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Arrray subscript error

Anubis208
2007-09-09
2012-09-26
  • Anubis208

    Anubis208 - 2007-09-09

    OS: WinXP
    4.9.9.2

    code:

    include <windows.h> // Header File For Windows

    include <stdio.h>

    include <gl\gl.h> // Header File For The OpenGL32 Library

    include <gl\glu.h> // Header File For The GLu32 Library

    include <gl\glaux.h> // Header File For The Glaux Library

    include <stdlib.h>

    HDC hDC=NULL; // Private GDI Device Context
    HGLRC hRC=NULL; // Permanent Rendering Context
    HWND hWnd=NULL; // Holds Our Window Handle
    HINSTANCE hInstance; // Holds The Instance Of The Application

    bool keys[256]; // Array Used For The Keyboard Routine
    bool active=TRUE; // Window Active Flag Set To TRUE By Default
    bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

    GLuint filter;
    GLuint texture[3];

    const int MAX_PARTICLES = 50;

    typedef struct
    {
    float r;
    float g;
    float b;
    float x;
    float y;
    float z;
    float age;
    bool active;
    }particles;
    particles partrail[MAX_PARTICLES];

    GLfloat gravity;
    GLfloat speed;
    GLfloat direction;
    GLUquadricObj *quadratic;
    GLfloat inout = 1.0f;

    LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

    AUX_RGBImageRec LoadBMP(char Filename) // Loads A Bitmap Image
    {
    FILE *File=NULL; // File Handle

    if (!Filename)                                      // Make Sure A Filename Was Given
    {
        return NULL;                                    // If Not Return NULL
    }
    
    File=fopen(Filename,&quot;r&quot;);                         // Check To See If The File Exists
    
    if (File)                                           // Does The File Exist?
    {
        fclose(File);                                   // Close The Handle
        return auxDIBImageLoad(Filename);               // Load The Bitmap And Return A Pointer
    }
    
    return NULL;                                        // If Load Failed Return NULL
    

    }

    int LoadGLTextures() // Load Bitmaps And Convert To Textures
    {
    int Status=FALSE; // Status Indicator

    AUX_RGBImageRec *TextureImage[1];                   // Create Storage Space For The Texture
    
    memset(TextureImage,0,sizeof(void *)*1);            // Set The Pointer To NULL
    
    // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
    if (TextureImage[0]=LoadBMP(&quot;Data/Star.bmp&quot;))
    {
        Status=TRUE;                                    // Set The Status To TRUE
    
        glGenTextures(1, &amp;texture[0]);                  // Create Three Textures
    
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]-&gt;sizeX, TextureImage[0]-&gt;sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]-&gt;data);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
     }
    
    if (TextureImage[0])                                // If Texture Exists
    {
        if (TextureImage[0]-&gt;data)                       // If Texture Image Exists
        {
            free(TextureImage[0]-&gt;data);             // Free The Texture Image Memory
        }
    
        free(TextureImage[0]);                          // Free The Image Structure
    }
    
    return Status;                                      // Return The Status
    

    }

    GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
    {
    if (height==0) // Prevent A Divide By Zero By
    {
    height=1; // Making Height Equal One
    }

    glViewport(0,0,width,height);                       // Reset The Current Viewport
    
    glMatrixMode(GL_PROJECTION);                        // Select The Projection Matrix
    glLoadIdentity();                                   // Reset The Projection Matrix
    
    // Calculate The Aspect Ratio Of The Window
    gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
    
    glMatrixMode(GL_MODELVIEW);                         // Select The Modelview Matrix
    glLoadIdentity();                                   // Reset The Modelview Matrix
    

    }

    int InitGL(GLvoid) // All Setup For OpenGL Goes Here
    {
    glShadeModel(GL_SMOOTH); // Enable Smooth Shading
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
    glClearDepth(1.0f); // Depth Buffer Setup
    glEnable(GL_DEPTH_TEST); // Enables Depth Testing
    glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
    glEnable(GL_TEXTURE_2D);

    LoadGLTextures();
    quadratic=gluNewQuadric();                          // Create A Pointer To The Quadric Object (Return 0 If No Memory) (NEW)
    gluQuadricNormals(quadratic, GLU_SMOOTH);           // Create Smooth Normals (NEW)
    gluQuadricTexture(quadratic, GL_TRUE);
    
    for(float loop; loop&lt;MAX_PARTICLES; loop++)
    {
          partrail[loop].r=1.0f;
          partrail[loop].g=1.0f;
          partrail[loop].b=0.0f;
          partrail[loop].age=0.0f;
          partrail[loop].active=true;
    }
    
    
    return TRUE;                                        // Initialization Went OK
    

    }

    int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
    glLoadIdentity(); // Reset The Current Modelview Matrix
    glEnable(GL_TEXTURE_2D);
    //for( int partnum = 0; partnum<maxparticles; partnum++ )
    // {
    // glTranslatef(0.0f,partnum,-5.0f);
    // glBegin(GL_TRIANGLE_STRIP);
    // glColor3f(inout,(inout/2),0.0f);
    // glTexCoord2d(1,1); glVertex3f(partrail[partnum].x+0.5f,partrail[partnum].y+0.5f,partrail[partnum].z+0); // Top Right
    // glTexCoord2d(0,1); glVertex3f(-0.5f,0.5f,0.0f); // Top Left
    // glTexCoord2d(1,0); glVertex3f(0.5f,-0.5f,0.0f); // Bottom Right
    // glTexCoord2d(0,0); glVertex3f(-0.5f,-0.5f,0.0f); // Bottom Left
    // glEnd();
    // }
    glLoadIdentity();
    glTranslatef(0.0f,0.0f,-5.0f);
    glRotatef(inout,1.0f,0.0f,0.0f);
    gluSphere(quadratic,1.3,32,32);
    if(keys[VK_UP])inout+=1.1;
    if(keys[VK_DOWN])inout*=.9;
    return TRUE; // Everything Went OK
    }

    GLvoid EndGLWindow(GLvoid) // Properly End The Window
    {
    if (fullscreen) // Are We In Fullscreen Mode?
    {
    ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
    ShowCursor(TRUE); // Show Mouse Pointer
    }

    if (hRC)                                            // Do We Have A Rendering Context?
    {
        if (!wglMakeCurrent(NULL,NULL))                 // Are We Able To Release The DC And RC Contexts?
        {
            MessageBox(NULL,&quot;Release Of DC And RC Failed.&quot;,&quot;SHUTDOWN ERROR&quot;,MB_OK | MB_ICONINFORMATION);
        }
    
        if (!wglDeleteContext(hRC))                     // Are We Able To Delete The RC?
        {
            MessageBox(NULL,&quot;Release Rendering Context Failed.&quot;,&quot;SHUTDOWN ERROR&quot;,MB_OK | MB_ICONINFORMATION);
        }
        hRC=NULL;                                       // Set RC To NULL
    }
    
    if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))                    // Are We Able To Release The DC
    {
        MessageBox(NULL,&quot;Release Device Context Failed.&quot;,&quot;SHUTDOWN ERROR&quot;,MB_OK | MB_ICONINFORMATION);
        hDC=NULL;                                       // Set DC To NULL
    }
    
    if (hWnd &amp;&amp; !DestroyWindow(hWnd))                   // Are We Able To Destroy The Window?
    {
        MessageBox(NULL,&quot;Could Not Release hWnd.&quot;,&quot;SHUTDOWN ERROR&quot;,MB_OK | MB_ICONINFORMATION);
        hWnd=NULL;                                      // Set hWnd To NULL
    }
    
    if (!UnregisterClass(&quot;OpenGL&quot;,hInstance))         // Are We Able To Unregister Class
    {
        MessageBox(NULL,&quot;Could Not Unregister Class.&quot;,&quot;SHUTDOWN ERROR&quot;,MB_OK | MB_ICONINFORMATION);
        hInstance=NULL;                                 // Set hInstance To NULL
    }
    

    }

    / This Code Creates Our OpenGL Window. Parameters Are: *
    * title - Title To Appear At The Top Of The Window *
    * width - Width Of The GL Window Or Fullscreen Mode *
    * height - Height Of The GL Window Or Fullscreen Mode *
    * bits - Number Of Bits To Use For Color (8/16/24/32) *
    * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)
    /

    BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
    {
    GLuint PixelFormat; // Holds The Results After Searching For A Match
    WNDCLASS wc; // Windows Class Structure
    DWORD dwExStyle; // Window Extended Style
    DWORD dwStyle; // Window Style
    RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
    WindowRect.left=(long)0; // Set Left Value To 0
    WindowRect.right=(long)width; // Set Right Value To Requested Width
    WindowRect.top=(long)0; // Set Top Value To 0
    WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height

    fullscreen=fullscreenflag;          // Set The Global Fullscreen Flag
    
    hInstance           = GetModuleHandle(NULL);                // Grab An Instance For Our Window
    wc.style            = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw On Size, And Own DC For Window.
    wc.lpfnWndProc      = (WNDPROC) WndProc;                    // WndProc Handles Messages
    wc.cbClsExtra       = 0;                                    // No Extra Window Data
    wc.cbWndExtra       = 0;                                    // No Extra Window Data
    wc.hInstance        = hInstance;                            // Set The Instance
    wc.hIcon            = LoadIcon(NULL, IDI_WINLOGO);          // Load The Default Icon
    wc.hCursor          = LoadCursor(NULL, IDC_ARROW);          // Load The Arrow Pointer
    wc.hbrBackground    = NULL;                                 // No Background Required For GL
    wc.lpszMenuName     = NULL;                                 // We Don't Want A Menu
    wc.lpszClassName    = &quot;OpenGL&quot;;                               // Set The Class Name
    
    if (!RegisterClass(&amp;wc))                                    // Attempt To Register The Window Class
    {
        MessageBox(NULL,&quot;Failed To Register The Window Class.&quot;,&quot;ERROR&quot;,MB_OK|MB_ICONEXCLAMATION);
        return FALSE;                                           // Return FALSE
    }
    
    if (fullscreen)                                             // Attempt Fullscreen Mode?
    {
        DEVMODE dmScreenSettings;                               // Device Mode
        memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));   // Makes Sure Memory's Cleared
        dmScreenSettings.dmSize=sizeof(dmScreenSettings);       // Size Of The Devmode Structure
        dmScreenSettings.dmPelsWidth    = width;                // Selected Screen Width
        dmScreenSettings.dmPelsHeight   = height;               // Selected Screen Height
        dmScreenSettings.dmBitsPerPel   = bits;                 // Selected Bits Per Pixel
        dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
    
        // Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
        if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
        {
            // If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
            if (MessageBox(NULL,&quot;The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?&quot;,&quot;NeHe GL&quot;,MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
            {
                fullscreen=FALSE;       // Windowed Mode Selected.  Fullscreen = FALSE
            }
            else
            {
                // Pop Up A Message Box Letting User Know The Program Is Closing.
                MessageBox(NULL,&quot;Program Will Now Close.&quot;,&quot;ERROR&quot;,MB_OK|MB_ICONSTOP);
                return FALSE;                                   // Return FALSE
            }
        }
    }
    
    if (fullscreen)                                             // Are We Still In Fullscreen Mode?
    {
        dwExStyle=WS_EX_APPWINDOW;                              // Window Extended Style
        dwStyle=WS_POPUP;                                       // Windows Style
        ShowCursor(FALSE);                                      // Hide Mouse Pointer
    }
    else
    {
        dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window Extended Style
        dwStyle=WS_OVERLAPPEDWINDOW;                            // Windows Style
    }
    
    AdjustWindowRectEx(&amp;WindowRect, dwStyle, FALSE, dwExStyle);     // Adjust Window To True Requested Size
    
    // Create The Window
    if (!(hWnd=CreateWindowEx(  dwExStyle,                          // Extended Style For The Window
                                &quot;OpenGL&quot;,                         // Class Name
                                title,                              // Window Title
                                dwStyle |                           // Defined Window Style
                                WS_CLIPSIBLINGS |                   // Required Window Style
                                WS_CLIPCHILDREN,                    // Required Window Style
                                0, 0,                               // Window Position
                                WindowRect.right-WindowRect.left,   // Calculate Window Width
                                WindowRect.bottom-WindowRect.top,   // Calculate Window Height
                                NULL,                               // No Parent Window
                                NULL,                               // No Menu
                                hInstance,                          // Instance
                                NULL)))                             // Dont Pass Anything To WM_CREATE
    {
        EndGLWindow();                              // Reset The Display
        MessageBox(NULL,&quot;Window Creation Error.&quot;,&quot;ERROR&quot;,MB_OK|MB_ICONEXCLAMATION);
        return FALSE;                               // Return FALSE
    }
    
    static  PIXELFORMATDESCRIPTOR pfd=              // pfd Tells Windows How We Want Things To Be
    {
        sizeof(PIXELFORMATDESCRIPTOR),              // Size Of This Pixel Format Descriptor
        1,                                          // Version Number
        PFD_DRAW_TO_WINDOW |                        // Format Must Support Window
        PFD_SUPPORT_OPENGL |                        // Format Must Support OpenGL
        PFD_DOUBLEBUFFER,                           // Must Support Double Buffering
        PFD_TYPE_RGBA,                              // Request An RGBA Format
        bits,                                       // Select Our Color Depth
        0, 0, 0, 0, 0, 0,                           // Color Bits Ignored
        0,                                          // No Alpha Buffer
        0,                                          // Shift Bit Ignored
        0,                                          // No Accumulation Buffer
        0, 0, 0, 0,                                 // Accumulation Bits Ignored
        16,                                         // 16Bit Z-Buffer (Depth Buffer)  
        0,                                          // No Stencil Buffer
        0,                                          // No Auxiliary Buffer
        PFD_MAIN_PLANE,                             // Main Drawing Layer
        0,                                          // Reserved
        0, 0, 0                                     // Layer Masks Ignored
    };
    
    if (!(hDC=GetDC(hWnd)))                         // Did We Get A Device Context?
    {
        EndGLWindow();                              // Reset The Display
        MessageBox(NULL,&quot;Can't Create A GL Device Context.&quot;,&quot;ERROR&quot;,MB_OK|MB_ICONEXCLAMATION);
        return FALSE;                               // Return FALSE
    }
    
    if (!(PixelFormat=ChoosePixelFormat(hDC,&amp;pfd))) // Did Windows Find A Matching Pixel Format?
    {
        EndGLWindow();                              // Reset The Display
        MessageBox(NULL,&quot;Can't Find A Suitable PixelFormat.&quot;,&quot;ERROR&quot;,MB_OK|MB_ICONEXCLAMATION);
        return FALSE;                               // Return FALSE
    }
    
    if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are We Able To Set The Pixel Format?
    {
        EndGLWindow();                              // Reset The Display
        MessageBox(NULL,&quot;Can't Set The PixelFormat.&quot;,&quot;ERROR&quot;,MB_OK|MB_ICONEXCLAMATION);
        return FALSE;                               // Return FALSE
    }
    
    if (!(hRC=wglCreateContext(hDC)))               // Are We Able To Get A Rendering Context?
    {
        EndGLWindow();                              // Reset The Display
        MessageBox(NULL,&quot;Can't Create A GL Rendering Context.&quot;,&quot;ERROR&quot;,MB_OK|MB_ICONEXCLAMATION);
        return FALSE;                               // Return FALSE
    }
    
    if(!wglMakeCurrent(hDC,hRC))                    // Try To Activate The Rendering Context
    {
        EndGLWindow();                              // Reset The Display
        MessageBox(NULL,&quot;Can't Activate The GL Rendering Context.&quot;,&quot;ERROR&quot;,MB_OK|MB_ICONEXCLAMATION);
        return FALSE;                               // Return FALSE
    }
    
    ShowWindow(hWnd,SW_SHOW);                       // Show The Window
    SetForegroundWindow(hWnd);                      // Slightly Higher Priority
    SetFocus(hWnd);                                 // Sets Keyboard Focus To The Window
    ReSizeGLScene(width, height);                   // Set Up Our Perspective GL Screen
    
    if (!InitGL())                                  // Initialize Our Newly Created GL Window
    {
        EndGLWindow();                              // Reset The Display
        MessageBox(NULL,&quot;Initialization Failed.&quot;,&quot;ERROR&quot;,MB_OK|MB_ICONEXCLAMATION);
        return FALSE;                               // Return FALSE
    }
    
    return TRUE;                                    // Success
    

    }

    LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
    UINT uMsg, // Message For This Window
    WPARAM wParam, // Additional Message Information
    LPARAM lParam) // Additional Message Information
    {
    switch (uMsg) // Check For Windows Messages
    {
    case WM_ACTIVATE: // Watch For Window Activate Message
    {
    if (!HIWORD(wParam)) // Check Minimization State
    {
    active=TRUE; // Program Is Active
    }
    else
    {
    active=FALSE; // Program Is No Longer Active
    }

            return 0;                               // Return To The Message Loop
        }
    
        case WM_SYSCOMMAND:                         // Intercept System Commands
        {
            switch (wParam)                         // Check System Calls
            {
                case SC_SCREENSAVE:                 // Screensaver Trying To Start?
                case SC_MONITORPOWER:               // Monitor Trying To Enter Powersave?
                return 0;                           // Prevent From Happening
            }
            break;                                  // Exit
        }
    
        case WM_CLOSE:                              // Did We Receive A Close Message?
        {
            PostQuitMessage(0);                     // Send A Quit Message
            return 0;                               // Jump Back
        }
    
        case WM_KEYDOWN:                            // Is A Key Being Held Down?
        {
            keys[wParam] = TRUE;                    // If So, Mark It As TRUE
            return 0;                               // Jump Back
        }
    
        case WM_KEYUP:                              // Has A Key Been Released?
        {
            keys[wParam] = FALSE;                   // If So, Mark It As FALSE
            return 0;                               // Jump Back
        }
    
        case WM_SIZE:                               // Resize The OpenGL Window
        {
            ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
            return 0;                               // Jump Back
        }
    }
    
    // Pass All Unhandled Messages To DefWindowProc
    return DefWindowProc(hWnd,uMsg,wParam,lParam);
    

    }

    int WINAPI WinMain( HINSTANCE hInstance, // Instance
    HINSTANCE hPrevInstance, // Previous Instance
    LPSTR lpCmdLine, // Command Line Parameters
    int nCmdShow) // Window Show State
    {
    MSG msg; // Windows Message Structure
    BOOL done=FALSE; // Bool Variable To Exit Loop

    // Ask The User Which Screen Mode They Prefer
    if (MessageBox(NULL,&quot;Would You Like To Run In Fullscreen Mode?&quot;, &quot;Start FullScreen?&quot;,MB_YESNO|MB_ICONQUESTION)==IDNO)
    {
        fullscreen=FALSE;                           // Windowed Mode
    }
    
    // Create Our OpenGL Window
    if (!CreateGLWindow(&quot;NeHe's OpenGL Framework&quot;,640,480,16,fullscreen))
    {
        return 0;                                   // Quit If Window Was Not Created
    }
    
    while(!done)                                    // Loop That Runs While done=FALSE
    {
        if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE))   // Is There A Message Waiting?
        {
            if (msg.message==WM_QUIT)               // Have We Received A Quit Message?
            {
                done=TRUE;                          // If So done=TRUE
            }
            else                                    // If Not, Deal With Window Messages
            {
                TranslateMessage(&amp;msg);             // Translate The Message
                DispatchMessage(&amp;msg);              // Dispatch The Message
            }
        }
        else                                        // If There Are No Messages
        {
            // Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
            if (active)                             // Program Active?
            {
                if (keys[VK_ESCAPE])                // Was ESC Pressed?
                {
                    done=TRUE;                      // ESC Signalled A Quit
                }
                else                                // Not Time To Quit, Update Screen
                {
                    DrawGLScene();                  // Draw The Scene
                    SwapBuffers(hDC);               // Swap Buffers (Double Buffering)
                }
            }
    
            if (keys[VK_F1])                        // Is F1 Being Pressed?
            {
                keys[VK_F1]=FALSE;                  // If So Make Key FALSE
                EndGLWindow();                      // End Our Current Window
                fullscreen=!fullscreen;             // Toggle Fullscreen / Windowed Mode
                // Recreate Our OpenGL Window
                if (!CreateGLWindow(&quot;NeHe's OpenGL Framework&quot;,640,480,16,fullscreen))
                {
                    return 0;                       // Quit If Window Was Not Created
                }
            }
        }
    }
    
    // Shutdown
    EndGLWindow();                                  // End The Window
    return (msg.wParam);                            // Exit The Program
    

    }

    compile log:
    Compiler: Default compiler
    Building Makefile: "C:\Dev-Cpp\Gl\partrail\Makefile.win"
    Executing make...
    make.exe -f "C:\Dev-Cpp\Gl\partrail\Makefile.win" all
    g++.exe -c main.cpp -o main.o -I"C:/Dev-Cpp/lib/gcc/mingw32/3.4.2/include" -I"C:/Dev-Cpp/include/c++/3.4.2/backward" -I"C:/Dev-Cpp/include/c++/3.4.2/mingw32" -I"C:/Dev-Cpp/include/c++/3.4.2" -I"C:/Dev-Cpp/include" main.cpp: In function int InitGL()': main.cpp:141: error: invalid typesparticles[50][float]' for array subscript
    main.cpp:142: error: invalid types particles[50][float]' for array subscript main.cpp:143: error: invalid typesparticles[50][float]' for array subscript
    main.cpp:144: error: invalid types particles[50][float]' for array subscript main.cpp:145: error: invalid typesparticles[50][float]' for array subscriptmake.exe: *** [main.o] Error 1Execution terminated

    I really don't know what the errors mean. And it says that my bool is a float. Could someone tell me what's going on?

     
    • Soma

      Soma - 2007-09-09

      O_o

      Ah, I see. You're an idiot. That's my mistake. You know, you're going to have a hard time coding being an idiot and all. You might want to be an interior decorator instead...

      Soma

       
    • Anubis208

      Anubis208 - 2007-09-09

      @Soma - Your right, I am an idiot as far as programming. Programming is a hobby for me, not my life or my job, all I have learned is from tutorials, and as far as I know, I might end up being an interior decorator.

      @C - thank you for actually helping a new programmer understand something, and for me improve my coding habits.

       
    • Soma

      Soma - 2007-09-09

      for(float loop; loop<MAX_PARTICLES; loop++)
      {
      partrail[loop].r=1.0f;
      partrail[loop].g=1.0f;
      partrail[loop].b=0.0f;
      partrail[loop].age=0.0f;
      partrail[loop].active=true;
      }

      Well, this looks suspect. Fix that and let us know what's what.

      Soma

       
    • Anubis208

      Anubis208 - 2007-09-09

      What do you mean by fix that?

       
    • Anonymous

      Anonymous - 2007-09-09

      The error messages tell you exactly what the the problem is, and where it is (lines 141 - 145) - read them!.

      You cannot use a float type for an array subscript, and it is ill advised (and pointless) to use it as a loop counter in any case. Your for loop even compares a float with an int - why does that not ring alarm bells with you. Actually if you use the -Wall and -Werror compiler options I think it will ring alarm bells with the compiler - and far from being an annoyance, fixing these will actually improve your code quality, C++ knowledge, and coding 'habits' - i.e. you will become a better programmer.

      Clifford

       

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