Visual Studio 2015 (C++) : Stop compile on first build error (not first project)

How to stop the compilation of Visual Studio 2015 when it detects compile error? I mean first build error (may be first .cpp ), not first project because it takes too much time. (I have only 1 project.) An extension named " StopOnFirstBuildError " is not an answer, because it stop on first project that has error. Question (more elaborate) When I pressed F5 or Ctrl+Shift+B,

Visual Studio 2015(C ++):停止编译第一个构建错误(不是第一个项目)

如何在检测到编译错误时停止编译Visual Studio 2015? 我的意思是第一个构建错误 (可能是第一个.cpp ),不是第一个项目,因为它需要太多时间。 (我只有一个项目。) 名为“ StopOnFirstBuildError ”的扩展名不是答案, 因为它停止在有错误的第一个项目上。 题 (更详细) 当我按下F5或Ctrl + Shift + B时​​,编译器会编译所有(或某些)文件。 在我的情况下,它只能使用5秒来检测一些错误,所以我希望它现在停

C++ inplace destructor compile warning

I am using an inplace destructor in my code, similar to this stripped down piece of code: #include <new> #include <stdlib.h> struct Node { }; int main(int, char**) { Node* a = reinterpret_cast<Node*>(malloc(sizeof(Node))); new(a) Node; Node* b = a; b->~Node(); free(a); } Unfortunately this gives me a warning in Visual Studio 2015, both in Debug and

C ++ inplace析构函数编译警告

我在我的代码中使用了一个inplace析构函数,类似于下面这段代码: #include <new> #include <stdlib.h> struct Node { }; int main(int, char**) { Node* a = reinterpret_cast<Node*>(malloc(sizeof(Node))); new(a) Node; Node* b = a; b->~Node(); free(a); } 不幸的是,在Debug和Release中,这给了我一个Visual Studio 2015的警告: warning C4189: 'b': local v

libclang: how to get token semantics

libclang defines only 5 types of tokens: CXToken_Punctuation CXToken_Keyword CXToken_Identifier CXToken_Literal CXToken_Comment Is it possible to get a more detailed information about tokens? For example, for the following source code: struct Type; void foo(Type param); I would expect the output to be like: struct - keyword Type - type name ; - punctuation void - type/keyw

libclang:如何获取令牌语义

libclang仅定义了5种令牌: CXToken_Punctuation CXToken_Keyword CXToken_Identifier CXToken_Literal CXToken_Comment 是否有可能获得有关令牌的更详细信息? 例如,对于以下源代码: struct Type; void foo(Type param); 我希望输出如下所示: 结构 - 关键字 类型 - 类型名称 ; - 标点符号 无效 - 类型/关键字 foo - 函数名称 ( - 标点符号 Type - 函数参数的类型 参数 - 函数参数名称

Exporting class with const member methods

When I export a class with const member function in Visual Studio, running the user application results in a run-time error "Entry Point Not Found" for this function... //header file class EXPORT_API A { //... void foo() const; //... } //cpp file void A::foo() const { //... } Interesting note. Demangling the "missing" function (copied from Dependency Walker and und

用const成员方法导出类

当我在Visual Studio中使用const成员函数导出类时,运行用户应用程序会导致运行时错误“找不到此入口点”... //header file class EXPORT_API A { //... void foo() const; //... } //cpp file void A::foo() const { //... } 有趣的音符。 Demangling“失踪”功能(从Dependency Walker复制,demangler.com未修饰)如下所示: public:void __cdecl A :: foo(void)const __ptr64 ,但是当我在Dependency Walker本

A general term of classes and structs?

I understand that structs are very similar to classes, only member access and inheritance defaults to public. Conventionally, they're used as POD types, but, again, that's just a convention. Despite the small differences (and the differences in the convention of using them), it's clear that classes and structs are both just slightly different interpretations of something, where tha

类和结构的总称?

我明白结构与类非常相似,只有成员访问和继承默认为公共。 传统上,它们被用作POD类型,但是,这只是一个惯例。 尽管差异很小(以及使用它们的惯例的差异),很明显类和结构对于某些东西只是稍微不同的解释,其中东西定义了一组对象的行为。 那是什么? 我知道这就是通常定义的类,但结构也符合定义,至少在C ++中,结构的含义与类稍有不同。 或者你会简单地区分一个类(作为一个概念)和C ++类(它们与C ++结构一起,是

Two different words for getters by reference vs getters by copy

Consider the following example : class MyClass { // Getters by copy ? public: inline std::string fullName() const {return _firstName+_lastName;} // Getters by reference ? public: inline const std::string& firstName() const {return _firstName;} inline const std::string& lastName() const {return _lastName;} // Data members protected:

通过引用与getter通过复制获得两个不同的单词

考虑下面的例子: class MyClass { // Getters by copy ? public: inline std::string fullName() const {return _firstName+_lastName;} // Getters by reference ? public: inline const std::string& firstName() const {return _firstName;} inline const std::string& lastName() const {return _lastName;} // Data members protected: std::string _f

Clang for fuzzy parsing C++

Is it at all possible to parse C++ with incomplete declarations with clang with its existing libclang API ? Ie parse .cpp file without including all the headers, deducing declarations on the fly. so, eg The following text: A B::Foo(){return stuff();} Will detect unknown symbol A, call my callback that deducts A is a class using my magic heuristic, then call this callback the same way with B a

Clang模糊解析C ++

用它现有的libclang API用clang解析C ++的不完整声明是否完全可能? 即解析.cpp文件而不包含所有标题,即时推断声明。 所以,例如下面的文字: A B::Foo(){return stuff();} 将检测未知的符号A,呼叫我的回调,它使用我的魔法启发式来扣除A是一个类,然后以与B和Foo相同的方式调用此回调。 最后,我希望能够推断出我看到一个B类的成员Foo返回A,而东西是一个函数..或者是这个效果。 上下文:我想看看我是否能够快速地解析

Passing a class object as an argument in C++

Suppose I had a class named foo containing mostly data and class bar that's used to display the data. So if I have object instance of foo named foobar, how would I pass it into bar::display()? Something like void bar::display(foobar &test)? Yes, almost. Or, if possible, use a const reference to signal that the method is not going to modify the object passed as an argument. class A;

在C ++中传递一个类对象作为参数

假设我有一个名为foo的类,主要包含用于显示数据的数据和类栏。 所以如果我有名为foobar的foo对象实例,我会如何将它传递给bar :: display()? 像void bar :: display(foobar&test)这样的东西? 是的,差不多。 或者,如果可能的话,使用const引用来表示该方法不会修改作为参数传递的对象。 class A; class B { // ... void some_method(const A& obj) { obj.do_something(); } // .

Multiple instances of btDefaultMotionState, all ignored, but one

To summarize the problem(s): I have two bodies in my world so far, one being the ground, the other one being a falling box called "fallingStar". 1) I do not understand why my bullet world is not aligned with my drawn world unless I set an offset of btVector3(2,2,2) to the (btDefault)MotionState. There is no fancy magic going on anywhere in the code that would explain the offset. O

btDefaultMotionState的多个实例都被忽略,但是只有一个

总结问题: 到目前为止,我的世界上有两个身体,一个是地面,另一个是坠落的盒子,叫做“流星”。 1)我不明白为什么我的子弹世界不符合我绘制的世界,除非我设置了btVector3(2,2,2)到(btDefault)MotionState的偏移量。 代码中的任何地方都没有奇特的魔法可以解释偏移量。 或者至少我找不到任何理由,不是在着色器中,也不在任何地方。 2)我期望能够使用btDefaultMotionState多个实例, btDefaultMotionState确切地说,

Does std::move() invalidate iterators?

This question already has an answer here: Does moving a vector invalidate iterators? 4 answers After http://en.cppreference.com notes (emphasis mine): After container move assignment (overload (2)), unless elementwise move assignment is forced by incompatible allocators, references, pointers, and iterators (other than the end iterator) to other remain valid , but refer to elements that are

std :: move()是否使迭代器失效?

这个问题在这里已经有了答案: 移动矢量是否使迭代器失效? 4个答案 在http://en.cppreference.com笔记(重点是我的)之后: 在容器移动赋值(重载(2))之后,除非元素移动赋值由不兼容的分配器强制,否则对其他元素的引用,指针和迭代器 (除了结束迭代器) 仍然有效 ,但引用现在在* this中的元素。 目前的标准通过第23.2.1节[container.requirements.general] / 12中的一揽子声明作出这一保证,并且正在考虑通过LWG