C++ :: Application Release Doesn't Work On Other PC
Dec 9, 2013
I am trying to release my C++ app to run on desktops that dont have VS installed and have created an install shield app to install on the desired computer. my issue is even after packaging it, it still requires certain DLL's...I read online that I had to copy 'msvcr120.dll' and a few others to syswow64 and sys32 folders but now when I try run my app it just crashes before starting.
I think it sucks that Microsoft no longer packages required DLL's like it used to in 2010.
I just dont see what the issue is here. I have stared at this thing forever. Im trying to make a calendar from scratch so I can be prepared for my second test on Friday.
Code: #include<stdio.h> #include<stdlib.h> int main(void) { int i, n, s;
#include <iostream> #include <string> using namespace std ; int main() { string bored ; do { cout << " program" <<endl ;
[Code] .....
I made this as a simple do/while program, and if i run it, the second do/while statement will keep on going forever, without the [cin >> bored;] line working?
I've implemented it a bit differently: I create 2 temporary arrays, one for the numbers lower from the pivot , an done for numbers greater then the pivot. in the end of each iteration the 2 arrays are copied to the original array:
Code: #include <iostream> void QuickSort (int* A , int start, int end){ if (end-start<3){ return; } int mid=(start+end)/2; int pivot=A[mid]; int lA[end-start] , rA[end-start], rCounter=0,lCounter=0; int curr=0,i=start;
Ive been having a hard time creating bin file. Whenever I append data, the data wont show in browse function. And this program works good without the bin file code.
my text for the score and difficulty doesn't seem to work. They are both appearing twice and not updating. The score text worked fine until I inserted the difficulty text and I can't seem to find the problem. URL.....
i'm right now using C, IO is done via ncurses, but that won't affect the following problem, i think. The relevant code is:
#define SIDEBARWIDTH 27 //... typedef struct {
[Code]...
surprisingly this works, now the new 3rd outputline is correct again. So it seems that the printcommand has some troubles with accessing the struct here. Not sure if that might be ncurses fault. Still feels odd.
I should reduce the number of bitmaps I used in my code. I translated my particle engine into code that could be compiled as plain standard C
Currently, the code has a segmentation fault somewhere that I can't figure out. How it should function is that it takes orders from a queue for new lasers to store the instances in a linked list. It then takes that data and updates its coordinates, one node at a time. The first node should also be the first node to complete its life, so it gets removed, and the list is set to the next node in memory. If there are no more nodes left, a if-statement should catch it and either break the current loop, or wait for more items to be requested. If there are nodes left, the process will continue to remove the first node in the list until there are none left. Obviously this is not quite how it works. When I tested in once in SDL, the laser would update every 5 frames, but wasn't shown constantly, and would crash after the node was to be disposed of. When I initialize with the SDL parachute, it would exit before I event saw the screen. Also, the code I translated to standard C will display that the laser has been updated to the screen, but it never says that it has moved up. It crashes after about 4 printf() statments execute. My debugger has been giving me mixed SIGTRAPS, and "nothing is wrong" output. Here is the code in standard C:
Im about to program a RPG and, of course, the player has got an inventory. The items in this inventory are stored in a linked list and have IDs in form of strings.
player.cpp: (just the most relevant)
#include <list> #include <string> using namespace std;
[Code] ....
Of course, when the player saves the game, the inventory has to be saved too.
game.cpp(just the m. R.) #include <fstream> using namespace std; class CGame{
[Code] .....
Now, in my code I write the linked list into the file savegames.sav
I realized a Matrix class to practice and I have a problem I can not solve! Here my problematic code:
Mtrx.h:
Code: template <class T> Mtrx::Mtrx(dim m, dim n, const bool random_constructed = false, const T min = static_cast<T>(0), const T max = static_cast<T> (10)) Mtrx.C
[Code] ...
And here the relative main section:
Code: Mtrx rand1 ( 5, 5, bool);// ok cout<<rand1<<endl;
Mtrx rand2 ( 7, 3, bool, -5, 20);// ok cout<<rand2<<endl;
Mtrx rand3 ( 7, 7, bool, 0., 15.);// compilation error: undefined reference to // "Mtrx::Mtrx<double>(unsigned long, unsigned, bool, double, double)" // collect2: error: ld returned 1 exit status
I wrote a program with function my own function which count the digits of entered number. The problem is whatever i type it shows 0 digits.Why is that?
Code: #include <iostream> using namespace std; int cikCipari (int skaitlis, int cipars); int main()
I installed FLTK 1.3.X from [URL] on my visual studio 2012 compiler and use PPP book for C++ programming [URL]. My problem is about filling a Shape in.
Code: #include <Simple_window.h> using namespace Graph_lib; int main() { Simple_window win(Point(100,100), 1000, 600, "Binary_tree"); Graph_lib::Circle c(Point(200,200),50); c.set_color(Color::red);
[code]....
When I run the program, All three Shapes are drawn on window but only the Rectangle is filled in! Why? set_color works for the three and apparently the set_fill_color is defined for all Shapes and it too should work but why it doesn't for Circle and Ellipse?
i've got an assigment that requires me to overload some operators and add some objects together.
I will show the code and explain as good as I can.
void SArray::operator+= (const SArray &obj) { Sphere * tmp_arr; tmp_arr = new Sphere[obj.antalobjekt+this->antalobjekt]; //antalobjekt = //Gets amount of elements in the arrays.
[Code]......
m_arr is the inner array for storing elements, do ask if something is not clear enough. The copy constructor works, so i have not included it.
I am getting some weird errors while building in release mode. It works fine in debug mode. Libraries and includes are linked in both debug and release version, but it's acting like it's not.
I'm developing C++ application in visual studio 2012. I have couple of C++ projects in my solution. I have put some library paths in every project's properties ( i.e ,Config properties - > C/C++ - > Additional Include Directories and Linker - > Additional Include directories ).I developed in debug mode, if i change to release mode, all library settings gone.Is there any possibility to retain all settings when change to debug to release mode and vice versa ?
What happens if I make a server application using tcp protocol and then establish connection with a client application but the server crash and then the client send data. Will the data be lost or the system will continue trying to send it?
I want to create an application that starts an application and passes input to that application. I know how to start a process using the classes in System.Diagnostics, but I don't know how to pass data to the process.
For example, and this is just an example, I would like to be able to automatically start an application that requires a username and password and automatically enter the username and password. Of course, that might open the door to security vulnerabilities, but that's not the point of the exercise.
How to implement the functionality I described? Is there a general way to go about doing this or does it depend entirely on the idiosyncrasies of the application in question?
So, ArrayList *myList should return a pointer to the new arraylist or null if malloc fails. what exactly I need to set my maximum to, I know that it shouldn't be 0 and array[i] doesn't seem to be working either. I also am not sure if I am properly setting up null correctly for my array.