Author Topic: Graphics Libraries that work with codeblocks  (Read 32670 times)

Offline MortenMacFly

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Re: Graphics Libraries that work with codeblocks
« Reply #15 on: February 25, 2010, 07:37:53 am »
Why should code::blocks be any different?
Because Code::Blocks is an IDE that works with more than one make of C/C++ Compiler.
Not to forget: ...and works with more than one debugger. So you'll need at least install the right debugger and setup it correctly. Consult the WiKi how to do that.
Compiler logging: Settings->Compiler & Debugger->tab "Other"->Compiler logging="Full command line"
C::B Manual: https://www.codeblocks.org/docs/main_codeblocks_en.html
C::B FAQ: https://wiki.codeblocks.org/index.php?title=FAQ

Offline rcoll

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Re: Graphics Libraries that work with codeblocks
« Reply #16 on: February 25, 2010, 07:43:22 am »
Pressing a simple button and the program debugging is all that I've ever experienced in the past. Why should code::blocks be any different?

Then, in the past, you have used more simple systems; probably the type of systems schools use to teach students.

But Code::Blocks is one of the most advanced (and therefore complicated) build systems in the world today.  Don't let the price (i.e. free) fool you, this is NOT a system to learn on.  This is for advanced software engineers who have a specific goal in mind, and a specific plan on how to get there.

So much time has been fucking wasted, my frustration builds!

This is going to be true for every new system that you ever use.  Be nice, be patient, and all will come to you in time.

Ringo

Offline oBFusCATed

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Re: Graphics Libraries that work with codeblocks
« Reply #17 on: February 25, 2010, 08:51:06 am »
CodeGuy, you're still here?  :P

Have you read this: http://forums.codeblocks.org/index.php/topic,9996.0.html ?

If you want to be a c++ programmer change your attitude else you're doomed!
(most of the time I ignore long posts)
[strangers don't send me private messages, I'll ignore them; post a topic in the forum, but first read the rules!]

Offline benkenobi01

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Re: Graphics Libraries that work with codeblocks
« Reply #18 on: February 25, 2010, 01:46:50 pm »
codeguy, i dont understand your problem. first of all install codeblocks:

1)http://www.codeblocks.org/downloads/5   (choose the codeblocks-8.02mingw-setup.exe)
2) make a hello world test
3)use glut.h and gl.h to start playing with the OpenGL graphic library.

if codeblocks is too hard to set up for you you could start with :  http://www.microsoft.com/express/Windows/
wich is a free ide.
« Last Edit: February 25, 2010, 02:03:58 pm by benkenobi01 »

Offline CodeGuy

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Re: Graphics Libraries that work with codeblocks
« Reply #19 on: March 01, 2010, 04:49:31 am »
Sorry, I've been an ass.

Should I download the mingw installer? I have vista, and the webpage I got it from said mingw is unstable on vista.

I don't know how to use the openGL library. Do I need to download it? How do I get it to work with my program? I know how to code it into my program somewhat (#include<iostream.h> for example) but not how to get it to find that header and work with my program. I did try MVSE, but it won't install on my machine. They won't help me at the forums for that compiler, that is the one I prefer because it is the only one that runs the language I like (a microsoft language, VB.net, I'm just comfortable with it and the hassle required to get libraries working (something I don't know how to do) makes me lean more to that than any other language)). They were helping for a while but I got busy and stopped posting for about 4 days, then no matter how many bumps I make no one will even reply! Its as if they see my name as the last reply and assume I got my problems fixed!

The problem is that when I try and run a hello world! Program, I get a message box saying that the debugger executable is not set and I need to set it by going into some menu tab and find the programs tab then change something. I went there, and couldn't find a programs tab. That is the main problem, how do I set the debugger executable? I run windows vista, and I downloaded and installed the non MingW executable installer.

Offline Seronis

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Re: Graphics Libraries that work with codeblocks
« Reply #20 on: March 01, 2010, 05:04:18 am »
1.  install MinGW from http://www.tdragon.net/recentgcc/.   Its vista/win7 friendly.
2.  install codeblocks that DOES NOT include a bundled mingw.  Preference is to install the latest 'nightly release' avialable from the forums.  if you get the one from the forums make certain you dont forget to download the  wxWidgets dll that is mentioned in addition to the CB archive.
3.  its   #include <iostream>   in C++ for standard headers.   no  *.h
4.  as for your debugger issue  TDMs installer will install a compatible debugger at the same time
5.  if i recall right opengl headers are already in a standard install and dont need seperate installation

See how well that info helps you out and post back.  At a minimum that should be enough for you to have 'hello world' compile and debugable.

Offline CodeGuy

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Re: Graphics Libraries that work with codeblocks
« Reply #21 on: March 02, 2010, 05:35:54 am »
I did all that Seronis, it debugs/compiles, but now I'm getting errors from a perfect hello world program.

Here's a pic:

http://img32.imageshack.us/i/69995552.jpg/


Also when I try and debug with another project, nothing happens. The program just sits there.

Offline Seronis

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Re: Graphics Libraries that work with codeblocks
« Reply #22 on: March 02, 2010, 06:36:51 am »
well  <iostream>  isnt a legal  'C'  library.   Only 'C++'.   you created a C project judging by the extension on your file names.

Offline CodeGuy

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Re: Graphics Libraries that work with codeblocks
« Reply #23 on: March 02, 2010, 02:37:55 pm »
Ok, why are they always C? I made a new file, and its back to giving me that error about the debugger executable. Do I need to install the mingw somewhere in the code::blocks directory?

Offline MortenMacFly

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Re: Graphics Libraries that work with codeblocks
« Reply #24 on: March 02, 2010, 08:11:28 pm »
Look:
By definition:
- *.c files are C files (guess what the extension stands for), so they are operated by the C compiler.
- *.cpp (*.cc, *.c++, *.cxx...) files are C++ files and are operated by the C++ compiler.

Don't put C++ code in C files, otherwise the C compiler will complain and error (as it doesn't not know C++). However, you can put C code in C++ files.
Compiler logging: Settings->Compiler & Debugger->tab "Other"->Compiler logging="Full command line"
C::B Manual: https://www.codeblocks.org/docs/main_codeblocks_en.html
C::B FAQ: https://wiki.codeblocks.org/index.php?title=FAQ

Offline CodeGuy

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Re: Graphics Libraries that work with codeblocks
« Reply #25 on: March 03, 2010, 12:48:30 am »
Yes I knew that, but how do I create a C++ file? I've been going to File>New>Project then selecting empty project (since I'm not doing anything with ogre, or lightfeather or whatever). Then I go back to File>New>empty file. I did some searching and that didn't help. I typed .cpp after the filename when creating a new file, the second step, but again I get the debugger problem! How do I make sure its compiling or whatever as a C++ file, and how do I get it to debug once I've done that???

Offline evstevemd

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Re: Graphics Libraries that work with codeblocks
« Reply #26 on: March 03, 2010, 01:30:56 am »
I guess with full respect you need to brush up some concept:
1. What is Compiler
2. What is source code and hence source code editor
3. What is C/C++ their basic difference
4, What is Ide

Once done on that (Some few hours may be), Start with some forums that specializes on C++ like my favorite DaniWeb forum. If you have Code::Block problem then you come back here  :D
IMHO
Steve

Offline MortenMacFly

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Re: Graphics Libraries that work with codeblocks
« Reply #27 on: March 03, 2010, 07:42:12 am »
- File>New>Project then selecting empty project
- File>New>empty file
If you do this, the file is not yet added to the project. To do so, you'll either go to the project options and add the file there or you use File -> New -> File... -> C/C++ header or C/C++ Source and answer the following queries right.

"File -> New empty file" does exactly that: Only create a new empty file. Not belonging to a project. Nothing.
Compiler logging: Settings->Compiler & Debugger->tab "Other"->Compiler logging="Full command line"
C::B Manual: https://www.codeblocks.org/docs/main_codeblocks_en.html
C::B FAQ: https://wiki.codeblocks.org/index.php?title=FAQ

Offline CodeGuy

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Re: Graphics Libraries that work with codeblocks
« Reply #28 on: March 04, 2010, 03:08:29 am »
WHY won't you tell me how to get the fricking thing to compile?! I've asked you multiple times and every single time you've skirted around it! The information on this is NOWHERE else I've searched! Google, the forum search, reading the forum stickies whatever! Its NOWHERE!

I know the difference between C and C++, I know they are two separate programming languages, but are very close in syntax and function because they were developed by the same person and derived from each other. Those other things you are suggesting I research are a good idea I will look into that.

Offline MortenMacFly

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Re: Graphics Libraries that work with codeblocks
« Reply #29 on: March 04, 2010, 06:34:03 am »
WHY won't you tell me how to get the fricking thing to compile?!
Because I don't understand that question. Once you've added the file to a project just hit the compile button. (If that's what you are asking for.) Consult the C::B documentation if in doubt where this button is.
Compiler logging: Settings->Compiler & Debugger->tab "Other"->Compiler logging="Full command line"
C::B Manual: https://www.codeblocks.org/docs/main_codeblocks_en.html
C::B FAQ: https://wiki.codeblocks.org/index.php?title=FAQ