Are you thinking to create a game? If yes, then you may need
to move and control an object using arrow keys. For example, if you are going
to create pacman game. In that case you have to control the pacman with the
help of arrow keys. In this tutorial I will tell you the easiest way to do
this. I have written this tutorial hoping that you already have knowledge of
c/c++ graphics. If you don’t have any idea about graphics then it will be very
difficult for you to understand this tutorial.
to move and control an object using arrow keys. For example, if you are going
to create pacman game. In that case you have to control the pacman with the
help of arrow keys. In this tutorial I will tell you the easiest way to do
this. I have written this tutorial hoping that you already have knowledge of
c/c++ graphics. If you don’t have any idea about graphics then it will be very
difficult for you to understand this tutorial.
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I've the same problem to install library opencv 3.2 on dev-c 5.11 I must to used some program created whid opencv 3.1 and on the web stay only tutorial for hold version of opencv. I Think it's good evolution if ii nstall opencv 3.2. This is the standard of C language, and Dev C + + strictly comply with this rule. The DOS version of Turbo C 3 does not conform to the language standard, and it does not mean that it is correct. (Note: The main front must be int, since main is preceded by an int so the main function must have a return statement). The int returned by main is a way for a program to return a value to “the system” that invokes it. On systems that doesn’t provide such a facility the return value is ignored, but that doesn’t make “void main” legal C or legal C. Even if your compiler accepts “void main” avoid it, or risk being considered ignorant by C and C programmers. In C, main need not contain an explicit return statement.
Oct 21, 2020 The int returned by main is a way for a program to return a value to “the system” that invokes it. On systems that doesn’t provide such a facility the return value is ignored, but that doesn’t make “void main” legal C or legal C. Even if your compiler accepts “void main” avoid it, or risk being considered ignorant by C. In C-style programming and in COM, error reporting is managed either by returning a value that represents an error code or a status code for a particular function, or by setting a global variable that the caller may optionally retrieve after every function call to see whether errors were reported.
Also Read: Download Turbo C++ for Windows 7 for Free
Also Read: C/C++ Program to Create a Digital Stopwatch
Here we will use concept of ASCII codes. Below I have
written a simple program in graphics using turbo c++. In this program a circle
is moved and controlled using arrow keys. So just take a look at the code.
written a simple program in graphics using turbo c++. In this program a circle
is moved and controlled using arrow keys. So just take a look at the code.
#include<graphics.h>
#include<process.h>
#include<process.h>
void main()
int
i=250,j=250,x=0,y=-1,ch,gd=DETECT,gm;
i=250,j=250,x=0,y=-1,ch,gd=DETECT,gm;
while(1) //infinite
loop
loop
circle(i,j,30);
if(kbhit()) //check
if a key is pressed
if a key is pressed
ch=getch();
{
y=-1;
{
y=0;
}
if(ch63) //move right
x=1;
}
if(ch62) //move downward
x=0;
}
if(ch27) //exit when esc
pressed
pressed
}
j=j+y;
delay(50);
}
Ok! Let’s understand what is actually happening here.
Initial values of i and j are 250, so that the circle will first
printed at coordinate (250,250) and initial values of x and y are 0 and -1 to
make the circle move upward. We have used an infinite while loop and in that loop
we used a function called kbhit() to
check if any key is pressed or not.
Initial values of i and j are 250, so that the circle will first
printed at coordinate (250,250) and initial values of x and y are 0 and -1 to
make the circle move upward. We have used an infinite while loop and in that loop
we used a function called kbhit() to
check if any key is pressed or not.
Also Read: C++ Program to create an Analog Clock
Also Read: Simple program to create a circular loading bar using graphics
Initially the circle is moving upward, suppose right arrow
key is pressed then 77 (ASCII value of right arrow key) is stored in ch and values of x and y become 1 and 0
respectively. Now value of i
increased by one and j remains as it
is, this make the circle to move by one coordinate in x direction. This process
is repeated again and again till any other arrow key is pressed.
key is pressed then 77 (ASCII value of right arrow key) is stored in ch and values of x and y become 1 and 0
respectively. Now value of i
increased by one and j remains as it
is, this make the circle to move by one coordinate in x direction. This process
is repeated again and again till any other arrow key is pressed.
The program exit if escape (ASCII value 27) key is pressed.
Here we have used cleardevice()
function to clear previous printed data and after that circle is printed at new
coordinate which makes circle to appear as if it is moving.
Here we have used cleardevice()
function to clear previous printed data and after that circle is printed at new
coordinate which makes circle to appear as if it is moving.
If you have any doubt or unable to understand then feel free
to ask by commenting below.
to ask by commenting below.
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In modern C++, in most scenarios, the preferred way to report and handle both logic errors and runtime errors is to use exceptions. It's especially true when the stack might contain several function calls between the function that detects the error, and the function that has the context to handle the error. Exceptions provide a formal, well-defined way for code that detects errors to pass the information up the call stack.
Use exceptions for exceptional code
Program errors are often divided into two categories: Logic errors that are caused by programming mistakes, for example, an 'index out of range' error. And, runtime errors that are beyond the control of programmer, for example, a 'network service unavailable' error. In C-style programming and in COM, error reporting is managed either by returning a value that represents an error code or a status code for a particular function, or by setting a global variable that the caller may optionally retrieve after every function call to see whether errors were reported. For example, COM programming uses the HRESULT return value to communicate errors to the caller. And the Win32 API has the
GetLastError
function to retrieve the last error that was reported by the call stack. In both of these cases, it's up to the caller to recognize the code and respond to it appropriately. If the caller doesn't explicitly handle the error code, the program might crash without warning. Or, it might continue to execute using bad data and produce incorrect results.Exceptions are preferred in modern C++ for the following reasons:
Dev C Error Main Must Return Intervals Formula
- An exception forces calling code to recognize an error condition and handle it. Unhandled exceptions stop program execution.
- An exception jumps to the point in the call stack that can handle the error. Intermediate functions can let the exception propagate. They don't have to coordinate with other layers.
- The exception stack-unwinding mechanism destroys all objects in scope after an exception is thrown, according to well-defined rules.
- An exception enables a clean separation between the code that detects the error and the code that handles the error.
The following simplified example shows the necessary syntax for throwing and catching exceptions in C++.
Exceptions in C++ resemble ones in languages such as C# and Java. In the
try
block, if an exception is thrown it will be caught by the first associated catch
block whose type matches that of the exception. In other words, execution jumps from the throw
statement to the catch
statement. If no usable catch block is found, std::terminate
is invoked and the program exits. In C++, any type may be thrown; however, we recommend that you throw a type that derives directly or indirectly from std::exception
. In the previous example, the exception type, invalid_argument
, is defined in the standard library in the <stdexcept>
header file. C++ doesn't provide or require a finally
block to make sure all resources are released if an exception is thrown. The resource acquisition is initialization (RAII) idiom, which uses smart pointers, provides the required functionality for resource cleanup. For more information, see How to: Design for exception safety. For information about the C++ stack-unwinding mechanism, see Exceptions and stack unwinding.Basic guidelines
Robust error handling is challenging in any programming language. Although exceptions provide several features that support good error handling, they can't do all the work for you. To realize the benefits of the exception mechanism, keep exceptions in mind as you design your code.
- Use asserts to check for errors that should never occur. Use exceptions to check for errors that might occur, for example, errors in input validation on parameters of public functions. For more information, see the Exceptions versus assertions section.
- Use exceptions when the code that handles the error is separated from the code that detects the error by one or more intervening function calls. Consider whether to use error codes instead in performance-critical loops, when code that handles the error is tightly coupled to the code that detects it.
- For every function that might throw or propagate an exception, provide one of the three exception guarantees: the strong guarantee, the basic guarantee, or the nothrow (noexcept) guarantee. For more information, see How to: Design for exception safety.
- Throw exceptions by value, catch them by reference. Don’t catch what you can't handle.
- Don't use exception specifications, which are deprecated in C++11. For more information, see the Exception specifications and
noexcept
section. - Use standard library exception types when they apply. Derive custom exception types from the
exception
Class hierarchy. - Don't allow exceptions to escape from destructors or memory-deallocation functions.
Exceptions and performance
The exception mechanism has a minimal performance cost if no exception is thrown. If an exception is thrown, the cost of the stack traversal and unwinding is roughly comparable to the cost of a function call. Additional data structures are required to track the call stack after a
try
block is entered, and additional instructions are required to unwind the stack if an exception is thrown. However, in most scenarios, the cost in performance and memory footprint isn't significant. The adverse effect of exceptions on performance is likely to be significant only on memory-constrained systems. Or, in performance-critical loops, where an error is likely to occur regularly and there's tight coupling between the code to handle it and the code that reports it. In any case, it's impossible to know the actual cost of exceptions without profiling and measuring. Even in those rare cases when the cost is significant, you can weigh it against the increased correctness, easier maintainability, and other advantages that are provided by a well-designed exception policy.Exceptions versus assertions
Exceptions and asserts are two distinct mechanisms for detecting run-time errors in a program. Use
assert
statements to test for conditions during development that should never be true if all your code is correct. There's no point in handling such an error by using an exception, because the error indicates that something in the code has to be fixed. It doesn't represent a condition that the program has to recover from at run time. An assert
stops execution at the statement so that you can inspect the program state in the debugger. An exception continues execution from the first appropriate catch handler. Use exceptions to check error conditions that might occur at run time even if your code is correct, for example, 'file not found' or 'out of memory.' Exceptions can handle these conditions, even if the recovery just outputs a message to a log and ends the program. Always check arguments to public functions by using exceptions. Even if your function is error-free, you might not have complete control over arguments that a user might pass to it.Dev C Error Main Must Return Intervals Calculator
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C++ exceptions versus Windows SEH exceptions
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Both C and C++ programs can use the structured exception handling (SEH) mechanism in the Windows operating system. The concepts in SEH resemble the ones in C++ exceptions, except that SEH uses the
__try
, __except
, and __finally
constructs instead of try
and catch
. In the Microsoft C++ compiler (MSVC), C++ exceptions are implemented for SEH. However, when you write C++ code, use the C++ exception syntax.For more information about SEH, see Structured Exception Handling (C/C++).
Exception specifications and noexcept
Exception specifications were introduced in C++ as a way to specify the exceptions that a function might throw. However, exception specifications proved problematic in practice, and are deprecated in the C++11 draft standard. We recommend that you don't use
throw
exception specifications except for throw()
, which indicates that the function allows no exceptions to escape. If you must use exception specifications of the deprecated form throw( type-name )
, MSVC support is limited. For more information, see Exception Specifications (throw). The noexcept
specifier is introduced in C++11 as the preferred alternative to throw()
.See also
Dev C Error Main Must Return Intervals Required
How to: Interface between exceptional and non-exceptional code
C++ language reference
C++ Standard Library
C++ language reference
C++ Standard Library