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Dev is acting weird

Anubis208
2007-09-24
2012-09-26
  • Anubis208

    Anubis208 - 2007-09-24

    WinXP
    4.9.9.2

    Several strange things are happening with devcpp. The area to the left of the code typing area is gray, not black like it normally is, also when I select code, it selects in black, not blue.

    [IMG src="http://img169.imageshack.us/img169/3876/devscreenshotgq5.jpg" ]
    (Code in screen shot is not what is causing it to act up, it is just for selecting)

    When I tried to compile code with the use XP theme box checked under the compiler options the project compiled, but the window was not shown (I haven't tried it before until then, so I don't know if it was directly related to the other problems). When I copied the code to another project it ran fine.

    Devcpp also does not recognize installed packages. I will download and install packages, but devcpp will not recognize the files from them. I can open the various package header files in the editor and they are normal, but devcpp claims it cannot find them when I include them i the project.

    Is there any way to solve these problems without a reinstall?

     
    • Anonymous

      Anonymous - 2007-09-24

      What is weird is that you are the second person to complain about the gutter being grey rather than black, when grey is in fact the default. Either way the solution is simple: http://sourceforge.net/forum/forum.php?thread_id=1824743&forum_id=48211

      I am not sure why your gutter has no line numbers - presumably it has been set to grey-on-grey.

      All the other colours can be set in the same dialog. From memory I think there are a number of predefined schemes, one of which is the default.

      With respect to using packages, I suggest that you need to post the build log showing these problems. Be aware that header files are not libraries. Including the header alone is insufficient - you have to explicitly link the library as well. You also have to tell the compiler where to find headers, and equally tell the linker where to find libraries. This is done in the Project->Project options->Directories dialog.

      Many Devpaks come with project templates (File->New->Project) that set up the compiler and linker options appropriately.

      With respect to the "use XP theme box" I'll have to take a look at that. The simple answer is don't check it!

      Clifford

       
      • Wayne Keen

        Wayne Keen - 2007-09-24

        As Clifford stated, for your package difficulties, a test case with your full Basic 3 is always
        the way to go. Top level descriptions do provide context, but real data that can show exactly
        what you are doing and seeing helps a LOT more.

        Note that many packages come with project templates that are installed with them, such that
        when you create a New:Project, there is an option on one of the tabs for, say, a GLUT
        project.

        Wayne

         
    • shawn

      shawn - 2007-09-24

      I've had problems when using XP themes,i.e. buttons not being visible,edit box problems,ect.,and what I do is add:

      define _WIN32_IE 0x0500

      include <commctrl.h>

      with my other includes and add -lcomctl32 to linker options.
      I don't know why,but it works for me.

      Shawn

       
    • shawn

      shawn - 2007-09-24

      I forgot to add this in the WM_CREATE case of the WindowProcedure
      INITCOMMONCONTROLSEX iccx;
      iccx.dwSize=sizeof(INITCOMMONCONTROLSEX);
      InitCommonControlsEx(&iccx);

      Shawn

       
    • Anubis208

      Anubis208 - 2007-09-25

      That method works for using xp theme. I fixed the colors, but one weird thing; when you click in the gutter, or when the compiler detects an error an highlights it with the check mark in the gutter (I'm assuming this is an error line) no matter how much i change its settings, it remains a black select. Also for downloading packages, I have recently downloaded and installed a NeHe OpenGL Template. When I go to create new project, it doesn't appear under any of the tabs.

       
    • Anonymous

      Anonymous - 2007-09-25

      You are dealing with multiple problems in one thread which is a recipe for confusion. I'm confused already.

      As has already been said; some but not all DevPaks provide templates. As I said earlier, posting your log will enable us to tell us exactly how to solve your problem. I have already given it to you in general terms - you need to link the relevant libraries. If you cannot provide the necessary information when asked what are you doing here!?

      With regard to the selection colour, have you modified the correct colour setting? It is not teh same colour setting as for the gutter. That is so obvious I shouldn't need to say it, but your description of the problem is vague and ambiguous.

      >> "...recently downloaded and installed a NeHe OpenGL Template..."
      ...tells us nothing without a link! We could Google, but we shouldn't have to. If it does not produce a new project type in the File->New->Project dialog, then it is not a DevCpp template (or you have not installed it).

      Clifford

       
    • Anubis208

      Anubis208 - 2007-09-25

      Here, I will list all of the current problems I have now:

      I have modified the color settings for the error line, but it still appears all black.

      I have downloaded and installed (with the check for updates/packages on the tools menu) a NeHe OpenGL Template. When I create a new project, it is not a template option.

      Another example that is similar to the above is that Devcpp complains of missing files for glaux (which I have downloaded an installed in the same way).

      code:

      /
      * This Code Was Created By Jeff Molofee 2000
      * A HUGE Thanks To Fredric Echols For Cleaning Up
      * And Optimizing This Code, Making It More Flexible!
      * If You've Found This Code Useful, Please Let Me Know.
      * Visit My Site At nehe.gamedev.net
      /

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

      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

      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

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

      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
      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
      return TRUE; // Everything Went OK
      }

      GLvoid KillGLWindow(GLvoid) // Properly Kill 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
      {
          KillGLWindow();                             // 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?
      {
          KillGLWindow();                             // 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?
      {
          KillGLWindow();                             // 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?
      {
          KillGLWindow();                             // 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?
      {
          KillGLWindow();                             // 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
      {
          KillGLWindow();                             // 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
      {
          KillGLWindow();                             // 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
                  KillGLWindow();                     // Kill 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
      KillGLWindow();                                 // Kill The Window
      return (msg.wParam);                            // Exit The Program
      

      }

      Compile Log:

      Compiler: Default compiler
      Building Makefile: "C:\mycppstuff\GLfiles\1Basic\Makefile.win"
      Executing make...
      make.exe -f "C:\mycppstuff\GLfiles\1Basic\Makefile.win" all
      g++.exe -c main.cpp -o main.o -I"C:/Documents and Settings/Carl Kolbo/My Documents/Dev-Cpp/lib/gcc/mingw32/3.4.2/include" -I"C:/Documents and Settings/Carl Kolbo/My Documents/Dev-Cpp/include/c++/3.4.2/backward" -I"C:/Documents and Settings/Carl Kolbo/My Documents/Dev-Cpp/include/c++/3.4.2/mingw32" -I"C:/Documents and Settings/Carl Kolbo/My Documents/Dev-Cpp/include/c++/3.4.2" -I"C:/Documents and Settings/Carl Kolbo/My Documents/Dev-Cpp/include"

      main.cpp:12:60: gl\glaux.h: No such file or directory

      make.exe: *** [main.o] Error 1

      Execution terminated

       
    • Wayne Keen

      Wayne Keen - 2007-09-26

      You installed Dev in "My Documents"? That is a VERY VERY BAD idea! Horrendous actually.

      As is mentioned in the "Please Read" thread, spaces cause a lot of problems. Didn't
      you read that?

      Do a clean uninstall of Dev - see the Please Read thread for directions - NOTE CAREFULLY
      the directions for keeping track of an reporting EXACTLY what you did. Then install
      Dev where it wants to go.

      In general, unless you know a program really well, it is a VERY bad idea to override
      where it wants to go. It knows better than you do where it needs to go.

      Wayne

       
    • Anubis208

      Anubis208 - 2007-09-26

      That's extremely weird, I installed devcpp to the default directory if I go to C:/Dev-Cpp I find it, but also, if I go to the My Documents folder I find the same thing, very strange. I am going to reinstall, I think that's the only way to fix this particular problem. Thanks for the help.

       
      • Osito

        Osito - 2007-09-26

        Did you relocate your My Documents folder at some point? I've only messed around with that in Vista but I think you could do it in XP too. That might make it appear to be in two places even though you installed in one. At least that's how it works in Vista.

         
      • Wayne Keen

        Wayne Keen - 2007-09-26

        Please make sure to get a clean uninstall.

        Please

        Wayne

         
    • Anubis208

      Anubis208 - 2007-09-26

      I reinstalled successfully (to the default directories) and now every thingworks fine, I redownloaded the packages I want, and there are no problems, thanks again for the help.

       
      • Wayne Keen

        Wayne Keen - 2007-09-26

        Super! Glad to hear it.

        Giving away all of my tricks, let me encourage you to get in the habit of
        looking at your Compile Log - even for cases where everything is working just
        fine.

        Knowing what things look like when they are right, and when they are wrong
        can really pay off - and I am living proof that its not that hard. ;)

        Wayne

         
    • Anonymous

      Anonymous - 2007-09-26

      Note that you were asked twice to post the log (as well as it being requested in the "Read first" thread). The problem was identified in the first response following the posting of it (in a couple of hours). Which is exactly why you were asked.

       

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