I don't seem to be having any problems. The only things I really hve to change in my C++ programming is when I call like std::vector<int> temp;
temp.size(); = unsigned int
Eventually, which gives me a linking error
for(int i = 0; i < temp.size(); i++)
^ wrong
for(unsigned int i = 0; i < temp.size(); i++)
^ correct
My DirectX building classes seem to work fine, but I use like all std:: stuff except for win32 and DX code.
I don't recommend using MSVC++ .NET for simple console applications
#include <iostream>
int main(int argc, const char* argv[])
{
std::cout << "Hello World!" << std::endl;
return 0;
}
Just made me a 452KB executable...
Pfft. what does it do, recreate the console, with it's own original paint functions without calling dlls, etc?
Well, at least my DirectX client for one of my games was reduced from 240KB to 150KB. It's not much of a game, just sockets which connect to my C server, directdraw, input, music...
oh yeah, trying std::library in precompiled headers doesn't seem to work, but it works in VSC++ 6.0, go figure. Actually it does, but it doesn't seem to work for some streamed classes. IE: iostream and string.
Quote:
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I tried a simple cout C++ program (the generic "Hello World!") with iostream but it wouldn't display... Too confusing...
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Create a win32 project, go to some additional options tab, and make it console based. Get rid of precompiled headers too.
I haven't looked at VB .NET, but C++ 7.0 doesn't look different to me at all vs. 6.0. It's a lot nicer, but still isn't very good for simple applications (console based). I would probably recommend pcgrasp with the borland C++ library/compiler "freecommandlinetools.exe". Search yahoo or something.