Programowanie w systemie UNIX/Cpp
Wygląd
Przykłady
[edytuj]Przykładowy program w C++:
Hello world
[edytuj]#include <iostream>
int main () {
std::cout << "Hello, world!\n";
return 0;
}
Zapisujemy jako hello.cpp
Kompilujemy:
g++ -Wall hello.cpp
i uruchomiamy:
./a.out
ustawienia kompilatora
[edytuj]g++ -v
Using built-in specs.
COLLECT_GCC=g++
COLLECT_LTO_WRAPPER=/usr/lib/gcc/x86_64-linux-gnu/11/lto-wrapper
OFFLOAD_TARGET_NAMES=nvptx-none:amdgcn-amdhsa
OFFLOAD_TARGET_DEFAULT=1
Target: x86_64-linux-gnu
Configured with: ../src/configure
-v
--with-pkgversion='Ubuntu 11.4.0-1ubuntu1~22.04'
--with-bugurl=file:///usr/share/doc/gcc-11/README.Bugs
--enable-languages=c,ada,c++,go,brig,d,fortran,objc,obj-c++,m2
--prefix=/usr
--with-gcc-major-version-only
--program-suffix=-11
--program-prefix=x86_64-linux-gnu-
--enable-shared
--enable-linker-build-id
--libexecdir=/usr/lib
--without-included-gettext
--enable-threads=posix
--libdir=/usr/lib
--enable-nls
--enable-bootstrap
--enable-clocale=gnu
--enable-libstdcxx-debug
--enable-libstdcxx-time=yes
--with-default-libstdcxx-abi=new
--enable-gnu-unique-object
--disable-vtable-verify
--enable-plugin
--enable-default-pie
--with-system-zlib
--enable-libphobos-checking=release
--with-target-system-zlib=auto
--enable-objc-gc=auto
--enable-multiarch
--disable-werror
--enable-cet
--with-arch-32=i686
--with-abi=m64
--with-multilib-list=m32,m64,mx32
--enable-multilib
--with-tune=generic
--enable-offload-targets=nvptx-none=/build/gcc-11-XeT9lY/gcc-11-11.4.0/debian/tmp-nvptx/usr,amdgcn-amdhsa=/build/gcc-11-XeT9lY/gcc-11-11.4.0/debian/tmp-gcn/usr
--without-cuda-driver
--enable-checking=release
--build=x86_64-linux-gnu
--host=x86_64-linux-gnu
--target=x86_64-linux-gnu
--with-build-config=bootstrap-lto-lean
--enable-link-serialization=2
Thread model: posix
Supported LTO compression algorithms: zlib zstd
gcc version 11.4.0 (Ubuntu 11.4.0-1ubuntu1~22.04)
Funkcje C++20 są dostępne od wersji GCC 8. Aby włączyć obsługę C++20, dodaj parametr wiersza poleceń:[1]
-std=c++20
Biblioteki
[edytuj]
bitowe
[edytuj]- bitmanip Single-header C++ library for bit manipulation.
geometryczne
[edytuj]graficzne
[edytuj]- gmic - A small, portable, thread-safe and multi-threaded, C++ image processing library libgmic,
- Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
OpenGl
[edytuj]sdl2
[edytuj]
// code nicked mainly from here:
// http://lazyfoo.net/tutorials/SDL/50_SDL_and_opengl_2/index.php
/* to compile
### installation on ubuntu
# install compiler etc
sudo apt-get install --yes software-properties-common g++ make
# install sdl2
sudo apt-get install --yes libsdl2-dev
# install opengl
sudo apt-get install --yes freeglut3-dev
# compile with
g++ main.cpp -I /usr/include/SDL2/ -lSDL2 -lGL
g++ s.cpp -I{/include} -L{/lib} -Wall -lSDL2main -lSDL2 -lGL
## installation on mac
# install xcode with command line tools
# install sdl2*.dmg, put everything in ~/Library/Frameworks
# compile with with g++ (or with clang++)
g++ main.cpp -I ~/Library/Frameworks/SDL2.framework/Headers -I OpenGL -framework SDL2 -F ~/Library/Frameworks -framework OpenGL
g++ s.cpp -I{Path to SDL2\include} -L{Path to SDL2\lib} -Wall -lmingw32 -lSDL2main -lSDL2
g++ s.cpp -I{/include} -L{/lib} -Wall -lSDL2main -lSDL2 -lGL
#include <SDL.h>
#include <SDL_opengl.h>
*/
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <stdio.h>
//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
//Main loop flag
bool quit = false;
//Starts up SDL, creates window, and initializes OpenGL
bool init();
//Initializes matrices and clear color
bool initGL();
//Input handler
void handleKeys( unsigned char key, int x, int y );
//Per frame update
void update();
//Renders quad to the screen
void render();
//Frees media and shuts down SDL
void close();
//The window we'll be rendering to
SDL_Window* gWindow = NULL;
//OpenGL context
SDL_GLContext gContext;
//Render flag
bool gRenderQuad = true;
bool init()
{
//Initialization flag
bool success = true;
//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Use OpenGL 2.1
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
//Create window
gWindow = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN );
if( gWindow == NULL )
{
printf( "Window could not be created! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Create context
gContext = SDL_GL_CreateContext( gWindow );
if( gContext == NULL )
{
printf( "OpenGL context could not be created! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Use Vsync
if( SDL_GL_SetSwapInterval( 1 ) < 0 )
{
printf( "Warning: Unable to set VSync! SDL Error: %s\n", SDL_GetError() );
}
//Initialize OpenGL
if( !initGL() )
{
printf( "Unable to initialize OpenGL!\n" );
success = false;
}
}
}
}
return success;
}
bool initGL()
{
bool success = true;
GLenum error = GL_NO_ERROR;
//Initialize Projection Matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
//Check for error
error = glGetError();
if( error != GL_NO_ERROR )
{
success = false;
}
//Initialize Modelview Matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
//Check for error
error = glGetError();
if( error != GL_NO_ERROR )
{
success = false;
}
//Initialize clear color
glClearColor( 0.f, 0.f, 0.f, 1.f );
//Check for error
error = glGetError();
if( error != GL_NO_ERROR )
{
success = false;
}
return success;
}
void handleKeys( unsigned char key, int x, int y )
{
if( key == 'q' )
{
quit = true;
}
}
void update()
{
//No per frame update needed
}
void render()
{
//Clear color buffer
glClear( GL_COLOR_BUFFER_BIT );
//Render quad
if( gRenderQuad )
{
glRotatef(0.4f,0.0f,1.0f,0.0f); // Rotate The cube around the Y axis
glRotatef(0.2f,1.0f,1.0f,1.0f);
glColor3f(0.0f,1.0f,0.0f);
glBegin( GL_QUADS );
glVertex2f( -0.5f, -0.5f );
glVertex2f( 0.5f, -0.5f );
glVertex2f( 0.5f, 0.5f );
glVertex2f( -0.5f, 0.5f );
glEnd();
}
}
void close()
{
//Destroy window
SDL_DestroyWindow( gWindow );
gWindow = NULL;
//Quit SDL subsystems
SDL_Quit();
}
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Event handler
SDL_Event e;
//Enable text input
SDL_StartTextInput();
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Handle keypress with current mouse position
else if( e.type == SDL_TEXTINPUT )
{
int x = 0, y = 0;
SDL_GetMouseState( &x, &y );
handleKeys( e.text.text[ 0 ], x, y );
}
}
//Render quad
render();
//Update screen
SDL_GL_SwapWindow( gWindow );
}
//Disable text input
SDL_StopTextInput();
}
//Free resources and close SDL
close();
return 0;
}
Arbitrary precision
[edytuj]Pomoc
[edytuj]Błędy kompilacji
[edytuj]error: variable or field declared void
[edytuj]- W rzeczywistości nie jest to problem że funkcja jest „void”, ale problem z parametrami funkcji. Kompilator g++, który wyświetla nieprzydatny komunikat o błędzie.[4]