrt.release.static.rt.dynamic.winmd")
#ifdef _DEBUG
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/staticruntime/debug/wincodec.static.runtime.debug.msvcrtdbgdynamicmt.v140.windesktop.appcontainerclient.base.isolatedapp.anycpu.native.targetsdk.windows10_arm_v110_appcontainer_any_cpu.metadatadatadata")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/static/runtime/release/wincodec.static.runtime.release.msvcrtdbgdynamicmt.v140.windesktop.appcontainerclient.base.isolatedapp.anycpu.native.targetsdk.windows10_arm_v110_appcontainer_any_cpu.metadatadatadata")
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/static/runtime/debug/wincodec.static.runtime.debug.msvcrtdbgdynamicmt.v140.windesktop.appcontainerclient.base.isolatedapp.anycpu.native.targetsdk.windows10_arm_v110_appcontainer_any_cpu.metadata")
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/static/runtime/release/wincodec.static.runtime.release.msvcrtdbgdynamicmt.v140.windesktop.appcontainerclient.base.isolatedapp.anycpu.native.targetsdk.windows10_arm_v110_appcontainer_any_cpu.metadata")
#ifdef _DEBUG
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/msvcrtdebugdynamicmt/v140.windesktopappcontainerclientbaseisolatedappanycpunative/targetsdk.windows10_arm_v110_appcontainer_any_cpu/metadatadatadata")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/msvcrtdbgdynamicmt/v140.windesktopappcontainerclientbaseisolatedappanycpunative/targetsdk.windows10_arm_v110_appcontainer_any_cpu/metadatadatadata")
#ifdef _DEBUG
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/msvcrtdbgdynamicmt/v140.windesktopappcontainerclientbaseisolatedappanycpunative/targetsdk.windows10_arm_v110_appcontainer_any_cpu/metadata")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/msvcrtdbgdynamicmt/v140.windesktopappcontainerclientbaseisolatedappanycpunative/targetsdk.windows10_arm_v110_appcontainer_any_cpu/metadata")
#ifdef _DEBUG
#pragma comment(lib,"../External/winsdk/librarysgroup/native/winsdkmetadata/cpprest/native/cpprest.metadata")
#endif
#define WINCODEC_DLLNAME L"WindowsCodecs_WindowsCodecs"
#define WINCODEC_DLLNAME_DYNAMIC L"d:\devtools_vs2017_community_win10/arm_architecture_mixed_mode_vc141_compatibility_sdk12_target_sdk12/bin/arm/native/cpprest.metadata/cpprest.metadata"
#define WINCODEC_DLLNAME_STATIC L"d:\devtools_vs2017_community_win10/arm_architecture_mixed_mode_vc141_compatibility_sdk12_target_sdk12/bin/arm/native/cpprest.metadata/cpprest.metadata"
#ifdef _DEBUG
#define WINCODEC_DLLNAME_DEBUG L"d:\devtools_vs2017_community_win10/arm_architecture_mixed_mode_vc141_compatibility_sdk12_target_sdk12/bin/arm/native/cpprest.metadata/cpprest.metadata"
#endif
#define WINCODEC_DLLNAME_RELEASE L"d:\devtools_vs2017_community_win10/arm_architecture_mixed_mode_vc141_compatibility_sdk12_target_sdk12/bin/arm/native/cpprest.metadata/cpprest.metadata"
#ifndef WINCODEC_DLLNAME_DYNAMIC
#error Must define WINCODEC_DLLNAME_DYNAMIC!
#endif
#ifndef WINCODEC_DLLNAME_STATIC
#error Must define WINCODEC_DLLNAME_STATIC!
#endif
#ifndef WINCODEC_DLLNAME_DEBUG
#error Must define WINCODEC_DLLNAME_DEBUG!
#endif
#ifndef WINCODEC_DLLNAME_RELEASE
#error Must define WINCODEC_DLLNAME_RELEASE!
#endif
#if defined(_WINRT)
#undef WINAPI_FAMILY_DESKTOP_APP_BUILD
#undef WINAPI_FAMILY_PHONE_APP_BUILD
#undef WINAPI_FAMILY_APP_BUILD_NOT_THREADED_AGNOSTIC
#undef WINAPI_FAMILY_SHARED_USER_PC_APP_MODEL_APP
#undef WINAPI_FAMILY_UNIVERSAL_WINDOWS_APP_BUILD_DESKTOP_APP_CONTRACT_AVAILABLE
#if defined(_WINRT)
#if !defined(WINAPI_FAMILY_DESKTOP_APP_BUILD)
#define WINAPI_FAMILY_DESKTOP_APP_BUILD // Windows app model desktop app.
#elif !defined(WINAPI_FAMILY_PHONE_APP_BUILD)
#define WINAPI_FAMILY_PHONE_APP_BUILD // Windows app model phone app.
#elif !defined(WINAPI_FAMILY_UNIVERSAL_WINDOWS_APP_BUILD)
#define WINAPI_FAMILY_UNIVERSAL_WINDOWS_APP_BUILD // Universal Windows App.
#elif !defined(WINAPI_FAMILY_SHARED_USER_PC_APP_MODEL_APP)
#define WINAPI_FAMILY_SHARED_USER_PC_APP_MODEL_APP // Shared user PC app model app.
#else // If none are defined yet...
#error No valid WinRT API family was specified!
#endif // !_WINRT
#elif defined(_CONSOLE)
#if !defined(WINAPI_SET_ERROR_MODE_SEM_NOGPFAULTERRORBOX)
#define WINAPI_SET_ERROR_MODE_SEM_NOGPFAULTERRORBOX SEM_NOGPFAULTERRORBOX // Prevent showing a fault dialog box if possible.
#elif !defined(WINAPI_SET_ERROR_MODE_SEM_FAILCRITICALERRORS)
#define WINAPI_SET_ERROR_MODE_SEM_FAILCRITICALERRORS SEM_FAILCRITICALERRORS // Fail critical errors instead.
#else // If none are defined yet...
#error No valid console error mode was specified!
#endif // !_CONSOLE
#elif defined(_CRT_SECURE_NO_WARNINGS)
#if !defined(_CRT_SECURE_NO_WARNINGS_ALL_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS_ALL_WARNINGS ALL_WARNINGS // Turn off all warnings except deprecation warnings.
#elif !defined(_CRT_SECURE_NO_WARNINGS_DISABLE_FORMAT_STRING_CHECKS)
#define _CRT_SECURE_NO_WARNINGS_DISABLE_FORMAT_STRING_CHECKS DISABLE_FORMAT_STRING_CHECKS // Turn off format string checking warnings.
#else // If none are defined yet...
#error No valid CRT warning control macro was specified!
#endif // !_CRT_SECURE_NO_WARNINGS
#else
#error Must specify either WinRT (_WIN
Moving beyond just enjoying delicious meals during your visit also gives opportunities exploring vibrant markets selling fresh produce seafood/handicrafts/traditional souvenirs/artwork among others adding another layer excitement cultural immersion during stay KL!
Frequently Asked Questions About Tennis M15 Kuala Lumpur Malaysia
Frequently Asked Questions (FAQs)
- What is Tennis M15?
- Around-the-world circuit where professional male players compete across various countries including Malaysia's capital city—Kuala Lumpur—to earn ranking points towards their ATP Challenger Tour standings!
Betting Predictions by Experts
In-Depth Player Profiles
Daily Match Schedules & Results Update Section
Date & Time : strong>Date-Time.
Venue : strong>Venue.
Round : strong>Round.
Status : strong>Status.
Scores : strong>Scores.
Name : strong>Name.
Nationality : strong>Nationality.
Rankings : strong>Rankings.
Performance Stats
Win-Loss Record:
Head-to-Head Record:
Recent Performance:
Surface Preference:
Betting Tips
Betting Odds:
Recommended Bets:
Analysis Summary
Match Analysis:
Key Factors:
Expert Opinion:
-->
<|repo_name|>NerdyHippie/nerdypedia<|file_sep|>/_pages/stories.md
---
layout: page
title: Stories
permalink: /stories/
---
## My Story
I've been working remotely since March of last year because my employer moved me from San Francisco back home so I could work remotely until we figured out what we were going to do about my position. It was great because I didn't have any plans that would require me being back here anytime soon so I decided I'd take advantage of this opportunity while it lasted.
The first thing I did when I got home was buy myself an electric scooter! It's been really fun riding around town on my scooter instead of driving everywhere like before when I lived here full time.
After buying myself some new wheels though came another challenge... finding somewhere safe enough where someone else could pick up groceries without having them stolen off their porch while they were gone shopping themselves!
That led us down another path though... one which eventually led me right back into technology again - specifically mobile applications designed specifically around helping people find places where they feel safe enough leaving packages unattended outside their homes without worrying about whether anyone might steal them away before returning later on down line.
### Why Nerdy Hippie?
I love nerdy things! From video games and movies all the way through board games like Settlers Of Catan or even just playing cards by myself when nobody else wants join me at night after dinner has finished cooking itself away inside our microwave oven :)
So why not combine those two passions together? That's exactly what happened when someone suggested starting up this blog site called "Nerdypedia" where everyone could come together under one roof sharing information about anything related directly back towards technology itself whether it be hardware/software solutions etcetera...
### What Can You Expect From Me?
I'm passionate about technology! Whether it's hardware/software solutions or even just playing video games by myself when nobody else wants join me at night after dinner has finished cooking itself away inside our microwave oven :) So why not combine those two passions together? That's exactly what happened when someone suggested starting up this blog site called "Nerdypedia" where everyone could come together under one roof sharing information about anything related directly back towards technology itself whether it be hardware/software solutions etcetera...
If you want more information about what kind of stuff goes into making Nerdy Hippie then check out some other pages below!
## Other Stories
### [My Journey Into Software Development](https://www.nerdyhippie.com/journey-into-software-development/)
I've been working remotely since March last year because my employer moved me from San Francisco back home so I could work remotely until we figured out what we were going do about my position...
### [Why Nerdy Hippie?](https://www.nerdyhippie.com/why-nerdy-hippie/)
I love nerdy things! From video games all the way through board games like Settlers Of Catan...
### [What Can You Expect From Me?](https://www.nerdyhippie.com/what-can-you-expect-from-me/)
If you want more information about what kind of stuff goes into making Nerdy Hippie then check out some other pages below!
<|file_sep|>#include "Actor.h"
#include "TextureManager.h"
#include "Game.h"
Actor::Actor()
{
}
Actor::~Actor()
{
}
void Actor::Init(const LoaderParams& params)
{
m_position = D2D1::Point2F(params.xPos,params.yPos);
m_velocity = D2D1::Vector2F(0.f,params.yVel);
m_acceleration = D2D1::Vector2F(0.f,params.xAccel);
m_rotation = params.rotation;
m_scale = params.scale;
m_textureID = params.textureID;
m_health = params.health;
if (m_textureID != -1)
{
TextureManager::Instance()->LoadTexture(m_textureID,"PlayerShip.png");
}
}
void Actor::Draw()
{
Game* game = Game::Instance();
ID2D1Bitmap* bitmap;
TextureManager::Instance()->GetTexture(m_textureID,&bitmap);
game->GetSpriteBatch()->Draw(
bitmap,
D2D1::Point2F(m_position.x,m_position.y),
NULL,
D2D1_EXTEND_MODE_CLAMP,
D2D1_BITMAP_INTERPOLATION_MODE_LINEAR,
D2D1::RectF(
0.f,
0.f,
bitmap->GetSize().width * m_scale.x,
bitmap->GetSize().height * m_scale.y),
m_rotation,
D2D1::Point2F(bitmap->GetSize().width / 2.f , bitmap->GetSize().height / 2.f));
}
void Actor::Update(float deltaTime)
{
float distanceTraveledX = m_velocity.x * deltaTime + m_acceleration.x * deltaTime * deltaTime / 2;
float distanceTraveledY = m_velocity.y * deltaTime + m_acceleration.y * deltaTime * deltaTime / 2;
m_velocity += m_acceleration * deltaTime;
m_position += D2D1::Vector2F(distanceTraveledX,distanceTraveledY);
}<|file_sep#pragma once
#include "Entity.h"
class Actor : public Entity
{
public:
void Init(const LoaderParams& params);
void Draw();
void Update(float deltaTime);
protected:
virtual void LoadContent() {};
virtual void UnloadContent() {};
private:
DirectXMath::XMFLOAT4X4 GetWorldMatrix();
private:
DirectXMath::XMFLOAT4X4 m_worldMatrix;
};<|file_sep[
{"id":0,"name":"PlayerShip.png","path":"../Assets/textures/"}
]<|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep::.PHONY : clean rebuild run debug release
clean :
del *.obj *.lib *.exe *.pdb *.ilk
rebuild : clean all
run : all
DebugShooter.exe
debug : DebugShooter.exe
release : ReleaseShooter.exe
DebugShooter.exe : DebugGame.obj DebugGame.cpp DebugInputHandler.obj DebugInputHandler.cpp DebugTextureManager.obj DebugTextureManager.cpp DebugUtils.obj DebugUtils.cpp DebugPNGDecoder.obj DebugPNGDecoder.cpp ../external/directxtk/lib/x86/directxtk.lib
cl /EHsc /nologo /W4 /Oy- /Zi /Od /std:c++17 $^ ../external/directxtk/lib/x86/directxtk.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib opengl32.lib glu32.lib dxguid.lib dxerr9d.lib dinput8d.lib dplayx8d.lib dsoundd.lib winmm.dlib imm.dlib shlwapi.dlib ..\external\directxtk\lib\x86\dwrite_d.dll libwinpthread-1.dll userenv.dlib psapi.dlib version.dlib winhttp.dlib shellscalingapi.dlib bcrypt.dlib secur32.dlib netapi32.dlib wsuuid.dlib rpcrt4.dlib ipexport_d.dll iphlpsvc_d.dll atlthunked_d.dll atlcomtime_d.dll atlconv_d.dll atlctrlwarp_d.dll atlsimp_d.dll atlthunkedbase_d.dll bcryptosslsp_dll dwrite_*.dll opengl32sw.dll wsock32sw64u.DLL psapi.DLL version.DLL winhttp.DLL shellscalingapi.DLL bcrypt.DLL secur32.DLL netapi32.DLL wsuuid.DLL rpcrt4.DLL ipexport_dll iphlpsvc_dll atlthunked_dll atlcomtime_dll atlconv_dll atlctrlwarp_dll atlsimp_dll atlthunkedbase_dll bcryptosslsp_dll dwrite_*.dll opengl32sw.dll wsock32sw64u.DLL psapi.DLL version.DLL winhttp.DLL shellscalingapi.DLL bcrypt.DLL secur32.DLL netapi32.DLL wsuuid.DLL rpcrt4.DLL ipexport_dll iphlpsvc_dll "/out:$@"
ReleaseShooter.exe : ReleaseGame.obj ReleaseGame.cpp ReleaseInputHandler.obj ReleaseInputHandler.cpp ReleaseTextureManager.obj ReleaseTextureManager.cpp ReleaseUtils.obj ReleaseUtils.cpp ReleasePNGDecoder.obj ReleasePNGDecoder.cpp ../external/directxtk/lib/x86/directxtk_static_lib_release_mt_no_debug_runtime_winmd_x86.xml ../external/directxtk/lib/x86/directxtk_static_lib_release_mt_no_debug_runtime_x86.xml ../external/directxtk/lib/x86/DWrite_tier_0.xml ../external/directxtk/lib/x86/DWrite_tier_1.xml ../external/directxtk/lib/x86/DWrite_tier_3.xml ../external/directxtk/lib/x86/DWriteCore_tier_0.xml ../external/directxtk/lib/x86/DWriteCore_tier_1.xml ../external/directxtk/lib/x86/DWriteCore_tier_3.xml
cl /EHsc /nologo /W4 /Ox /std:c++17 $^ "/LIBPATH:"../externaldirecetktdirecetkt_static_lib_release_mt_no_debug_runtime_x86x64" "../direcetktdirecetkt_static_lib_release_mt_no_debug_runtime_x86x64dwrite_tier_0" "../direcetktdirecetkt_static_lib_release_mt_no_debug_runtime_x64x64dwrite_tier_0" "../direcetktdirecetkt_static_lib_release_mt_no_debug_runtime_x64x64dwrite_core_tier_0" "../direcetktdirecetkt_static_lib_release_mt_no_debug_runtime_x64x64dwrite_core_tier_0" "..\..\..\..\..\..\Program Files (x86)\Microsoft DirectX SDK (June2010)\Libx86\" "..\..\..\..\..\Program Files (x86)\\Microsoft DirectX SDK (June2010)\\Include\" kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.odll odbccp42.ldll opengl31.ddll dxguid.ddll dxerr9.ddll dinput8.ddll dplayx8.ddll dsound.ddll winmm.ldll imm.ldll shlwpi.adll ..//............Program Files (x86)Microsoft DirectX SDK (June2010)Libx84" ..//..........Program Files (x84)Microsoft DirectX SDK(June2010)Include" "/out:$@"
Debug/Game.obj : Game.h Game.cpp
cl -EP -nologo -W4 -Zi -Od -MTd -FC -Gm- -GR- -EHa- -Fo$@ $<
Debug/InputHandler.obj : InputHandler.h InputHandler.cpp
cl -EP -nologo -W4 -Zi -Od -MTd -FC -Gm- -GR- -EHa- -Fo$@ $<
Debug/TextureManager.obj : TextureManager.h TextureManager.cpp
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Debug/PNGDecoder.obj : PNGDecoder.h PNGDecoder.cxx
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Release/Game.obj : Game.h Game.cpp
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Release/InputHandler.obj : InputHandler.h InputHandler.cpp
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Release/TextureManager.obj : TextureManager.h TextureManager.cpp
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $<
Release/PNGDecoder.obj : PNGDecoder.h PNGDecoder.cxx
cl EP nologo W4 Zi Od MTd FC Gm GR EHa Fo$@ $@
all :
Debug/Game obj Debug/InputHandler obj Debug/TextureManager obj Debug/PNGDecoder obj <|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep respective code blocks must be placed within `#ifdef _DEBUG` `#endif` tags.
## Resources Used
[DirectXTK Library](https://github.com/Microsoft/DirectXTK)
[DirectXTK Documentation](https://github.com/Microsoft/DirectXTK/wiki)
[DirectXTK Tutorial Series](https://www.youtube.com/watch?v=V5VUHjQJvxE&list=PLReL099YzTtlbMbkRfP6P7GgqJjvBg5U7&index=9)
[Learn XNA By Example Book PDF](https://drive.google.com/file/d/10S8nCjC-vrVSVL7gjA_ZSLv_jwCkyeob/view)<|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep++
#include "InputHandler.h"
#include "Game.h"
InputHandler* InputHandler::__instance = nullptr;
InputHandler* InputHandler::Instance()
{
if (__instance == nullptr)
{
new InputHandler();
}
return __instance;
}
InputHandler::~InputHandler()
{
}
void InputHandler::Init(HWND hwnd)
{
HRESULT hr;
hr = DirectInput8Create(
GetModuleHandle(nullptr),
DIRECTINPUT_VERSION,
IID_IDIRECTINPUT8,
reinterpret_cast(&__directInput),
NULL);
if FAILED(hr)
return;
hr = __directInput->CreateDevice(GUID_SysKeyboard,&__keyboard,NULL);
if FAILED(hr)
return;
hr = __keyboard->SetDataFormat(&c_dfDIKeyboard);
if FAILED(hr)
return;
hr=__keyboard->SetCooperativeLevel(hwnd,DIRECTINPUT_DISCL_NONEXCLUSIVE | DIRECTINPUT_DISCL_FOREGROUND);
if FAILED(hr)
return;
hr=__keyboard->Acquire();
if FAILED(hr)
return;
}
void InputHandler::Shutdown()
{
}
bool Input_handler::_isKeyPressed(int key)
{
HRESULT hr;
BYTE keyboardState[256];
hr=__keyboard->GetDeviceState(sizeof(keyboardState),keyboardState);
if FAILED(hr)
return false;
return ((keyboardState[key] & 0x80) != NULL);
}<|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep#!/bin/bash
rm *.obj *.exe *.pdb *.ilk || true &&
gcc main.c game.c input_handler.c texture_manager.c utils.c png_decoder.c
-I external/freetype/include
-I external/glfw/include
-I external/glad/include
-I external/stb_image/include
-I external/tinyxml/include
-L external/glfw/libs
-l glfw
-L external/freetype/libs
-l freetype
-L external/glad/libs
-l glad
-L external/stb_image/libs
-l stbi_image_opengl_dx11_loader_hlsl_dx9_software_winegl_windows_amd64-mingw-w64-libstbi-dynamic-release-md-dynamic-static-x11-xcb-xrandr-xinerama-opengl-hint-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-libepoxy-dynamic-release-md-dynamic-static-shared-mingw-w64-opengl-hint-x11-xcb-xrandr-xinerama-windows-amd64-mingw-w64-stb-image-opengl-hlsl-directx9-software-windows-amd64-mingw-w64-stb-image-opengl-hlsl-directx9-software-windows-amdx11-opengl-gl-es-gl-es-gl-core20-windows-amdx11-opengl-gl-es-gl-core20-windows-amdx11-opengl-gl-core40-windows-amdx11-openglnogl-core30-windows-amdx11-openglnogl-core30-windows-amdx11-softwarewindows-amdx11-softwarewindows-glesglcore20windows-glesglcore20windows-glesglcore30windows-glesglcore30windows-glesglescore30windows-glesglescore31windows-glesglescore31windows-glxopenglxopenglxopenglxopenglxopenglxopenglxopenglxopenglvulkanvulkanvulkanvulkanvulkanvulkanvulkanvulkanvkunallibglfw.so libglfw.a libglfwdll.a libglfwdll.so libglfwdll.dylib libglfw.a libglfw.dylib libglfw.so libstbi_image_opengl_dx11_loader_hlsl_dx9_software_winegl_windows_amd64-mingw-w6-libstbi_dynamic-release-md-dynamic-static-x11-xcb-xrandr-xinerama-opengl-hint-libepoxy_dynamic-release-md-dynamic-static-shared-mingw-w6-libepoxy_dynamic-release-md-dynamic-static-shared-mingw-w6-libepoxy_dynamic-release-md-dynamic-static-shared-mingw-w6-libepoxy_dynamic-releasemdmdynamichstaticsharedmingwwinelibepoxydynamiced-releasemdmdynamichstaticsharedmingwwinelibepoxydynamiced-releasemdmdynamichstaticsharedmingwwinelibepoxydynamiced-releasemdmdynamichstaticsharedmingwwinelibepoxydynamiced-releasemdmdynamichstaticsharedmingwwineglhintxcbxrandrxineramwindowsamd6-mingw-winestbimageopenglhlsl-directx9softwarewinestbimageopenglhlsl-directx9softwarewindiramd6-mingw-winestbimageopenglhlsl-directx91windowssystemwindiramd6-mingw-winestbimageopenglhlsl-directxsyste-msystemwindiramd6-mingw-winestbimageopenglnogl-nogl-nogl-nogl-noglsystemsystemwindiramd6-mingw-winestbimageopenglnogl-noglsystemsystemwindiramd6-mingw-winestbimagesoftwaresystemsystemwindiramd6-mingw-winestbglesglcore20systemsyste-msystemwindowssystemsystemwindiramd6-mingw-winestbglesglcore20systemsyste-msystemwindowssystemsystemwindowssystemstbglesglcore30systemsyste-msystemwindowssystemsystemwindowssystemsystegleglegesecore30systemsystegleglegesecore31systemsystegleglegesecore31systemsysteglexexexexexexexexexexexexsysvtvlknallibstbi_image_opengl_dx11_loader_hlsl_directx9_software_winegl_windows_amdxso_stbi_image_opengl_dx11_loader_hlsl_directxsostaticreleasestatichstaticsharedmingwinelibstbio_gldynareleasestatichstaticsharedmingwinelibstbio_gldynareleasestatichstaticsharedmingwinelibstbio_gldynareleasestatichstaticsharedmingwinelibstbio_gldynareleasestatichstaticsharedmingwineglhintxcbxrandrxineramwindowsamdxdynaminewinstbio_glo_glo_gl_gl_core40_windowssysvtvlknallibstbio_gl_nogl_nogl_noglsysvtvlknallibstbio_gl_noglsysvtvlknallsysvtvlknallsysvtvlknallsysvtvlknallsysvtvlknallvinallibglfw.so vinallibglfw.a vinallibglfwdll.a vinallibglfwdll.so vinallibglfwdll.dylib vinallibglfw.a vinallibfwfdy.dylib vinallibfwfdy.so lptinyxml lptinyxmlmt lptinyxmld lptinyxmlmt dll)
echo done.<|repo_name|>StevensonRyan/DirectXTK-Shooter<|file_sep#ifdef _DEBUG
#pragma comment(lib,"../external/winsdk/Libraries/windowscodecs_duplication/staticruntime/debug/windowscodecs_duplication.staticruntime.debug.msvcrt.debug.static.rt.dynamic.xplat.winmd")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/release/windowscodecs_duplication.staticruntime.release.msvcrt.debug.static.rt.dynamic.xplat.winmd")
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/debug/windowscodecs_duplication.staticruntime.debug.msvcrt.debug.static.rt.dynamic.winmd")
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/release/windowscodecs_duplication.staticruntime.release.msvcrt.debug.static.rt.dynamic.winmd")
#ifdef _DEBUG
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/debug/windowscodecs_duplication.staticruntime.debug.msvcrt.release.static.rt.dynamic.xplat.winmd")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/release/windowscodecs_duplication.staticruntime.release.msvcrt.release.static.rt.dynamic.xplat.winmd")
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/debug/windowscodecs_duplication.staticruntime.debug.msvcrt.release.static.rt.dynamic.winmd")
#pragma comment(lib,"../External/WINSDK/Libraries/windowscodecs_duplication/staticruntime/release/windowscodecs_duplication.staticruntime.release.msvcrt.release.static.rt.dynamic.winmd")
#ifdef _DEBUG
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/staticruntime/debug/wincodec.static.runtime.debug.msvcrtdbgdynamicmt.v140.windesktop.appcontainerclient.base.isolatedapp.anycpu.native.targetsdk.windows10_arm_v110_appcontainer_any_cpu.metadatadatadata")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/static/runtime/release/wincodec.static.runtime.release.msvcrtdbgdynamicmt.v140.windesktop.appcontainerclient.base.isolatedapp.anycpu.native.targetsdk.windows10_arm_v110_appcontainer_any_cpu.metadatadatadata")
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/static/runtime/debug/wincodec.static.runtime.debug.msvcrtdbgdynamicmt.v140.windesktop.appcontainerclient.base.isolatedapp.anycpu.native.targetsdk.windows10_arm_v110_appcontainer_any_cpu.metadata")
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/static/runtime/release/wincodec.static.runtime.release.msvcrtdbgdynamicmt.v140.windesktop.appcontainerclient.base.isolatedapp.anycpu.native.targetsdk.windows10_arm_v110_appcontainer_any_cpu.metadata")
#ifdef _DEBUG
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/msvcrtdebugdynamicmt/v140.windesktopappcontainerclientbaseisolatedappanycpunative/targetsdk.windows10_arm_v110_appcontainer_any_cpu/metadatadatadata")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/msvcrtdbgdynamicmt/v140.windesktopappcontainerclientbaseisolatedappanycpunative/targetsdk.windows10_arm_v110_appcontainer_any_cpu/metadatadatadata")
#ifdef _DEBUG
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/msvcrtdbgdynamicmt/v140.windesktopappcontainerclientbaseisolatedappanycpunative/targetsdk.windows10_arm_v110_appcontainer_any_cpu/metadata")
#endif
#pragma comment(lib,"../External/WINSDK/Libraries/wincodec/msvcrtdbgdynamicmt/v140.windesktopappcontainerclientbaseisolatedappanycpunative/targetsdk.windows10_arm_v110_appcontainer_any_cpu/metadata")
#ifdef _DEBUG
#pragma comment(lib,"../External/winsdk/librarysgroup/native/winsdkmetadata/cpprest/native/cpprest.metadata")
#endif
#define WINCODEC_DLLNAME L"WindowsCodecs_WindowsCodecs"
#define WINCODEC_DLLNAME_DYNAMIC L"d:\devtools_vs2017_community_win10/arm_architecture_mixed_mode_vc141_compatibility_sdk12_target_sdk12/bin/arm/native/cpprest.metadata/cpprest.metadata"
#define WINCODEC_DLLNAME_STATIC L"d:\devtools_vs2017_community_win10/arm_architecture_mixed_mode_vc141_compatibility_sdk12_target_sdk12/bin/arm/native/cpprest.metadata/cpprest.metadata"
#ifdef _DEBUG
#define WINCODEC_DLLNAME_DEBUG L"d:\devtools_vs2017_community_win10/arm_architecture_mixed_mode_vc141_compatibility_sdk12_target_sdk12/bin/arm/native/cpprest.metadata/cpprest.metadata"
#endif
#define WINCODEC_DLLNAME_RELEASE L"d:\devtools_vs2017_community_win10/arm_architecture_mixed_mode_vc141_compatibility_sdk12_target_sdk12/bin/arm/native/cpprest.metadata/cpprest.metadata"
#ifndef WINCODEC_DLLNAME_DYNAMIC
#error Must define WINCODEC_DLLNAME_DYNAMIC!
#endif
#ifndef WINCODEC_DLLNAME_STATIC
#error Must define WINCODEC_DLLNAME_STATIC!
#endif
#ifndef WINCODEC_DLLNAME_DEBUG
#error Must define WINCODEC_DLLNAME_DEBUG!
#endif
#ifndef WINCODEC_DLLNAME_RELEASE
#error Must define WINCODEC_DLLNAME_RELEASE!
#endif
#if defined(_WINRT)
#undef WINAPI_FAMILY_DESKTOP_APP_BUILD
#undef WINAPI_FAMILY_PHONE_APP_BUILD
#undef WINAPI_FAMILY_APP_BUILD_NOT_THREADED_AGNOSTIC
#undef WINAPI_FAMILY_SHARED_USER_PC_APP_MODEL_APP
#undef WINAPI_FAMILY_UNIVERSAL_WINDOWS_APP_BUILD_DESKTOP_APP_CONTRACT_AVAILABLE
#if defined(_WINRT)
#if !defined(WINAPI_FAMILY_DESKTOP_APP_BUILD)
#define WINAPI_FAMILY_DESKTOP_APP_BUILD // Windows app model desktop app.
#elif !defined(WINAPI_FAMILY_PHONE_APP_BUILD)
#define WINAPI_FAMILY_PHONE_APP_BUILD // Windows app model phone app.
#elif !defined(WINAPI_FAMILY_UNIVERSAL_WINDOWS_APP_BUILD)
#define WINAPI_FAMILY_UNIVERSAL_WINDOWS_APP_BUILD // Universal Windows App.
#elif !defined(WINAPI_FAMILY_SHARED_USER_PC_APP_MODEL_APP)
#define WINAPI_FAMILY_SHARED_USER_PC_APP_MODEL_APP // Shared user PC app model app.
#else // If none are defined yet...
#error No valid WinRT API family was specified!
#endif // !_WINRT
#elif defined(_CONSOLE)
#if !defined(WINAPI_SET_ERROR_MODE_SEM_NOGPFAULTERRORBOX)
#define WINAPI_SET_ERROR_MODE_SEM_NOGPFAULTERRORBOX SEM_NOGPFAULTERRORBOX // Prevent showing a fault dialog box if possible.
#elif !defined(WINAPI_SET_ERROR_MODE_SEM_FAILCRITICALERRORS)
#define WINAPI_SET_ERROR_MODE_SEM_FAILCRITICALERRORS SEM_FAILCRITICALERRORS // Fail critical errors instead.
#else // If none are defined yet...
#error No valid console error mode was specified!
#endif // !_CONSOLE
#elif defined(_CRT_SECURE_NO_WARNINGS)
#if !defined(_CRT_SECURE_NO_WARNINGS_ALL_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS_ALL_WARNINGS ALL_WARNINGS // Turn off all warnings except deprecation warnings.
#elif !defined(_CRT_SECURE_NO_WARNINGS_DISABLE_FORMAT_STRING_CHECKS)
#define _CRT_SECURE_NO_WARNINGS_DISABLE_FORMAT_STRING_CHECKS DISABLE_FORMAT_STRING_CHECKS // Turn off format string checking warnings.
#else // If none are defined yet...
#error No valid CRT warning control macro was specified!
#endif // !_CRT_SECURE_NO_WARNINGS
#else
#error Must specify either WinRT (_WIN
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- Around-the-world circuit where professional male players compete across various countries including Malaysia's capital city—Kuala Lumpur—to earn ranking points towards their ATP Challenger Tour standings!