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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 3424
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

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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...
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7909
Oralloy
by: Oralloy | last post by:
Hello folks, I am unable to find appropriate documentation on the type promotion of bit-fields when using the generalised comparison operator "<=>". The problem is that using the GNU compilers, it seems that the internal comparison operator "<=>" tries to promote arguments from unsigned to signed. This is as boiled down as I can make it. ...
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7961
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...
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6273
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...
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5216
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...
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3649
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...
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3630
by: adsilva | last post by:
A Windows Forms form does not have the event Unload, like VB6. What one acts like?
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930
bsmnconsultancy
by: bsmnconsultancy | last post by:
In today's digital era, a well-designed website is crucial for businesses looking to succeed. Whether you're a small business owner or a large corporation in Toronto, having a strong online presence can significantly impact your brand's success. BSMN Consultancy, a leader in Website Development in Toronto offers valuable insights into creating...

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