i cant compile my programs
BlitzMax Forums/BlitzMax Beginners Area/i cant compile my programs
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Whenever I try to compile, this message comes up : -c: line 1: unexpected EOF while looking for matching `'' I've installed all the things It says I need installed,but i cant compile it. WHAT'S WRONG WITH IT ?!?!?! |
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this means that you opened a string but never closed it again |
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maybe, but i'v tried reinstalling bitz max more than twice. |
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Reinstalling Blitz is not going to fix a Typo in your code :-) It means you are doing something like: PRINT "I only have one quote when it should be PRINT "I only have one quote" |
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i've checked all my quotes. |
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Post your code. |
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Strict Const WIDTH=640,HEIGHT=480,DEPTH=16 Const Star_Count = 100 Const MAX_SIZE = 12 Const MAX_ROTSPD# = 1.5 Global Delta_X#,Delta_Y#, Delta_Ang#=0 ,tick#=0 Type TEntity Field x#,y# Method Update() Abstract EndType Type Star Extends TEntity Field s# Field size# Field col#,alp# Field rot# Field tcol[3] Field vtype Method Update() Local cs# , sn# Local tx# , ty# x:+ ( x-319.99999 ) / s y:+ ( y-239.99999 ) / s x=x-320 y=y-240 cs = Cos(Delta_Ang) sn = Sin(Delta_Ang) tx = x ty = y x = tx * cs - ty * sn y = tx * sn + ty * Cs x=x +320 y=y +240 'Pitch Horiz and Verti x = x + Delta_X / s y = y + Delta_Y / s If x<0 Or x>WIDTH x=Rnd(WIDTH) alp=0 EndIf If y<0 Or y>HEIGHT y=Rnd(HEIGHT) alp=0 EndIf If alp<1 alp = alp + .05 EndIf SetBlend LIGHTBLEND SetRotation rot SetAlpha alp rot=rot+5 SetColor tcol[0],tcol[1],tcol[2] Select vtype Case 0 SetHandle size*.5,.5 DrawRect x,y,size,1 SetHandle .5,size*.5 DrawRect x,y,1,size SetHandle 0,0 Case 1 SetHandle size*.5,size*.5 DrawRect x,y,size,size SetHandle 0,0 End Select End Method Function CreateStar:Star() Local s:Star = New Star Local r =Rand(128) s.x=Rnd(640) s.y=Rnd(480) s.s=Rnd(150,250) s.tcol=[r,r,r] s.size = Rnd(1,MAX_SIZE) s.vtype = Rnd(1) Return s EndFunction End Type Function UpdateEntities( list:TList ) Delta_X = 400*Cos(tick) Delta_Y = 400*Sin(tick) Delta_Ang = MAX_ROTSPD*Cos( tick ) tick=tick+.5 Local c:TEntity For c=EachIn list c.Update Next End Function Graphics WIDTH,HEIGHT,DEPTH HideMouse Local StarList:TList = New TList Local a Local px1#=30,py1# Local px2#=WIDTH-30,py2# Local bx#=WIDTH/2, by#=HEIGHT/2 Local bdx#=Rnd(-8,4) Local bdy#=3 Local sc1,sc2 For a= 0 To Star_Count-1 StarList.AddLast( star.CreateStar() ) Next While Not KeyDown( KEY_ESCAPE ) Cls UpdateEntities StarList py1=MouseY() If py1<40 py1=40 If py1>HEIGHT-40 py1=HEIGHT-40 SetBlend SOLIDBLEND SetColor 255,0,0 SetRotation 0 SetHandle 5,40 DrawRect px1,py1,10,80 DrawRect px2,py2,10,80 SetHandle 0,0 SetColor 0,0,255 SetHandle 2.5,2.5 DrawRect bx,by,5,5 SetHandle 0,0 bx=bx+bdx by=by+bdy If by<3 bdy=-bdy If by>HEIGHT-3 bdy=-bdy 'check players paddle If bx<px1+10 If by>py1-40 And by<py1+40 bdx=-bdx*Rnd(1.1,1.2) bdy=-bdy+Rnd(-1,1) EndIf EndIf If bx>px2-10 And bx<px2+10 If by>py2-40 And by<py2+40 bdx=-bdx*Rnd(1.1,1.2) bdy=-bdy+Rnd(-1,1) EndIf EndIf If bx>WIDTH-3 Or bx<3 bdx= Rnd(-8,8) bdy= Rnd(-8,8) If bx>Width-3 sc1:+1 Else sc2:+1 EndIf bx=width/2 by=height/2 EndIf If py2<by If py2<HEIGHT-40 py2=py2+3 EndIf EndIf If py2>by If py2>40 py2=py2-3 EndIf EndIf DrawText sc1,width/2-40,0 DrawText sc2,width/2+40,0 FlushMem Flip Wend |
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it worked earlier with this code, but its not working now |
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Your code seems to be ok. Well have you tried anything besides this code to see if you get the same error. |
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yeah. i've tried this and got the same result: Global mx,my Global IMG:Timage Global FPS, RFPS,LastSEcs bglCreateContext 1024,768 glBindTexture GL_TEXTURE_2D,bglTexFromPixmap( LoadPixmap( "max.png" ) ) bglSetMouseVisible False Local ax#,ay# Local cube = glGenLists(1) GLShadeModel(GL_SMOOTH) Global light_position#[] = [100.0, 100.0, 50.0, 0.0] glLightfv(GL_LIGHT0, GL_POSITION, light_position); glNewList(cube, GL_COMPILE) SizeCube(15) glEndList 'glEnable(GL_LIGHT0) While Not KeyDown(KEY_ESCAPE) glColor3f(1,1,1) glClearDepth(1.0) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LEQUAL) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) Begin3D() glTranslatef 0,0,-100'0 glRotatef my,1,0,0 glRotatef -mx,0,1,0 ax=ax+1 ay=ay+2 glPolygonMode(GL_FRONT, GL_FILL) GLEnable(GL_DEPTH_TEST) 'GlScalef 0.5,0.5,0.5 GLDisable(GL_BLEND) glCallList Cube GlScalef 1.5,1.5,1.5 GLEnable(GL_BLEND) 'glColor4f(1.0,1.0,1.0,0.5) glColor4f(1.0,1.0,1.0,0.5) glRotatef -mx,1,0,0 glRotatef my,0,1,0 'GLDisable(GL_DEPTH_TEST) 'GLEnable(GL_DEPTH_TEST) ' glCallList Cube 'glPolygonMode(GL_FRONT, GL_LINE) 'glColor3f(1,1,1) 'End3D() ' SetColor 255,255,255 ' SetRotation 0 mx = MouseX() my = MouseY() ' DrawLine mx-3,my,mx+4,my ' DrawLine mx,my-3,mx,my+4 bglDrawText "Blitzmax Inline OpenGL. "+rfps+" fps.",20,20 checkfps() FlushMem bglSwapBuffers ' Flip Wend End Function CheckFPS() If (MilliSecs()-lastsecs) <1000 Then fps = fps +1 Else lastsecs = MilliSecs() rfps = fps fps = 0 EndIf End Function Function Begin3D() glEnable(GL_TEXTURE_2D) 'glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) Local w#=1024'GraphicsWidth() Local h#=768'GraphicsHeight() If h=0 Then h=1 Local aspect# = w/h glMatrixMode GL_PROJECTION glLoadIdentity gluPerspective 45,aspect,0.1,1000 glMatrixMode GL_MODELVIEW glLoadIdentity glViewport 0,0,w,h glFrontFace GL_CW glCullFace GL_BACK gldisable GL_CULL_FACE ' GLEnable(GL_LIGHTING) EndFunction rem Function End3D() Local w#=GraphicsWidth() Local h#=GraphicsHeight() glDisable(GL_TEXTURE_2D) glMatrixMode GL_PROJECTION glLoadIdentity 'glOrtho 0,w,h,0,-1,1 gluOrtho2D 0,w,h,0 glMatrixMode GL_MODELVIEW glLoadIdentity glEnable GL_SCISSOR_TEST glViewport 0,0,w,h GLDisable(GL_LIGHTING) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA) GlEnable(GL_BLEND) EndFunction end rem Function SizeCube(size#) Local a#=1.0 ' glColor3f(1,1,1) 'glColor3f(1,0,0) ' glColor4f(1.0,1.0,1.0,0.6) glNormal3f( 0.0, 0.0, 1.0)' glBegin(GL_QUADS) ' {near face} glTexCoord2f(0.0, 0.0); glVertex3f( size#, size#,-size#) glTexCoord2f(1.0, 0.0); glVertex3f(-size#, size#,-size#) glTexCoord2f(1.0, 1.0); glVertex3f(-size#,-size#,-size#) glTexCoord2f(0.0, 1.0); glVertex3f( size#,-size#,-size#) glEnd glNormal3f( 1.0, 0.0, 0.0) glBegin(GL_QUADS) ' {right face} glTexCoord2f(0.0, 0.0); glVertex3f(-size#, size#,-size#) glTexCoord2f(1.0, 0.0); glVertex3f(-size#, size#, size#) glTexCoord2f(1.0, 1.0); glVertex3f(-size#,-size#, size#) glTexCoord2f(0.0, 1.0); glVertex3f(-size#,-size#,-size#) glEnd glNormal3f( -1.0, 0.0, 0.0) glBegin(GL_QUADS) ' {left face} glTexCoord2f(0.0, 0.0); glVertex3f( size#, size#, size#) glTexCoord2f(1.0, 0.0); glVertex3f( size#, size#,-size#) glTexCoord2f(1.0, 1.0); glVertex3f( size#,-size#,-size#) glTexCoord2f(0.0, 1.0); glVertex3f( size#,-size#, size#) glEnd glNormal3f( 0.0, 0.0, -1.0) glBegin(GL_QUADS) ' {back face} glTexCoord2f(0.0, 0.0); glVertex3f(-size#, size#, size#) glTexCoord2f(1.0, 0.0); glVertex3f( size#, size#, size#) glTexCoord2f(1.0, 1.0); glVertex3f( size#,-size#, size#) glTexCoord2f(0.0, 1.0); glVertex3f(-size#,-size#, size#) glEnd ' glColor3f(1,0,1) glNormal3f( 0.0, -1.0, 0.0) glBegin(GL_QUADS) ' {bottom face} glTexCoord2f(0.0, 0.0); glVertex3f( size#, size#,-size#) glTexCoord2f(1.0, 0.0); glVertex3f( size#, size#, size#) glTexCoord2f(1.0, 1.0); glVertex3f(-size#, size#, size#) glTexCoord2f(0.0, 1.0); glVertex3f(-size#, size#,-size#) glEnd ' glColor3f(1,1,1) glNormal3f( 0.0, 1.0, 0.0) glBegin(GL_QUADS) ' {top face} glTexCoord2f(0.0, 0.0); glVertex3f( size#,-size#,-size#) glTexCoord2f(1.0, 0.0); glVertex3f(-size#,-size#,-size#) glTexCoord2f(1.0, 1.0); glVertex3f(-size#,-size#, size#) glTexCoord2f(0.0, 1.0); glVertex3f( size#,-size#, size#) glEnd End Function |
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Does the same thing happen ? |
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yeah. |
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ok what MingW and BlitzMax version do you have and what Os are you running |
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I have a Mac OS X 10.3.9 G3 400MHz and Biltzmax v. 1.0 What's MingW? |
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I really dont know, i dont own a Mac. Sorry i couldn't help |
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Go to the updates and betas forum and download BlitzMax 1.06. Try it with that. You must also have XCODE installed for blitzmax to work or one of the developer tools. |
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I'll try that. thanks |
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thanks it works. |