I find myself in a position where I am repeating the same pattern of, write shared lib, compile, link shared lib, write app lib "sandbox" dependent on shared lib, write shared lib, compile, link, write...
At each level of dependency I have to carry over previously shared libs, search directories, etc. How to automate this process, so I spend less time linking after each layer?
I'm pretty new to C++ and I'm on Binary Trees in "Jumping into C++"! I've just created a DLL project on Code::Blocks, and I cannot get it to build and run: "You must select a host application to "run" a library..." is the message that I'm getting when I run the main code file. It's had no changes to it (except for a few extra, unnecessary line feeds), and it's the file which Code::Blocks generates on a DLL project.
This has happened before, when I try to run a code it will say "blah.exe has stopped working" and I would have to change the code in some way to make it work.
I'm using Code Blocks but for some reason it doesn't process alt symbols. You know... alt symbols are like this: ☺♫↓☻♪♥↕. Code Blocks says that they're "invalid characters". Is there any attatchments or mods so Code Blocks can process them or will changing the settings?
I'm unable to use the function random(num); in Code::Blocks. It shows the error : error: 'random' was not declared in this scope while the same code works fine in Borland's Turbo C++. How do I rectify this?
how to get opengl working in code blocks? I have tried putting in the libraries and such in the correct folder. But I get an error saying that glut32.dll could not be found. I am running a 10.5 code blocks
In my c project in code blocks , I have added another source file (KillerMoves.c) and a header file under the same name (KillerMoves.h). I added the "include guard" to prevent double inclusion. But from some reason, the program suddenly crashes with no warning or specific error. Without the new files,the program runs without any problems. This is the source .c file:
Code:
#include "KillerMoves.h" void initKillersTable(){ for(int i = 0; i < 15; i++){ killersTable[i] = -1;
I'm using Code:Blocks 12.11 on windows 7, with the built-in MinGW compiler. When I try and compile a program that has an error in it (misnamed variable, missing include, extra semi-colon somewhere, anything) instead of saying something about what went wrong it just has this:
Process terminated with status 1 (0 minutes, 0 seconds) 0 errors, 0 warnings (0 minutes, 0 seconds)
I want to show my output in one line. But my output breaks to next line even before endl is encountered.code blocks horizontal scroll bar in console? is it c++ formatting issue or console issue?
I want to make a basic RPG text based games with multiple classes. but I wan to know how In one class I make a variable and in another and can call the variable.
for exmaple
class2: int hi = 1; class1: class2 a; hi = 2; cout << hi; 2
I'm trying to compile my project, but is not working, the weird thing is if i put all the code in 1 file it compile, but not in a project, source code:
I downloaded glew 1.9.0 files and dragged the lib, include, and bin of the glew into the mingw folder within Code Blocks. I don't know if this is the right thing to do I don't understand how this stuff works. Anyway, I tried to compile my openGL 3.0 program that uses glew and I got this error: The procedure entry point _glewBindArray could not be located in the dynamic link library glew32.dll, How do I install glew properly?
I have created a game.It is working fine in codeblocks, but when I am trying to run it outside codeblocks, it opens and closes immediately. I have pasted all the necessary files and dlls in root folder and debug folder. Here is the code:-
I'm trying to create a structure for a buffer that I can use in 2 different code modules. I've defined the structure in the main.h file
typedef struct { uint8_t frame[MRFI_MAX_FRAME_SIZE]; uint8_t rxMetrics[MRFI_RX_METRICS_SIZE]; } receiveBuffer_t; //SS; packetBuffer length is 24 Bytes, 20 for data packet, 1 for length, for rxMetrics, 1 for TxCount
Then set it up in main.c
static receiveBuffer_t XDATA receive_buf[8]; //SS; Store up to 16 received packets for debug
This works great in main but I want to also use this structure in another module. In other.c I've included main.h and am trying to use it as follows
2) Related with the question above, what is the best way to provide a "pure" explicit linking? How can I explicitly link a dll without introducing the corresponding .lib and without including the dll's header file?
i am trying to write program that prints out full lyrics to 99 bear song. Hoping for explanation or anything
The output would have to look like:
99 bottles of beer on the wall, 99 bottles of beer.
Take one down and pass it around, 98 bottles of beer on the wall.
My try below:
Code: #include <iostream> using namespace std; int main() { for(int i=99; i>=0 ;i--) cout << i <<""<< " bottles of beer on the wall, "<<i<<" bottles of beer."<<endl; for(int j=98; j>=0 ;j--){ cout <<endl; cout << "Take one down and pass it around," <<j<<" bottles of beer on the wall."<<endl; } return 0; }
I am trying to refresh my memory here as I did some studies many years ago but the results elude me.Also todays c/c++ compilers may have better optimizations.Say I have a static library that includes three obj modules.Each of these object modules has a number of functions. These functions do not reference any other functions within the obj module.My main app links this library but only references one function from each of the object modules.
Question: Are the complete contents of each module linked into my main app or are todays linkers smart enough to just link the functions used?
I am running a windows forms project. on the form there is a datagridview, a progress bar, a textbox and two 2 buttons.
The two buttons are used to navigate through the records(one for next record and the other for previous record) the textbox displays the record that is being currently viewed.
How can I link the progress with the database or in this case the datagridview and when the next button is pressed it increments and when the previous button is clicked it decrements and also the progress to be fully filled when the last record is reached ?
I am creating linked list of memory blocks. Allocate a block of 512 bytes and insert into the first node of list. then Allocate a 2nd block of same size and add to the list. now free each block from the list.
I am trying to find the size of an array using a Try-Catch block. As seen on the code, I want the error to be caught when the index is out of range in "while" loop but at each time, program stops working.
int x[] = {34,5,1,536,2}; int length = 0; int tt = 0; try {
I have a file that is like the following, with patterns of pipes in it:
Code: ||| || | | | ||| | | | || || ||
I have to consider each row of pipe characters to be in blocks of 3 characters each (e.g. - positions 1-3, then 4-6, etc, etc...) but I have to capture all of the pipes, in sequence, like so:
positions 1-3 for lines 1-3, then positions 4-6 for lines 1-3, etc, etc...
How to get this done besides writing severely redundant control structures like loops, one after the other?
I have a file that I need to read in blocks. I need to read in n lines at a time, do some processing, and then read in the next block of n lines until the file is done. I know the size of the block, but not the number of lines in the file unless I check that first. Normally I would read in like,
Code: // declarations string new_input_line, input_file; // create an input stream and open the input_file ifstream input_file_istream; input_file_istream.open( input_file.c_str() );
[Code] .....
// process through data_block
With this approach, I'm not sure how I would keep looping to read the next block until I hit the end of the file without knowing how many lines are in the input file. I could process the file to find that out, or get that number from bash and pass it it as an argument, but it seems like that shouldn't be necessary.
I could also read in and store the entire file as a vector of string and then process through it afterwords, but that would not be a very efficient use of memory.