473,738 Members | 7,110 Online
Bytes | Software Development & Data Engineering Community
+ Post

Home Posts Topics Members FAQ

compling error in visual studio

Hello
I am now compling a project, but in one source file of this project, I met
this problem. It seems very strange.

Below is this source file:
----------------------------------------
#include "icarus_types.h "

#ifdef WIN32
#include <GL/glu.h>
#include <GL/glext.h>
extern PFNGLCONVOLUTIO NFILTER2DPROC glConvolutionFi lter2D;
extern PFNGLCONVOLUTIO NPARAMETERIPROC glConvolutionPa rameteri;
#endif

extern Form *form;
extern Project *project;
extern psRand myrand;
extern int can_convolve;

SpecularPatch:: SpecularPatch(P atch *patch, int i0, int i1, int i2)
{
this->index[0]= i0;
this->index[1]= i1;
this->index[2]= i2;

// sum radiance
this->L[0]= patch->E[0]+patch->B[0];
this->L[1]= patch->E[1]+patch->B[1];
this->L[2]= patch->E[2]+patch->B[2];
}

SpecularPatch:: ~SpecularPatch( )
{
}

void Project::buildS pecularEnvironm ent()
{
Octree *octree;
OctreeVertex *ov;
Object *obj;
int face;
Patch *patch;
SpecularPatch *spatch;
int i,j,i0,i1,i2;

// count max vertices and patches
i= 0;
this->num_specular_p atches= 0;
for (obj= this->objects; obj; obj= obj->next)
for (face= 0; face< obj->num_faces; face++)
{
this->num_specular_p atches += obj->faces[face].num_patches;
i += 3*obj->faces[face].num_patches;
}

// initialise
this->specular_patch es=
(SpecularPatch* *)calloc(this->num_specular_p atches,sizeof(S pecularPatch*)) ;
this->specular_index _array= (unsigned
int*)calloc(thi s->num_specular_p atches*3,sizeof (unsigned int));

// allocate octree vertex storage
octree= new Octree(this->bb.min,this->bb.max,i);

// place all patch vertices into an octree
this->num_specular_p atches= 0;
int k= 0;
for (obj= this->objects; obj; obj= obj->next)
for (face= 0; face< obj->num_faces; face++)
for (i= 0; i< obj->faces[face].num_patches; i++)
{
patch= obj->faces[face].patches[i];

// insert vertices into the octree
i0= octree->addVertex(patc h->vertex[0],patch->normal,0,0,0,0 );
i1= octree->addVertex(patc h->vertex[1],patch->normal,0,0,0,0 );
i2= octree->addVertex(patc h->vertex[2],patch->normal,0,0,0,0 );

// make a new specular patch
spatch= new SpecularPatch(p atch,i0,i1,i2);
this->specular_patch es[this->num_specular_p atches++]= spatch;

// store indices
this->specular_index _array[k++]= i0;
this->specular_index _array[k++]= i1;
this->specular_index _array[k++]= i2;
}

// allocate specular vertex storage
this->num_specular_v ertices= octree->num_vertices ;
this->specular_radia nces=
(SpecularRadian ce*)calloc(this->num_specular_v ertices,sizeof( SpecularRadianc e));
this->specular_verti ces=
(SpecularVertex *)calloc(this->num_specular_v ertices,sizeof( SpecularVertex) );

// store data
for (i= 0; i< this->num_specular_v ertices; i++)
{
// fetch octree vertex
ov= octree->vertices[i];

// make a new specular vertex
this->specular_verti ces[i].pos= VectorSet(ov->x,ov->y,ov->z);

this->specular_verti ces[i].col[0]= (unsigned char)(myrand.ra nd(255));
this->specular_verti ces[i].col[1]= (unsigned char)(myrand.ra nd(255));
this->specular_verti ces[i].col[2]= (unsigned char)(myrand.ra nd(255));
this->specular_verti ces[i].col[3]= 255;
}

// delete the octree
delete octree;

for (j= 0; j< this->num_specular_p atches; j++)
{
spatch= this->specular_patch es[j];

// average patch radiance at vertices
for (i= 0; i< 3; i++)
{
this->specular_radia nces[spatch->index[i]].L[0] += spatch->L[0];
this->specular_radia nces[spatch->index[i]].L[1] += spatch->L[1];
this->specular_radia nces[spatch->index[i]].L[2] += spatch->L[2];
this->specular_radia nces[spatch->index[i]].count++;
}

// calculate surface normal
spatch->normal=
VectorNormalize (VectorCrossPro duct(VectorSub( this->specular_verti ces[spatch->index[1]].pos,this->specular_verti ces[spatch->index[0]].pos),VectorSub (this->specular_verti ces[spatch->index[2]].pos,this->specular_verti ces[spatch->index[0]].pos)));
}

for (i= 0; i< this->num_specular_v ertices; i++)
if (this->specular_radia nces[i].count > 0)
{
this->specular_radia nces[i].L[0] /=
(float)(M_PI*th is->specular_radia nces[i].count);
this->specular_radia nces[i].L[1] /=
(float)(M_PI*th is->specular_radia nces[i].count);
this->specular_radia nces[i].L[2] /=
(float)(M_PI*th is->specular_radia nces[i].count);
}
}

static void setMat(Vector right, Vector up, Vector view, Vector eye)
{
float mat[16];

mat[0]= right.x;
mat[1]= up.x;
mat[2]= view.x;
mat[3]= 0.0;

mat[4]= right.y;
mat[5]= up.y;
mat[6]= view.y;
mat[7]= 0.0;

mat[8]= right.z;
mat[9]= up.z;
mat[10]= view.z;
mat[11]= 0.0;

mat[12]= 0.0;
mat[13]= 0.0;
mat[14]= 0.0;
mat[15]= 1.0;

glLoadMatrixf(m at);
glTranslatef(-eye.x, -eye.y, -eye.z);
}

//#define __DUMP

void Frame::buildEnv Maps()
{
if (project->model_type!=MO DEL_ILLUMINATIO N &&
project->model_type!=MO DEL_RTT_ILL) return;

Material *mat;
int i,j;
float mvm[16];
Instance *inst;

// loop over each instance
for (j= 0, inst= project->instances; inst; j++, inst= inst->next)
if (inst->bti)
{
glEnable(GL_CUL L_FACE);
glCullFace(GL_B ACK);
glDisable(GL_LI GHTING);
glClearColor(0, 0,0,0);

// prepare projection
glMatrixMode(GL _PROJECTION);
glPushMatrix();
glLoadIdentity( );
gluPerspective( 90.0, 1.0, 0.01, 100.0);

glMatrixMode(GL _MODELVIEW);
glPushMatrix();

glPushAttrib(GL _VIEWPORT_BIT);
glViewport(0,0, _ENVMAP_SIZE,_E NVMAP_SIZE);

// loop over each specular material
for (i= 0; i< inst->prim->num_material s; i++)
if (inst->bti[i] > 0)
{
mat= inst->prim->materials[i];

glMatrixMode(GL _MODELVIEW);
glGetFloatv(GL_ MODELVIEW_MATRI X, mvm);
Vector right= VectorSet(mvm[0], mvm[4], mvm[8]);
Vector up= VectorSet(mvm[1], mvm[5], mvm[9]);
Vector view= VectorSet(mvm[2], mvm[6], mvm[10]);
Vector eye= inst->material_centr es[i];
glLoadIdentity( );

// tone-map the scene to match this material
project->toneMapSpecula r(this,mat);

// bind this texture map
glBindTexture(G L_TEXTURE_CUBE_ MAP_ARB, inst->bti[i]);

#define MAX_BLUR 8

// what's the filter size?
int filter_size;
if (mat->shi == 256.0)
filter_size= 0;
else
filter_size= (int)(MAX_BLUR* (1.0-mat->shi/256.0));

if (filter_size > 0)
{
if (filter_size > MAX_BLUR)
filter_size= MAX_BLUR;

// build an NxN convolution filter
int sz= filter_size*fil ter_size;
float *filter= (float*)malloc( sz*sizeof(float ));
for (int n= 0; n< sz; n++)
filter[n]= 1.0/(float)sz;

if (can_convolve)
{
glConvolutionFi lter2D(GL_CONVO LUTION_2D,GL_LU MINANCE,filter_ size,filter_siz e,GL_LUMINANCE, GL_FLOAT,filter );
glConvolutionPa rameteri(GL_CON VOLUTION_2D,GL_ CONVOLUTION_BOR DER_MODE,GL_REP LICATE_BORDER_H P);
}
glEnable(GL_CON VOLUTION_2D);

free(filter);
}

// draw each face
glClear(GL_COLO R_BUFFER_BIT | GL_DEPTH_BUFFER _BIT);
setMat(right, VectorScalar(up ,-1), VectorScalar(vi ew,-1), eye);
project->drawSpecular(i nst,mat);
glCopyTexSubIma ge2D(GL_TEXTURE _CUBE_MAP_POSIT IVE_Z_ARB, 0, 0, 0, 0,
0, _ENVMAP_SIZE,_E NVMAP_SIZE);

#ifdef __DUMP
{
glDisable(GL_CO NVOLUTION_2D);
unsigned char buf[4*_ENVMAP_SIZE* _ENVMAP_SIZE];
glReadPixels(0, 0,_ENVMAP_SIZE, _ENVMAP_SIZE,GL _RGBA,GL_UNSIGN ED_BYTE,buf);
FILE *f= fopen("m1.ppm", "w");
fprintf(f,"P6\n %d %d\n255\n",_ENV MAP_SIZE,_ENVMA P_SIZE);
for (int j= 0; j< _ENVMAP_SIZE*_E NVMAP_SIZE; j++)
{
unsigned char c= buf[4*j+0];
fwrite(&c,1,1,f );
c= buf[4*j+1];
fwrite(&c,1,1,f );
c= buf[4*j+2];
fwrite(&c,1,1,f );
}
fclose(f);
glEnable(GL_CON VOLUTION_2D);
}
#endif

glClear(GL_COLO R_BUFFER_BIT | GL_DEPTH_BUFFER _BIT);
setMat(VectorSc alar(right,-1), VectorScalar(up ,-1), view, eye);
project->drawSpecular(i nst,mat);
glCopyTexSubIma ge2D(GL_TEXTURE _CUBE_MAP_NEGAT IVE_Z_ARB, 0, 0, 0, 0,
0, _ENVMAP_SIZE,_E NVMAP_SIZE);

#ifdef __DUMP
{
glDisable(GL_CO NVOLUTION_2D);
unsigned char buf[4*_ENVMAP_SIZE* _ENVMAP_SIZE];
glReadPixels(0, 0,_ENVMAP_SIZE, _ENVMAP_SIZE,GL _RGBA,GL_UNSIGN ED_BYTE,buf);
FILE *f= fopen("m2.ppm", "w");
fprintf(f,"P6\n %d %d\n255\n",_ENV MAP_SIZE,_ENVMA P_SIZE);
for (int j= 0; j< _ENVMAP_SIZE*_E NVMAP_SIZE; j++)
{
unsigned char c= buf[4*j+0];
fwrite(&c,1,1,f );
c= buf[4*j+1];
fwrite(&c,1,1,f );
c= buf[4*j+2];
fwrite(&c,1,1,f );
}
fclose(f);
glEnable(GL_CON VOLUTION_2D);
}
#endif

glClear(GL_COLO R_BUFFER_BIT | GL_DEPTH_BUFFER _BIT);
setMat(view, VectorScalar(up ,-1), right, eye);
project->drawSpecular(i nst,mat);
glCopyTexSubIma ge2D(GL_TEXTURE _CUBE_MAP_NEGAT IVE_X_ARB, 0, 0, 0, 0,
0, _ENVMAP_SIZE,_E NVMAP_SIZE);

#ifdef __DUMP
{
glDisable(GL_CO NVOLUTION_2D);
unsigned char buf[4*_ENVMAP_SIZE* _ENVMAP_SIZE];
glReadPixels(0, 0,_ENVMAP_SIZE, _ENVMAP_SIZE,GL _RGBA,GL_UNSIGN ED_BYTE,buf);
FILE *f= fopen("m3.ppm", "w");
fprintf(f,"P6\n %d %d\n255\n",_ENV MAP_SIZE,_ENVMA P_SIZE);
for (int j= 0; j< _ENVMAP_SIZE*_E NVMAP_SIZE; j++)
{
unsigned char c= buf[4*j+0];
fwrite(&c,1,1,f );
c= buf[4*j+1];
fwrite(&c,1,1,f );
c= buf[4*j+2];
fwrite(&c,1,1,f );
}
fclose(f);
glEnable(GL_CON VOLUTION_2D);
}
#endif

glClear(GL_COLO R_BUFFER_BIT | GL_DEPTH_BUFFER _BIT);
setMat(VectorSc alar(view,-1), VectorScalar(up ,-1),
VectorScalar(ri ght,-1), eye);
project->drawSpecular(i nst,mat);
glCopyTexSubIma ge2D(GL_TEXTURE _CUBE_MAP_POSIT IVE_X_ARB, 0, 0, 0, 0,
0, _ENVMAP_SIZE,_E NVMAP_SIZE);

#ifdef __DUMP
{
glDisable(GL_CO NVOLUTION_2D);
unsigned char buf[4*_ENVMAP_SIZE* _ENVMAP_SIZE];
glReadPixels(0, 0,_ENVMAP_SIZE, _ENVMAP_SIZE,GL _RGBA,GL_UNSIGN ED_BYTE,buf);
FILE *f= fopen("m4.ppm", "w");
fprintf(f,"P6\n %d %d\n255\n",_ENV MAP_SIZE,_ENVMA P_SIZE);
for (int j= 0; j< _ENVMAP_SIZE*_E NVMAP_SIZE; j++)
{
unsigned char c= buf[4*j+0];
fwrite(&c,1,1,f );
c= buf[4*j+1];
fwrite(&c,1,1,f );
c= buf[4*j+2];
fwrite(&c,1,1,f );
}
fclose(f);
glEnable(GL_CON VOLUTION_2D);
}
#endif

glClear(GL_COLO R_BUFFER_BIT | GL_DEPTH_BUFFER _BIT);
setMat(right, VectorScalar(vi ew,-1), up, eye);
project->drawSpecular(i nst,mat);
glCopyTexSubIma ge2D(GL_TEXTURE _CUBE_MAP_NEGAT IVE_Y_ARB, 0, 0, 0, 0,
0, _ENVMAP_SIZE,_E NVMAP_SIZE);

#ifdef __DUMP
{
glDisable(GL_CO NVOLUTION_2D);
unsigned char buf[4*_ENVMAP_SIZE* _ENVMAP_SIZE];
glReadPixels(0, 0,_ENVMAP_SIZE, _ENVMAP_SIZE,GL _RGBA,GL_UNSIGN ED_BYTE,buf);
FILE *f= fopen("m5.ppm", "w");
fprintf(f,"P6\n %d %d\n255\n",_ENV MAP_SIZE,_ENVMA P_SIZE);
for (int j= 0; j< _ENVMAP_SIZE*_E NVMAP_SIZE; j++)
{
unsigned char c= buf[4*j+0];
fwrite(&c,1,1,f );
c= buf[4*j+1];
fwrite(&c,1,1,f );
c= buf[4*j+2];
fwrite(&c,1,1,f );
}
fclose(f);
glEnable(GL_CON VOLUTION_2D);
}
#endif

glClear(GL_COLO R_BUFFER_BIT | GL_DEPTH_BUFFER _BIT);
setMat(right, view, VectorScalar(up ,-1), eye);
project->drawSpecular(i nst,mat);
glCopyTexSubIma ge2D(GL_TEXTURE _CUBE_MAP_POSIT IVE_Y_ARB, 0, 0, 0, 0,
0, _ENVMAP_SIZE,_E NVMAP_SIZE);

#ifdef __DUMP
{
glDisable(GL_CO NVOLUTION_2D);
unsigned char buf[4*_ENVMAP_SIZE* _ENVMAP_SIZE];
glReadPixels(0, 0,_ENVMAP_SIZE, _ENVMAP_SIZE,GL _RGBA,GL_UNSIGN ED_BYTE,buf);
FILE *f= fopen("m6.ppm", "w");
fprintf(f,"P6\n %d %d\n255\n",_ENV MAP_SIZE,_ENVMA P_SIZE);
for (int j= 0; j< _ENVMAP_SIZE*_E NVMAP_SIZE; j++)
{
unsigned char c= buf[4*j+0];
fwrite(&c,1,1,f );
c= buf[4*j+1];
fwrite(&c,1,1,f );
c= buf[4*j+2];
fwrite(&c,1,1,f );
}
fclose(f);
glEnable(GL_CON VOLUTION_2D);
}
#endif

if (filter_size > 0)
glDisable(GL_CO NVOLUTION_2D);
}

glPopMatrix();
glMatrixMode(GL _PROJECTION);
glPopMatrix();
glMatrixMode(GL _MODELVIEW);

glPopAttrib();
}
}

void Project::toneMa pSpecular(Frame *fr, Material *mat)
{
int i;
float L[3];
float k;

// find specular scaling factor
k= 1.0/M_PI;

for (i= 0; i< this->num_specular_v ertices; i++)
{
// reflect radiance at the surface
L[0]= mat->spe[0]*k*this->specular_radia nces[i].L[0];
L[1]= mat->spe[1]*k*this->specular_radia nces[i].L[1];
L[2]= mat->spe[2]*k*this->specular_radia nces[i].L[2];

// tone-map
fr->img->toneMap(fr->img->method,fr->img->exptime,L,th is->specular_verti ces[i].col,true);

// gamma correct
this->specular_verti ces[i].col[0]=
this->gamma[this->specular_verti ces[i].col[0]];
this->specular_verti ces[i].col[1]=
this->gamma[this->specular_verti ces[i].col[1]];
this->specular_verti ces[i].col[2]=
this->gamma[this->specular_verti ces[i].col[2]];
}
}

----------------------------------------------------------------
It seems very well in linux complie enivronment(Tol d by my friends). But in
Visual Studio, after build it, it appears:
--------------------------------
Compiling...
icarus_specular .cpp
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(8) : error C2146: syntax error :
missing ';' before identifier 'glConvolutionF ilter2D'
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(8) : fatal error C1004: unexpected
end of file found
Error executing cl.exe.

icarus_specular .obj - 2 error(s), 0 warning(s)
-------------------------------------------------------

And after I add a header file "# include <GL/glew.h> "
the error appears as:
-------------------------------------
Compiling...
icarus_specular .cpp
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(8) : warning C4273:
'__glewConvolut ionFilter2D' : inconsistent dll linkage. dllexport assumed.
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(9) : warning C4273:
'__glewConvolut ionParameteri' : inconsistent dll linkage. dllexport
assumed.
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(236) : error C2065:
'GL_REPLICATE_B ORDER_HP' : undeclared identifier
Error executing cl.exe.

icarus_specular .obj - 1 error(s), 2 warning(s)
-----------------------------------------------------

It is strange, becuase 'GL_REPLICATE_B ORDER_HP' has been defined in file
"GL/glext.h". And I have also included this header file.
I don't know why. Is it becuase the opengl library I added was not proper?
Or because something else? Something similar also happens in the other file.
I hope someone can give me some advice.

Cheers
yanwan

Jul 22 '05 #1
1 3443
yanwan wrote:
I am now compling a project, but in one source file of this project, I met
this problem. It seems very strange.

Below is this source file:
----------------------------------------
#include "icarus_types.h "

#ifdef WIN32
#include <GL/glu.h>
#include <GL/glext.h>
Both headers are not standard C++ headers, you should consider the OpenGL
newsgroup if you want some clarity on those: comp.graphics.a pi.opengl.
extern PFNGLCONVOLUTIO NFILTER2DPROC glConvolutionFi lter2D;
extern PFNGLCONVOLUTIO NPARAMETERIPROC glConvolutionPa rameteri;
#endif
[...]
----------------------------------------------------------------
It seems very well in linux complie enivronment(Tol d by my friends). But in
Visual Studio, after build it, it appears:
--------------------------------
Compiling...
icarus_specular .cpp
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(8) : error C2146: syntax error :
missing ';' before identifier 'glConvolutionF ilter2D'
It seems that PFNGLCONVOLUTIO NFILTER2DPROC is not defined here.
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(8) : fatal error C1004: unexpected
end of file found
Error executing cl.exe.

icarus_specular .obj - 2 error(s), 0 warning(s)
-------------------------------------------------------

And after I add a header file "# include <GL/glew.h> "
Again, just a note: C++ has no idea what that file is for or what it
contains.
the error appears as:
-------------------------------------
Compiling...
icarus_specular .cpp
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(8) : warning C4273:
'__glewConvolut ionFilter2D' : inconsistent dll linkage. dllexport assumed.
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(9) : warning C4273:
'__glewConvolut ionParameteri' : inconsistent dll linkage. dllexport
assumed.
D:\cvs\icarus\r ender\icarus_sp ecular.cpp(236) : error C2065:
'GL_REPLICATE_B ORDER_HP' : undeclared identifier
So, what's unclear? Undeclared identifier. You need to declare it or to
include the header that declares it.
Error executing cl.exe.

icarus_specular .obj - 1 error(s), 2 warning(s)
-----------------------------------------------------

It is strange, becuase 'GL_REPLICATE_B ORDER_HP' has been defined in file
"GL/glext.h". And I have also included this header file.
If it's a macro it could be simple 'undef'ed in the other header you added
after that (<GL/glew.h>).
I don't know why. Is it becuase the opengl library I added was not proper?
C++ has no answer to that.
Or because something else? Something similar also happens in the other file.
I hope someone can give me some advice.


Try the OpenGL newsgroup I mentioned. If they don't know, try MS Windows
programming newsgroup (there is a slew of those).

V
Jul 22 '05 #2

This thread has been closed and replies have been disabled. Please start a new discussion.

Similar topics

0
6132
by: Tom Lee | last post by:
Hi, I'm new to .NET 2003 compiler. When I tried to compile my program using DEBUG mode, I got the following errors in the C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7 \include\xdebug file as folows. I need help to resolve them ASAP: cl /c /nologo /MDd /W3 /Od /GR /GM /Zi /GX /D "_DEBUG" /D " WIN32" /D "_W INDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /
3
4583
by: Andrew Luke | last post by:
Hi all you C++ guru's! I'm 'very, very' new to C++ and I'm having a little trouble configuring my VS environment I think - when I try and compile some sample code I'm getting the following errors, any help would be 'greatly' appreciated! :) Thanks heaps! --------------------Configuration: CppRichTextItem - Win32 Debug-------------------- Compiling...
4
3432
by: yanwan | last post by:
Hello I am now compling a project, but in one source file of this project, I met this problem. It seems very strange. Below is this source file: ---------------------------------------- #include "icarus_types.h" #ifdef WIN32 #include <GL/glu.h>
1
7496
by: Minh | last post by:
I've just installed VS.NET 2003 on my Athlon XP 1800+. However I couldn't get any project with STL includes to compile even if I create a new empty project (and added #include <string>). It gave me a bunch of "missing ;" errors. I did reinstall the whole thing a few times but it didn't work. Anyone have any idea? Thanks c:\Program Files\Microsoft Visual Studio .NET\Vc7\include\xutility(862) :
2
5741
by: Qiao Yun | last post by:
I used vc++.net (visual studio .net ) to open a project which can work well in vc++6.0. I succeeded in compiling the project in vc++.net in release mode . But when I tried to compile the project in debug mode, the following errors happened: d:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\include\xdebug(29): error C2365: 'new' : redefinition; previous definition was a 'member function' d:\Program Files\Microsoft Visual Studio...
7
5016
by: p | last post by:
WE had a Crystal 8 WebApp using vs 2002 which we upgraded to VS2003. I also have Crystal 9 pro on my development machine. The web app runs fine on my dev machine but am having problems deploying. I created the websetup and built the MSI, have the bundled version. Copied to webserver and ran Websetup.msi. Said I had to remove old version, which I did, then reran WebSetup.msi and keeps giving me this error. "The installer was interrupted...
0
6611
by: Herman Jones | last post by:
I'm getting the following error when I build a Class Library project: Embedding manifest... Project : error PRJ0002 : Error result 1 returned from 'C:\WINDOWS\system32\cmd.exe'. It happens with every the of C++ project I try to build. Not just Class Libraries, but a plain Windows Form Application as well. I've tried creating new projects with nothing but shell built by the Wizard, but I still get the error.
9
13276
by: Prasad | last post by:
HI, I am a beginner in VC++.. I am trying to write a Win32 console application in visual studio.. I am using following header files.. #include <STRING> using namespace std; #include <hash_map>//from Standard template library //and some other headers
2
14902
by: yalbizu | last post by:
#include <iostream> #include <string> #include <fstream> #include <iomanip> using namespace std; const int NO_OF_STUDENTS=20; struct studentType { string studentFName; string studentLName;
0
8788
by: Hystou | last post by:
Most computers default to English, but sometimes we require a different language, especially when relocating. Forgot to request a specific language before your computer shipped? No problem! You can effortlessly switch the default language on Windows 10 without reinstalling. I'll walk you through it. First, let's disable language synchronization. With a Microsoft account, language settings sync across devices. To prevent any complications,...
0
9335
jinu1996
by: jinu1996 | last post by:
In today's digital age, having a compelling online presence is paramount for businesses aiming to thrive in a competitive landscape. At the heart of this digital strategy lies an intricately woven tapestry of website design and digital marketing. It's not merely about having a website; it's about crafting an immersive digital experience that captivates audiences and drives business growth. The Art of Business Website Design Your website is...
1
9263
by: Hystou | last post by:
Overview: Windows 11 and 10 have less user interface control over operating system update behaviour than previous versions of Windows. In Windows 11 and 10, there is no way to turn off the Windows Update option using the Control Panel or Settings app; it automatically checks for updates and installs any it finds, whether you like it or not. For most users, this new feature is actually very convenient. If you want to control the update process,...
0
9208
tracyyun
by: tracyyun | last post by:
Dear forum friends, With the development of smart home technology, a variety of wireless communication protocols have appeared on the market, such as Zigbee, Z-Wave, Wi-Fi, Bluetooth, etc. Each protocol has its own unique characteristics and advantages, but as a user who is planning to build a smart home system, I am a bit confused by the choice of these technologies. I'm particularly interested in Zigbee because I've heard it does some...
0
8210
agi2029
by: agi2029 | last post by:
Let's talk about the concept of autonomous AI software engineers and no-code agents. These AIs are designed to manage the entire lifecycle of a software development project—planning, coding, testing, and deployment—without human intervention. Imagine an AI that can take a project description, break it down, write the code, debug it, and then launch it, all on its own.... Now, this would greatly impact the work of software developers. The idea...
1
6751
isladogs
by: isladogs | last post by:
The next Access Europe User Group meeting will be on Wednesday 1 May 2024 starting at 18:00 UK time (6PM UTC+1) and finishing by 19:30 (7.30PM). In this session, we are pleased to welcome a new presenter, Adolph Dupré who will be discussing some powerful techniques for using class modules. He will explain when you may want to use classes instead of User Defined Types (UDT). For example, to manage the data in unbound forms. Adolph will...
0
6053
by: conductexam | last post by:
I have .net C# application in which I am extracting data from word file and save it in database particularly. To store word all data as it is I am converting the whole word file firstly in HTML and then checking html paragraph one by one. At the time of converting from word file to html my equations which are in the word document file was convert into image. Globals.ThisAddIn.Application.ActiveDocument.Select();...
0
4570
by: TSSRALBI | last post by:
Hello I'm a network technician in training and I need your help. I am currently learning how to create and manage the different types of VPNs and I have a question about LAN-to-LAN VPNs. The last exercise I practiced was to create a LAN-to-LAN VPN between two Pfsense firewalls, by using IPSEC protocols. I succeeded, with both firewalls in the same network. But I'm wondering if it's possible to do the same thing, with 2 Pfsense firewalls...
0
4825
by: adsilva | last post by:
A Windows Forms form does not have the event Unload, like VB6. What one acts like?

By using Bytes.com and it's services, you agree to our Privacy Policy and Terms of Use.

To disable or enable advertisements and analytics tracking please visit the manage ads & tracking page.