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Visual Studio x64 Win64 명령 프롬프트 (2010)를 사용하여 코드를 컴파일하고 있습니다. Visual Studio에서 수정하는 방법을 알고 있지만 명령 줄에서는 볼 수없는 오류가 나타납니다.미해결 Windows 외부
출력 :
Microsoft (R) C/C++ Optimizing Compiler Version 16.00.40219.01 for x64
Copyright (C) Microsoft Corporation. All rights reserved.
main.cpp
Microsoft (R) Incremental Linker Version 10.00.40219.01
Copyright (C) Microsoft Corporation. All rights reserved.
/out:main.exe
main.obj
main.obj : error LNK2019: unresolved external symbol __imp_DispatchMessageA referenced in function WinMain
main.obj : error LNK2019: unresolved external symbol __imp_TranslateMessage referenced in function WinMain
main.obj : error LNK2019: unresolved external symbol __imp_PeekMessageA referenced in function WinMain
main.obj : error LNK2019: unresolved external symbol __imp_ShowWindow referenced in function WinMain
main.obj : error LNK2019: unresolved external symbol __imp_CreateWindowExA referenced in function WinMain
main.obj : error LNK2019: unresolved external symbol __imp_RegisterClassExA referenced in function WinMain
main.obj : error LNK2019: unresolved external symbol __imp_LoadCursorA referenced in function WinMain
main.obj : error LNK2019: unresolved external symbol __imp_DefWindowProcA referenced in function "__int64 __cdecl WindowProc(struct HWND__ *,unsigned int,unsigned __int64,__int64)" ([email protected]@[email protected]@[email protected])
main.obj : error LNK2019: unresolved external symbol __imp_PostQuitMessage referenced in function "__int64 __cdecl WindowProc(struct HWND__ *,unsigned int,unsigned __int64,__int64)" ([email protected]@[email protected]@[email protected])
main.exe : fatal error LNK1120: 9 unresolved externals
내 코드 :
// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
"WindowClass",
"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300, 300,
800, 600,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = TRUE; // program windowed, not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
}
// this is the function used to render a single frame
void render_frame(void)
{
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
d3ddev->BeginScene(); // begins the 3D scene
// do 3D rendering on the back buffer here
d3ddev->EndScene(); // ends the 3D scene
d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
나는 이런 일이 왜 상당히 좋은 아이디어가 생각하지만, 나는 그것을 해결하는 방법을 잘 모르겠습니다.
덕분에이 코드를 추가하려고 user32.lib 누락, 그 일을! –
그래, 그 일을하고 있었다. 그것을 표시하기 전에 10 분이 소요됩니다. –
완벽하게 완료 됨 ... –