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C/C++ Programming Help Thread

This is a discussion on C/C++ Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Zitat von Moca in main.c #include "yourfile.c" No! Never ever include source files (.c or .cpp) in other source files. ...

  
  1. #2641
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    Zitat Zitat von Moca
    in main.c
    #include "yourfile.c"
    No! Never ever include source files (.c or .cpp) in other source files. Place this at the top of the main file:
    Code:
    extern static unsigned char background[];
    This tells the compiler when it is compiling the main source file that this variable is in another object file and will be linked by the linker later.



  2. #2642
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    Zitat Zitat von Moca
    Huh???!??

    Im kinda not understanding what you are saying :P ..

    Make sure u add

    in main.c
    #include "yourfile.c"


    In the makefile

    TARGET = Hi
    OBJS = main.c yourfile.c




    I dont understand what you were saying so i hope that helped :P
    yeah you helped me:)

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    ok i realy need help i have been trying to get a prx to load a image but nothing seems to be working would any of you guys be able to help me.
    thx mafia1ft

  4. #2644
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    Zitat Zitat von yaustar
    No! Never ever include source files (.c or .cpp) in other source files. Place this at the top of the main file:
    Code:
    extern static unsigned char background[];
    This tells the compiler when it is compiling the main source file that this variable is in another object file and will be linked by the linker later.
    You 'can' include then so 'Never Ever' is not a good word -_-.
    I don't know what you were talking about and I'm lazy to check -_- , So I guess your right about this case <_< .

    Moca usually includes his file.c into his main.c when he's using bin2c ;) .
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    Zitat Zitat von the unique warrior
    You 'can' include then so 'Never Ever' is not a good word -_-.
    I don't know what you were talking about and I'm lazy to check -_- , So I guess your right about this case <_< .

    Moca usually includes his file.c into his main.c when he's using bin2c ;) .
    "Never ever include source files" implies that it is a bad thing to do.
    "You cannot include source files" implies a fact.

    The choice of using "never ever" seems to be fine in terms of choice of words.

    When using an IDE or a makefile generation, it will automatically compile any .c or .cpp file. By including a .c or .cpp into another file, you are effectively compiling it twice or more, once directly to the compiler and the other, indirectly from #includes since all #include does is text replacement.

    eg:
    Code:
    // source1.c
    void Hello ( )
    {
        // Do stuff
    }
    Code:
    // source2.c
    #include "source1.c" 
    
    int main()
    {
         // do more stuff
         return 0;
    }
    The compiler compiles source1.c to a seperate .obj file then when it compiles source2.c, it sees this:
    Code:
    void Hello ( )
    {
        // Do stuff
    }
    
    int main()
    {
         // do more stuff
         return 0;
    }
    Compiles it, then when the linker tries to link the two obj files, it throws a function redefinition error.

    Technically, you can #include anything (XML, TXT, etc).

    I don't know who this Moca is, but I will shoot him if he did that in my codebase/projects.

  6. #2646
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    Okay need help again :P

    i have tested the psp-programming fourth tute about image blitting,

    so i have this main function:
    Code:
    int main() {
    	char buffer[200];
    	Image* ourImage;
    	pspDebugScreenInit();
    	SetupCallbacks();
    	initGraphics();
    	sprintf(buffer, "ourImage.png");
    	ourImage = loadImage(buffer);
    	if(!ourImage) {
    		//Image load failed
    		printf("Image load failed!\n");
    	} else {
    
    	int x = 0;
    	int y = 0;
    	sceDisplayWaitVblankStart();
    
    	while (x < 480) {
    		while (y < 272) {
    			blitAlphaImageToScreen(0, 0, 480, 272, buffer, x, y);
    			y += 272;
    		}
    
    		x += 480;
    		y = 0;
    	}
    
    		flipScreen();
    	}
    
    		sceKernelSleepThread();
    		return 0;
    }

    what i want to know is how i blit that image rotated 180 degrees or blitting it reversed?

  7. #2647
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    Zitat Zitat von yaustar
    "Never ever include source files" implies that it is a bad thing to do.
    "You cannot include source files" implies a fact.

    The choice of using "never ever" seems to be fine in terms of choice of words.

    When using an IDE or a makefile generation, it will automatically compile any .c or .cpp file. By including a .c or .cpp into another file, you are effectively compiling it twice or more, once directly to the compiler and the other, indirectly from #includes since all #include does is text replacement.


    I don't know who this Moca is, but I will shoot him if he did that in my codebase/projects.
    I have to admit that your right that it compiles twice. BUT just try doing what this guy 'Moca' wanted to do . use your SDK too :
    Code:
    bin2c text.txt text.c text
    and convert a text file to .C .
    Then Do something like this
    Code:
    #includes. (note: don't include the text.c yet )
    int main( int argc, char **argv)
    {
      SceUID fd = sceIoOpen("text.txt", PSP_O_WRONLY | PSP_O_CREAT | PSP_O_TRUNC, 0777);
       sceIoWrite(fd, text_buffer, text_size);
       sceIoClose(fd);
       sceKernelExitGame();
    return 0;
    }
    You'll get an unidentified variable error.
    Now try the samething with the .c file included and you won't get an error .

    This MayBe PSP-SDK's Problem(at least the old one ) and maybe fixed now, or I was doing something wrong the last time I teseted this -_-
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  8. #2648
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    Zitat Zitat von yaustar
    No! Never ever include source files (.c or .cpp) in other source files. Place this at the top of the main file:
    Code:
    extern static unsigned char background[];
    This tells the compiler when it is compiling the main source file that this variable is in another object file and will be linked by the linker later.
    Quoted for emphasis although ther is an error in the code above :/

    You code should have been:
    Code:
    extern unsigned char text_buffer[]; 
    extern int text_size;
    int main( int argc, char **argv)
    {
      SceUID fd = sceIoOpen("text.txt", PSP_O_WRONLY | PSP_O_CREAT | PSP_O_TRUNC, 0777);
       sceIoWrite(fd, text_buffer, text_size);
       sceIoClose(fd);
       sceKernelExitGame();
    return 0;
    }
    And remove the static keyword from the generated .c file since it limits the variable to file scope.

    At the VERY worse, I rename the generated .c file to a .h, put in header guards and then #include it. Renaming the file means that auto generated makefiles/scanners and IDEs want compile it to a seperate .obj file.

  9. #2649
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    Hi i have a question if i do:
    Code:
    do {
    } while (Condition);
    is there a dif with this:
    Code:
    while (Condition) {
    }
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    The first case will at least run the code in the brackets once, because the condition check is done at the end of the code segment.
    Nothing else.
    Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
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  11. #2651
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    Zitat Zitat von ZereoX
    Hi i have a question if i do:
    Code:
    do {
    } while (Condition);
    is there a dif with this:
    Code:
    while (Condition) {
    }
    Do while loop does a loop before checking the condition.

    A while loop checks the condition before looping.

  12. #2652
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    OK thanks so EG:
    Code:
    int x=0;
    do {x++;}
    while ( x < 0)
    So here x will atleast be 1 since it does a loop before checking the condition.

    Thanks I apreciate.
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    Zitat Zitat von ZereoX
    OK thanks so EG:
    Code:
    int x=0;
    do {x++;}
    while ( x < 0)
    So here x will atleast be 1 since it does a loop before checking the condition.

    Thanks I apreciate.
    Yes.

    -The message you have entered is too short.-

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    is there a way to check for files in a folder and if so what libarys/commands do you need?
    -= Double Post =-
    also how to i save images from the screen
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    You need to include stdio.h and open said file, the fopen function will return NULL on failure. See here: http://www.cplusplus.com/reference/c...dio/fopen.html

    For saving a screenshot, if you're using graphics.c/.h then the saveImage function is all you need.

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    Zitat Zitat von SWE_PsYcHo
    Okay need help again :P

    i have tested the psp-programming fourth tute about image blitting,

    so i have this main function:
    Code:
    int main() {
    	char buffer[200];
    	Image* ourImage;
    	pspDebugScreenInit();
    	SetupCallbacks();
    	initGraphics();
    	sprintf(buffer, "ourImage.png");
    	ourImage = loadImage(buffer);
    	if(!ourImage) {
    		//Image load failed
    		printf("Image load failed!\n");
    	} else {
    
    	int x = 0;
    	int y = 0;
    	sceDisplayWaitVblankStart();
    
    	while (x < 480) {
    		while (y < 272) {
    			blitAlphaImageToScreen(0, 0, 480, 272, buffer, x, y);
    			y += 272;
    		}
    
    		x += 480;
    		y = 0;
    	}
    
    		flipScreen();
    	}
    
    		sceKernelSleepThread();
    		return 0;
    }

    what i want to know is how i blit that image rotated 180 degrees or blitting it reversed?

    CAN ANYONE HELP ME?!

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    The graphics.c/.h that you are using doesn't support rotation.

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    It seems you need OSLib for rotation...

    By the way, is it possible to add a function do graphics.c to allow rotation, or does graphics.c use some GU mode which doesn't allow it? I'm not sure how the GU works.

    Image rotation is something I need for Bounce, but it uses graphics.c and I don't really want to port the whole thing to OSLib...

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    You need to be in an ortho projection to use the sceGumRotate* functions, neither the graphics.c or OSLib uses an ortho projection.

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    How do you write to flash?

  21. #2661
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    How can I blit an image onscreen for five secs. and then sceKernelExitGame()?

  22. #2662
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    Zitat Zitat von psphacker12.
    How can I blit an image onscreen for five secs. and then sceKernelExitGame()?
    Why is everyone asking "how tos"?

    Blit the image
    Flip the buffer
    Wait for VSync 5 * 60 times
    Exit game

    Done.

  23. #2663
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    I have a question when example:
    Code:
    using namespace std;
    
    int main() {
        pspDebugScreenInit();
        SetupCallbacks();
    
        int age;
        int year = 2007;
    
        cout<<"Type you age:\n";
        cin>> age;
        cin.ignore()
        
      if ( age < 0 ) {BLAH}
    Is there a way of actualy way of entering a number on teh psp, since on that on the pc you just have to press a number.
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  24. #2664
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    Does it look like hte PSP has a keyboard?

    Youd have to write your number entering routine. I did somtehing very very similar in coolguy and I's Block Dude clone. I had an array, someting like:
    Code:
    char password[4];
    int spot=0;
    Then something like...
    Code:
    if up is pressed and password[spot] != 'a' { password[spot] -= 0x01 }
    if cross is pressed { 
       spot++
       if spot > 3 { compare password to password string from map file }
    }
    Or something similar and much more defined and working... I made it ~5 months ago, back when I was ~2/3 of what i am now, so it shouldnt be hard

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    There is a debug screen keyboard in the PSP SDK.

    Check out the pspdebugkb.h header and the sample too.

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  26. #2666
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    The debug console has a built-in keyboard? Huh - whats it look like?

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  27. #2667
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    You have been away from your PSP way too long, seriously.
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    Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.

  28. #2668
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    Zitat Zitat von yaustar
    Why is everyone asking "how tos"?

    Blit the image
    Flip the buffer
    Wait for VSync 5 * 60 times
    Exit game

    Done.
    Or more simply:

    Blit image
    Flip the buffer
    Delay thread for five secs

    Done. :)

    Anyway I think that a PSP should know how to do this
    wheeee =:D

  29. #2669
    words are stones in my <3
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    I havent had a PSP since ~2days before the 2.8 eloader came out.... Thanks for rubbing it inthere Raph...

    ...at what speed must I live.. to be able to see you again?...

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


  30. #2670
    QJ Gamer Silver
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    I wasn't trying to insult you, just stating an obvious fact. If you still had your PSP, you wouldn't have asked such a question.
    The debug console has a built-in keyboard? Huh - whats it look like?
    Actually, I find it rather sad, but props that you still try to keep up in the scene :P I prolly wouldn't have the guts
    Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
    Raphs board rules #17: When you need to ask whether you are capable of doing something, you are not.
    Raphs board rules #2: Exploits aren't found by changing version numbers, blindly merging data into a file or turning your PSP upside down.
    Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.


 

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