Error Dev C++

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Hi again everyone, Im running into big trouble with my compiler Dev-C, every time i compile any project, whether it is 1 im working on, or a completely. Jul 16, 2009  Bloodshed Dev-C is a free C compiler and development environment for Windows operating systems. Like most C compilers, it also can be used to compile ANSI C. By installing the GLUT header and library files, it can be used to write programs that use OpenGL. Nov 17, 2017 C Runtime errors (Rxxxx) Errors generated at runtime by the C Runtime Library (CRT). CVTRES errors and warnings (CVTxxxx) Errors and warnings generated by the Microsoft Resource File To COFF Object Conversion Utility (CVTRES.EXE). Expression evaluator errors (CXXxxxx) Errors generated by the debugger and diagnostics tools. Hello, i got the same problem, the reason was because i had another mingw instalations in my system. It seems that devc looks for a mingw installation each time it starts.

How to Install Dev-C++ and the GLUT Libraries
for Compiling OpenGL Programs with ANSI C

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(version of July 16, 2009)

These notes explain how to compile programs written in ANSI C with OpenGL and GLUT using the Dev-C++ compiler.

Bloodshed Dev-C++ is a free C++ compiler and development environment for Windows operating systems. Like most C++ compilers, it also can be used to compile ANSI C. By installing the GLUT header and library files, it can be used to write programs that use OpenGL. This is needed to run programs for Edward Angel's textbook, Interactive Computer Graphics 5th edition and possibly other computer graphics texts.

These notes do not explain how to compile OpenGL with C++ . The 6th edition of Angel's book uses C++ which will not work with these notes.

These instructions have been tested on a small variety of Windows 2000 and Windows XP systems. These systems come with the files needed for OpenGL, but not the files needed for GLUT.

Dev-C++ does not work well with Microsoft's Vista. The problem, and a possible fix, is discussed here: http://aresio.blogspot.com/2007/06/vista-and-dev-cpp.html but I have not tested this information.

I. Download Dev-C++ from http://www.bloodshed.net/dev/devcpp.html and install it.

Details:

Get Dev-C++ 5.0 beta 9.2 (4.9.9.2) (9.0 MB) with Mingw/GCC 3.4.2 Although this is a 'beta' version, it works perfectly fine. Click on SourceForge to go to a list of download sites and pick one. The file will be something like devcpp4.9.9.2_setup.exe. Save this file in a place like C:Temp.

When the download is complete, click on the 'open' button to start the installation process. (Or go to C:Temp andDouble click on devcpp4.9.9.2_setup.exe). You will see a few screens that ask you to pick a language (English) and to agree to the license terms. Choose a 'typical' installation.

Accept the suggested destination for the installation:

Many subdirectories and files are extracted to the destintion:

Answer 'yes' when it asks if you wish to install Dev-cpp for all users. Note: if the installation fails, re-install and try 'no' for this.

A screen says the installation is complete:

Keep the check mark in the box. Click on 'Finish'. A first-time configuration screen appears:

Pick 'English' and 'New Look'. In the next several screens, hit 'Yes' for its suggestions.

Eventually you are done. Click 'OK'.

II. DEV-C++ starts up. Try out the installation with a simple C program.

Details:

The program starts up automatically.

Click File/New/Project. Pick a name for the project (such as 'myProject'). Click 'C Project'. Click on 'Empty Project'. Click 'OK'.

In 'Create New Project', click 'save' (later on you will probably want to create separate subdirectories for your various projects.).

Click 'File/New/Source File' and in 'Add source file to current project' click 'Yes'. You now get a screen where you can edit the source file.

Type in a simple C program, as below. Now click 'File/Save As' and save the file as 'hello.c' (or other name.) Important: be sure that the file extension is .c. With any other extension (such as the suggested .cpp) you will have problems compiling.

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Now click 'Execute/Compile and Run'

The program will (hopefully) compile, run, and write its output to a DOS window. If you have the system('pause') statement in your program, the output will stay in the window until you hit a key. Another way to run the program (after it has been compiled) is to start a DOS window outside of the Dev-Cpp system, then navigate to the subdirectory that holds your project, and type hello.exe.

At this point, the compiler and development environment has been installed. You should find Dev-C++ listed under 'Programs' on the 'Start' menu and will now be able to write, compile, and run C (and C++) programs. You will have include files, libraries, and dll's for OpenGL (and all other standard packages) but not GLUT. GLUT manages the windows and other user interface components needed for OpenGL programming, and needs to be separately installed.

If you do not need GLUT , you can quit now.

III. Download and install GLUT

To run OpenGL with GLUT (which is what the programs in Angel's book use), you need to get three files and place each file in its proper directory. All the files you need (and more) are contained in one zip file.

Details:

Error

Download GLUT files from http://chortle.ccsu.edu/Bloodshed/glutming.zip Download the file glutming.zip Save the zip file in some convenient location (perhaps C:temp).

Double click on glutming.zip (or otherwise unzip it). You will see the files that are in the zip archive. (Your un-zipping program will probably be diferent than the one shown here, but should work about the same.)

Click on 'Extract' to extract all the subdirectories and files. Pick some convenient directory to extract them to (perhaps C:tempglutming). You only need three files, but extract all of them anyway.

Only three of the files in the various subdirectories are needed. Each of the three files should be put in a subdirectory with other files of its type. Use Explorer to move the files to where they are needed.

Note: If you only see some of these files listed in Explorer, click on 'View/Options/View' and then select the radio button 'Show all Files'.

glut.h -- copy this file to C:Dev-CppincludeGL

Copy from your 'unzipped' subdirectories (wherever they are):

To here:

libglut32.a -- copy this file from your unzipped directories to C:Dev-Cpplib

There may be a newer version of this file there, already. Replace that version with the one you unzipped (if you keep the newer version your programs will not link correctly.)

Copy from your 'unzipped' subdirectories:

To here:

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glut32.dll -- move this file to C:WINNTSystem32, or similar location.

The location for this file depends on your operating system. The directory where it goes is the directory that holds the dynamic load libraries (*.dll). An easy way to find where it should go is to look for glu32.dll (use 'Search' from the start menu).

The directory to use should also have the files glu32.dll and opengl32.dll. These should have come with your operating system.

IV. Test Dev-cpp with GLUT

The essential step in compiling and running a C program that contains OpenGL and GLUT functions is to tell the linker where the libraries are. This is done by clicking Project/Project Options/Parameters/Add Library or Options and then navigating to the libraries you need to include: libopengl32.a, libglu32.a, and libglut32.a. The libraries should be added in that order.

Details:

a. Create a subdirectory for a project. Do this first, before you start Dev-Cpp. Create a new subdirectory with 'Explorer' by clicking 'File/New/Folder'.

For example, create a folder C:GLproject.

b. Start Dev-cpp:

c. Start a new project by clicking File/New/Project. In the panel that pops up, name the project something like 'rectangle', click on 'empty project' and 'C': Click OK.

Note: For compiling with OpenGL you must create a project. You need to have a project (not just a single C file) in order to link in the OpenGL libraries.

d. In the next panel, navigate to your folder C:GLproject, and click 'Save'.

e. In Dev-C++, click 'File/New/Source File' and then in the next panel 'Add to Project' click 'yes'. Click 'File/Save As' and then give the file a name. Navigate to your project subdirectory to save the file in it. Name the file something like 'rectangle.c'

Be sure that the file names ends with '.c' anything else will cause big problems.

f. Click and drag your mouse over the following program so that it is highlighted, then click 'Edit/Copy' from the browser's menu bar.

g. Now click in the editing window of Dev-cpp and then click 'Edit/Paste' in its menu bar. The program will appear in the editing window.

h. Click 'File/Save'. The file in your project directory should now contain an OpenGL program.

i. Tell Dev-cpp what libraries need to be linked. Click 'Project/Project Options'.

j. Now click 'Parameters'. Click the 'Add Library or Object' button and navigate to the libraries that should be added, found under C:Dev-cpplib

  • ./lib/libopengl32.a
  • ./lib/libglu32.a
  • ./lib/libglut32.a

Add them in that order (only). Notice that the slashes will appear in Unix style '/' rather than DOS-style '.

When you are done adding the three libaries, you should see:

The exact pattern of '././.' you see depends on how deep in the directory structure your source file lies.

Click 'OK'.

k. Click 'Execute/Compile and Run'. The program should compile, link, and run:

If things don't work (very common) click on the 'Compile Log' tab for some confusing error messages. If you see something like the following, it means that you made a mistake in adding the libraries to the project:

Try to fix the list of libraries, or perhaps start over from scratch.

You now are finished, or have given up.

Error Device

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In modern C++, in most scenarios, the preferred way to report and handle both logic errors and runtime errors is to use exceptions. This is especially true when the stack might contain several function calls between the function that detects the error and the function that has the context to know how to handle it. Exceptions provide a formal, well-defined way for code that detects errors to pass the information up the call stack.

Program errors are generally divided into two categories: logic errors that are caused by programming mistakes, for example, an 'index out of range' error, and runtime errors that are beyond the control of programmer, for example, a 'network service unavailable' error. In C-style programming and in COM, error reporting is managed either by returning a value that represents an error code or a status code for a particular function, or by setting a global variable that the caller may optionally retrieve after every function call to see whether errors were reported. For example, COM programming uses the HRESULT return value to communicate errors to the caller, and the Win32 API has the GetLastError function to retrieve the last error that was reported by the call stack. In both of these cases, it's up to the caller to recognize the code and respond to it appropriately. If the caller doesn't explicitly handle the error code, the program might crash without warning, or continue to execute with bad data and produce incorrect results.

Exceptions are preferred in modern C++ for the following reasons:

  • An exception forces calling code to recognize an error condition and handle it. Unhandled exceptions stop program execution.

  • An exception jumps to the point in the call stack that can handle the error. Intermediate functions can let the exception propagate. They do not have to coordinate with other layers.

  • The exception stack-unwinding mechanism destroys all objects in scope according to well-defined rules after an exception is thrown.

  • An exception enables a clean separation between the code that detects the error and the code that handles the error.

The following simplified example shows the necessary syntax for throwing and catching exceptions in C++.

Exceptions in C++ resemble those in languages such as C# and Java. In the try block, if an exception is thrown it will be caught by the first associated catch block whose type matches that of the exception. In other words, execution jumps from the throw statement to the catch statement. If no usable catch block is found, std::terminate is invoked and the program exits. In C++, any type may be thrown; however, we recommend that you throw a type that derives directly or indirectly from std::exception. In the previous example, the exception type, invalid_argument, is defined in the standard library in the <stdexcept> header file. C++ does not provide, and does not require, a finally block to make sure that all resources are released if an exception is thrown. The resource acquisition is initialization (RAII) idiom, which uses smart pointers, provides the required functionality for resource cleanup. For more information, see How to: Design for Exception Safety. For information about the C++ stack-unwinding mechanism, see Exceptions and Stack Unwinding.

Basic guidelines

Robust error handling is challenging in any programming language. Although exceptions provide several features that support good error handling, they can't do all the work for you. To realize the benefits of the exception mechanism, keep exceptions in mind as you design your code.

  • Use asserts to check for errors that should never occur. Use exceptions to check for errors that might occur, for example, errors in input validation on parameters of public functions. For more information, see the section titled Exceptions vs. Assertions.

  • Use exceptions when the code that handles the error might be separated from the code that detects the error by one or more intervening function calls. Consider whether to use error codes instead in performance-critical loops when code that handles the error is tightly-coupled to the code that detects it.

  • For every function that might throw or propagate an exception, provide one of the three exception guarantees: the strong guarantee, the basic guarantee, or the nothrow (noexcept) guarantee. For more information, see How to: Design for Exception Safety.

  • Throw exceptions by value, catch them by reference. Don’t catch what you can't handle.

  • Don't use exception specifications, which are deprecated in C++11. For more information, see the section titled Exception specifications and noexcept.

  • Use standard library exception types when they apply. Derive custom exception types from the exception Class hierarchy.

  • Don't allow exceptions to escape from destructors or memory-deallocation functions.

Exceptions and performance

Error 1 Dev C++

The exception mechanism has a very minimal performance cost if no exception is thrown. If an exception is thrown, the cost of the stack traversal and unwinding is roughly comparable to the cost of a function call. Additional data structures are required to track the call stack after a try block is entered, and additional instructions are required to unwind the stack if an exception is thrown. However, in most scenarios, the cost in performance and memory footprint is not significant. The adverse effect of exceptions on performance is likely to be significant only on very memory-constrained systems, or in performance-critical loops where an error is likely to occur regularly and the code to handle it is tightly coupled to the code that reports it. In any case, it's impossible to know the actual cost of exceptions without profiling and measuring. Even in those rare cases when the cost is significant, you can weigh it against the increased correctness, easier maintainability, and other advantages that are provided by a well-designed exception policy.

Exceptions vs. assertions

Exceptions and asserts are two distinct mechanisms for detecting run-time errors in a program. Use asserts to test for conditions during development that should never be true if all your code is correct. There is no point in handling such an error by using an exception because the error indicates that something in the code has to be fixed, and doesn't represent a condition that the program has to recover from at run time. An assert stops execution at the statement so that you can inspect the program state in the debugger; an exception continues execution from the first appropriate catch handler. Use exceptions to check error conditions that might occur at run time even if your code is correct, for example, 'file not found' or 'out of memory.' You might want to recover from these conditions, even if the recovery just outputs a message to a log and ends the program. Always check arguments to public functions by using exceptions. Even if your function is error-free, you might not have complete control over arguments that a user might pass to it.

C++ exceptions versus Windows SEH exceptions

Both C and C++ programs can use the structured exception handling (SEH) mechanism in the Windows operating system. The concepts in SEH resemble those in C++ exceptions, except that SEH uses the __try, __except, and __finally constructs instead of try and catch. In the Microsoft C++ compiler (MSVC), C++ exceptions are implemented for SEH. However, when you write C++ code, use the C++ exception syntax.

For more information about SEH, see Structured Exception Handling (C/C++).

Exception specifications and noexcept

Exception specifications were introduced in C++ as a way to specify the exceptions that a function might throw. However, exception specifications proved problematic in practice, and are deprecated in the C++11 draft standard. We recommend that you do not use exception specifications except for throw(), which indicates that the function allows no exceptions to escape. If you must use exception specifications of the type throw(type), be aware that MSVC departs from the standard in certain ways. For more information, see Exception Specifications (throw). The noexcept specifier is introduced in C++11 as the preferred alternative to throw().

See also

Dev C++ Download For Windows 7

How to: Interface Between Exceptional and Non-Exceptional Code
C++ Language Reference
C++ Standard Library