i cant compile my programs

BlitzMax Forums/BlitzMax Beginners Area/i cant compile my programs

Dante(Posted 2005) [#1]
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 ?!?!?!


Dreamora(Posted 2005) [#2]
this means that you opened a string but never closed it again


Dante(Posted 2005) [#3]
maybe, but i'v tried reinstalling bitz max more than twice.


Arcadenut(Posted 2005) [#4]
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"


Dante(Posted 2005) [#5]
i've checked all my quotes.


Sarge(Posted 2005) [#6]
Post your code.


Dante(Posted 2005) [#7]
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


Dante(Posted 2005) [#8]
it worked earlier with this code, but its not working now


Sarge(Posted 2005) [#9]
Your code seems to be ok. Well have you tried anything besides this code to see if you get the same error.


Dante(Posted 2005) [#10]
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


Sarge(Posted 2005) [#11]
Does the same thing happen ?


Dante(Posted 2005) [#12]
yeah.


Sarge(Posted 2005) [#13]
ok what MingW and BlitzMax version do you have and what Os are you running


Dante(Posted 2005) [#14]
I have a Mac OS X 10.3.9 G3 400MHz and Biltzmax v. 1.0
What's MingW?


Sarge(Posted 2005) [#15]
I really dont know, i dont own a Mac. Sorry i couldn't help


Amon_old(Posted 2005) [#16]
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.


Dante(Posted 2005) [#17]
I'll try that.
thanks


Dante(Posted 2005) [#18]
thanks it works.