#include <iostream>
int main()
{
std::cout << sizeof int << std::endl;
}
I received the compiler error for this like expected. Then I modified it for a typedef:
Type: Posts; User: muehl
#include <iostream>
int main()
{
std::cout << sizeof int << std::endl;
}
I received the compiler error for this like expected. Then I modified it for a typedef:
Actually I'll have to reboot to do that but i'll give it a shot. brb
I was using Microsoft VC++ Express 2005 with SP1.
hey i'm not arguing just stating the way it is. Thanks for the help.
But the examples I used above were types, not variables.
I've been compiling it like that in VC++ fine for months, GCC gives the syntax error. I will be using parenthesis from now on whichever compiler I use.
Thanks heaps for the help guys. I was missing the parentheses, easy mistake when i've been using VC++ for years, right, right? XD
Also thanks for the header implementation tips. I think its time...
Thanks for the fast reply. I have realized I have inaccurately described the problem. The issue is actually with the lines:
cursor += sizeof uint64;
error: expected primary-expression before...
It's right at the top. I'll post it again here:
error: expected primary-expression before ‘;’ token
I am now using Code::Blocks as my C++ IDE. I coded my source in Microsoft C++ Express previously and it compiled fine. When compiling the same code in Code::Blocks (using the GCC compiler) I receive...
actually i don't want to change memory, just analyze it to create extended ui.
do you know how to do it?
i want to find certain values in a games memory.. but when the game's memory usage is over 200megs which is full of models, textures etc etc. i can't work out a way to locate the memory address of...
cool.. this is good stuff. i'll need to do some background work but i've got my head around it thanks! one more question though. say you build or modify outgoing packets.. this is good but at the...
theoretical question.
There is a client and a server (on a TCP internet connection of coarse). The client is constantly recieving packets from the server. Packets are systematically sent back to...