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From: shimrod <sh...@no...> - 2003-06-13 16:42:26
|
hi,
I'm trying to use the SDL, and when I do an include on SDL.h, I got a =
link error :
multiple definition of main
undefined reference to '-alloca_probe'
#include <iostream.h>
#include <stdlib.h>
#include <SDL.h>
int main(int argc, char **argv)
{
printf("hello world");
return 0;
}
and for the project the following parameters : -lmingw32 -lSDLmain -lSDL
Anyone can help me..?
|
|
From: Per W. <pw...@ia...> - 2003-06-13 15:38:58
|
Happy to help. /Per W |
|
From: Brian A. <bri...@gm...> - 2003-06-13 15:36:58
|
Ok, now I've made an attempt to 'plug-in' my new build to my Dev-Cpp install...and I get this... ========================================= Executing make clean rm -f minimal.o minimal.exe g++.exe -c minimal.cpp -o minimal.o -I"C:/Dev-Cpp/include/c++" -I"C:/Dev-Cpp/include/c++/mingw32" -I"C:/Dev-Cpp/include/c++/backward" -I"C:/Dev-Cpp/include" -fno-rtti -fno-exceptions -fno-pcc-struct-return -fstrict-aliasing -Wall -fvtable-thunks -D__WXMSW__ -D__GNUWIN32__ -DWINVER=0x400 -D__WIN95__ -DSTRICT -D__WXDEBUG__ -fexpensive-optimizations -O1 cc1plus.exe: warning: -fvtable-thunks is no longer supported g++.exe minimal.o -o "minimal.exe" -L"C:/Dev-Cpp/lib" -mwindows -lwxmsw250d -lcomdlg32 -luser32 -lgdi32 -lole32 -lwsock32 -lcomctl32 -lctl3d32 -lgcc -lstdc++ -lshell32 -loleaut32 -ladvapi32 -luuid -Lc:/wx/lib Execution terminated Compilation successful ============================= It does generate an .exe, but when it runs, it immediately generates an unknown software exception at location 0x0040cd6d. Does anybody have any experience with what causes this error? It MUST NOT BE the lib, because when I made the sample from the makefile, everything was swimmy. Its a configuration in Dev-Cpp, I'm sure of it...I just don't have enough knowledge to track this down... Brian Brian Ackermann wrote: > I've just compiled the latest wxWindows CVS build. What must I do to > 'plug it in' to Dev-C++? I've tried copying the lib and include > directories under Dev-Cpp, but I'm getting errors building the minimal > sample. > > Thanks! > > Brian > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: eBay > Great deals on office technology -- on eBay now! Click here: > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 > _______________________________________________ > Dev-cpp-users mailing list > Dev...@li... > TO UNSUBSCRIBE: http://www.noicys.cjb.net/devcpp/ub.htm > https://lists.sourceforge.net/lists/listinfo/dev-cpp-users > > |
|
From: Jean-Marie R. <jrw...@ya...> - 2003-06-13 15:26:33
|
Just received my subscription but no access granted at login level to post messages. Is my login the same as my email address ? |
|
From: Brian A. <bri...@gm...> - 2003-06-13 14:28:53
|
I've just compiled the latest wxWindows CVS build. What must I do to 'plug it in' to Dev-C++? I've tried copying the lib and include directories under Dev-Cpp, but I'm getting errors building the minimal sample. Thanks! Brian |
|
From: Vlada D. <dj...@im...> - 2003-06-13 13:19:43
|
----- Original Message -----
From: "Vlada Djurovic" <dj...@im...>
To: "Per Westermark" <pw...@ia...>
Cc: "'DevC++ help'" <dev...@li...>
Sent: Friday, June 13, 2003 2:24 PM
Subject: Re: [Dev-C++] linker errors
>
> ----- Original Message -----
> From: "Per Westermark" <pw...@ia...>
> To: "Vlada Djurovic" <dj...@im...>
> Cc: "'DevC++ help'" <dev...@li...>
> Sent: Friday, June 13, 2003 1:44 PM
> Subject: Re: [Dev-C++] linker errors
>
>
> > You didn't exactly send any source code for us to look at...
> >
> > However, if you get multiple declarations of _pGame, I would suspect
that
> > one header file contains a line 'GameEngine *pGame;' or similar. If that
> > include file is used by more than one cpp file (main.cpp and
> > GameEngine.cpp) then you'll get a link error.
> >
> > In the header, the declaration should say 'extern GameEngine *pGame;'
and
> > then in one of the source files, there should be a 'GameEngine *pGame;'.
> >
> > Is GameEngine::m_pGameEngine declared as static? In that case, you
should
> > declare a variable of that type in one of the cpp files.
> >
> > /Per W
> >
> Man, this was great!!!!! This is exactly what happens. And you knew it
> without even looking at the source? You must be psychic( I hope I spelled
it
> right :-)).
> I didn't send any source, because there are 6 files and I didn't know
> exactly what to send. However, the multiple definitions are gone now. As
for
> the m_pGameEngine, it is declared like this:
>
> class GameEngine
> {
> protected:
>
> static GameEngine* m_pGameEngine;
> HINSTANCE m_hInstance;
> HWND m_hWindow;
> TCHAR m_szWindowClass[32];
> TCHAR m_szTitle[32];
> WORD m_wIcon,m_wSmallIcon;
> int m_iWidth,m_iHeight;
> int m_iFrameDelay;
> BOOL m_bSleep;
>
> public:
> //konstruktor i destruktor
> GameEngine(HINSTANCE hInstance,LPTSTR szWindowClass,LPTSTR szTitle,WORD
> wIcon,WORD wSmallIcon,
> int iWidth=600,int iHeight=480);
> virtual ~GameEngine();
>
> //opsti metod
> static GameEngine* GetEngine(){return m_pGameEngine;};
> BOOL Initialize(int iCmdShow);
> LRESULT HandleEvent(HWND hWindow,UINT mag,WPARAM wParam,LPARAM lPAram);
>
> //metodi pristupa
> HINSTANCE GetInstance(){return m_hInstance;};
> HWND GetWindow(){return m_hWindow;};
> void SetWindow(HWND hWindow){m_hWindow=hWindow;};
> LPTSTR GetTitle(){return m_szTitle;};
> WORD GetIcon(){return m_wIcon;};
> WORD GetSmallIcon(){return m_wSmallIcon;};
> int GetWidth(){return m_iWidth;};
> int GetHeight(){return m_iHeight;};
> int GetFrameDelay(){return m_iFrameDelay;};
> void SetFrameRate(int iFrameRate){m_iFrameDelay=1000/iFrameRate;};
> BOOL GetSleep(){return m_bSleep;};
> void SetSleep(BOOL bSleep){m_bSleep=bSleep;};
> };
> and the constructor is defined like this:
>
> GameEngine::GameEngine(HINSTANCE hInstance,LPTSTR szWindowClass,LPTSTR
> szTitle,WORD wIcon,
> WORD wSmallIcon,int iWidth,int iHeight)
> {
> m_pGameEngine=this;
> m_hInstance=hInstance;
> m_hWindow=NULL;
> if(lstrlen(szWindowClass)>0)
> lstrcpy(m_szWindowClass,szWindowClass);
> if(lstrlen(szTitle)>0)
> lstrcpy(m_szTitle,szTitle);
> m_wIcon=wIcon;
> m_wSmallIcon=wSmallIcon;
> m_iWidth=iWidth;
> m_iHeight=iHeight;
> m_iFrameDelay=50;
> m_bSleep=TRUE;
> }
> Are you saying that I should declare the variable of that type instead of
> 'this'?
> (If you think I should send entire source, I will, but I'm affraid it's
too
> long).
>
Forget that, I did some reading and worked it out.
>
> >
> > On Fri, 13 Jun 2003, Vlada Djurovic wrote:
> >
> > > Hi.
> > >
> > > I just got a book about games programming and I got stuck in the first
> step.
> > > When trying to compile an example from the book, I keep getting linker
> > > errors. The output looks like this:
> > >
> > > C:\Visual\engine\main.o
> > > [Warning] In function `GameEngine::GetFrameDelay(void)':
> > > //C/Visual/engine/main.cpp(.bss+0x0)
C:\Visual\engine\main.cpp(.bss+0x0)
> > > multiple definition of `_pGame'
> > > //C/Visual/engine/GameEngine.h C:\Visual\engine\skeleton.o(.bss+0x0)
> > > first defined here
> > > C:\Visual\engine\GameEngine.o
> > > [Warning] In function `_10GameEngineP11HINSTANCE__PcT2UsUsii':
> > >
> > > [Linker error] undefined reference to `GameEngine::m_pGameEngine'
> > >
> > >
> > > I can't figure out what this means. I tried looking for multiple
> definitions
> > > of _pGame, but I can't find any. Can something else be causing this?
> > > As for the other error, m_pGameEngine is a member of GameEngine class
> and
> > > it's referenced only in the class constructor. Can somebody give me a
> hint
> > > about possible problems?
> > >
> > > Thanks.
> > > ------------
> > > Vlada
> > >
> > >
> > >
> > > -------------------------------------------------------
> > > This SF.NET email is sponsored by: eBay
> > > Great deals on office technology -- on eBay now! Click here:
> > > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5
> > > _______________________________________________
> > > Dev-cpp-users mailing list
> > > Dev...@li...
> > > TO UNSUBSCRIBE: http://www.noicys.cjb.net/devcpp/ub.htm
> > > https://lists.sourceforge.net/lists/listinfo/dev-cpp-users
> > >
> >
>
>
>
> -------------------------------------------------------
> This SF.NET email is sponsored by: eBay
> Great deals on office technology -- on eBay now! Click here:
> http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5
> _______________________________________________
> Dev-cpp-users mailing list
> Dev...@li...
> TO UNSUBSCRIBE: http://www.noicys.cjb.net/devcpp/ub.htm
> https://lists.sourceforge.net/lists/listinfo/dev-cpp-users
>
|
|
From: Vlada D. <dj...@im...> - 2003-06-13 12:25:23
|
----- Original Message -----
From: "Per Westermark" <pw...@ia...>
To: "Vlada Djurovic" <dj...@im...>
Cc: "'DevC++ help'" <dev...@li...>
Sent: Friday, June 13, 2003 1:44 PM
Subject: Re: [Dev-C++] linker errors
> You didn't exactly send any source code for us to look at...
>
> However, if you get multiple declarations of _pGame, I would suspect that
> one header file contains a line 'GameEngine *pGame;' or similar. If that
> include file is used by more than one cpp file (main.cpp and
> GameEngine.cpp) then you'll get a link error.
>
> In the header, the declaration should say 'extern GameEngine *pGame;' and
> then in one of the source files, there should be a 'GameEngine *pGame;'.
>
> Is GameEngine::m_pGameEngine declared as static? In that case, you should
> declare a variable of that type in one of the cpp files.
>
> /Per W
>
Man, this was great!!!!! This is exactly what happens. And you knew it
without even looking at the source? You must be psychic( I hope I spelled it
right :-)).
I didn't send any source, because there are 6 files and I didn't know
exactly what to send. However, the multiple definitions are gone now. As for
the m_pGameEngine, it is declared like this:
class GameEngine
{
protected:
static GameEngine* m_pGameEngine;
HINSTANCE m_hInstance;
HWND m_hWindow;
TCHAR m_szWindowClass[32];
TCHAR m_szTitle[32];
WORD m_wIcon,m_wSmallIcon;
int m_iWidth,m_iHeight;
int m_iFrameDelay;
BOOL m_bSleep;
public:
//konstruktor i destruktor
GameEngine(HINSTANCE hInstance,LPTSTR szWindowClass,LPTSTR szTitle,WORD
wIcon,WORD wSmallIcon,
int iWidth=600,int iHeight=480);
virtual ~GameEngine();
//opsti metod
static GameEngine* GetEngine(){return m_pGameEngine;};
BOOL Initialize(int iCmdShow);
LRESULT HandleEvent(HWND hWindow,UINT mag,WPARAM wParam,LPARAM lPAram);
//metodi pristupa
HINSTANCE GetInstance(){return m_hInstance;};
HWND GetWindow(){return m_hWindow;};
void SetWindow(HWND hWindow){m_hWindow=hWindow;};
LPTSTR GetTitle(){return m_szTitle;};
WORD GetIcon(){return m_wIcon;};
WORD GetSmallIcon(){return m_wSmallIcon;};
int GetWidth(){return m_iWidth;};
int GetHeight(){return m_iHeight;};
int GetFrameDelay(){return m_iFrameDelay;};
void SetFrameRate(int iFrameRate){m_iFrameDelay=1000/iFrameRate;};
BOOL GetSleep(){return m_bSleep;};
void SetSleep(BOOL bSleep){m_bSleep=bSleep;};
};
and the constructor is defined like this:
GameEngine::GameEngine(HINSTANCE hInstance,LPTSTR szWindowClass,LPTSTR
szTitle,WORD wIcon,
WORD wSmallIcon,int iWidth,int iHeight)
{
m_pGameEngine=this;
m_hInstance=hInstance;
m_hWindow=NULL;
if(lstrlen(szWindowClass)>0)
lstrcpy(m_szWindowClass,szWindowClass);
if(lstrlen(szTitle)>0)
lstrcpy(m_szTitle,szTitle);
m_wIcon=wIcon;
m_wSmallIcon=wSmallIcon;
m_iWidth=iWidth;
m_iHeight=iHeight;
m_iFrameDelay=50;
m_bSleep=TRUE;
}
Are you saying that I should declare the variable of that type instead of
'this'?
(If you think I should send entire source, I will, but I'm affraid it's too
long).
>
> On Fri, 13 Jun 2003, Vlada Djurovic wrote:
>
> > Hi.
> >
> > I just got a book about games programming and I got stuck in the first
step.
> > When trying to compile an example from the book, I keep getting linker
> > errors. The output looks like this:
> >
> > C:\Visual\engine\main.o
> > [Warning] In function `GameEngine::GetFrameDelay(void)':
> > //C/Visual/engine/main.cpp(.bss+0x0) C:\Visual\engine\main.cpp(.bss+0x0)
> > multiple definition of `_pGame'
> > //C/Visual/engine/GameEngine.h C:\Visual\engine\skeleton.o(.bss+0x0)
> > first defined here
> > C:\Visual\engine\GameEngine.o
> > [Warning] In function `_10GameEngineP11HINSTANCE__PcT2UsUsii':
> >
> > [Linker error] undefined reference to `GameEngine::m_pGameEngine'
> >
> >
> > I can't figure out what this means. I tried looking for multiple
definitions
> > of _pGame, but I can't find any. Can something else be causing this?
> > As for the other error, m_pGameEngine is a member of GameEngine class
and
> > it's referenced only in the class constructor. Can somebody give me a
hint
> > about possible problems?
> >
> > Thanks.
> > ------------
> > Vlada
> >
> >
> >
> > -------------------------------------------------------
> > This SF.NET email is sponsored by: eBay
> > Great deals on office technology -- on eBay now! Click here:
> > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5
> > _______________________________________________
> > Dev-cpp-users mailing list
> > Dev...@li...
> > TO UNSUBSCRIBE: http://www.noicys.cjb.net/devcpp/ub.htm
> > https://lists.sourceforge.net/lists/listinfo/dev-cpp-users
> >
>
|
|
From: <and...@su...> - 2003-06-13 11:53:50
|
Dear Users, Does anybody know a serious list about Linear/Non-Linear Control Systems, specifically a group that is working with IDENTIFICATION SYSTEMS, prefferably with the ident MatLab´s toolbox? Thanks Andre |
|
From: Per W. <pw...@ia...> - 2003-06-13 11:46:12
|
You didn't exactly send any source code for us to look at... However, if you get multiple declarations of _pGame, I would suspect that one header file contains a line 'GameEngine *pGame;' or similar. If that include file is used by more than one cpp file (main.cpp and GameEngine.cpp) then you'll get a link error. In the header, the declaration should say 'extern GameEngine *pGame;' and then in one of the source files, there should be a 'GameEngine *pGame;'. Is GameEngine::m_pGameEngine declared as static? In that case, you should declare a variable of that type in one of the cpp files. /Per W On Fri, 13 Jun 2003, Vlada Djurovic wrote: > Hi. > > I just got a book about games programming and I got stuck in the first step. > When trying to compile an example from the book, I keep getting linker > errors. The output looks like this: > > C:\Visual\engine\main.o > [Warning] In function `GameEngine::GetFrameDelay(void)': > //C/Visual/engine/main.cpp(.bss+0x0) C:\Visual\engine\main.cpp(.bss+0x0) > multiple definition of `_pGame' > //C/Visual/engine/GameEngine.h C:\Visual\engine\skeleton.o(.bss+0x0) > first defined here > C:\Visual\engine\GameEngine.o > [Warning] In function `_10GameEngineP11HINSTANCE__PcT2UsUsii': > > [Linker error] undefined reference to `GameEngine::m_pGameEngine' > > > I can't figure out what this means. I tried looking for multiple definitions > of _pGame, but I can't find any. Can something else be causing this? > As for the other error, m_pGameEngine is a member of GameEngine class and > it's referenced only in the class constructor. Can somebody give me a hint > about possible problems? > > Thanks. > ------------ > Vlada > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: eBay > Great deals on office technology -- on eBay now! Click here: > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 > _______________________________________________ > Dev-cpp-users mailing list > Dev...@li... > TO UNSUBSCRIBE: http://www.noicys.cjb.net/devcpp/ub.htm > https://lists.sourceforge.net/lists/listinfo/dev-cpp-users > |
|
From: Vlada D. <dj...@im...> - 2003-06-13 11:35:30
|
Hi. I just got a book about games programming and I got stuck in the first step. When trying to compile an example from the book, I keep getting linker errors. The output looks like this: C:\Visual\engine\main.o [Warning] In function `GameEngine::GetFrameDelay(void)': //C/Visual/engine/main.cpp(.bss+0x0) C:\Visual\engine\main.cpp(.bss+0x0) multiple definition of `_pGame' //C/Visual/engine/GameEngine.h C:\Visual\engine\skeleton.o(.bss+0x0) first defined here C:\Visual\engine\GameEngine.o [Warning] In function `_10GameEngineP11HINSTANCE__PcT2UsUsii': [Linker error] undefined reference to `GameEngine::m_pGameEngine' I can't figure out what this means. I tried looking for multiple definitions of _pGame, but I can't find any. Can something else be causing this? As for the other error, m_pGameEngine is a member of GameEngine class and it's referenced only in the class constructor. Can somebody give me a hint about possible problems? Thanks. ------------ Vlada |
|
From: Mark L. <mli...@ip...> - 2003-06-13 09:06:18
|
On Wed, 11 Jun 2003 23:23:31 -0400 JB Maust <jb...@so...> wrote: > Davis Chapman ... are we talking about Sam's Teach Yourself C++ in 21 > Days, > Fourth Edition ISBN 06732072? > > It looks like Jesse Liberty is creditied for it too. 24 Hours has a > CD-ROM > with Dev-C++, cygwin, and a debugger ... I'm trying to find out which > one it > is ... I remeber from looking in the book store that it is an IDE. This is Sams Teach yourself Visual C++ 6 in 21 days ISBN 0672314037 Comes with MS VC++ 6 Introductory Edition. |
|
From: Yeoh H. <ye...@ye...> - 2003-06-13 08:19:03
|
----- Original Message ----- From: "Thomas Stoehr" <tho...@vo...> To: <dev...@li...> Sent: Friday, June 13, 2003 3:32 PM Subject: [Dev-C++] compiling lotus notes c api programms with dev c++. is it possible? > hi list, > > has somebody experience with compiling lotus notes c api programms under dev > c++? > i have tried to configure the compiler ( /DNT switch) but it always says : > In Dev-C++, your compiler switch for this define should be -DNT. I haven't had the chance to use the Lotus Notes C API but AFAIK, here's an extract: <extract> Most Lotus C API functions for Domino and Notes use the __stdcall calling convention, just as the Windows API does. A few functions require a variable number of parameters; these functions use the cdecl calling convention. Under normal circumstances, specifying the appropriate calling convention is handled by the C API header files. </extract> So you'll need to create the .a files. Here's an extract from MinGW FAQ: <extract> However, for __stdcall functions, the above method does not work. For MSVC will prefix an underscore to __stdcall functions while MinGW will not. The right way is to produce the DEF file using the pexports tool included in the mingw-utils package and filter off the first underscore by sed: pexports testdll.dll | sed "s/^_//" > testdll.def Then, when using dlltool to produce the import library, add `-U' to the command line: dlltool -U -d testdll.def -l libtestdll.a And now, you can proceed in the usual way: gcc -o testmain testmain.c -L. -ltestdll </extract> Regards, Yeoh ~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~ ICT eBooks by Yeoh HS Free Downloads at http://www.yeohhs.com ~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~ |
|
From: Thomas S. <tho...@vo...> - 2003-06-13 07:33:18
|
hi list,
has somebody experience with compiling lotus notes c api programms under dev
c++?
i have tried to configure the compiler ( /DNT switch) but it always says :
C:/notesapi/include/global.h:474: #error Must specify type of OS ("DOS", "OS2",
etc) on C command line!
gcc.exe: /DNT: No such file or directory.
what else do i have to configure?and where?
maybe it is not possible to compile domino c api programms under dev c++?
thanks a lot
thomas
______________________________________________________________________
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From: JB M. <jb...@so...> - 2003-06-13 03:28:24
|
I have learned the problem was due to the author of C++ in 10 Minutes =
not including a module in the book.
main() was in a separate file. After I added the missing module it =
compiled with zero errors. ;-)
Thanx
J.B.
----- Original Message -----=20
From: Vlada Djurovic=20
To: JB Maust ; dev...@li...=20
Sent: Thursday, June 12, 2003 2:33 AM
Subject: Re: [Dev-C++] Error: ... undefined reference to `WinMain@16'
It happens to me when I don't define main() function. But, you did =
define it, right?
----- Original Message -----=20
From: JB Maust=20
To: dev...@li...=20
Sent: Thursday, June 12, 2003 3:56 AM
Subject: [Dev-C++] Error: ... undefined reference to `WinMain@16'
Hello,
while trying to compile a modular project (five parts; two .h, =
three .cpp files) in Dev-C++ 4.0 I get the following error from Compiler =
and linker output:
\DEV-C_~1\Lib\\libmingw32.a(main.o)(.text+0x8e): undefined reference =
to `WinMain@16'
Help?
TIA
J.B.
jb...@so...
|
|
From: Per W. <pw...@ia...> - 2003-06-12 19:47:28
|
When the declaration of a struct variable contains an "=3D { xx }"
assignment. the compiler will automatically add zero-values for the fields
that hasn't been specifically given a value. If { xx } contains values for
the three first fields, but the struct has five fields, the compiler will
assume zero for the remaining two fields.
A consequence of this is that if an existing program is modified, and new
member fields are added to an existing structure, you should either add
the new fields last, or specifically check all initialization of
corresponding struct variables, to make sure that a { member1 =3D 10,
member2 =3D 0, member3 =3D 12, ... } initialization doesn't suddenly starts=
to
assign to the wrong member fields.
Don't forget that the compiler is required to clear all global,
non-initialized, variables to zero on startup. A global variable declared
as "struct mystruct s;" will set all member fields of s to zero in a C
program. In C++, the program might override this behaviour by supplying a
constructor for the struct/class type.
/Per W
On Thu, 12 Jun 2003, OROSZI Bal=E1zs wrote:
> Per Westermark wrote:
> > memset() works very well in C programs. However, there are some
> > things to remember about memset() on structures.
> >
> > If the code is later moved to C++, and the struct gets virtual methods,
> > the memset() code will be deadly, since it will clear the address of th=
e
> > virtual method table (VMT), which will make calls to the methods kill t=
he
> > program. Also, the VMT is normally used for run-time type checking, suc=
h
> > as dynamic cast.
> >
> > One more thing about memset() of structures is that in C++, the struct =
may
> > contain members that are themself classes with a constructor. The work
> > done by these constructors will be overwritten.
> >
> > Memset of structures that are part of a multiple-inherritance aggregate=
is
> > also dangerous, since it kills the hidden fields the compiler added to
> > safely locate the addresses of the different base classes.
>
> Thanks for this info, I didn't know about this :)
> Indeed is useful.
>
> But, as a last note, if you (the original asker) use PURE C only, then
> you can safely use memset().
> But if you are in the C++ world, you should rarely use the standard C
> library anyway (where memset() is for example).
>
> > Note that most of the time, it is enough to just write:
> >
> > struct mystruct s =3D {0};
> >
> > and then the compiler will assign zero to all members of the structure.
> > This kind of initialization is directly portable to c++ without any
> > dangerous side effects.
>
> Are you sure, this works 100% in just C? I don't know, that's why I ask.
> What happens, when I have a struct with 5 elements, and I write:
>
> struct mystruct s =3D {0,0,0}; /* 3 only */
>
> How many will be initialised?
> Thanks in advance.
>
> --
> Greetings,
> Bal=E1zs
>
>
>
> -------------------------------------------------------
> This SF.NET email is sponsored by: eBay
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> https://lists.sourceforge.net/lists/listinfo/dev-cpp-users
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|
|
From: <or...@vp...> - 2003-06-12 19:16:13
|
Per Westermark wrote:
> memset() works very well in C programs. However, there are some
> things to remember about memset() on structures.
>
> If the code is later moved to C++, and the struct gets virtual methods,
> the memset() code will be deadly, since it will clear the address of the
> virtual method table (VMT), which will make calls to the methods kill the
> program. Also, the VMT is normally used for run-time type checking, such
> as dynamic cast.
>
> One more thing about memset() of structures is that in C++, the struct may
> contain members that are themself classes with a constructor. The work
> done by these constructors will be overwritten.
>
> Memset of structures that are part of a multiple-inherritance aggregate is
> also dangerous, since it kills the hidden fields the compiler added to
> safely locate the addresses of the different base classes.
Thanks for this info, I didn't know about this :)
Indeed is useful.
But, as a last note, if you (the original asker) use PURE C only, then
you can safely use memset().
But if you are in the C++ world, you should rarely use the standard C
library anyway (where memset() is for example).
> Note that most of the time, it is enough to just write:
>
> struct mystruct s = {0};
>
> and then the compiler will assign zero to all members of the structure.
> This kind of initialization is directly portable to c++ without any
> dangerous side effects.
Are you sure, this works 100% in just C? I don't know, that's why I ask.
What happens, when I have a struct with 5 elements, and I write:
struct mystruct s = {0,0,0}; /* 3 only */
How many will be initialised?
Thanks in advance.
--
Greetings,
Balázs
|
|
From: <ru...@wp...> - 2003-06-12 18:53:55
|
Hello, In Dev-C++ v4.9.8.0 on Win XP Home there are problems with the dialogs 'Configure Tools' and 'Customize Help Menu'. They don't size properly. Some interface elements get positioned outside of the dialogs. Manual resizing doesn't help, the dialogs relayout their content as if they were "thinking" they are somewhat larger than they actually are. Best regards, Szczepan Holyszewski |
|
From: Abhijit S. <mu...@gm...> - 2003-06-12 17:27:01
|
Greets, David. > 1) when a struct is created. All that can be assumed is that it contains trash right? What is a portable way to initalize everything to 0? mset? You could use constructors, or external functions, called something fancy like `foo_zero_all()' to zero out members of your struct. The human touch - The Safest Thing(tm). ________________________________________ Abhijit Shylanath http://mudeth.tripod.com/ |
|
From: Abhijit S. <mu...@gm...> - 2003-06-12 17:13:55
|
> \DEV-C_~1\Lib\\libmingw32.a(main.o)(.text+0x8e): undefined reference to
`WinMain@16'
Greets, Mister Maust.
Try creating a console program (somewhere in `Project Options'), rather than
a GUI program. Otherwise, wrap main like this (be careful if you're using
console I/O, though):
int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
// Parse args if necessary.
return main();
}
________________________________________
Abhijit Shylanath
http://mudeth.tripod.com/
|
|
From: Per W. <pw...@ia...> - 2003-06-12 16:57:33
|
memset() works very well in C programs. However, there are some
things to remember about memset() on structures.
If the code is later moved to C++, and the struct gets virtual methods,
the memset() code will be deadly, since it will clear the address of the
virtual method table (VMT), which will make calls to the methods kill the
program. Also, the VMT is normally used for run-time type checking, such
as dynamic cast.
One more thing about memset() of structures is that in C++, the struct may
contain members that are themself classes with a constructor. The work
done by these constructors will be overwritten.
Memset of structures that are part of a multiple-inherritance aggregate is
also dangerous, since it kills the hidden fields the compiler added to
safely locate the addresses of the different base classes.
Note that most of the time, it is enough to just write:
struct mystruct s =3D {0};
and then the compiler will assign zero to all members of the structure.
This kind of initialization is directly portable to c++ without any
dangerous side effects.
/Per W
On Thu, 12 Jun 2003, OROSZI Bal=E1zs wrote:
> David McKen wrote:
> > Ok, I need some clarification on a couple topics invloving pointers and
> > pointers.
> >
> > 1) when a struct is created. All that can be assumed is that it contain=
s
> > trash right? What is a portable way to initalize everything to 0? mset?
>
> That is the simplest, if you have a LARGE structure.
>
> #include <mem.h> /* or string.h, I'm not sure */
>
> struct mystruct {
> int a,b,c;
> char d,e,f;
> long g,h,i,j,k,l,m,n;
> /* ... */
> };
>
> int main()
> {
> struct mystruct ms;
> memset(&ms,0,sizeof(struct mystruct));
> return 0;
> }
>
>
> The above code is pure C. In C++, you don't need the "struct" word, when
> using mystruct. So, in C++, the first 2 line in main():
>
> mystruct ms;
> memset(&ms,0,sizeof(mystruct));
>
> memset() is also portable, and it will always work, even if you alter
> the definition of your structure (add new elements). This way, you don't
> have to use a LONG list to set everything to 0.
>
> --
> Greetings,
> Bal=E1zs
>
>
>
> -------------------------------------------------------
> This SF.NET email is sponsored by: eBay
> Great deals on office technology -- on eBay now! Click here:
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> _______________________________________________
> Dev-cpp-users mailing list
> Dev...@li...
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> https://lists.sourceforge.net/lists/listinfo/dev-cpp-users
>
|
|
From: David M. <ci...@ya...> - 2003-06-12 15:05:14
|
Ok. Now to apply this stuff and hope I don't crash this MUD
again :P. BTW I apoligize if I came across as a newbie who
did not RTM. All I really needed was #4. The first 3 were
to make sure I had my prior facts straight.
--- Ioannis Vranos <iv...@em...> wrote:
>
>
> -----Original Message-----
> From: dev...@li...
> [mailto:dev...@li...] On
> Behalf Of David McKen
> Sent: Thursday, June 12, 2003 3:16 AM
> To: dev...@li...
> Subject: [Dev-C++] Stress with structs and pointers.
>
>
> Ok, I need some clarification on a couple topics
> invloving pointers and
> pointers.
>
> 1) when a struct is created. All that can be assumed is
> that it contains
> trash right? What is a portable way to initalize
> everything to 0? mset?
>
>
> struct whatever_type s={0, 0, 0 ...};
>
>
> 2) when a structure contains a pointer. Access to the
> address (not the
> value) comes in the form
> {struct_variable_name}.{member_name}?
>
>
> Yes.
>
>
> 3) how do you de-refrence the pointer in #2 to get the
> value of the
> variable? {struct_variable_name}.*{member_name}?
>
>
> *struct_variable_name.pointer_name=...
>
> or
>
> *(struct_variable_name.pointer_name)=...
>
>
> to make it easier to understand. I use the second.
>
>
>
> 4) if you have a pointer to the structure you access the
> members via '->'.
> If a member of the structure is a pointer the address is
> gotten via
> {struct_varible_name}->{member_name}?
>
>
> Yes
>
>
> If so how does one get the value of the varible?
> {struct_variable_name}->*{member_name}?
>
>
>
> *struct_variable_name->pointer_name=...
>
>
>
> Ioannis Vranos
>
> * Programming pages: http://www.noicys.freeurl.com
> <http://www.noicys.freeurl.com/>
> * Alternative URL 1: http://run.to/noicys
> * Alternative URL 2: http://www.noicys.cjb.net
> <http://www.noicys.cjb.net/>
>
>
>
=====
Signed
David Mcken
Life Sucks
Live with it
__________________________________
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|
|
From: David M. <ci...@ya...> - 2003-06-12 15:01:07
|
You sure constructors will work in a C enviroment? That is
one pre-requisite that I am hating.
With respect to #2, I was asking how you would get to the
value pointed to by a pointer that is part of a struct.
--- Glen Vermeylen <gve...@pa...> wrote:
> 1) Structs also support constructors (see below for
> example program)
> 2) Don't know what you mean. But if you mean that it can
> take any type
> of members: yes. If you want to get to that member, just
> do it the same
> way: struct.membername. It's the same way for pointers or
> other variables.
> 3) *(struct.membername). It's very easy to test this
> yourself.
> 4) plain logic: you got a pointer to struct, so use
> struct->member. The
> variable is a pointer, so dereference the endresult:
> *(struct->member).
> *((*struct).member) would be an alternative way
> (dereference your
> pointer to struct, get its member, dereference that) :)
>
> I wrote a little test to be sure (and in the process I
> learned stuff too
> :) ). This incorporates everything you need to know:
>
> #include <iostream>
> #include <cstdlib>
> using namespace std;
>
> typedef struct test{
> public:
> int* a;
> test();
> };
>
> test::test(){
> a = new(int);
> *a = 5;
> cout << "In constructor: " << *a << endl;
> }
>
> int main(){
> test *x = new test();
> cout << "*(x->a): " << *(x->a) << endl;
> cout << "*((*x).a): " << *((*x).a) << endl;
> system("pause");
> }
>
> David McKen wrote:
>
> > Ok, I need some clarification on a couple topics
> invloving pointers
> > and pointers.
> >
> > 1) when a struct is created. All that can be assumed is
> that it
> > contains trash right? What is a portable way to
> initalize everything
> > to 0? mset?
> >
> > 2) when a structure contains a pointer. Access to the
> address (not the
> > value) comes in the form
> {struct_variable_name}.{member_name}?
> >
> > 3) how do you de-refrence the pointer in #2 to get the
> value of the
> > variable? {struct_variable_name}.*{member_name}?
> >
> > 4) if you have a pointer to the structure you access
> the members via
> > '->'. If a member of the structure is a pointer the
> address is gotten
> > via {struct_varible_name}->{member_name}? If so how
> does one get the
> > value of the varible?
> {struct_variable_name}->*{member_name}?
> >
> > Thanks in Advance
> > David McKen
> >
> > P.S. Was begining to run out of hair!
> >
>
------------------------------------------------------------------------
> > Do you Yahoo!?
> > Free online calendar
> >
>
<http://us.rd.yahoo.com/mail_us/tag/*http://calendar.yahoo.com>
> with
> > sync to Outlook(TM).
>
>
>
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|
From: <a_g...@ya...> - 2003-06-12 13:18:28
|
Looks like a bug with g_print when too many formtters are used :-). Thanks for telling that, I will be carefull in the future.
Fernando_Conceição <fer...@te...> wrote:Thanks, this works fine!
My problem really was not with sprintf at last, i was using g_print()
from gtk to show this(is a graphical application, only to debug) and
with it I get an error.
Using your sample(changing puts by g_print) too gives an error but now i
do with puts and appear exactly I want.
Avik Ghose escreveu:
> This one works!!
>
> #include
> #include
> #include
> int main()
> {
> char sql_lt[128] = {'\0'};
> char *prcampo = "hello";
> char *prprocurar = "world";
> sprintf(sql_lt,"select data,titulo,categoria,anotacao, \
> ROWID from anot where %s like \'%%%s%%\';",prcampo,prprocurar);
> puts(sql_lt);
> return 0;
> }/*main*/
>
>
> Fernando_Conceição wrote:
>
> Hi! In this:
> sprintf(sql_lt,"select data,titulo,categoria,anotacao,ROWID from anot
> where %s like '%s';",prcampo,prprocurar);
> I get something like this:
> select data,titulo,categoria,anotacao,ROWID from anot where titulo
> like
> 'mytitle';
> But when I try place a % there is an error, or the value appears
> wrong
> or I get a NULL string, by example, I need this output
> select data,titulo,categoria,anotacao,ROWID from anot where titulo
> like
> '%mytitle%';
> I try to place one %, two %(like tell in libc reference), \% and
> nothing
> gives what I want.
> Can you show me how to do this?
>
> Thanks.
>
>
>
>
> -------------------------------------------------------
> This SF.NET email is sponsored by: eBay
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>
>
>
> Thanx and Regards
> Avik Ghose
>
> Catch all the cricket action. Download Yahoo! Score tracker
>
>
Thanx and Regards
Avik Ghose
Catch all the cricket action. Download Yahoo! Score tracker |
|
From: <or...@vp...> - 2003-06-12 10:18:07
|
Szervusz Péter :) -- Balázs |
|
From: <or...@vp...> - 2003-06-12 10:16:18
|
David McKen wrote:
> Ok, I need some clarification on a couple topics invloving pointers and
> pointers.
>
> 1) when a struct is created. All that can be assumed is that it contains
> trash right? What is a portable way to initalize everything to 0? mset?
That is the simplest, if you have a LARGE structure.
#include <mem.h> /* or string.h, I'm not sure */
struct mystruct {
int a,b,c;
char d,e,f;
long g,h,i,j,k,l,m,n;
/* ... */
};
int main()
{
struct mystruct ms;
memset(&ms,0,sizeof(struct mystruct));
return 0;
}
The above code is pure C. In C++, you don't need the "struct" word, when
using mystruct. So, in C++, the first 2 line in main():
mystruct ms;
memset(&ms,0,sizeof(mystruct));
memset() is also portable, and it will always work, even if you alter
the definition of your structure (add new elements). This way, you don't
have to use a LONG list to set everything to 0.
--
Greetings,
Balázs
|