Search Results

Search found 5086 results on 204 pages for 'compiler constants'.

Page 10/204 | < Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >

  • Port Compiler Options (8 replies)

    I currently own a license for Crossworks for ARM and would like to compile the port using it. With the code for the CLR now available, is it possible to compile the port with any ARM compiler or are we still restricted to the Keil ARM gcc compilers?

    Read the article

  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

    Read the article

  • Port Compiler Options (8 replies)

    I currently own a license for Crossworks for ARM and would like to compile the port using it. With the code for the CLR now available, is it possible to compile the port with any ARM compiler or are we still restricted to the Keil ARM gcc compilers?

    Read the article

  • Compiler Mono sous Fedora, par Romain Puyfoulhoux

    Citation: Mono est une implémentation libre du framework .Net, disponible pour Linux, Windows et Mac OS X. Cet article explique comment compiler Mono ainsi que l'IDE MonoDevelop à partir des sources. Cette méthode est en effet bien souvent nécessaire si l'on veut installer la dernière version du framework ou de l'IDE. c'est par ici n'hésitez pas à laisser vos remarques et commentaires dans ce thread...

    Read the article

  • How do I determine which C/C++ compiler to use?

    - by Adam Siddhi
    Greetings, I am trying to figure out which C/C++ compiler to use. I found this list of C/C++ compilers at Wikipedia: http://en.wikipedia.org/wiki/List_of_compilers#C.2FC.2B.2B_compilers I am fairly certain that I want to go with an open source compiler. I feel that if it is open source then it will be a more complete compiler since many programmer perspectives are used to make it better. Please tell me if you disagree. I should mention that I plan on learning C/C++ mainly to program 2D/3D game applications that will be compatible with Windows, Linux, MAC and iPhone operating systems. I am currently using Windows Vista x64 OS. Thanks, Adam

    Read the article

  • is jQuery 1.4.2 compatible with Closure Compiler?

    - by Mohammad
    According to the official release statement version 1.4 has been re-written to be compressed with Closure Compiler yet when I use the online version of closure compiler I get 130 warnings. This is the code I use. // ==ClosureCompiler== // @compilation_level ADVANCED_OPTIMIZATIONS // @output_file_name default.js // @code_url http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.js // ==/ClosureCompiler== And as far as I know you get the real benefit of Closure Compiler if you include the library with your code also, so it removes the unused functions. Yet my testing show that I can't get any further than compressing the library itself.. What am I doing wrong? Any kind of insight will be much appreciated.

    Read the article

  • Implicit declaration when using a function before it is defined in C, why can't the compiler figure this out?

    - by rolls
    As the title says, I know what causes this error but I want to know why the compiler gives it in this circumstance. Eg : main.c void test(){ test1(); } void test1(){ ... } Would give an implicit declaration warning as the compiler would reach the call to test1() before it has read its declaration, I can see the obvious problems with this (not knowing return type etc), but why can't the compiler do a simple pass to get all function declarations, then compile the code removing these errors? It just seems so simple to do and I don't believe I've seen similar warnings in other languages. Does anyone know if there is a specific purpose for this warning in this situation that I am overlooking?

    Read the article

  • Java enums vs constants for Strings

    - by Marcus
    I've switched from using constants for Strings: public static final String OPTION_1 = "OPTION_1"; ... to enums: public enum Options { OPTION_1; } With constants, you'd just refer to the constant: String s = TheClass.OPTION_1 But with Enums, you have to specify toString(): String s = Options.OPTION_1.toString(); I don't like that you have to use the toString() statement, and also, in some cases you can forget to include it which can lead to unintended results.. ie: Object o = map.get(Options.OPTION_1); //This won't work as intended if the Map key is a String Is there a better way to use enums for String constants?

    Read the article

  • When to use Constants vs. Config Files to maintain Configuration

    - by CoffeeAddict
    I often fight with myself on whether to put certain keys in my web.config or in a Constants.cs class or something like this. For example if I wanted to store application specific keys for whatever the case may be..I could store it and grab it from my web config via custom keys or consume it by referencing a constant in my constants class. When would you want to use Constants over config keys? This question really applies to any language I think.

    Read the article

  • Does the compiler optimize the function parameters passed by value?

    - by Naveen
    Lets say I have a function where the parameter is passed by value instead of const-reference. Further, lets assume that only the value is used inside the function i.e. the function doesn't try to modify it. In that case will the compiler will be able to figure out that it can pass the value by const-reference (for performance reasons) and generate the code accordingly? Is there any compiler which does that?

    Read the article

  • Make mex compiler of matlab working on mint?

    - by Erogol
    Mex compiler of matlab does not work with following error Warning: You are using gcc version "4.7.2-2ubuntu1)". The version currently supported with MEX is "4.4.6". For a list of currently supported compilers see: http://www.mathworks.com/support/compilers/current_release/ /home/krm/matlab/bin/mex: 1: eval: g++: not found mex: compile of ' "fv_cache/fv_cache.cc"' failed. it is obvious that I need preceding version of gcc but this specific version is not included in software manager of mint. I installed gcc-4.4 but it does not recognized by Matlab. I also removed latest version from my computer and set gcc as a environment variable points to gcc-4.4 but again does not work. Is there any other way around to solve that issue? Maybe a interface or something.

    Read the article

  • JIT compiler for C, C++, and the likes

    - by Ebrahim
    Is there any just-in-time compiler out there for compiled languages, such as C and C++? (The first names that come to mind are Clang and LLVM! But I don't think they currently support it.) Explanation: I think the software could benefit from runtime profiling feedback and aggressively optimized recompilation of hotspots at runtime, even for compiled-to-machine languages like C and C++. Profile-guided optimization does a similar job, but with the difference a JIT would be more flexible in different environments. In PGO you run your binary prior to releasing it. After you released it, it would use no environment/input feedbacks collected at runtime. So if the input pattern is changed, it is probe to performance penalty. But JIT works well even in that conditions. However I think it is controversial wether the JIT compiling performance benefit outweights its own overhead. Edit: Grammar

    Read the article

  • Aren't there compilers better at telling the programmer what's wrong in a code ?

    - by jokoon
    I have worked a little while with the Microsoft compiler from Visual C++ but I worked a long time with G++, and I remember often having bad times understanding what was wrong in my code with the former. Beside binary code generation and optimisation, I think this is a very important feature of a C++ compiler: giving the programmer a clue that makes him understand as fast as possible what is wrong with his/her code. I can understand some programmers understand programming as some sort of "competition" to make less errors, but to me that's a counter productive opinion. I once tried Clang compiler for C from the LLVM thingie, I didn't use it for a long time, but I was impressed on how explicit and easy to understand the error messages were. What are your experiences, and how do you think this matters ? Some WIP of C++ Clang: http://clang.llvm.org/cxx_status.html

    Read the article

  • are there compiler options in clang? [on hold]

    - by Deohboeh
    I am learning from The C++ Primer. One of the exercises is to compile a program with arguments in main(). For this I am trying to use mac terminal. I need to compile a C++11 Unix executable file named "main" which takes “f" as an argument. I am using Xcode 4.6.3 on OS X Lion. I compiled the program with clang++ -std=c++11 -stdlib=libc++ main.cpp -o main. But don’t know what to do next. I found -frecord-gcc-switches while searching compiler options on google. It does what I need to do. Is there a clang version of this? Please use simple language. I have never used command line before. I tried going through the clang user guide but a lot of it is out of my depth.

    Read the article

  • useer degined Copy ctor, and copy-ctors further down the chain - compiler bug ? programers brainbug

    - by J.Colmsee
    Hi. i have a little problem, and I am not sure if it's a compiler bug, or stupidity on my side. I have this struct : struct BulletFXData { int time_next_fx_counter; int next_fx_steps; Particle particles[2];//this is the interesting one ParticleManager::ParticleId particle_id[2]; }; The member "Particle particles[2]" has a self-made kind of smart-ptr in it (resource-counted texture-class). this smart-pointer has a default constructor, that initializes to the ptr to 0 (but that is not important) I also have another struct, containing the BulletFXData struct : struct BulletFX { BulletFXData data; BulletFXRenderFunPtr render_fun_ptr; BulletFXUpdateFunPtr update_fun_ptr; BulletFXExplosionFunPtr explode_fun_ptr; BulletFXLifetimeOverFunPtr lifetime_over_fun_ptr; BulletFX( BulletFXData data, BulletFXRenderFunPtr render_fun_ptr, BulletFXUpdateFunPtr update_fun_ptr, BulletFXExplosionFunPtr explode_fun_ptr, BulletFXLifetimeOverFunPtr lifetime_over_fun_ptr) :data(data), render_fun_ptr(render_fun_ptr), update_fun_ptr(update_fun_ptr), explode_fun_ptr(explode_fun_ptr), lifetime_over_fun_ptr(lifetime_over_fun_ptr) { } /* //USER DEFINED copy-ctor. if it's defined things go crazy BulletFX(const BulletFX& rhs) :data(data),//this line of code seems to do a plain memory-copy without calling the right ctors render_fun_ptr(render_fun_ptr), update_fun_ptr(update_fun_ptr), explode_fun_ptr(explode_fun_ptr), lifetime_over_fun_ptr(lifetime_over_fun_ptr) { } */ }; If i use the user-defined copy-ctor my smart-pointer class goes crazy, and it seems that calling the CopyCtor / assignment operator aren't called as they should. So - does this all make sense ? it seems as if my own copy-ctor of struct BulletFX should do exactly what the compiler-generated would, but it seems to forget to call the right constructors down the chain. compiler bug ? me being stupid ? Sorry about the big code, some small example could have illustrated too. but often you guys ask for the real code, so well - here it is :D

    Read the article

  • taglib with constants functionality?

    - by jack
    I need to use some constants in my JSP. Now I'd like to use this without using scriptlets. (and adding getters is not an option, it's an external jar) Using the search I've seen that some people put them in a map. However I've seen that there's a constants function in the unstandard taglib but that is a few years old and so far I haven't found a maven repository with it. So are there any other taglibs with this functionality?

    Read the article

  • Where to put constants in Rails

    - by Sam
    I have a few constants which are arrays that I don't want to create db's for but I don't know where to store the constants without getting errors. For example CONTAINER_SIZES = [["20 foot"],["40 foot"]] Where can I store this so all models and controller have access to this?

    Read the article

  • Writing generic code when your target is a C compiler

    - by enobayram
    I need to write some algorithms for a PIC micro controller. AFAIK, the official tools support either assembler or a subset of C. My goal is to write the algorithms in a generic and reusable way without losing any runtime or memory performance. And if possible, I would like to do this without increasing the development time much and compromising the readability and maintainability much either. What I mean by generic and reusable is that I don't want to commit to types, array sizes, number of bits in a bit field etc. All these specifications, IMHO, point to C++ templates, but there's no compiler for it for my target. C macro metaprogramming is another option, but, again my opinion, that greatly reduces readability and increases development time. I believe what I'm looking for is a decent C++ to C translator, but I'd like to hear anything else that satisfies the above requirements. Maybe a translator from another high-level language to C that produces very efficient code, maybe something else. Please note that I have nothing against C, I just wish templates were available in it.

    Read the article

  • Hiding Command Prompt with CodeDomProvider

    - by j-t-s
    Hi All I've just got my own little custom c# compiler made, using the article from MSDN. But, when I create a new Windows Forms application using my sample compiler, the MSDOS window also appears, and if I close the DOS window, my WinForms app closes too. How can I tell the Compiler? not to show the MSDOS window at all? Thank you :) Here's my code: using System; namespace JTS { public class CSCompiler { protected string ot, rt, ss, es; protected bool rg, cg; public string Compile(String se, String fe, String[] rdas, String[] fs, Boolean rn) { System.CodeDom.Compiler.CodeDomProvider CODEPROV = System.CodeDom.Compiler.CodeDomProvider.CreateProvider("CSharp"); ot = fe; System.CodeDom.Compiler.CompilerParameters PARAMS = new System.CodeDom.Compiler.CompilerParameters(); // Ensure the compiler generates an EXE file, not a DLL. PARAMS.GenerateExecutable = true; PARAMS.OutputAssembly = ot; PARAMS.CompilerOptions = "/target:winexe"; PARAMS.ReferencedAssemblies.Add(typeof(System.Xml.Linq.Extensions).Assembly.Location); PARAMS.LinkedResources.Add("this.ico"); foreach (String ay in rdas) { if (ay.Contains(".dll")) PARAMS.ReferencedAssemblies.Add(ay); else { string refd = ay; refd = refd + ".dll"; PARAMS.ReferencedAssemblies.Add(refd); } } System.CodeDom.Compiler.CompilerResults rs = CODEPROV.CompileAssemblyFromFile(PARAMS, fs); if (rs.Errors.Count > 0) { foreach (System.CodeDom.Compiler.CompilerError COMERR in rs.Errors) { es = es + "Line number: " + COMERR.Line + ", Error number: " + COMERR.ErrorNumber + ", '" + COMERR.ErrorText + ";" + Environment.NewLine + Environment.NewLine; } } else { // Compilation succeeded. es = "Compilation Succeeded."; if (rn) System.Diagnostics.Process.Start(ot); } return es; } } }

    Read the article

  • Marvell C++ compiler (for Windows CE) for building Qt

    - by vnm
    Hello, I was able to build Qt 4.5 for Windows CE (ARM4VI) using MS VisualC++ compiler. Now, I am trying to compile Qt 4.5 for Windows CE 5.0 using Marvel C++ compiler v 2.2 (former Intel C++ compiler for XScale architecture) for achieving some performance benefit. It seems, that this compiler not officially supported for building Qt by trolltech (no appropriate mkspec in mkspec's folder of Qt folder). So, my questions: Is it worth to trying build Qt by this compiler for achieving performance enhancement ? Is there any way for building Qt using Marvell C++ compiler (by creating my own mkspec or something like that)?

    Read the article

< Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >