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What is Dev-C++?
Dev-C++, developed by Bloodshed Software, is a fully featured graphical IDE (Integrated Development Environment), which is able to create Windows or console-based C/C++ programs using the MinGW compiler system. MinGW (Minimalist GNU* for Windows) uses GCC (the GNU g++ compiler collection), which is essentially the same compiler system that is in Cygwin (the unix environment program for Windows) and most versions of Linux. There are, however, differences between Cygwin and MinGW; link to Differences between Cygwin and MinGW for more information.
Dev-C++, developed by Bloodshed Software, is a fully featured graphical IDE (Integrated Development Environment), which is able to create Windows or console-based C/C++ programs using the MinGW compiler system. MinGW (Minimalist GNU* for Windows) uses GCC (the GNU g++ compiler collection), which is essentially the same compiler system that is in Cygwin (the unix environment program for Windows) and most versions of Linux. There are, however, differences between Cygwin and MinGW; link to Differences between Cygwin and MinGW for more information.
When i thought the code was done,i compiled it said 'linking' for a few seconds then done ( i was shocked that i didn't get any errors as i started coding a couple of days ago). When i pressed ctrl+f10 it said 'Project is not compiled' in a pop-up. Im using dev-c if its for any help. Thank you /Xyexs. How to compile a program in Dev-C 4.9.9.2 in Windows 8? Solution is here- Are you having problem when you compile a program in Dev-C 4.9.9.2 don't worry.
Bloodshed!?
I'll be the first to say that the name Bloodshed won't give you warm and fuzzies, but I think it's best if the creator of Bloodshed explains:
First I would like to say that I am not a satanist, that I hate violence/war and that I don't like heavy metal / hard-rock music. I am french, but I do know the meaning of the 'Bloodshed' word, and I use this name because I think it sounds well. If you are offended by the name, I am very sorry but it would be a big mess to change the name now.I'll be the first to say that the name Bloodshed won't give you warm and fuzzies, but I think it's best if the creator of Bloodshed explains:
There's also a reason why I keep the Bloodshed name. I don't want people to think Bloodshed is a company, because it isn't. I'm just doing this to help people.
Here is a good remark on the Bloodshed name I received from JohnS:
I assumed that this was a reference to the time and effort it requires of you to make these nice software programs, a la 'Blood, Sweat and Tears'.
I assumed that this was a reference to the time and effort it requires of you to make these nice software programs, a la 'Blood, Sweat and Tears'.
Peace and freedom,
Colin Laplace
Getting Dev-C++
The author has released Dev-C++ as free software (under GPL) but also offers a CD for purchase which can contain all Bloodshed software (it's customizable), including Dev-C++ with all updates/patches.
The author has released Dev-C++ as free software (under GPL) but also offers a CD for purchase which can contain all Bloodshed software (it's customizable), including Dev-C++ with all updates/patches.
Link to Bloodshed Dev-C++ for a list of Dev-C++ download sites.
You should let the installer put Dev-C++ in the default directory of C:Dev-Cpp, as it will make it easier to later install add-ons or upgrades.
Using Dev-C++
This section is probably why you are here.
This section is probably why you are here.
All programming done for CSCI-2025 will require separate compilation projects (i.e. class header file(s), class implementation file(s) and a main/application/client/driver file). This process is relatively easy as long as you know what Dev-C++ requires to do this. In this page you will be given instructions using the Project menu choice. In another handout you will be given instructions on how to manually compile, link and execute C++ files at the command prompt of a command window. See here.
Step 1: Configure Dev-C++.
We need to modify one of the default settings to allow you to use the debugger with your programs.
We need to modify one of the default settings to allow you to use the debugger with your programs.
- Go to the 'Tools' menu and select 'Compiler Options'.
- In the 'Settings' tab, click on 'Linker' in the left panel, and change 'Generate debugging information' to 'Yes':
- Click 'OK'.
Step 2: Create a new project.
A 'project' can be considered as a container that is used to store all the elements that are required to compile a program.
A 'project' can be considered as a container that is used to store all the elements that are required to compile a program.
- Go to the 'File' menu and select 'New', 'Project..'.
- Choose 'Empty Project' and make sure 'C++ project' is selected.
Here you will also give your project a name. You can give your project any valid filename, but keep in mind that the name of your project will also be the name of your final executable. - Once you have entered a name for your project, click 'OK'.
- Dev-C++ will now ask you where to save your project.
Step 3: Create/add source file(s).
You can add empty source files one of two ways:
You can add empty source files one of two ways:
- Go to the 'File' menu and select 'New Source File' (or just press CTRL+N) OR
- Go to the 'Project' menu and select 'New File'.
Note that Dev-C++ will not ask for a filename for any new source file until you attempt to:- Compile
- Save the project
- Save the source file
- Exit Dev-C++
- Go to the 'Project' menu and select 'Add to Project' OR
- Right-click on the project name in the left-hand panel and select 'Add to Project'.
EXAMPLE: Multiple source files In this example, more than 3 files are required to compile the program; The 'driver.cpp' file references 'Deque.h' (which requires 'Deque.cpp') and 'Deque.cpp' references 'Queue.h' (which requires 'Queue.cpp'). |
Step 4: Compile.
Once you have entered all of your source code, you are ready to compile.
Once you have entered all of your source code, you are ready to compile.
- Go to the 'Execute' menu and select 'Compile' (or just press CTRL+F9).It is likely that you will get some kind of compiler or linker error the first time you attempt to compile a project. Syntax errors will be displayed in the 'Compiler' tab at the bottom of the screen. You can double-click on any error to take you to the place in the source code where it occurred. The 'Linker' tab will flash if there are any linker errors. Linker errors are generally the result of syntax errors not allowing one of the files to compile.
Step 5: Execute.
You can now run your program.
You can now run your program.
- Go to the 'Execute' menu, choose 'Run'.
Disappearing windows
If you execute your program (with or without parameters), you may notice something peculiar; a console window will pop up, flash some text and disappear. The problem is that, if directly executed, console program windows close after the program exits. You can solve this problem one of two ways:
If you execute your program (with or without parameters), you may notice something peculiar; a console window will pop up, flash some text and disappear. The problem is that, if directly executed, console program windows close after the program exits. You can solve this problem one of two ways:
- Method 1 - Adding one library call:
On the line before the main's return enter:system('Pause');
- Method 2 - Scaffolding:
Add the following code before any return statement in main() or any exit() or abort() statement (in any function):/* Scaffolding code for testing purposes */
This will give you a chance to view any output before the program terminates and the window closes.
cin.ignore(256, 'n');
cout << 'Press ENTER to continue..'<< endl;
cin.get();
/* End Scaffolding */ - Method 3 - Command-prompt:
Alternatively, instead of using Dev-C++ to invoke your program, you can just open an MS-DOS Prompt, go to the directory where your program was compiled (i.e. where you saved the project) and enter the program name (along with any parameters). The command-prompt window will not close when the program terminates.
For what it's worth, I use the command-line method.
Step 6: Debug.
When things aren't happening the way you planned, a source-level debugger can be a great tool in determining what really is going on. Dev-C++'s basic debugger functions are controlled via the 'Debug' tab at the bottom of the screen; more advanced functions are available in the 'Debug' menu.
When things aren't happening the way you planned, a source-level debugger can be a great tool in determining what really is going on. Dev-C++'s basic debugger functions are controlled via the 'Debug' tab at the bottom of the screen; more advanced functions are available in the 'Debug' menu.
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Using the debugger:
The various features of the debugger are pretty obvious. Click the 'Run to cursor' icon to run your program and pause at the current source code cursor location; Click 'Next Step' to step through the code; Click 'Add Watch' to monitor variables.
Setting breakpoints is as easy as clicking in the black space next to the line in the source code.
See the Dev-C++ help topic 'Debugging Your Program' for more information.
Dev-C++ User F.A.Q.
Why do I keep getting errors about 'cout', 'cin', and 'endl' being undeclared?
It has to do with namespaces. You need to add the following line after the includes of your implementation (.cpp) files:
It has to do with namespaces. You need to add the following line after the includes of your implementation (.cpp) files:
How do I use the C++ string class?
Again, it probably has to do with namespaces. First of all, make sure you '#include <string>' (not string.h). Next, make sure you add 'using namespace std;' after your includes.
Again, it probably has to do with namespaces. First of all, make sure you '#include <string>' (not string.h). Next, make sure you add 'using namespace std;' after your includes.
Example:
That's it for now.I am not a Dev-C++ expert by any means (in fact, I do not teach C++ nor use it on a regular basis), but if you have any questions, feel free to email me at [email protected]
Happy coding!
-->When you create a new project in Visual Studio, a precompiled header file named pch.h is added to the project. (In Visual Studio 2017 and earlier, the file was called stdafx.h.) The purpose of the file is to speed up the build process. Any stable header files, for example Standard Library headers such as
<vector>
, should be included here. The precompiled header is compiled only when it, or any files it includes, are modified. If you only make changes in your project source code, the build will skip compilation for the precompiled header.The compiler options for precompiled headers are /Y. In the project property pages, the options are located under Configuration Properties > C/C++ > Precompiled Headers. You can choose to not use precompiled headers, and you can specify the header file name and the name and path of the output file.
Custom precompiled code
For large projects that take significant time to build, you may want to consider creating custom precompiled files. The Microsoft C and C++ compilers provide options for precompiling any C or C++ code, including inline code. Using this performance feature, you can compile a stable body of code, store the compiled state of the code in a file, and, during subsequent compilations, combine the precompiled code with code that is still under development. Each subsequent compilation is faster because the stable code does not need to be recompiled.
When to Precompile Source Code
Precompiled code is useful during the development cycle to reduce compilation time, especially if:
- You always use a large body of code that changes infrequently.
- Your program comprises multiple modules, all of which use a standard set of include files and the same compilation options. In this case, all include files can be precompiled into one precompiled header.
The first compilation — the one that creates the precompiled header (PCH) file — takes a bit longer than subsequent compilations. Subsequent compilations can proceed more quickly by including the precompiled code.
You can precompile both C and C++ programs. In C++ programming, it is common practice to separate class interface information into header files. These header files can later be included in programs that use the class. By precompiling these headers, you can reduce the time a program takes to compile.
Note
Although you can use only one precompiled header (.pch) file per source file, you can use multiple .pch files in a project.
Two Choices for Precompiling Code
You can precompile any C or C++ code; you are not limited to precompiling only header files.
Precompiling requires planning, but it offers significantly faster compilations if you precompile source code other than simple header files.
Precompile code when you know that your source files use common sets of header files but don't include them in the same order, or when you want to include source code in your precompilation.
The precompiled-header options are /Yc (Create Precompiled Header File) and /Yu (Use Precompiled Header File). Use /Yc to create a precompiled header. When used with the optional hdrstop pragma, /Yc lets you precompile both header files and source code. Select /Yu to use an existing precompiled header in the existing compilation. You can also use /Fp with the /Yc and /Yu options to provide an alternative name for the precompiled header.
The compiler option reference topics for /Yu and /Yc discuss how to access this functionality in the development environment.
Precompiled Header Consistency Rules
Because PCH files contain information about the machine environment as well as memory address information about the program, you should only use a PCH file on the machine where it was created.
Consistency Rules for Per-File Use of Precompiled Headers
The /Yu compiler option lets you specify which PCH file to use.
When you use a PCH file, the compiler assumes the same compilation environment — one that uses consistent compiler options, pragmas, and so on — that was in effect when you created the PCH file, unless you specify otherwise. If the compiler detects an inconsistency, it issues a warning and identifies the inconsistency where possible. Such warnings do not necessarily indicate a problem with the PCH file; they simply warn you of possible conflicts. Consistency requirements for PCH files are described in the following sections.
Compiler Option Consistency
The following compiler options can trigger an inconsistency warning when using a PCH file:
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- Macros created using the Preprocessor (/D) option must be the same between the compilation that created the PCH file and the current compilation. The state of defined constants is not checked, but unpredictable results can occur if these change.
- PCH files do not work with the /E and /EP options.
- PCH files must be created using either the Generate Browse Info (/FR) option or the Exclude Local Variables (/Fr) option before subsequent compilations that use the PCH file can use these options.
C 7.0-Compatible (/Z7)
If this option is in effect when the PCH file is created, subsequent compilations that use the PCH file can use the debugging information.
If the C 7.0-Compatible (/Z7) option is not in effect when the PCH file is created, subsequent compilations that use the PCH file and /Z7 trigger a warning. The debugging information is placed in the current .obj file, and local symbols defined in the PCH file are not available to the debugger.
Include Path Consistency
A PCH file does not contain information about the include path that was in effect when it was created. When you use a PCH file, the compiler always uses the include path specified in the current compilation.
Source File Consistency
When you specify the Use Precompiled Header File (/Yu) option, the compiler ignores all preprocessor directives (including pragmas) that appear in the source code that will be precompiled. The compilation specified by such preprocessor directives must be the same as the compilation used for the Create Precompiled Header File (/Yc) option.
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Pragma Consistency
Pragmas processed during the creation of a PCH file usually affect the file with which the PCH file is subsequently used. The
comment
and message
pragmas do not affect the remainder of the compilation.These pragmas affect only the code within the PCH file; they do not affect code that subsequently uses the PCH file:
comment | page | subtitle |
linesize | pagesize | title |
message | skip |
These pragmas are retained as part of a precompiled header, and affect the remainder of a compilation that uses the precompiled header:
alloc_text | include_alias | pack |
auto_inline | init_seg | pointers_to_members |
check_stack | inline_depth | setlocale |
code_seg | inline_recursion | vtordisp |
data_seg | intrinsic | warning |
function | optimize |
Consistency Rules for /Yc and /Yu
When you use a precompiled header created using /Yc or /Yu, the compiler compares the current compilation environment to the one that existed when you created the PCH file. Be sure to specify an environment consistent with the previous one (using consistent compiler options, pragmas, and so on) for the current compilation. If the compiler detects an inconsistency, it issues a warning and identifies the inconsistency where possible. Such warnings don't necessarily indicate a problem with the PCH file; they simply warn you of possible conflicts. The following sections explain the consistency requirements for precompiled headers.
Compiler Option Consistency
This table lists compiler options that might trigger an inconsistency warning when using a precompiled header:
Option | Name | Rule |
---|---|---|
/D | Define constants and macros | Must be the same between the compilation that created the precompiled header and the current compilation. The state of defined constants is not checked, but unpredictable results can occur if your files depend on the values of the changed constants. |
/E or /EP | Copy preprocessor output to standard output | Precompiled headers do not work with the /E or /EP option. |
/Fr or /FR | Generate Microsoft Source Browser information | For the /Fr and /FR options to be valid with the /Yu option, they must also have been in effect when the precompiled header was created. Subsequent compilations that use the precompiled header also generate Source Browser information. Browser information is placed in a single .sbr file and is referenced by other files in the same manner as CodeView information. You cannot override the placement of Source Browser information. |
/GA, /GD, /GE, /Gw, or /GW | Windows protocol options | Must be the same between the compilation that created the precompiled header and the current compilation. If these options differ, a warning message results. |
/Zi | Generate complete debugging information | If this option is in effect when the precompiled header is created, subsequent compilations that use the precompilation can use that debugging information. If /Zi is not in effect when the precompiled header is created, subsequent compilations that use the precompilation and the /Zi option trigger a warning. The debugging information is placed in the current object file, and local symbols defined in the precompiled header are not available to the debugger. |
Note
The precompiled header facility is intended for use only in C and C++ source files.
Using Precompiled Headers in a Project
Previous sections present an overview of precompiled headers: /Yc and /Yu, the /Fp option, and the hdrstop pragma. This section describes a method for using the manual precompiled-header options in a project; it ends with an example makefile and the code that it manages.
For another approach to using the manual precompiled-header options in a project, study one of the makefiles located in the MFCSRC directory that is created during the default setup of Visual Studio. These makefiles take a similar approach to the one presented in this section but make greater use of Microsoft Program Maintenance Utility (NMAKE) macros, and offer greater control of the build process.
PCH Files in the Build Process
The code base of a software project is usually contained in multiple C or C++ source files, object files, libraries, and header files. Typically, a makefile coordinates the combination of these elements into an executable file. The following figure shows the structure of a makefile that uses a precompiled header file. The NMAKE macro names and the file names in this diagram are consistent with those in the example code found in Sample Makefile for PCH and Example Code for PCH.
The figure uses three diagrammatic devices to show the flow of the build process. Named rectangles represent each file or macro; the three macros represent one or more files. Shaded areas represent each compile or link action. Arrows show which files and macros are combined during the compilation or linking process.
Structure of a Makefile That Uses a Precompiled Header File
Beginning at the top of the diagram, both STABLEHDRS and BOUNDRY are NMAKE macros in which you list files not likely to need recompilation. These files are compiled by the command string
CL /c /W3 /Yc$(BOUNDRY) applib.cpp myapp.cpp
only if the precompiled header file (STABLE.pch) does not exist or if you make changes to the files listed in the two macros. In either case, the precompiled header file will contain code only from the files listed in the STABLEHDRS macro. List the last file you want precompiled in the BOUNDRY macro.
The files you list in these macros can be either header files or C or C++ source files. (A single PCH file cannot be used with both C and C++ modules.) Note that you can use the hdrstop macro to stop precompilation at some point within the BOUNDRY file. See hdrstop for more information.
Continuing down the diagram, APPLIB.obj represents the support code used in your final application. It is created from APPLIB.cpp, the files listed in the UNSTABLEHDRS macro, and precompiled code from the precompiled header.
MYAPP.obj represents your final application. It is created from MYAPP.cpp, the files listed in the UNSTABLEHDRS macro, and precompiled code from the precompiled header.
Finally, the executable file (MYAPP.EXE) is created by linking the files listed in the OBJS macro (APPLIB.obj and MYAPP.obj).
Sample Makefile for PCH
![Dev Dev](https://user-images.githubusercontent.com/31585105/56716291-991ad900-6757-11e9-9755-878668455088.jpg)
The following makefile uses macros and an !IF, !ELSE, !ENDIF flow-of-control command structure to simplify its adaptation to your project.
Aside from the STABLEHDRS, BOUNDRY, and UNSTABLEHDRS macros shown in the figure 'Structure of a Makefile That Uses a Precompiled Header File' in PCH Files in the Build Process, this makefile provides a CLFLAGS macro and a LINKFLAGS macro. You must use these macros to list compiler and linker options that apply whether you build a debug or final version of the application's executable file. There is also a LIBS macro where you list the libraries your project requires.
The makefile also uses !IF, !ELSE, !ENDIF to detect whether you define a DEBUG symbol on the NMAKE command line:
This feature makes it possible for you to use the same makefile during development and for the final versions of your program — use DEBUG=0 for the final versions. The following command lines are equivalent:
For more information on makefiles, see NMAKE Reference. Also see MSVC Compiler Options and the MSVC Linker Options.
Example Code for PCH
The following source files are used in the makefile described in PCH Files in the Build Process and Sample Makefile for PCH. Note that the comments contain important information.
See also
C/C++ Building Reference
MSVC Compiler Options
MSVC Compiler Options