Code Review Stack Exchange is a question and answer site for peer programmer code reviews. Each of the blocks could quite obviously be an object. It would also eliminate the global variables that now occupy the code, such as x, y, and gameover. Reduce variable scope as much as possible. Text-based Tetris game in C. Code::Blocks is a free, open-source, cross-platform C, C and Fortran IDE built to meet the most demanding needs of its users. It is designed to be very extensible and fully configurable. Finally, an IDE with all the features you need, having a consistent look, feel and operation across platforms.
Developer(s) | The Code::Blocks team |
---|---|
Initial release | 2005; 15 years ago |
Stable release | 20.03 / March 29, 2020; 21 days ago |
Repository | |
Written in | C++ (wxWidgets) |
Operating system | Cross-platform |
Type | IDE |
License | GNU GPLv3[1] |
Website | codeblocks.org |
Usage |
Code::Blocks is a free, open-sourcecross-platformIDE that supports multiple compilers including GCC, Clang and Visual C++. It is developed in C++ using wxWidgets as the GUI toolkit. Using a plugin architecture, its capabilities and features are defined by the provided plugins.Currently, Code::Blocks is oriented towards C, C++, and Fortran. It has a custom build system and optional Make support.
Code::Blocks is being developed for Windows and Linux (the latest macOS version is 13.12 released on 2013/12/26) and has been ported to FreeBSD[2], OpenBSD[3] and Solaris.[4]
History[edit]
After releasing two release candidate versions, 1.0rc1 on July 25, 2005 and 1.0rc2 on October 25, 2005, instead of making a final release, the project developers started adding many new features, with the final release being repeatedly postponed. Instead, there were nightly builds of the latest SVN version made available on a daily basis.[citation needed]
The first stable release was on February 28, 2008, with the version number changed to 8.02. The versioning scheme was changed to that of Ubuntu, with the major and minor number representing the year and month of the release. Version 20.03 is the latest stable release; however for the most up-to-date version the user can download the relatively stable nightly build or download the source code from SVN.
Jennic Limited distributes a version of Code::Blocks customized to work with its microcontrollers.[5]
Features[edit]
Compilers[edit]
Code::Blocks supports multiple compilers, including GCC, MinGW, Digital Mars, Microsoft Visual C++, Borland C++, LLVM Clang, Watcom, LCC and the Intel C++ compiler. Although the IDE was designed for the C++ language, there is some support for other languages, including Fortran and D. A plug-in system is included to support other programming languages.
Code editor[edit]
The IDE features syntax highlighting and code folding (through its Scintilla editor component), C++ code completion, class browser, a hex editor and many other utilities. Opened files are organized into tabs. The code editor supports font and font size selection and personalized syntax highlighting colours.
Debugger[edit]
The Code::Blocks debugger has full breakpoint support. It also allows the user to debug their program by having access to the local function symbol and argument display, user-defined watches, call stack, disassembly, custom memory dump, thread switching, CPU registers and GNU Debugger Interface.
GUI designer[edit]
As of version 13.12 Code::Blocks comes with a GUI designer called wxSmith. It is a derivative port of wxWidgets version 2.9.4.[6] To make a complete wxWidgets application, the appropriate wxWidgets SDK must be installed.
User migration[edit]
Some of Code::Blocks features are targeted at users migrating from other IDE's - these include Dev-C++, Microsoft Visual C++ project import (MSVC 7 & 10), and Dev-C++ Devpak support.
Project files and build system[edit]
Code::Blocks uses a custom build system, which stores its information in XML-based project files. It can optionally use external makefiles, which simplifies interfacing with projects using the GNU or qmake build systems.
See also[edit]
References[edit]
- ^'License'. Retrieved 2014-07-21.
- ^Code::Blocks in FreeBSD's ports collection
- ^Code::Blocks in OpenBSD's ports collection
- ^Directions to install Code::Blocks from source on Solaris
- ^JN-UG-3028 Code::Blocks IDE User Guide
- ^CodeBlocks 13.12 Changelog
External links[edit]
Wikimedia Commons has media related to Code::Blocks. |
- Official website
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Code::Blocks&oldid=948299857'
This tutorial is the first one you should read if you're using SFML with the Code::Blocks IDE, and the GCC compiler (this is the default one). It will explain how to configure your SFML projects.
First, you must download the SFML SDK from the download page.
There are multiple variants of GCC for Windows, which are incompatible with each other (different exception management, threading model, etc.). Make sure you select the package which corresponds to the version that you use. If you are unsure, check which of the libgcc_s_sjlj-1.dll or libgcc_s_dw2-1.dll files is present in your MinGW/bin folder. If MinGW was installed along with Code::Blocks, you probably have an SJLJ version.
If you feel like your version of GCC can't work with the precompiled SFML libraries, don't hesitate to build SFML yourself, it's not complicated.
If you feel like your version of GCC can't work with the precompiled SFML libraries, don't hesitate to build SFML yourself, it's not complicated.
You can then unpack the SFML archive wherever you like. Copying headers and libraries to your installation of MinGW is not recommended, it's better to keep libraries in their own separate location, especially if you intend to use several versions of the same library, or several compilers.
The first thing to do is choose what kind of project to create. Code::Blocks offers a wide variety of project types, including an 'SFML project'. https://renewlow331.weebly.com/blog/cook-serve-delicious-download. Don't use it! It hasn't been updated in a long time and is likely incompatible with recent versions of SFML. Instead, create an Empty project. If you want to get rid of the console, in the project properties, go to the 'Build targets' tab and select 'GUI application' in the combo box instead of 'Console application'.
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Now we need to tell the compiler where to find the SFML headers (.hpp files), and the linker where to find the SFML libraries (.a files).
In the project's 'Build options', 'Search directories' tab, add:
- The path to the SFML headers (<sfml-install-path>/include) to the Compiler search directories
- The path to the SFML libraries (<sfml-install-path>/lib) to the Linker search directories
These paths are the same in both Debug and Release configuration, so you can set them globally for your project.
The next step is to link your application to the SFML libraries (.a files) that your code will need. SFML is made of 5 modules (system, window, graphics, network and audio), and there's one library for each of them.
Libraries must be added to the 'Link libraries' list in the project's build options, under the 'Linker settings' tab. Add all the SFML libraries that you need, for example 'sfml-graphics', 'sfml-window' and 'sfml-system' (the 'lib' prefix and the '.a' extension must be omitted).
Libraries must be added to the 'Link libraries' list in the project's build options, under the 'Linker settings' tab. Add all the SFML libraries that you need, for example 'sfml-graphics', 'sfml-window' and 'sfml-system' (the 'lib' prefix and the '.a' extension must be omitted).
It is important to link to the libraries that match the configuration: 'sfml-xxx-d' for Debug, and 'sfml-xxx' for Release. A bad mix may result in crashes.
When linking to multiple SFML libraries, make sure that you link them in the right order, it is very important for GCC. The rule is that libraries that depend on other libraries must be put first in the list. Every SFML library depends on sfml-system, and sfml-graphics also depends on sfml-window. So, the correct order for these three libraries would be: sfml-graphics, sfml-window, sfml-system -- as shown in the screen capture above.
The settings shown here will result in your application being linked to the dynamic version of SFML, the one that needs the DLL files. If you want to get rid of these DLLs and have SFML directly integrated into your executable, you must link to the static version. Static SFML libraries have the '-s' suffix: 'sfml-xxx-s-d' for Debug, and 'sfml-xxx-s' for Release.
In this case, you'll also need to define the SFML_STATIC macro in the preprocessor options of your project.
In this case, you'll also need to define the SFML_STATIC macro in the preprocessor options of your project.
Starting from SFML 2.2, when static linking, you will have to link all of SFML's dependencies to your project as well. This means that if you are linking sfml-window-s or sfml-window-s-d for example, you will also have to link opengl32, winmm and gdi32. Some of these dependency libraries might already be listed under 'Inherited values', but adding them again yourself shouldn't cause any problems.
Here are the dependencies of each module, append the -d as described above if you want to link the SFML debug libraries:
Module | Dependencies |
---|---|
sfml-graphics-s |
|
sfml-window-s |
|
sfml-audio-s |
|
sfml-network-s |
|
sfml-system-s |
|
You might have noticed from the table that SFML modules can also depend on one another, e.g. sfml-graphics-s depends both on sfml-window-s and sfml-system-s. If you static link to an SFML library, make sure to link to the dependencies of the library in question, as well as the dependencies of the dependencies and so on. If anything along the dependency chain is missing, you will get linker errors.
Additionally, because Code::Blocks makes use of GCC, the linking order does matter. This means that libraries that depend on other libraries have to be added to the library list before the libraries they depend on. If you don't follow this rule, you will get linker errors.
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Idevice instal 3utools. If you are slightly confused, don't worry, it is perfectly normal for beginners to be overwhelmed by all this information regarding static linking. If something doesn't work for you the first time around, you can simply keep trying always bearing in mind what has been said above. If you still can't get static linking to work, you can check the FAQ and the forum for threads about static linking.
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If you don't know the differences between dynamic (also called shared) and static libraries, and don't know which one to use, you can search for more information on the internet. There are many good articles/blogs/posts about them.
Your project is ready, let's write some code now to make sure that it works. Add a 'main.cpp' file to your project, with the following code inside:
Compile it, and if you linked to the dynamic version of SFML, don't forget to copy the SFML DLLs (they are in <sfml-install-path/bin>) to the directory where your compiled executable is. Run it, and if everything works you should see this:
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If you are using the sfml-audio module (regardless whether statically or dynamically), you must also copy the DLL of the external library needed by it, which is OpenAL32.dll.
These files can be found in <sfml-install-path/bin> too.
These files can be found in <sfml-install-path/bin> too.