473,749 Members | 2,660 Online
Bytes | Software Development & Data Engineering Community
+ Post

Home Posts Topics Members FAQ

Compiling error: local function definitions are illegal?

26 New Member
Hey all i really hope you can help me out.

Im compiling a project and im getting 2 errors which are saying local function definitions are illegal.
Anyone know what this mean? And especially HOW to fix it??

Thanks.. Sorry if this is a noob question.. I AM still a noobcoder.

Greetz
Nov 23 '06 #1
15 25727
ssharish
13 New Member
[quote=unknownbo mb]Hey all i really hope you can help me out.

Im compiling a project and im getting 2 errors which are saying local function definitions are illegal.
Anyone know what this mean? And especially HOW to fix it??

Thanks.. Sorry if this is a noob question.. I AM still a noobcoder.

Greetz[/QUOTE

it would be betterif u could post some code

ssharish
Nov 23 '06 #2
unknownbomb
26 New Member
Sure !

Compiling...
cOpenGL.cpp
D:\TLS-GL\cOpenGL.cpp( 206) : error C2601: 'hooked_wglSwap Buffers' : local function definitions are illegal

D:\TLS-GL\cOpenGL.cpp( 211) : error C2601: 'CodeWalk' : local function definitions are illegal
.


Error 1:
void APIENTRY hooked_wglSwapB uffers (HDC hDC)
{
pwglSwapBuffers ( hDC );
}



Error 2: (in the beginning here arrow points at so think its here somewhere what i made bold)

void CodeWalk( DWORD dwStartAddress, DWORD dwEndAddress )
{
for ( DWORD dwCurrentAddres s = dwStartAddress; dwCurrentAddres s <= dwEndAddress-0x6; dwCurrentAddres s+=0x6 )
{ PDWORD pdwTempAddress = ( PDWORD ) dwCurrentAddres s + 0x2;

PDWORD pdwTableAddress = ( PDWORD ) *pdwTempAddress ;

HMODULE hmOpenGL = LoadLibrary( "opengl32.d ll" );

if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glBegin" ) )
{
pglBegin = ( glBegin_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glBegin ;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glBlendFun c" ) )
{
pglBlendFunc = ( glBlendFunc_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glBlend Func;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glClear" ) )
{
pglClear = ( glClear_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glClear ;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glEnable" ) )
{
pglEnable = ( glEnable_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glEnabl e;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glEnd" ) )
{
pglEnd = ( glEnd_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glEn d;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glPopMatri x" ) )
{
pglPopMatrix = ( glPopMatrix_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glPopMa trix;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glPushMatr ix" ) )
{
pglPushMatrix = ( glPushMatrix_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glPushM atrix;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glShadeMod el" ) )
{
pglShadeModel = ( glShadeModel_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glShade Model;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glVertex2f " ) )
{
pglVertex2f = ( glVertex2f_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glVerte x2f;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glVertex3f " ) )
{
pglVertex3f = ( glVertex3f_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glVerte x3f;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glVertex3f v" ) )
{
pglVertex3fv = ( glVertex3fv_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glVerte x3fv;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "glViewport " ) )
{
pglViewport = ( glViewport_t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_glViewp ort;
}
else if ( *pdwTableAddres s == ( DWORD ) GetProcAddress( hmOpenGL, "wglSwapBuffers " ) )
{
pwglSwapBuffers = ( wglSwapBuffers_ t ) *pdwTableAddres s;
*pdwTableAddres s = ( DWORD ) &hooked_wglSwap Buffers;
}
}
}
Nov 23 '06 #3
unknownbomb
26 New Member
Anyone?? please
Nov 24 '06 #4
Banfa
9,065 Recognized Expert Moderator Expert
You made the mistake of thinking you knew where the error in your code was so you have not posted enough code for us to be able to highlight your error in your code.

However the error you are getting is because you can not declare a function inside another function, this would produce the error

Expand|Select|Wrap|Line Numbers
  1. void myfunction1(void)
  2. {
  3.     void myfunction2(void)
  4.     {
  5.     }
  6.  
  7.     myfunction2(void);
  8. }
  9.  
this needs to be written as

Expand|Select|Wrap|Line Numbers
  1. void myfunction2(void);
  2.  
  3. void myfunction1(void)
  4. {
  5.     myfunction2(void);
  6. }
  7.  
  8. void myfunction2(void)
  9. {
  10. }
  11.  
Nov 24 '06 #5
unknownbomb
26 New Member
Expand|Select|Wrap|Line Numbers
  1. #include <windows.h>
  2. #include <gl\gl.h>
  3. #include <gl\glu.h>
  4. #include <gl\glaux.h>
  5. #include "cOpenGL.h"
  6. #include "cPatch.h"
  7. #include "cVariables.h"
  8. #include "Functions.h"
  9. #include "SDK.h"
  10. #include "xorstr.h"
  11. #pragma comment(lib,"OpenGL32.lib")
  12. #pragma comment(lib,"GLu32.lib")
  13. #pragma comment(lib,"GLaux.lib")
  14. //=======================
  15. glBegin_t            pglBegin;
  16. glBlendFunc_t         pglBlendFunc;
  17. glClear_t            pglClear;
  18. glEnable_t            pglEnable;
  19. glEnd_t                pglEnd;
  20. glPopMatrix_t         pglPopMatrix;
  21. glPushMatrix_t         pglPushMatrix;
  22. glShadeModel_t        pglShadeModel;
  23. glVertex2f_t         pglVertex2f;
  24. glVertex3f_t         pglVertex3f;
  25. glVertex3fv_t         pglVertex3fv;
  26. glViewport_t         pglViewport;
  27. wglSwapBuffers_t     pwglSwapBuffers;
  28. //==============================================================================
  29. bool oglSubtractive = false;
  30. //==============================================================================
  31. int centerX        = 0;            // center of our screen width
  32. int centerY        = 0;            // center of our screen height
  33. int GAME_ID;                    // get game id
  34. //==============================================================================
  35. struct cl_enginefuncs_s        gEngfuncs;
  36. struct engine_studio_api_s    IEngineStudio;
  37. cl_enginefuncs_s*        pEngfuncs    = (cl_enginefuncs_s*)        EF_OFFSET;
  38. engine_studio_api_s*    pEngStudio    = (engine_studio_api_s*)    ES_OFFSET;
  39. playermove_s*            ppmove        = (playermove_s*)            PM_OFFSET;
  40. //==============================================================================
  41. SCREENINFO                screeninfo;
  42. //==============================================================================
  43. bool isValidEnt(cl_entity_s *ent)
  44. {
  45.     if(ent && (ent != pEngfuncs->GetLocalPlayer()) && !(ent->curstate.effects & EF_NODRAW) && ent->player && !ent->curstate.spectator && ent->curstate.solid && !(ent->curstate.messagenum < pEngfuncs->GetLocalPlayer()->curstate.messagenum))
  46.     {return true;}
  47.     else{return false;}
  48. }
  49. //==============================================================================
  50. int DrawLen(char *fmt)
  51. {
  52.     int len=0;
  53.     for ( char * p = fmt; *p; p++ ) 
  54.         len+=screeninfo.charWidths[*p]; 
  55.     return len;
  56. }
  57. //==============================================================================
  58. void DrawHudString(int x,int y,int r,int g,int b,char * fmt, ... )
  59. {
  60.     va_list va_alist;
  61.     char buf[512];
  62.     va_start (va_alist, fmt);
  63.     _vsnprintf (buf, sizeof(buf), fmt, va_alist);
  64.     va_end (va_alist);
  65.  
  66.     for ( char * p = buf; *p; p++ )
  67.     {
  68.         int next = x + screeninfo.charWidths[*p];
  69.         pEngfuncs->pfnDrawCharacter(x, y, *p, r, g, b);
  70.         x = next;
  71.     }
  72. }
  73. //==============================================================================
  74. void DrawHudStringCenter(int x,int y,int r,int g,int b,char * fmt, ... )
  75. {
  76.     va_list va_alist;
  77.     char buf[512];
  78.     va_start (va_alist, fmt);
  79.     _vsnprintf (buf, sizeof(buf), fmt, va_alist);
  80.     va_end (va_alist);
  81.  
  82.     int drawLen = DrawLen(buf);
  83.     x -= drawLen/2;
  84.  
  85.     for ( char * p = buf; *p; p++ )
  86.     {
  87.         int next = x + screeninfo.charWidths[*p];
  88.         pEngfuncs->pfnDrawCharacter(x, y, *p, r, g, b);
  89.         x = next;
  90.     }
  91. }
  92. //==============================================================================
  93. bool CalcScreen( float *origin, float *vecScreen )
  94. {
  95.     int cResult = 0;
  96.     if( pEngfuncs->GetLocalPlayer() != NULL )
  97.         cResult = pEngfuncs->pTriAPI->WorldToScreen( origin, vecScreen );
  98.     if( vecScreen[0] < 1 && vecScreen[1] < 1 && vecScreen[0] > -1 && vecScreen [1] > -1 && !cResult )
  99.     {
  100.         vecScreen[0] = vecScreen[0] * centerX + centerX;
  101.         vecScreen[1] = -vecScreen[1] * centerY + centerY;
  102.         return true;
  103.     }
  104.     return false;
  105. }
  106. //==============================================================================
  107. void FillArea(int x,int y,int w,int h,int r,int g,int b,int a)
  108. {
  109.     oglSubtractive=true;
  110.     pEngfuncs->pfnFillRGBA(x,y,w,h,r,g,b,a);
  111.     oglSubtractive=false;
  112. }
  113. //==============================================================================
  114. void AtRoundStart()
  115. {
  116.  
  117. }
  118. //==============================================================================
  119. void DrawOnHud ( void )
  120. {
  121.  
  122. }
  123. //==============================================================================
  124. void APIENTRY hooked_glBegin( GLenum mode )
  125. {
  126.     //Example XQZ Wallhack
  127.     if (mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN) (glDisable)(GL_DEPTH_TEST);
  128.     pglBegin( mode );
  129. }
  130. //==============================================================================
  131. void APIENTRY hooked_glBlendFunc( GLenum sfactor, GLenum dfactor )
  132. {
  133.     pglBlendFunc(sfactor, dfactor);
  134. }
  135. //==============================================================================
  136. void APIENTRY hooked_glClear(GLbitfield mask)
  137. {
  138.     pglClear(mask);
  139. }
  140. //==============================================================================
  141. void APIENTRY hooked_glEnable(GLenum cap)
  142. {
  143.     pglEnable(cap);
  144. }
  145. //==============================================================================
  146. void APIENTRY hooked_glEnd(void)
  147. {
  148.     pglEnd(    );
  149. }
  150. //==============================================================================
  151.  
  152. void APIENTRY hooked_glPopMatrix( GLvoid )
  153. {
  154.     pglPopMatrix(  );
  155. }
  156. //==============================================================================
  157. void APIENTRY hooked_glPushMatrix( GLvoid )
  158. {
  159.     pglPushMatrix(  );
  160. }
  161. //==============================================================================
  162. void APIENTRY hooked_glShadeModel (GLenum mode)
  163. {
  164.     pglShadeModel( mode );
  165. }
  166. //==============================================================================
  167. void APIENTRY hooked_glVertex2f(GLfloat x, GLfloat y)
  168. {
  169.     pglVertex2f(x, y);
  170. }
  171. //==============================================================================
  172. void APIENTRY hooked_glVertex3f(GLfloat x,  GLfloat y,  GLfloat z)
  173. {
  174.     pglVertex3f(x, y, z);
  175. }
  176. //==============================================================================
  177. void APIENTRY hooked_glVertex3fv(const GLfloat *v)
  178. {
  179.     pglVertex3fv( v );
  180. }
  181. //==============================================================================
  182. void APIENTRY hooked_glViewport( GLint x, GLint y, GLsizei width, GLsizei height )
  183. {
  184.     static bool bInit = false;
  185.     if(!bInit)
  186.     {
  187.         pEngfuncs->pfnConsolePrint("Hello world"); // origineel he!
  188.         pEngfuncs->pfnClientCmd("toggleconsole");
  189.         bInit = true;
  190.     }
  191.     pglViewport( x, y, width, height );
  192.  
  193. //==============================================================================
  194. void APIENTRY hooked_wglSwapBuffers (HDC hDC)
  195. {
  196.     pwglSwapBuffers( hDC );
  197. }
  198. //==============================================================================
  199. void CodeWalk( DWORD dwStartAddress, DWORD dwEndAddress )
  200. {
  201.     for ( DWORD dwCurrentAddress = dwStartAddress; dwCurrentAddress <= dwEndAddress-0x6; dwCurrentAddress+=0x6 )
  202.  
  203.     {    PDWORD pdwTempAddress = ( PDWORD ) dwCurrentAddress + 0x2;
  204.  
  205.         PDWORD pdwTableAddress = ( PDWORD ) *pdwTempAddress;
  206.  
  207.         HMODULE hmOpenGL = LoadLibrary( "opengl32.dll" );
  208.  
  209.         if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glBegin" ) )
  210.         {
  211.             pglBegin = ( glBegin_t ) *pdwTableAddress;
  212.             *pdwTableAddress = ( DWORD ) &hooked_glBegin;
  213.         }
  214.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glBlendFunc" ) )
  215.         {
  216.             pglBlendFunc = ( glBlendFunc_t ) *pdwTableAddress;
  217.             *pdwTableAddress = ( DWORD ) &hooked_glBlendFunc;
  218.         }
  219.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glClear" ) )
  220.         {
  221.             pglClear = ( glClear_t ) *pdwTableAddress;
  222.             *pdwTableAddress = ( DWORD ) &hooked_glClear;
  223.         }
  224.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glEnable" ) )
  225.         {
  226.             pglEnable = ( glEnable_t ) *pdwTableAddress;
  227.             *pdwTableAddress = ( DWORD ) &hooked_glEnable;
  228.         }
  229.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glEnd" ) )
  230.         {
  231.             pglEnd = ( glEnd_t ) *pdwTableAddress;
  232.             *pdwTableAddress = ( DWORD ) &hooked_glEnd;
  233.         }
  234.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glPopMatrix" ) )
  235.         {
  236.             pglPopMatrix = ( glPopMatrix_t ) *pdwTableAddress;
  237.             *pdwTableAddress = ( DWORD ) &hooked_glPopMatrix;
  238.         }
  239.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glPushMatrix" ) )
  240.         {
  241.             pglPushMatrix = ( glPushMatrix_t ) *pdwTableAddress;
  242.             *pdwTableAddress = ( DWORD ) &hooked_glPushMatrix;
  243.         }
  244.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glShadeModel" ) )
  245.         {
  246.             pglShadeModel = ( glShadeModel_t ) *pdwTableAddress;
  247.             *pdwTableAddress = ( DWORD ) &hooked_glShadeModel;
  248.         }
  249.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glVertex2f" ) )
  250.         {
  251.             pglVertex2f = ( glVertex2f_t ) *pdwTableAddress;
  252.             *pdwTableAddress = ( DWORD ) &hooked_glVertex2f;
  253.         }
  254.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glVertex3f" ) )
  255.         {
  256.             pglVertex3f = ( glVertex3f_t ) *pdwTableAddress;
  257.             *pdwTableAddress = ( DWORD ) &hooked_glVertex3f;
  258.         }
  259.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glVertex3fv" ) )
  260.         {
  261.             pglVertex3fv = ( glVertex3fv_t ) *pdwTableAddress;
  262.             *pdwTableAddress = ( DWORD ) &hooked_glVertex3fv;
  263.         }
  264.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "glViewport" ) )
  265.         {
  266.             pglViewport = ( glViewport_t ) *pdwTableAddress;
  267.             *pdwTableAddress = ( DWORD ) &hooked_glViewport;
  268.         }
  269.         else if ( *pdwTableAddress == ( DWORD ) GetProcAddress( hmOpenGL, "wglSwapBuffers" ) )
  270.         {
  271.             pwglSwapBuffers = ( wglSwapBuffers_t ) *pdwTableAddress;
  272.             *pdwTableAddress = ( DWORD ) &hooked_wglSwapBuffers;
  273.         }
  274.     }
  275. }
  276. //==============================================================================
  277. void SetupOpenGLHooks( void )
  278.  
  279. ;    DWORD dwImportCode = pPatch->dwFindPattern( 0x01D7AC00, 0x000FF000 , (BYTE*) "\xA1\xFF\xFF\xFF\xFF\x56\x33\xF6\x3B\xC6\x74\x07\x50" ,"x????xxxxxxxx" ); 
  280.  
  281.     if(dwImportCode == NULL)
  282.     {
  283.         return;
  284.     }
  285.     else
  286.     {        
  287.         dwImportCode += 0x13;
  288.         CodeWalk(dwImportCode,dwImportCode + 0x870);
  289.     }
  290. }
  291.  
Nov 24 '06 #6
unknownbomb
26 New Member
Thats my whole code..

Might you can highlight it now WHAT i have to Change???

Thanks mate.. If u find it you are a hero :P
Nov 24 '06 #7
Banfa
9,065 Recognized Expert Moderator Expert
Expand|Select|Wrap|Line Numbers
  1. //==================================================  ============================
  2. void APIENTRY hooked_glViewport( GLint x, GLint y, GLsizei width, GLsizei height )
  3. {
  4.     static bool bInit = false;
  5.     if(!bInit)
  6.     {
  7.         pEngfuncs->pfnConsolePrint("Hello world"); // origineel he!
  8.         pEngfuncs->pfnClientCmd("toggleconsole");
  9.         bInit = true;
  10.     }
  11.     pglViewport( x, y, width, height );
  12.  
  13. // You are missing a } at this place in the code
  14.  
  15. //==================================================  ============================
  16. void APIENTRY hooked_wglSwapBuffers (HDC hDC)
  17. {
  18.     pwglSwapBuffers( hDC );
  19. }
  20. //==================================================  ============================
  21.  
You make have other errors of this type, I searched for the specific error rather than checking all your code.
Nov 24 '06 #8
Banfa
9,065 Recognized Expert Moderator Expert
In Fact

Expand|Select|Wrap|Line Numbers
  1. //==================================================  ============================
  2. void SetupOpenGLHooks( void )
  3. // You are missing a { at this point in the code
  4. ;    DWORD dwImportCode = pPatch->dwFindPattern( 0x01D7AC00, 0x000FF000 , (BYTE*) "\xA1\xFF\xFF\xFF\xFF\x56\x33\xF6\x3B\xC6\x74\x07\x  50" ,"x????xxxxxxxx" ); 
  5.  
  6.     if(dwImportCode == NULL)
  7.     {
  8.         return;
  9.     }
  10.     else
  11.     {        
  12.         dwImportCode += 0x13;
  13.         CodeWalk(dwImportCode,dwImportCode + 0x870);
  14.     }
  15. }
  16.  
Nov 24 '06 #9
unknownbomb
26 New Member
Doesnt help a thing only get 2 more errors :S
cOpenGL.cpp
D:\TLS-GL\cOpenGL.cpp( 206) : error C2601: 'hooked_wglSwap Buffers' : local function definitions are illegal
D:\TLS-GL\cOpenGL.cpp( 212) : error C2601: 'CodeWalk' : local function definitions are illegal
D:\TLS-GL\cOpenGL.cpp( 290) : error C2601: 'SetupOpenGLHoo ks' : local function definitions are illegal
D:\TLS-GL\cOpenGL.cpp( 304) : fatal error C1004: unexpected end of file found
Error executing cl.exe.

cOpenGL.obj - 4 error(s), 0 warning(s)


Expand|Select|Wrap|Line Numbers
  1. void SetupOpenGLHooks( void )
  2. {
  3. ;    DWORD dwImportCode = pPatch->dwFindPattern( 0x01D7AC00, 0x000FF000 , (BYTE*) "\xA1\xFF\xFF\xFF\xFF\x56\x33\xF6\x3B\xC6\x74\x07\x50" ,"x????xxxxxxxx" ); 
  4.  
  5.     if(dwImportCode == NULL)
  6.     {
  7.         return;
  8.     }
  9.     else
  10.     {        
  11.         dwImportCode += 0x13;
  12.         CodeWalk(dwImportCode,dwImportCode + 0x870);
  13.     }
  14. }
  15.  
Also if i put // { it doesnt work either

But error isnt pointing here so i dont know if u are doing good? But i guess u are and have more knowlegde than me!
Nov 24 '06 #10

Sign in to post your reply or Sign up for a free account.

Similar topics

5
7266
by: Kobu | last post by:
Does anyone know how old style function definitions differ in "behaviour" to new style function definitions? I heard the old style function definitions caused integeral promotion and floating point promotion on the formal parameters. Is this true? Is it okay for me to set up a new style funciton prototype when calling old style function definitions (for legacy code)? Is this okay?
3
3349
by: murphy | last post by:
Hi, I've been seeing two symptoms with my asp.net site that have started recently after a long period of smooth running. As others on our team make changes to referenced dll's I find that I get the following errors from time to time. Apparently the following procedure alleviates the problems:
8
5112
by: Olov Johansson | last post by:
I just found out that JavaScript 1.5 (I tested this with Firefox 1.0.7 and Konqueror 3.5) has support not only for standard function definitions, function expressions (lambdas) and Function constructors (these three I knew about), but also conditional function definitions, as described in http://developer.mozilla.org/en/docs/Core_JavaScript_1.5_Guide:Defining_Functions ]. An example: function fun() {
1
4711
by: kaygee | last post by:
Hi ppl can anyone tell me what this error means? error C2601: 'meanData' : local function definitions are illegal
8
2189
by: subramanian100in | last post by:
Suppose I have #include <stdio.h> #include <string.h> size_t strlen(const char *str) { printf("from strlen - %s\n", str); return 0; // return some dummy value
2
11859
by: dheerajkoli | last post by:
hello friends , i m getting a problem on when i compiling a my project in vc++6.0 error C2274: 'function-style cast' : illegal as right side of '.' operator. please help me . if any hint u send me on following email ID xxxxxxxx@xxxxx.xxxx
3
9188
by: MrHenry007 | last post by:
Hello! I'm fairly new to c++ but I have been following tutorials and have created functions before, but not one using a string. I can't work out what the problem is here. The function is supposed to accept a file location, open the file, search for a phrase, and return a result if the certain phrase is found, otherwise return nothing. Then the result is written to a text file later in the program. Im using visual c++ 2008 and it is...
5
3070
by: kirayamato1992 | last post by:
i wrote some codes for my assignments. then it came out several problems involving illegal local function definition. #include <iostream> using namespace std; void system_module(); void card_module(); int transaction_module(); void traffic_control(int);
0
8997
marktang
by: marktang | last post by:
ONU (Optical Network Unit) is one of the key components for providing high-speed Internet services. Its primary function is to act as an endpoint device located at the user's premises. However, people are often confused as to whether an ONU can Work As a Router. In this blog post, we’ll explore What is ONU, What Is Router, ONU & Router’s main usage, and What is the difference between ONU and Router. Let’s take a closer look ! Part I. Meaning of...
0
9389
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
9335
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
9256
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...
1
6801
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
4709
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
4881
by: adsilva | last post by:
A Windows Forms form does not have the event Unload, like VB6. What one acts like?
1
3320
by: 6302768590 | last post by:
Hai team i want code for transfer the data from one system to another through IP address by using C# our system has to for every 5mins then we have to update the data what the data is updated we have to send another system
3
2218
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 effective websites that not only look great but also perform exceptionally well. In this comprehensive...

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.