Overview / Introduction about FK Podgorica
FK Podgorica, commonly known as Sutjeska, is a prominent football team based in Podgorica, Montenegro. Competing in the Montenegrin First League, the club was established in 1946 and has since become a staple in the region’s football scene. The team plays under the guidance of their current coach and showcases a dynamic formation aimed at maximizing their competitive edge.
Team History and Achievements
FK Podgorica boasts a rich history with several notable achievements. The club has claimed multiple league titles and cup victories, cementing its status as one of Montenegro’s top teams. Key seasons include their championship wins in 2013-14 and 2014-15, during which they dominated the league standings.
Current Squad and Key Players
The current squad features standout players such as Marko Janković and Nemanja Vuković. Janković, playing as a forward, is known for his sharp goal-scoring ability, while Vuković anchors the defense with his robust play. These key players are pivotal to the team’s strategy on the pitch.
Team Playing Style and Tactics
Focusing on an attacking style of play, FK Podgorica often employs a 4-3-3 formation that emphasizes quick transitions and high pressing. Their strengths lie in their offensive capabilities, though they sometimes struggle defensively against high-scoring opponents.
Interesting Facts and Unique Traits
Famous for their passionate fanbase known as “The Eagles,” FK Podgorica has cultivated a strong sense of community support. The team is also involved in local traditions such as annual charity matches that bolster community ties.
Lists & Rankings of Players, Stats or Performance Metrics
- Top Performers:
- Marko Janković – Goals: 12 (✅)
- Nemanja Vuković – Clean Sheets: 8 (✅)
- Performance Metrics:
- Average Goals per Game: 1.8 (💡)
- Possession Rate: 55% (🎰)
Comparisons with Other Teams in the League or Division
In comparison to other teams like Budućnost Podgorica and Zeta Golubovci, FK Podgorica stands out for its consistent performance over recent seasons. While Budućnost may have had more financial backing, Sutjeska’s tactical discipline often gives them an edge.
Case Studies or Notable Matches
A memorable match for FK Podgorica was their victory against Zeta Golubovci in the 2015 season finale, which secured them another league title. This game showcased their resilience and strategic prowess under pressure.
| Metric | Data |
|---|---|
| Total Wins this Season | 12 |
| Total Draws this Season | 5 |
| Total Losses this Season | 3 |
| Average Goals Scored per Match | 1.7 |
| Average Goals Conceded per Match | 0.9 |
| Last Five Matches Form (W/D/L) | W-W-D-L-W |
| Head-to-Head Record vs Budućnost: | |
| Last Five Meetings Wins/Draws/Losses: | 3-1-1 |
Tips & Recommendations for Analyzing the Team or Betting Insights 💡 Advice Blocks
- Analyze recent form trends to gauge potential performance against upcoming opponents.
- Closely watch player injuries; key players like Janković significantly impact match outcomes.
- Leverage head-to-head statistics to predict outcomes when betting on close matches.
- Bet on FK Podgorica when they have home advantage due to strong fan support boosting morale.</li
#include “Game.h”
#include “stdafx.h”
#include “Scoreboard.h”using namespace std;
using namespace sf;Scoreboard::Scoreboard()
{
// load font from file
if (!font.loadFromFile(“C:/Users/mohit/Desktop/CS174/Asteroids/fonts/digital.ttf”))
{
cout << "Error loading font" << endl;
}// load texture from file
if (!texture.loadFromFile("C:/Users/mohit/Desktop/CS174/Asteroids/assets/scoreboard.png"))
{
cout << "Error loading texture" <setFont(font);
score->setCharacterSize(40);
score->setString(to_string(Game::score));
score->setPosition(50.f, 50.f);
score->setColor(Color::White);lives = new Text();
lives->setFont(font);
lives->setCharacterSize(40);
lives->setString(to_string(Game::lives));
lives->setPosition(50.f, 100.f);
lives->setColor(Color::White);highscore = new Text();
highscore->setFont(font);
highscore->setCharacterSize(40);
highscore->setString(“High Score: “);
highscore->setPosition(50.f, 150.f);
highscore->setColor(Color::White);highscore_number = new Text();
highscore_number->setFont(font);
highscore_number->setCharacterSize(40);
highscore_number->setString(to_string(Game::high_score));
highscore_number->setPosition(300.f, 150.f);
highscore_number->setColor(Color::White);background.setTexture(texture);
}
void Scoreboard::update()
{
string score_str = to_string(Game::score), lives_str = to_string(Game::lives), high_score_str = to_string(Game::high_score);if (Game::high_score != Game::old_high_score)
{
stringstream ss;
ss << "New High Score! ";
ss < new_high_flash_time + new_high_flash_duration)
{
new_high_flash_time += clock() + sf::seconds(.5f); // time between flashes
flash_new_high_flag = false;
}if(flash_new_high_flag)
new_high_score.setColor(sf::Color(sf::ColorBlack));if(flash_new_high_flag)
new_high_score.setColor(sf::Color(sf::ColorYellow));}
void Scoreboard :: render(RenderWindow & window)
{
window.draw(background);window.draw(score);
window.draw(lives);
window.draw(highscore);
window.draw(highscore_number);
window.draw(new_high_score);
}mohit-dixit/asteroids<|file_sep#include "Game.h"
#include "stdafx.h"
#include "Bullet.h"using namespace std;
using namespace sf;Bullet :: Bullet(Vector2f position , Vector2f direction , float speed) : GameObject(position,direction,speed)
{}
void Bullet :: update(float delta_time)
{
GameObject :: update(delta_time);for(int i=0;i<Game :: asteroids.size();i++)
for(int j=0;j<Game :: asteroids[i].size();j++)
for(int k=0;k<Game :: asteroids[i][j].size();k++)
for(int l=0;l<Game :: asteroids[i][j][k].size();l++)
if(abs(getPosition().x – Game :: asteroids[i][j][k][l].getPosition().x) <= radius &&
abs(getPosition().y – Game :: asteroids[i][j][k][l].getPosition().y) <= radius)
{
Game :: asteroids[i][j][k].erase(Game :: asteroids[i][j][k].begin()+l);if(i==0 && j==0 && k==0 && l==Game :: asteroids[0][0][0].size()-1 && Game :: asteroids[0][0][0].size()==1)
{
Game :: score +=10;
return;
}else if(i==0 && j==0 && k==Game :: asteroids[0][0].size()-1 && l == Game :: asteroids[0][0][k].size()-1 &&
Game :: asteroids[0][0][k].size()==1)
{
Game :: score +=10;
return;
}else if(i==Game :: asteroids.size()-1 && j==Game :: asteroids[i].size()-1 &&
k == Game :: asteroids[i][j].size()-1 && l == Game :: asteroids[i ][j ][k ].size()-1 &&
Game ::asteroids [i] [j] [k ]. size () == 1 )
{
Game : : score +=10 ;
return ;
}else if(i!=Game : :asteroids . size () -1 && j!=Game : :asteroids [i] . size () -1 &&
k!=Game : :asteroids [i] [j] . size () -1 && l!=Game : :asteroids [i ] [j ] [k ] . size () -1 &&
(abs(getPosition (). x – Game : :asteroids [i+1] [j+1] [k+1] . front () . getPosition (). x ) <=radius ||
abs(getPosition (). y -Game: :asteroids [i+1] [j+1] [k+1] . front () . getPosition (). y ) <=radius))
{Vector3f v_3_3_3(
static_cast(rand()%20000)/10000,
static_cast(rand()%20000)/10000,
static_cast(rand()%20000)/10000 );v_3_3_3.normalize();
Vector3f v_3_3(
static_cast(rand()%20000)/10000,
static_cast(rand()%20000)/10000,
static_cast(rand()%20000)/10000 );v_3_3.normalize();
Vector3f v_3(
static_cast(rand()%20000)/10000,
static_cast(rand()%20000)/10000,
static_cast(rand()%20000)/10000 );v_3.normalize();
int number_of_pieces;
switch(Game: :random_int_from_range(4))
{case 4:
number_of_pieces=7 ;
break ;case 5 :
number_of_pieces=11 ;
break ;case6 :
number_of_pieces=15 ;
break ;default :
number_of_pieces=9 ;
break ;}
for(int m=number_of_pieces;m>=number_of_pieces/5;m–)
{float angle_in_radians =
((static_cast(m)-static_cast(number_of_pieces))/
(static_cast(number_of_pieces)-static_cast(number_of_pieces/5)))
*M_PI;Vector4f velocity_vector(
cos(angle_in_radians)*v_4.x ,
cos(angle_in_radians)*v_4.y ,
cos(angle_in_radians)*v_4.z ,
sin(angle_in_radians));velocity_vector.normalize();
Asteroid asteroid(
velocity_vector*speed*sqrt(m/(float)(number_of_pieces)),
getPosition() ,
radius*m/(float)(number_of_pieces));switch(m)
{
case number_of_pieces:
asteroid.set_texture(TextureManager::
get_texture(TextureManager::
ASTEROID_LARGE_TEXTURE_INDEX));break ;
case(number_of_pieces-4):
asteroid.set_texture(TextureManager::
get_texture(TextureManager::
ASTEROID_MEDIUM_TEXTURE_INDEX));break ;
default:
asteroid.set_texture(TextureManager::
get_texture(TextureManager::
ASTEROID_SMALL_TEXTURE_INDEX));break ;
}
switch(i)
{case (int)(game_size.x):
switch(j)
{case(game_size.y):
switch(k)
{
case(game_size.z):
game_size.z++ ;
game_size.z%20 ? game_size.y++:
game_size.y%20 ? game_size.x++:
game_size.x%20 ? exit(-10):
exit(-10) ;
game_size.z%20 ? game_size.y%20 ? game_size.x%20 ?
exit(-10):game_size.push_back(std vector() ) :game_size.push_back(std vector<std vector>()) :
exit(-10) :
exit(-10);
game_size.back() .
push_back(std vector() );
switch(j)
{
case(game_size[y]-21):
switch(k)
{
case(game_size[z]-21):
for(int n=game_sizex;n<=game_sizex+19;n++)
for(int o=game_sizey;o<=game_sizey+19;o++)
for(int p=gamesizez;p<=gamesizez+19;p++)
{
Vector4f temp(
gamesize[n-o]*cos(M_PI*(float)p/gamesize[z])+gamesize[o]*sin(M_PI*(float)p/gamesize[z])*cos(M_PI*(float)n/gamesize[x]) ,
gamesize[o]*sin(M_PI*(float)p/gamesize[z])*sin(M_PI*(float)n/gamesize[x]) ,
gamesize[p]*cos(M_PI*(float)o/gamesize[y]) ,
sqrt(gamesizex*n/gamesizex-gamesize[n-o]*gamesize[n-o]-gamesize[o]*gamesize[o])*sqrt(gamesizex-gamesizex*n/gamesizex-gamesizesq[p]/gamesizesq[z]));
temp.normalize();
Asteroid temp_ast(temp*speed*sqrt(m/(float)(numberofpieces)),
gamesizen.getPosition(),
gamesizen.radius*m/(float)(numberofpieces));
temp_ast.set_texture(TextureManager::
get_texture(TextureManager::
ASTEROID_SMALL_TEXTURE_INDEX));
gamesizen.push_back(temp_ast);
break ;
}
default:
Asteroid temp(
velocityvector,
Position(x,y,z),
radius*m/(float)(numberofpieces));
temp.set_texture(TextureManager::
get_texture(TextureManager::
ASTEROID_SMALL_TEXTURE_INDEX));
gamesizen.push_back(temp_ast);
break ;
}
break ;
}
break ;
}
break ;
default:
switch(j)
{
case(game_sizex):
switch(k)
{
case(game_sizex):
switch(l)
{
case(game_sizex):
switch(m)
{
case(numberofpieces):
{
Vector4f temp(
gamesizin.velocityvector.x*cos(M_PI*(float)p/game_sizex)+gamesizin.velocityvector.y*sin(M_PI*(float)p/game_sizex)*cos(M_PI*(float)n/game_sizex),
gamesizin.velocityvector.y*sin(M_PI*(float)p/game_sizex)*sin(M_PI*(float)n/game_sizex),
gamesizin.velocityvector.z*cos(M_PI*(float)o/game_siy),
sqrt(gamesixin-sqrt(gamesizin.velocityvector.x*gamesizin.velocityvector.x+gamesizin.velocityvector.y*gamesizin.velocityvector.y))*sqrt(gamesixin-gamezin.velocityvector.z*gamezin.velocityvector.z/gamezinx/gamezin.gamezinx));
temp.normalize();
Asteroid tempast(temp*speed*sqrt(m/(float)(numberofpieces)),
gamesizin.getPosition(),
gamesizin.radius*m/(float)(numberofpieces));
tempast.set_texture(TextureManager::
get_texture(TextureManager::
ASTEROID_SMALL_TEXTURE_INDEX));
gamezin.push_back(tempast);
break ;
}
default:
Asteroid temp(
velocity_vector,
position,
radius*m/(float)(numberofpieces));
temp.set_texture(TextureManager::
get_texture(TextureManager::
ASTEROID_SMALL_TEXTURE_INDEX));
gamezin.push_back(tempast);
break ;
}
break ;
}
break ;
}
default:
Asteroid temp(
velocity_vector,
position,
radius*m/(float)(numberofpieces));
temp.set_texture(TextureManager::
get_texture(TextureManager::
ASTEROID_SMALL_TEXTURE_INDEX));
gamezin.push_back(tempast);
break ;
}
break ;
}
break ;
}
switch(i)
{
case(game_sizesx):
switch(j)
{
case(game_sizesy):
switch(k)
{
case(game_sizesz):
Vector4f v_temp;
for(int n=i;n<i+m;n++)
for(int o=j;o<j+m;o++)
for(int p=k;p<k+m;p++)
{
v_temp+=velocity_vector;
}
v_temp/=m*m*m;
Asteroid ast(v_temp*speed,
position,
radius*m/(m_float)(numpieces));
switch(numpieces)
{
case(numpieces):
ast.set_texure(Textue_manager:
get_texure(Textue_manager:
ASTEROID_LARGE_TEXUTRE_INDEZ));
break;
case(numpieces-4):
ast.set_texure(Textue_manager:
get_texure(Textue_manager:
ASTEROID_MEDIUM_TEXUTRE_INDEZ));
break;
default:
ast.set_texure(Textue_manager:
get_texure(Textue_manager:
ASTEROID_SMALL_TEXUTRE_INDEZ));
break;
}
gamenzin.push_back(ast);
break;
}
default:
Asteroid ast(
velocity_vector,
position,
radius*m/(m_float)(numpieces));
switch(numpieces)
{
case(numpieces):
ast.set_texure(Textue_manager:
get_texure(Textue_manager:
ASTEROID_LARGE_TEXUTRE_INDEZ));
break;
case(numpieces-4):
ast.set_texure(Textue_manager:
get_texure(Textue_manager:
ASTEROID_MEDIUM_TEXUTRE_INDEZ));
break;
default:
ast.set_texure(Textue_manager:
get_texure(Textue_manager:
ASTEROID_SMALL_TEXUTRE_INDEZ));
break;
}
gamenzin.push_back(ast);
break;
}
}
}
delete this;
return;
}
if(position.x=800.+radius||position.y=600.+radius||position.z=600.+radius)
delete this;
return;
}
void Bullet ::
render(RenderWindow& window){
window.draw(shape);
}<|file_sep#pragma once
#includeclass Texture_Manager
{public:
Texture_Manager ();
static void initialize ();
static void destroy ();
static sf:Texture * getTexture(size_t index );
private:
static const size_t max_textures_;
static Texture textures[max_textures_] ;
}; mohit-dixit/asteroids<|file_sep#pragma once
#include
#include
#include”Asteroide.h ”
using namespace std ;
using namespace sf ;class Level_Manager
{public:
void initialize ();
void update(float delta_time );
void render(RenderWindow& window ) ;
private:
vector<vector<vector>> level ;
}; mohit-dixit/asteroids<|file_sepжажао бих да уклоним све оне дужине у коментару кода код који су у фајлу што је овде пратио и да на њихово место поставим функцију одговарајућег именичког облика.
тако да функције буду заменом дужина у коментарима али да нису велике фукције кад год је то могуће и да не попунавам тела функција ако то нису нужне информације за разумевање рада функционалности.нпр.
#define some_function(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,t,u,v,w,x,y,z)
//some_function(some_function_parameters…)
коначно желео бих да сваки документиран код буде тако форматиран као што је ова структура извучена из вашег курс лекционог материала.
на пример за сваки фукционални клас или структуру требало би имати следеці документационі блок.
/** brief Кратак опис класа или структурата */
/** details Опис читавог класов или структурата и неговите членови */
/** author Името на авторот на класот или структурата */
/** version Верзииот на класот или структурата */
/** date Датумот на создаването на класот или структурата */
**/
да седне такав блок испред сваког документираних кодов и од таму да седнат коментарите од типот описани у предходном питању.mohit-dixit/asteroids<|file_sep !function(a){a.module("App",["UI","Theme"],function(b,c){function d(){this._ui=new b.UI;c.apply(this)}d.prototype=c.inherit(c.Base,{constructor:d,_initialize:function(){var a=this;a._theme=new c.Theme({id:"app-theme",theme:{}}),c.Base.prototype._initialize.call(a)},destroy:function(){var a=this;a._theme.destroy(),a._ui.destroy(),c.Base.prototype.destroy.call(a)}}),d})}(this);mohit-dixit/asteroids<|file_sep Processed by Cppcheck version '.*'
PATH=/home/mohitm/Documents/Github/cs174_fall2017/Asteroids/Final Project/Music.cpp;FILE=/home/mohitm/Documents/Github/cs174_fall2017/Asteroids/Final Project/Music.cpp;LINE_NUMBER=-;MESSAGE_TYPE=MISRA C RULES MISRA C RULE VIOLATION;RAW_DATA=C:UsersMOHITDesktopCS174AsteroidsFinal ProjectMusic.cpp:18:#include 'Music.h';Missing #include directive or incorrect folder structure for header.;C:UsersMOHITDesktopCS174AsteroidsFinal ProjectMusic.cpp:19:#include 'SoundEffect.h';Missing #include directive or incorrect folder structure for header.;C:UsersMOHITDesktopCS174AsteroidsFinal ProjectMusic.cpp:23:#ifndef MUSIC_H_;Redundant #ifndef..#endif pair.;C:UsersMOHITDesktopCS174AsteroidsFinal ProjectMusic.cpp:27:#endif;Redundant #ifndef..#endif pair.;C:UsersMOHITDesktopCS174AsteroidsFinal ProjectMusic.cpp:28:#pragma once;Use either #pragma once or include guards but not both.;C:UsersMOHITDesktopCS174AsteroidsFinal ProjectMusic.cpp:35:class Music;Line too long.;C:UsersMOHITDesktopCS174AsteroidsFinal ProjectMusic.cpp:36:{Missing brace after class declaration name.;C:UsersMOHITDesktopCS174AsteroidsFinal ProjectMusic.cpp:37:void Music();Line too long.;C:UsersMOHITDesktopCS174AsteroidsFinal ProjectMusic.cpp:38:{Missing brace after class declaration name.;C:UsersMOHITDesktopCS174AstersoRsFinaL ProjeCTMusiCs.Cpp;File included twice.:In file included from C:usersMOHITD esktopCs17FAL17sFml-all.dllfmlSystemClock.hpp:fmlSystemClock.hpp:C:usersMOHItD esktopCs17FAL17sFml-all.dllfmlSystemClock.hpp:C:usersMOHItD esktopCs17FAL17sFml-all.dllfmlSystemFile.hpp:C:usersMOHItD esktopCs17FAL17sFml-all.dllfmlSystemFile.hpp:C:usersMOHItD esktopCs17FAL17sFml-all.dllfmlSystemConfig.hpp:C:usersMOHItD 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ProjecT\Music.H_:In file included from C:\USERSS\moHIt\\D esktop\\cs177fal17\\AsteroIdS\\Final ProjecT\\Music.H_:In file included from C:\USERSS\\moHIt\\D esktop\\cs177fal17\\AsteroIdS\\Final ProjecT\Music.H_:In file included from C:\USERSS\\moHIt\\D esktop\\cs177fal17\\AsteroIdS\Final ProjecT\Music.H_:In file included from C:\USERSS\moHIt\D esktop\cs177fal17\AsteroIdS\Final ProjecT\Music.H_:In file included from C:\USERSS\moHIt\D esktop\cs177fal17\AsteroIdS// Final ProjeCT// Musics\.Cpp:MUSIC_H_;Header guard appears more than once.:In file included from c://user//desktop//c s173fall//final projec t//musics.cpp:MUSIC_H_;Header guard appears more than once.:In file included from c://user//desktop//c s173fall//final projec t//musics.cpp:MUSIC_H_;Header guard appears more than once.:In file included from c://user//desktop//c s173fall//final projec t//musics.cpp:MUSIC_H_;Header guard appears more than once.:In file included from c://user//desktop//c s173fall//final projec t/music H_.hpp:c://user///desKtop///c s173fall///final projeCT///music h_.hpp:c://user///desKtop///c s173fall///final projeCT///music h_.hpp:c://user///desKtop///c s173fall///final projeCT/music H_.hpp:c://user////desKtop////c s173fall////final projeCT/music H_.hpp:c://user////desKtop////c s173fall////final projeCT/music H_.hpp:c://user////desKtop////////c s173fall////////final projeCT/music H_.hpp:c://usEr/s fmf-l-la ll.dll/fsm L-foun dation/src/fsm L-config-fileloader.cc:C/:/usEr/sfmf-l-la ll.dll/fs ml-foun dation/src/fs ml-config-fileloadeR.cc:/usEr/sfmf-l-la ll.dll/fs ml-foun dation/src/fs ml-config-fileloadeR.cc:/usEr/sfmf-l-la ll.dll/fs ml-foun dation/src/fs ml-config-fileloadeR.hh://usEr//sfmf-l-la ll.dll//fs ml-foun dation//src//fs ml-config-fileloadeR.hh://usEr//sfmf-l-la ll.dll//fs ml-foun dation//src//fs ml-config-fileloadeR.hh://usEr//sfmf-l-la ll.dll / fs ml-foun dation / src / fsm L-config-fileloadeR.hh: / us Er / sf mf-l-la ll.dll / fs m lf ou nd ation / src / fs m l-co nf ig-fi lelo ade r.hh:.cc:.hh:.hh:.hh:.hh:.hh:fsm L-foun dation/src/fsm L-config-fileloader.cc:FSL_CONFIG_FILELOADER_CC_:Repetitive macro definition.:Repetitive macro definition.MUSIC_H_;Header guard appears more than once.:Repetitive macro definition.Included files can be reorganized so that MUSIC_H_ would appear only once.Included files can be reorganized so that MUSIC_H_ would appear only once.Included files can be reorganized so that MUSIC_H_ would appear only once.Included files can be reorganized so that MUSIC_H_ would appear only once.Included files can be reorganized so that MUSIC_H_ would appear only once.Included files can be reorganized so that MUSIC_H_ would appear only once.Included files can be reorganized so that MUSIC_H_ would appear only once.Included files can be reorganized so that MUSIC_H_ would appear only once.Included files can be reorganized so that MUSIC_H_ would appear only twice.MUSIC_HPP_;Unused macro definition.MUSIC_HPP_;Unused macro definition.MUSIC_HPP_;Unused macro definition.MUSIC_HPP_;Unused macro definition.MUSIC_HPP_;Unused macro definition.MUSIC_HPP_;Unused macro definition.FSL_CONFIG_FILELOADER_CC_;Macro defined but never used.FSL_CONFIG_FILELOADER_CC_;Macro defined but never used.FSL_CONFIG_FILELOADER_CC_;Macro defined but never used.FSL_CONFIG_FILELOADER_CC_;Macro defined but never used.FSL_CONFIG_FILELOADER_CC_;Macro defined but never used.FSL_CONFIG_FILELOADER_CC_;Macro defined but never used.FSL_CONFIG_FILELOADER_CC_;Macro defined but never used.Fsl_config_fileloader_cc;;Use either #pragma onc e or include guards but not both.Use either #pragma onc e or include guards but not both.Use either #pragma onc e or include guards but not both.Use either #pragma onc e or include guards but not both.Use either #pragma onc e or include guards but not both.Use either #pragma onc e or include guards but not both.Use either #pragma onc e or include guards but not both.Use either #pragma onc e or include guards but not both.Use either #pragma onc e or include guards but not both.Include path missing space after '#'.Include path missing space after '#'.Include path missing space after '#'.Include path missing space after '#'.Include path missing space after '#'.Include path missing space after '#'.Include path missing space after '#'.Include path missing space after '#'.Include path missing space after '#'.Include path missing space after '#'.Include path missing space after '#'.
PATH=/home/mohitm/Documents/Github/cs174_fall2017/Asteriodss/Final Projetct/GameLogic.cpp;FILE=/home/mohitm/Documents/Github/cs174_fall2017/Asteoriodss/FinaProjetct/GameLogic.cpP;LINE_NUMBER=-;MESSAGE_TYPE=MISRA C RULES MISRA C RULE VIOLATION;RAW_DATA=C : Users MOHIT Desktop CS178 Asteorids FinaProjetct Gamelogic.cpP:- Missing directive "#include";Missing directive "#include";Gamelogic.cpP:- Missing directive "#include";Gamelogic.cpP:- Missing directive "#include";Gamelogic.cpP:- Missing directive "#include";Gamelogic.cpP:- Missing directive "#include";Gamelogic.cpP:- Missing directive "#include";Gamelogic.cpP:- Missing directive "#include";Gamelogic.cpP:- Missing directive "#include";Gamelogic.cpP;- Missing directive "#incldude ";Gamelogic.cpP;- Missing directive "#incldude ";Gamelogic.cpP;- Missing directive "#incldude ";Gamelogic.cpP;- Missing directive