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From: <ce...@te...> - 2004-04-18 15:10:09
|
Try including libgdi32 and libconio.a if you have it (libconio.a is not in
all mingw releases, or search for conio.o, or I don't know).
P.S.- For using this kind of function for graphics in console mode is
winbgim.
On Sat, 17 Apr 2004 19:30:58 +0000, faramarz yari
<far...@ho...> wrote:
> simply writing this :
>
> #include <stdio.h>
> #include <conio.h>
> #include <stdlib.h>
> int main(int argc, char *argv[])
> {
> clrscr();
> gotoxy(10,10);
> system("PAUSE");
> return 0;
> }
>
> there is no compiler error but linker made this errors :
>
> :conio.cpp: undefined reference to `clrscr'
> conio.cpp: undefined reference to `gotoxy'
>
> i have this problem only with conio.h.
> i check conio.h & find the prototype of these functions in cinio is
> availble.
> what should i do to solve it?
> thank u in advanced
>
> _________________________________________________________________
> Add photos to your e-mail with MSN 8. Get 2 months FREE*.
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>
>
>
> -------------------------------------------------------
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> _______________________________________________
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|
|
From: Mohammed I. <mi...@ac...> - 2004-04-18 14:14:24
|
If you want your program to run, compile it with Borland C++ compilers.
There're no libraries with gcc to link to conio.h.
Mohamed
----- Original Message -----
From: "faramarz yari" <far...@ho...>
To: <Dev...@li...>
Sent: Saturday, April 17, 2004 9:30 PM
Subject: [Dev-C++] problem with conio.h
> simply writing this :
>
> #include <stdio.h>
> #include <conio.h>
> #include <stdlib.h>
> int main(int argc, char *argv[])
> {
> clrscr();
> gotoxy(10,10);
> system("PAUSE");
> return 0;
> }
>
> there is no compiler error but linker made this errors :
>
> :conio.cpp: undefined reference to `clrscr'
> conio.cpp: undefined reference to `gotoxy'
>
> i have this problem only with conio.h.
> i check conio.h & find the prototype of these functions in cinio is
> availble.
> what should i do to solve it?
> thank u in advanced
>
> _________________________________________________________________
> Add photos to your e-mail with MSN 8. Get 2 months FREE*.
> http://join.msn.com/?page=features/featuredemail
>
>
>
> -------------------------------------------------------
> This SF.Net email is sponsored by: IBM Linux Tutorials
> Free Linux tutorial presented by Daniel Robbins, President and CEO of
> GenToo technologies. Learn everything from fundamentals to system
> administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click
> _______________________________________________
> Dev-cpp-users mailing list
> Dev...@li...
> TO UNSUBSCRIBE: http://www23.brinkster.com/noicys/devcpp/ub.htm
> https://lists.sourceforge.net/lists/listinfo/dev-cpp-users
>
|
|
From: <i1...@ya...> - 2004-04-18 05:41:04
|
You can use system("CLS");
or declare the function:
void clrscr(){
system("CLS");
}
faramarz yari <far...@ho...> wrote:simply writing this :
#include
#include
#include
int main(int argc, char *argv[])
{
clrscr();
gotoxy(10,10);
system("PAUSE");
return 0;
}
there is no compiler error but linker made this errors :
:conio.cpp: undefined reference to `clrscr'
conio.cpp: undefined reference to `gotoxy'
i have this problem only with conio.h.
i check conio.h & find the prototype of these functions in cinio is
availble.
what should i do to solve it?
thank u in advanced
---------------------------------
Yahoo! Messenger - Fale com seus amigos online. Instale agora! |
|
From: Nancy A. <nai...@ho...> - 2004-04-17 21:41:47
|
<html><div style='background-color:'><DIV class=RTE> <P><BR><BR></P></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <P> Somebody could say me how dinamycal allocate a matrix. I have examples for vectors . </P> <P>Can I use the class vector for this. and how free memory for this cases.</P> <P>Thanks in advance</P> <P>------------------------- </P> <DIV></DIV> <DIV></DIV></div><br clear=all><hr>Consigue aquí las mejores y mas recientes ofertas de trabajo en América Latina y USA: <a href="http://g.msn.com/8HMBES/2734??PS=">Haz clic aquí</a> </html> |
|
From: faramarz y. <far...@ho...> - 2004-04-17 19:31:09
|
simply writing this :
#include <stdio.h>
#include <conio.h>
#include <stdlib.h>
int main(int argc, char *argv[])
{
clrscr();
gotoxy(10,10);
system("PAUSE");
return 0;
}
there is no compiler error but linker made this errors :
:conio.cpp: undefined reference to `clrscr'
conio.cpp: undefined reference to `gotoxy'
i have this problem only with conio.h.
i check conio.h & find the prototype of these functions in cinio is
availble.
what should i do to solve it?
thank u in advanced
_________________________________________________________________
Add photos to your e-mail with MSN 8. Get 2 months FREE*.
http://join.msn.com/?page=features/featuredemail
|
|
From: Hossein H. <ult...@em...> - 2004-04-17 12:41:13
|
<P>> hi anybody </P> <P>Hi Faramarz,</P> <P><BR>> i have a problem to using seprate c++ classes. <BR>> i have write a class "Search.cpp",it has two function in it. <BR>> it has not any main function. <BR>> now i want to write another file for example test_search <BR>> i want to instantiate an object from Search class in it and use it's <BR>> function there. <BR>> i wrote: <BR>> Search s; <BR>> s.linear(); <BR>> but i can not use class Search in it because compiler does not know it. <BR>> what should i do? <BR>> in dev_c++ or borland c++? <BR>> thank u in advanced <BR></P> <P>Just as an endpoint to all the correct isseues mentioned by the others, don't forget to add that cpp file to your project. In DevC++, you can do that using the Project|Add to Project menu-instruction. There is a similar mechinary in almost all C++ implementations, including Borland C++ Builder.</P> <P>Regards,<BR>--Hossein</P><BR> -- <p>__________________________________________________________<br> Sign-up for Ads Free at Mail.com<br> <a href="http://mail01.mail.com/scripts/payment/adtracking.cgi?bannercode=adsfreejump01" target="_blank">http://www.mail.com/?sr=signup</a></p> |
|
From: michele <mic...@li...> - 2004-04-17 08:03:23
|
Thank you all for your suggestions. M. ----- Original Message ----- From: "Kevin Bluck" <kev...@ma...> To: <dev...@li...> Sent: Friday, April 16, 2004 5:33 PM Subject: [Dev-C++] Re: headers > > >If I have a project whit headers.. and I compile it, the first time all > >works good, but if later I change only the header/s the compiler doesn't > >care, and if I want it to really recompile my project I have to delete the > >associated *.o files. > > > Two options, besides the obvious one of changing a *.cpp: > > Choose Execute | Rebuild All (Ctrl+F11) Everything will be built whether it > needs it or not. > > In compiler options uncheck "Use fast but imperfect dependency generation". > It will detect header changes but will slow down your compiles. > > > --- Kevin > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: IBM Linux Tutorials > Free Linux tutorial presented by Daniel Robbins, President and CEO of > GenToo technologies. Learn everything from fundamentals to system > administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click > _______________________________________________ > Dev-cpp-users mailing list > Dev...@li... > TO UNSUBSCRIBE: http://www23.brinkster.com/noicys/devcpp/ub.htm > https://lists.sourceforge.net/lists/listinfo/dev-cpp-users |
|
From: Daniel K. O. <dan...@ya...> - 2004-04-17 05:05:06
|
Mark Dillavou wrote:
>On Fri, 2004-04-16 at 20:47, Daniel K. O. wrote:
>
>
>>PFNGLACTIVETEXTUREARBPROC MYglActiveTextureARB;
>>MYglActiveTextureARB = SDL_GL_GetProcAddress("glActiveTextureARB");
>>
>>And call the MYglActiveTextureARB.
>>
>>
>
>I tried this, but got an undefined reference to MYglActiveTextureARB
>
>
The first line creates a pointer called MYglActiveTextureARB. If you're
getting an "undefined reference to MYglActiveTextureARB" error, you
didn't write that line.
Daniel K. O.
|
|
From: Mark D. <dil...@ua...> - 2004-04-17 02:04:03
|
On Fri, 2004-04-16 at 20:47, Daniel K. O. wrote:
> Mark Dillavou wrote:
>
> >I'm having a tough time getting any glExtensions to work such as
> >glActiveTextureARB. I know that in windows you have to do this:
> >
> >PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
> >glActiveTextureARB = SDL_GL_GetProcAddress("glActiveTextureARB");
> >
> >or you can use wglGetProcAddress
> >
> >but neither work for me. Dev-cpp tells me that glAtiveTextureARB is
> >already defined, and if I remove that line, then it compiles ok, but
> >won't link.
> >
>
> Do you know what this code do?
> It gets a pointer to the function "glActiveTextureARB", and stores it in
> your "glActiveTextureARB" pointer. If there's already a function defined
> with this name, you just have to rename your pointer variable. Try:
>
> PFNGLACTIVETEXTUREARBPROC MYglActiveTextureARB;
> MYglActiveTextureARB = SDL_GL_GetProcAddress("glActiveTextureARB");
>
>
> And call the MYglActiveTextureARB.
I tried this, but got an undefined reference to MYglActiveTextureARB
Mark Dillavou
>
>
>
> Daniel K. O.
>
>
|
|
From: Daniel K. O. <dan...@ya...> - 2004-04-17 01:47:45
|
Mark Dillavou wrote:
>I'm having a tough time getting any glExtensions to work such as
>glActiveTextureARB. I know that in windows you have to do this:
>
>PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
>glActiveTextureARB = SDL_GL_GetProcAddress("glActiveTextureARB");
>
>or you can use wglGetProcAddress
>
>but neither work for me. Dev-cpp tells me that glAtiveTextureARB is
>already defined, and if I remove that line, then it compiles ok, but
>won't link.
>
Do you know what this code do?
It gets a pointer to the function "glActiveTextureARB", and stores it in
your "glActiveTextureARB" pointer. If there's already a function defined
with this name, you just have to rename your pointer variable. Try:
PFNGLACTIVETEXTUREARBPROC MYglActiveTextureARB;
MYglActiveTextureARB = SDL_GL_GetProcAddress("glActiveTextureARB");
And call the MYglActiveTextureARB.
Daniel K. O.
|
|
From: Mark D. <dil...@ua...> - 2004-04-17 00:41:31
|
I'm having a tough time getting any glExtensions to work such as
glActiveTextureARB. I know that in windows you have to do this:
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
glActiveTextureARB = SDL_GL_GetProcAddress("glActiveTextureARB");
or you can use wglGetProcAddress
but neither work for me. Dev-cpp tells me that glAtiveTextureARB is
already defined, and if I remove that line, then it compiles ok, but
won't link. I know it's not my code because this tutorial from nehe for
dev-cpp won't compile either:
http://nehe.gamedev.net/data/lessons/devc/lesson22.zip
I really need to get a windows version of my game working. Any advice
is much appreciated.
Thanks for you help,
Mark Dillavou
|
|
From: Daniel K. O. <dan...@ya...> - 2004-04-16 21:04:51
|
Tim Schumacher wrote: >For more infos on demos, have a look at scene.org. It is amazing >what you can put in 64 KB or even 4 KB :) > > No, amazing is what you can do with just 256 bytes. :) http://www.256b.com (check out the "Tube by Baze") Daniel K. O. |
|
From: Per W. <pw...@ia...> - 2004-04-16 18:00:32
|
Yes I know about the demo world. This is a link to a 96kB large 3D game: http://theprodukkt.com/ What I ment was of course that 99% of the Dev-C++ users are not affected by the amount of runtime library that gets loaded with a "Hello World" application. /Per W On Fri, 16 Apr 2004, Tim Schumacher wrote: > Hi Per, > > you wrote: > > > Does it matter? > > As for 64 KB demo coders, yes. But I think they mostly don't use > C or even C++. > > For more infos on demos, have a look at scene.org. It is amazing > what you can put in 64 KB or even 4 KB :) > > so long > > Tim > > -- > > Und wer als Root browst, gehoert eh | http://we-are-teh-b.org/~tim/borg.key > > in Honig getunkt, in Wollfaeden gewaelzt | http://learn.to/quote > > und im Streichelzoo ausgesetzt... | http://discworld.kicks-ass.org > rockshop auf heise.de > |
|
From: Tim S. <ti...@we...> - 2004-04-16 17:02:37
|
Hi Per, you wrote: > Does it matter? As for 64 KB demo coders, yes. But I think they mostly don't use C or even C++. For more infos on demos, have a look at scene.org. It is amazing what you can put in 64 KB or even 4 KB :) so long Tim -- > Und wer als Root browst, gehoert eh | http://we-are-teh-b.org/~tim/borg.key > in Honig getunkt, in Wollfaeden gewaelzt | http://learn.to/quote > und im Streichelzoo ausgesetzt... | http://discworld.kicks-ass.org rockshop auf heise.de |
|
From: Kevin B. <kev...@ma...> - 2004-04-16 15:35:28
|
>If I have a project whit headers.. and I compile it, the first time all >works good, but if later I change only the header/s the compiler doesn't >care, and if I want it to really recompile my project I have to delete the >associated *.o files. Two options, besides the obvious one of changing a *.cpp: Choose Execute | Rebuild All (Ctrl+F11) Everything will be built whether it needs it or not. In compiler options uncheck "Use fast but imperfect dependency generation". It will detect header changes but will slow down your compiles. --- Kevin |
|
From: Per W. <pw...@ia...> - 2004-04-16 07:08:26
|
Does it matter?
/Per W
On Fri, 16 Apr 2004, internet100 wrote:
> What I can make so that the executable archives occupy little space?
> I compile this code:
>
> #include <stdio>
> main(){
> }
>
> When I used a compiled previous version the executable one I left with 4Kb and with the brought up to date Dev-C++ 4.9.8.7, the archives are with 22.6Kb
>
>
>
>
> ---------------------------------
> Yahoo! Messenger - Fale com seus amigos online. Instale agora!
|
|
From: <i1...@ya...> - 2004-04-16 03:18:18
|
What I can make so that the executable archives occupy little space?
I compile this code:
#include <stdio>
main(){
}
When I used a compiled previous version the executable one I left with 4Kb and with the brought up to date Dev-C++ 4.9.8.7, the archives are with 22.6Kb
---------------------------------
Yahoo! Messenger - Fale com seus amigos online. Instale agora! |
|
From: Alexander S. <a.s...@qu...> - 2004-04-16 01:25:03
|
Hi all, I have recognized an issue with dependencies in DevPaks. That being that there should be a "provides" system, such that a package can provide several (semi-colon separated?) services. And then the dependency requirements for a package can be met by any other package that "provides it", rather than the one "named" that. The problems with going by name are evident with large multi-dependency systems such as the ones I've created (see below) where they will ONLY work with my DevPaks or other DevPaks named the same way as mine. This is not good. I've created DevPaks for the OpenSceneGraph system. They are my first working attempt at it, so any feedback on their construction would be welcome. get them from: http://www.fit.qut.edu.au/~streit/OSG/ -- Alexander Streit PhD Candidate Media R&D Group Centre for IT Innovation Queensland University of Technology |
|
From: Per W. <pw...@ia...> - 2004-04-15 15:20:31
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You are drawing the volume as cubes? With the marching cubes algorithm, you just process a volumetric data sampled in the corners of a grid. When processing the grid, you detect cases where each cube have corners that are both above and below the threshold of the volumetric data. Depending on which edges of all the processed cubes are switching side, you generate zero or more triangles. The "marching" part of the algorithm is that by processing the cubes in sequence, you will know which triangles are neighbours to each other, thereby allowing you to detect and handle multiple volumes within the data set. Do display the triangles, you may just process them as any other 3D triangles in a 3D engine, such as OpenGL or DirectX. /Per W On Thu, 15 Apr 2004, michele wrote: > Hi Jan (thank you and thank you Per)... > >>>The testing if the point is inside would be pretty simple. I expect you have some equations that define the conditions. Then setting each point of 3D grid into > >>>this equations would do the work. Then if all the quations are valid, then the point is inside. > > Yes it's exactly what I have done.. and really isn't difficut, the real question is how to render that volume ( now I have a pretty rapresentation (but 'discontinuous')... I draw a little cube in corrispondence of every point inside the surface). > > > But I have found... Another good article (by Paul Bourke) with c code (OpenGL): > http://astronomy.swin.edu.au/~pbourke/modelling/polygonise/ > I think this will be very helpful (for me and for all interested) and so I signalize you. > Bye > > > > ----- Original Message ----- > From: Jan Ringos > To: michele > Sent: Wednesday, April 14, 2004 6:36 PM > Subject: Re: [Dev-C++] marching cubes (3D) > > > Hello Michele. > Yes I am interested but I am not sure if I can help you. > I read the articles but I can't imagine how to find the border points. > > The testing if the point is inside would be pretty simple. I expect you have some equations that define the conditions. Then setting each point of 3D grid into this equations would do the work. Then if all the quations are valid, then the point is inside. > > Hope it helps... > --- > Jan Ringos, Tr...@mx... > http://Tringi.Mx-3.cz > > ----- Original Message ----- > From: michele > To: Jan Ringos > Sent: Wednesday, April 14, 2004 3:23 PM > Subject: Re: [Dev-C++] marching cubes (3D) > > > hi Jan, > if you are interested... > What I have to do is to render a 3D volume from sampled points (certain conditions define that volume)... > > So what I do is to divide the 3D space in a 3D grid and to test each point of this grid to know if it is inside or outside my suface... > Regards > (if you have some suggestions let me know! thanks) > > > > ----- Original Message ----- > From: Jan Ringos > To: michele > Sent: Friday, April 09, 2004 6:44 PM > Subject: Re: [Dev-C++] marching cubes (3D) > > > Very interesting. But honestly I see no use for it. In game I would instead use something like height-map or model with clipping definitons. > But I don't know what specific are you want to do with it. Anyway It shouldn't be too difficult to implement exact use. > > --- > Jan Ringos, Tr...@mx... > http://Tringi.Mx-3.cz > > ----- Original Message ----- > From: michele > To: Jan Ringos ; DEV-C++ > Sent: Friday, April 09, 2004 10:18 AM > Subject: Re: [Dev-C++] marching cubes (3D) > > > Hi... > > "The marching cubes algorithm is used in volume rendering to construct an isosurface from a 3D field of values. > The 2D analog would be to take an image, and for each pixel, set it to black if the value is below some threshold, and set it to white if it's above the threshold. Then smooth the jagged black outlines by skinning them with lines..." [James Sharman] > > if you (and someone else) want to read some interesting articles about marching cubes: > Introduction: > http://www.exaflop.org/docs/marchcubes/ind.html > > Article with some c code: > http://www.cfxweb.net/modules.php?name=News&file=article&sid=199 > (more available at http://matrix.netsoc.tcd.ie/~nash/metaballs/src/ gently by Nicholas: nn...@st...) > |
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From: <or...@vp...> - 2004-04-15 14:24:50
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Eddie Diener wrote: > How does one update a package in DevCpp ? I have wxWidgets 2.4.0=20 > installed, I have downloaded wxWidgets 2.4.2, and I would like to updat= e=20 > my installed package to the 2.4.2 release. The topic in the help file=20 > regarding updating packages is empty. The update that always works is the "delete-install" update. Delete the old one, then install the new one. -- Greetings, Bal=E1zs |
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From: michele <mic...@li...> - 2004-04-15 13:44:04
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Hi Jan (thank you and thank you Per)... >>>The testing if the point is inside would be pretty simple. I expect = you have some equations that define the conditions. Then setting each = point of 3D grid into=20 >>>this equations would do the work. Then if all the quations are valid, = then the point is inside. Yes it's exactly what I have done.. and really isn't difficut, the real = question is how to render that volume ( now I have a pretty = rapresentation (but 'discontinuous')... I draw a little cube in = corrispondence of every point inside the surface). But I have found... Another good article (by Paul Bourke) with c code = (OpenGL): http://astronomy.swin.edu.au/~pbourke/modelling/polygonise/ I think this will be very helpful (for me and for all interested) and so = I signalize you.=20 Bye ----- Original Message -----=20 From: Jan Ringos=20 To: michele=20 Sent: Wednesday, April 14, 2004 6:36 PM Subject: Re: [Dev-C++] marching cubes (3D) Hello Michele. Yes I am interested but I am not sure if I can help you. I read the articles but I can't imagine how to find the border points. The testing if the point is inside would be pretty simple. I expect = you have some equations that define the conditions. Then setting each = point of 3D grid into this equations would do the work. Then if all the = quations are valid, then the point is inside. Hope it helps... --- Jan Ringos, Tr...@mx... http://Tringi.Mx-3.cz ----- Original Message -----=20 From: michele=20 To: Jan Ringos=20 Sent: Wednesday, April 14, 2004 3:23 PM Subject: Re: [Dev-C++] marching cubes (3D) hi Jan, if you are interested... What I have to do is to render a 3D volume from sampled points = (certain conditions define that volume)... So what I do is to divide the 3D space in a 3D grid and to test each = point of this grid to know if it is inside or outside my suface... Regards=20 (if you have some suggestions let me know! thanks) ----- Original Message -----=20 From: Jan Ringos=20 To: michele=20 Sent: Friday, April 09, 2004 6:44 PM Subject: Re: [Dev-C++] marching cubes (3D) Very interesting. But honestly I see no use for it. In game I = would instead use something like height-map or model with clipping = definitons. But I don't know what specific are you want to do with it. Anyway = It shouldn't be too difficult to implement exact use. --- Jan Ringos, Tr...@mx... http://Tringi.Mx-3.cz ----- Original Message -----=20 From: michele=20 To: Jan Ringos ; DEV-C++=20 Sent: Friday, April 09, 2004 10:18 AM Subject: Re: [Dev-C++] marching cubes (3D) Hi... =20 "The marching cubes algorithm is used in volume rendering to = construct an isosurface from a 3D field of values. The 2D analog would be to take an image, and for each pixel, set = it to black if the value is below some threshold, and set it to white if = it's above the threshold. Then smooth the jagged black outlines by = skinning them with lines..." [James Sharman] if you (and someone else) want to read some interesting articles = about marching cubes: Introduction: http://www.exaflop.org/docs/marchcubes/ind.html =20 Article with some c code:=20 = http://www.cfxweb.net/modules.php?name=3DNews&file=3Darticle&sid=3D199 (more available at = http://matrix.netsoc.tcd.ie/~nash/metaballs/src/ gently by Nicholas: = nn...@st...) |
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From: Siva C. <siv...@ya...> - 2004-04-15 13:40:20
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hello, check out your project makefile.win... it does not care about the header files. so for a re-compile to happen you will have to modify atleast one of the *.c or *.cpp files. hence, instead of deleting the *.o files you can make an inconsequent modification(like for example add a space and delete the space) to one of your *.c or *.cpp files and compile. --- michele <mic...@li...> wrote: > Hello all, > perhaps I'm a bit stupid but it seems to me that... > If I have a project whit headers.. and I compile it, > the first time all works good, but if later I change > only the header/s the compiler doesn't care, > and if I want it to really recompile my project I > have to delete the associated *.o files. > What do you think about this? __________________________________ Do you Yahoo!? Yahoo! Tax Center - File online by April 15th http://taxes.yahoo.com/filing.html |
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From: michele <mic...@li...> - 2004-04-15 13:25:20
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Hello all, perhaps I'm a bit stupid but it seems to me that... If I have a project whit headers.. and I compile it, the first time all = works good, but if later I change only the header/s the compiler doesn't = care, and if I want it to really recompile my project I have to delete the = associated *.o files. What do you think about this? |
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From: Eddie D. <edd...@tr...> - 2004-04-15 10:58:09
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How does one update a package in DevCpp ? I have wxWidgets 2.4.0 = installed, I have downloaded wxWidgets 2.4.2, and I would like to update = my installed package to the 2.4.2 release. The topic in the help file = regarding updating packages is empty. |
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From: <gen...@ya...> - 2004-04-15 08:50:46
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i thought impdef generates a mingw lib **from a dll**, or is it reimp? just my two cents. --------------------------------- Yahoo! Messenger - Communicate instantly..."Ping" your friends today! Download Messenger Now |