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SAMS chapter6_demo3 error

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recieve this error: 1>------ Build started: Project: 3, Configuration: Debug Win32 ------ 1>Linking... 1>LINK : fatal error LNK1104: cannot open file 'msvcirtd.lib' 1>Build log was saved at "file://c:\Documents and Settings\HP_Owner\Desktop\Source Codes\T3DCHAP06\New Folder\Debug\BuildLog.htm" 1>3 - 1 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== when i add the additional dependency "msvcirtd.lib" i recieve a "cannot open object" error. i dont understand this error int he first place as this .lib file is located in the amd64 folder the demo is supposed to create random pixels on a full screen: also if these types of errors dont usually happen could you reference me to the material that you started learning from, thanks
Quote:
// DEMO6_3.CPP basic full-screen pixel plotting DirectDraw demo // INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN // just say no to MFC #define INITGUID // make sure directX guids are included #include <windows.h> // include important windows stuff #include <windowsx.h> #include <mmsystem.h> #include <iostream.h> // include important C/C++ stuff #include <conio.h> #include <stdlib.h> #include <malloc.h> #include <memory.h> #include <string.h> #include <stdarg.h> #include <stdio.h> #include <math.h> #include <io.h> #include <fcntl.h> #include <ddraw.h> // include directdraw // DEFINES //////////////////////////////////////////////// // defines for windows #define WINDOW_CLASS_NAME "WINCLASS1" // default screen size #define SCREEN_WIDTH 640 // size of screen #define SCREEN_HEIGHT 480 #define SCREEN_BPP 8 // bits per pixel #define MAX_COLORS 256 // maximum colors // TYPES ////////////////////////////////////////////////////// // basic unsigned types typedef unsigned short USHORT; typedef unsigned short WORD; typedef unsigned char UCHAR; typedef unsigned char BYTE; // MACROS ///////////////////////////////////////////////// #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // initializes a direct draw struct #define DD_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); } // GLOBALS //////////////////////////////////////////////// HWND main_window_handle = NULL; // globally track main window HINSTANCE hinstance_app = NULL; // globally track hinstance // directdraw stuff LPDIRECTDRAW7 lpdd = NULL; // dd object LPDIRECTDRAWSURFACE7 lpddsprimary = NULL; // dd primary surface LPDIRECTDRAWSURFACE7 lpddsback = NULL; // dd back surface LPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd palette LPDIRECTDRAWCLIPPER lpddclipper = NULL; // dd clipper PALETTEENTRY palette[256]; // color palette PALETTEENTRY save_palette[256]; // used to save palettes DDSURFACEDESC2 ddsd; // a direct draw surface description struct DDBLTFX ddbltfx; // used to fill DDSCAPS2 ddscaps; // a direct draw surface capabilities struct HRESULT ddrval; // result back from dd calls DWORD start_clock_count = 0; // used for timing // these defined the general clipping rectangle int min_clip_x = 0, // clipping rectangle max_clip_x = SCREEN_WIDTH-1, min_clip_y = 0, max_clip_y = SCREEN_HEIGHT-1; // these are overwritten globally by DD_Init() int screen_width = SCREEN_WIDTH, // width of screen screen_height = SCREEN_HEIGHT, // height of screen screen_bpp = SCREEN_BPP; // bits per pixel char buffer[80]; // general printing buffer // FUNCTIONS ////////////////////////////////////////////// LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { // this is the main message handler of the system PAINTSTRUCT ps; // used in WM_PAINT HDC hdc; // handle to a device context char buffer[80]; // used to print strings // what is the message switch(msg) { case WM_CREATE: { // do initialization stuff here // return success return(0); } break; case WM_PAINT: { // simply validate the window hdc = BeginPaint(hwnd,&ps); // end painting EndPaint(hwnd,&ps); // return success return(0); } break; case WM_DESTROY: { // kill the application, this sends a WM_QUIT message PostQuitMessage(0); // return success return(0); } break; default:break; } // end switch // process any messages that we didn't take care of return (DefWindowProc(hwnd, msg, wparam, lparam)); } // end WinProc /////////////////////////////////////////////////////////// int Game_Main(void *parms = NULL, int num_parms = 0) { // this is the main loop of the game, do all your processing // here // for now test if user is hitting ESC and send WM_CLOSE if (KEYDOWN(VK_ESCAPE)) SendMessage(main_window_handle,WM_CLOSE,0,0); // plot 1000 random pixels to the primary surface and return // clear ddsd and set size, never assume it's clean memset(&ddsd,0,sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); if (FAILED(lpddsprimary->Lock(NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL))) { // error return(0); } // end if // now ddsd.lPitch is valid and so is ddsd.lpSurface // make a couple aliases to make code cleaner, so we don't // have to cast int mempitch = (int)ddsd.lPitch; UCHAR *video_buffer = (UCHAR *)ddsd.lpSurface; // plot 1000 random pixels with random colors on the // primary surface, they will be instantly visible for (int index=0; index < 1000; index++) { // select random position and color for 640x480x8 UCHAR color = rand()%256; int x = rand()%640; int y = rand()%480; // plot the pixel video_buffer[x+y*mempitch] = color; } // end for index // now unlock the primary surface if (FAILED(lpddsprimary->Unlock(NULL))) return(0); // sleep a bit Sleep(30); // return success or failure or your own return code here return(1); } // end Game_Main //////////////////////////////////////////////////////////// int Game_Init(void *parms = NULL, int num_parms = 0) { // this is called once after the initial window is created and // before the main event loop is entered, do all your initialization // here // create IDirectDraw interface 7.0 object and test for error if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL))) return(0); // set cooperation to full screen if (FAILED(lpdd->SetCooperativeLevel(main_window_handle, DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT))) { // error return(0); } // end if // set display mode to 640x480x8 if (FAILED(lpdd->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0))) { // error return(0); } // end if // clear ddsd and set size memset(&ddsd,0,sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); // enable valid fields ddsd.dwFlags = DDSD_CAPS; // request primary surface ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; // create the primary surface if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL))) { // error return(0); } // end if // build up the palette data array for (int color=1; color < 255; color++) { // fill with random RGB values palette[color].peRed = rand()%256; palette[color].peGreen = rand()%256; palette[color].peBlue = rand()%256; // set flags field to PC_NOCOLLAPSE palette[color].peFlags = PC_NOCOLLAPSE; } // end for color // now fill in entry 0 and 255 with black and white palette[0].peRed = 0; palette[0].peGreen = 0; palette[0].peBlue = 0; palette[0].peFlags = PC_NOCOLLAPSE; palette[255].peRed = 255; palette[255].peGreen = 255; palette[255].peBlue = 255; palette[255].peFlags = PC_NOCOLLAPSE; // create the palette object if (FAILED(lpdd->CreatePalette(DDPCAPS_8BIT | DDPCAPS_ALLOW256 | DDPCAPS_INITIALIZE, palette,&lpddpal, NULL))) { // error return(0); } // end if // finally attach the palette to the primary surface if (FAILED(lpddsprimary->SetPalette(lpddpal))) { // error return(0); } // end if // return success or failure or your own return code here return(1); } // end Game_Init ///////////////////////////////////////////////////////////// int Game_Shutdown(void *parms = NULL, int num_parms = 0) { // this is called after the game is exited and the main event // loop while is exited, do all you cleanup and shutdown here // first the palette if (lpddpal) { lpddpal->Release(); lpddpal = NULL; } // end if // now the primary surface if (lpddsprimary) { lpddsprimary->Release(); lpddsprimary = NULL; } // end if // now blow away the IDirectDraw4 interface if (lpdd) { lpdd->Release(); lpdd = NULL; } // end if // return success or failure or your own return code here return(1); } // end Game_Shutdown // WINMAIN //////////////////////////////////////////////// int WINAPI WinMain( HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int ncmdshow) { WNDCLASSEX winclass; // this will hold the class we create HWND hwnd; // generic window handle MSG msg; // generic message HDC hdc; // graphics device context // first fill in the window class stucture winclass.cbSize = sizeof(WNDCLASSEX); winclass.style = CS_DBLCLKS | CS_OWNDC | CS_HREDRAW | CS_VREDRAW; winclass.lpfnWndProc = WindowProc; winclass.cbClsExtra = 0; winclass.cbWndExtra = 0; winclass.hInstance = hinstance; winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); winclass.hCursor = LoadCursor(NULL, IDC_ARROW); winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); winclass.lpszMenuName = NULL; winclass.lpszClassName = WINDOW_CLASS_NAME; winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // save hinstance in global hinstance_app = hinstance; // register the window class if (!RegisterClassEx(&winclass)) return(0); // create the window if (!(hwnd = CreateWindowEx(NULL, // extended style WINDOW_CLASS_NAME, // class "DirectDraw Full-Screen Demo", // title WS_POPUP | WS_VISIBLE, 0,0, // initial x,y SCREEN_WIDTH,SCREEN_HEIGHT, // initial width, height NULL, // handle to parent NULL, // handle to menu hinstance,// instance of this application NULL))) // extra creation parms return(0); // save main window handle main_window_handle = hwnd; // initialize game here Game_Init(); // enter main event loop while(TRUE) { // test if there is a message in queue, if so get it if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { // test if this is a quit if (msg.message == WM_QUIT) break; // translate any accelerator keys TranslateMessage(&msg); // send the message to the window proc DispatchMessage(&msg); } // end if // main game processing goes here Game_Main(); } // end while // closedown game here Game_Shutdown(); // return to Windows like this return(msg.wParam); } // end WinMain ///////////////////////////////////////////////////////////

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Generally that error means the linker didnt know where to find the library you specified. In your project link settings make sure you add the path to the library as an "additional path." The process for doing this varies depending on your compiler.

Cheers and good luck!

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Quote:
Original post by jwalsh
Generally that error means the linker didnt know where to find the library you specified. In your project link settings make sure you add the path to the library as an "additional path." The process for doing this varies depending on your compiler.

Cheers and good luck!


ok ill try, but why would it be asking for a exclusive 64bit library?

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ok ill try, but why would it be asking for a exclusive 64bit library?


Its not looking for an exclusively 64bit library. You said you told it to add it as an additional library...so it needs to know where to find it. Usually microsoft libraries we add are located in one of the standard paths which Visual Studio looks for it. In this case, visual studio is unable to find the library in its default paths.
Quote:

when i add the additional dependency "msvcirtd.lib" i recieve a "cannot open object" error. i dont understand this error int he first place as this .lib file is located in the amd64 folder

You said it was located in the amd64 folder? Which amd64 folder? How did you know it was located there? And more specifically, why did you add the library as an additional dependancy? Once we know the answers to those questions, I'm sure you'll get a few more responses offering help.

Cheers!

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Quote:
Original post by jwalsh
Quote:

ok ill try, but why would it be asking for a exclusive 64bit library?


Its not looking for an exclusively 64bit library. You said you told it to add it as an additional library...so it needs to know where to find it. Usually microsoft libraries we add are located in one of the standard paths which Visual Studio looks for it. In this case, visual studio is unable to find the library in its default paths.
Quote:

when i add the additional dependency "msvcirtd.lib" i recieve a "cannot open object" error. i dont understand this error int he first place as this .lib file is located in the amd64 folder

You said it was located in the amd64 folder? Which amd64 folder? How did you know it was located there? And more specifically, why did you add the library as an additional dependancy? Once we know the answers to those questions, I'm sure you'll get a few more responses offering help.

Cheers!


i compile the above code and recieve this error:
1>------ Build started: Project: 3, Configuration: Debug Win32 ------
1>Linking...
1>LINK : fatal error LNK1104: cannot open file 'msvcirtd.lib'
1>Build log was saved at "file://c:\Documents and Settings\HP_Owner\Desktop\Source Codes\T3DCHAP06\New Folder\Debug\BuildLog.htm"
1>3 - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
i search my program files directory to see why this .lib file was not included in my tools>options>projects and solutions turns out there are many instances of this file located in:
C:\Program Files\Microsoft Platform SDK\Lib\AMD64
C:\Program Files\Microsoft Platform SDK\Lib\IA64

so i figure this is the lib file that is missing to make this compile correctly, i add the directory witht he file name to "addition project dependencies" and after the compile i reiceve the error, "cannot open object.obj" i believe

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Ah,

I understand now. Whenever you build a program with visual studio you specify project settings such as whether or not to run in debug, whether or not to run with multi-threading enabled, and whether or not link with standard C Run-time libraries statically, or dynamically.

In your case, your project settings are set to link against the C Run-time library dynamically, and with multi-threading enabled. All of this is well and good. The problem is that, which header files you use also offer Visual Studio some insight into which libraries you need to link to. Based on your header files and configuration, it believes you need to link to 'msvcirtd.lib'.

This is because you're using header files from the old Visual Studio 6 standards. Newer versions of Visual Studio have complied with the C++ standard and now do NOT include '.h' in header files which are part of the standard c libraries. And what's worse, is that newer versions of visual studio do not even come with those libraries installed.

In your case, you're using some of the old header formats such as iostream.h and string.h which should both just be <iostream> and <string> now.

#include <iostream>
#include <string>

You can check this link from microsoft for a list of the outdated headers and for more informaiton on C run-time libraries.

So just switch your header includes to the new format, and your compiler/linker will adjust which libraries you need to be including automatically to the ones installed with your version of Visual Studio.

Cheers and good luck!

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#include <string> is the STL version of string

I think you mean
#include <cstring> which is the old string.h version

Edit: The functions are in the std namespace however

But it is still valid to do
#include <string.h>
#include <stdio.h>

Edit: These functions are in the global namespace

Although they may be flagged as depriciated

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