c++ - `xxxx' : looks like a function definition, but there is no parameter list; skipping apparent body -


i have code below bowling game. code working in eclipse moved microsoft visual studio express 2012 windows desktop, gives following error.

error 1 error c2470: 'cone1' : looks function definition, there no parameter list; skipping apparent body c:\users\rocckky\documents\visual studio 2012\projects\consoleapplication1\consoleapplication1\consoleapplication1.cpp 26 1 consoleapplication1

note: - not pasting errors, gives same error type cones defined.

#include "stdafx.h" #include "cstdlib" #include "gl/glut.h" #include "gl/glu.h" #include "stdlib.h"  #include "vector" using namespace std; int refreshmillis = 30; // refresh period in milliseconds int windowwidth = 640; // windowed mode's width int windowheight = 480; // windowed mode's height int windowposx = 50; // windowed mode's top-left corner x int windowposy = 50; // windowed mode's top-left corner y bool fullscreenmode = false; // full-screen or windowed mode? glfloat ballspeed = 0.150f; // ball's speed in y directions glfloat speedline; glfloat ballmaxspeed = 0.550f, ballminspeed = 0.150f; bool moveballup = false, moveballdown = false, iscollision = false, resetcall =         false, moveright = false, moveleft = false, ballinright = false,            ballinmiddle = true, ballinleft = false; glfloat vp_x = 2.0f, vp_y = 10.0f, vp_z = 25.0f, vt_x = 2.0f, vt_y = 20.0f,         vt_z = 0.0f, vu_x = 0.0f, vu_y = 0.0f, vu_z = 1.0f; //eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz /* cones in center */ vector<glfloat> cone1 { 0.0f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0f, 0.0f }; vector<glfloat> cone2 { 1.6f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0 }; vector<glfloat> cone3 { -1.6f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0 };  /* cones in left */  vector<glfloat> cone4 { -4.9f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0 }; vector<glfloat> cone5 { -6.7f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0 }; vector<glfloat> cone6 { -8.3f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0 };  /* right cones */ vector<glfloat> cone7 { 4.9f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0 }; vector<glfloat> cone8 { 6.6f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0 }; vector<glfloat> cone9 { 8.3f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0 };  vector<glfloat> ball {/* x */0.0f, /* y */0.0f, /* z */-3.0f, /*sphere*/0.85f,         50.0, 50.0 }; //  void resetgame() {      resetcall = true;      cone1 = {0.0f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0f, 0.0f};;     cone2= {1.6f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0};     cone3= {-1.6f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0};      /* cones in left */      cone4 = {-4.9f,0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0};     cone5 = {-6.7f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0};     cone6 = {-8.3f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0};      /* right cones */     cone7= {4.9f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0};     cone8 = {6.6f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0};     cone9= {8.3f, 0.0f, -21.0f, /*rotated*/60.0f, -1.5f, 0.0, 0.0};      ball = {/* x */0.0f, /* y */0.0f, /* z */-3.0f, /*sphere*/0.85f, 50.0,         50.0};  } float ar; const glfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; const glfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const glfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const glfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };  const glfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f }; const glfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f }; const glfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const glfloat high_shininess[] = { 100.0f };  /* called when timer expired */ void timer(int value) {     if (moveballup) {         //  ball[1] += ballspeed;         ball[2] -= ballspeed;          if (ballinright)             ball[0] += 0.08;          if (ballinleft)             ball[0] -= 0.08;      }      if (moveright) {          if (ball[0] >= 4.0) {             moveright = false;             ballinmiddle = false;             ballinleft = false;             ballinright = true;         }         ball[0] += 0.156;          if (ball[0] >= -0.02 && ball[0] <= 0.02) {             moveright = false;             ballinleft = false;             ballinright = false;             ballinmiddle = true;          }     }      if (moveleft) {          if (ball[0] <= -4.0) {             moveleft = false;             ballinright = false;             ballinmiddle = false;             ballinleft = true;          }         ball[0] -= 0.156;          if (ball[0] >= -0.02 && ball[0] <= 0.02) {             moveleft = false;             ballinleft = true;         }     }      /* if ball reaches z coordinates of cones */     if (ball[2] <= cone1[2]) {          /* check ball's x axis set of cones has hit */          /* check middle set of cones */         if (ball[0] >= cone3[0] && ball[0] <= cone2[0]) {              if (!iscollision /* iscollision  ! = true  */) {                 cone1[0] -= 0.5;                 cone1[4] -= 10.0;                 cone1[5] += 10.0;                 cone1[2] += -0.3;                  cone2[0] += 0.5;                 cone2[4] -= 10.0;                 cone2[5] -= 10.0;                 cone2[2] += -0.4;                  cone3[0] += 0.5;                 cone3[4] -= 10.0;                 cone3[5] -= 10.0;                 cone3[2] += -0.4;             }              iscollision = true;             moveballup = false; //  stop moving ball          }          /* check if ball in range of x axis of right set of cones  */          if (ball[0] >= cone6[0] && ball[0] <= cone4[0]) {              if (!iscollision /* iscollision  ! = true  */) {                 cone4[0] -= 0.5;                 cone4[4] -= 10.0;                 cone4[5] += 10.0;                 cone4[2] += -0.3;                  cone5[0] += 0.5;                 cone5[4] -= 10.0;                 cone5[5] -= 10.0;                 cone5[2] += -0.4;                  cone6[0] += 0.5;                 cone6[4] -= 10.0;                 cone6[5] -= 10.0;                 cone6[2] += -0.4;             }              iscollision = true;             moveballup = false; //  stop moving ball          }          if (ball[0] >= cone7[0] && ball[0] <= cone9[0]) {              if (!iscollision /* iscollision  ! = true  */) {                 cone7[0] -= 0.5;                 cone7[4] -= 10.0;                 cone7[5] += 10.0;                 cone7[2] += -0.3;                  cone8[0] += 0.5;                 cone8[4] -= 10.0;                 cone8[5] -= 10.0;                 cone8[2] += -0.4;                  cone9[0] += 0.5;                 cone9[4] -= 10.0;                 cone9[5] -= 10.0;                 cone9[2] += -0.4;             }              iscollision = true;             moveballup = false; //  stop moving ball          }      }     if (resetcall) {          if (ball[2] >= -3.0f) {             resetcall = false;             iscollision = false;          }          else {              if (ballinright)                 ball[0] -= 0.08;             if (ballinleft)                 ball[0] += 0.08;             ball[2] -= ballspeed;          }      }      glutpostredisplay(); // post paint request activate display()     gluttimerfunc(refreshmillis, timer, 0); // subsequent timer call @ milliseconds } void keyboard(unsigned char key, int x, int y) {     switch (key) {     case 27: // esc key         exit(0);         break;     case 'r':         resetgame();         break;      case 'i':         vp_x += 0.5;         break;      case 'i':         vp_x -= 0.5;         break;          /*glfloat vp_x = 3.0f, vp_y = 10.0f, vp_z = 10.0f, vt_x = 0.0f, vt_y = 0.0f,          vt_z = 0.0f, vu_x = 0.0f, vu_y = 0.0f, vu_z = -1.0f;*/     case 'o':         vp_y += 0.5;         break;     case 'o':         vp_y -= 0.5;         break;      case 'p':         vp_z += 0.5;         break;     case 'p':         vp_z -= 0.5;         break;     case 'j':         vt_x += 0.5;         break;     case 'j':         vt_x -= 0.5;         break;      case 'k':         vt_y += 0.5;         break;     case 'k':         vt_y -= 0.5;         break;     case 'l':         vt_z += 0.5;         break;     case 'l':         vt_z -= 0.5;         break;     case 'b':         vu_x += 0.5;         break;     case 'b':         vu_x -= 0.5;         break;     case 'n':         vu_y += 0.5;         break;     case 'n':         vu_y -= 0.5;         break;     case 'm':         vt_z += 0.5;         break;     case 'm':         vu_z -= 0.5;         break;      }      glutpostredisplay(); }  void specialkeys(int key, int x, int y) {     switch (key) {     case glut_key_f1: // f1: toggle between full-screen , windowed mode         fullscreenmode = !fullscreenmode; // toggle state         if (fullscreenmode) { // full-screen mode             windowposx = glutget(glut_window_x ); // save parameters restoring later             windowposy = glutget(glut_window_y );             windowwidth = glutget(glut_window_width );             windowheight = glutget(glut_window_height );             glutfullscreen(); // switch full screen         } else { // windowed mode             glutreshapewindow(windowwidth, windowheight); // switch windowed mode             glutpositionwindow(windowposx, windowposx); // position top-left corner         }         break;      case glut_key_up:         if (!iscollision)             moveballup = true;         break;      case glut_key_page_up:          if (ballspeed >= ballmaxspeed)             break;         ballspeed *= 1.1f;         break;      case glut_key_page_down:         if (ballspeed <= ballminspeed)             break;         ballspeed *= 0.95f;         break;      case glut_key_right:         if (ball[0] >= 4.0)             break;         moveright = true;         break;      case glut_key_left:         if (ball[0] <= -4.0)             break;         moveleft = true;         break;      }  }  static void display(void) {      int const width = glutget(glut_window_width );     int const height = glutget(glut_window_height );     const float ar = (float) width / (float) height;      glviewport(0, 0, width, height);     glmatrixmode(gl_projection);     glloadidentity();     glfrustum(-ar, ar, -ar, ar, 1.0, 100.0);      glmatrixmode(gl_modelview);     glloadidentity();     glulookat(vp_x, vp_y, vp_z, vt_x, vt_y, vt_z, vu_x, vu_y, vu_z);      glclearcolor(1, 1, 1, 1);     glclear(gl_color_buffer_bit | gl_depth_buffer_bit);     glenable(gl_cull_face);     glcullface(gl_back);      glenable(gl_depth_test);     gldepthfunc(gl_less);      glenable(gl_light0);     glenable(gl_normalize);     glenable(gl_color_material);     glenable(gl_lighting);      gllightfv(gl_light0, gl_ambient, light_ambient);     gllightfv(gl_light0, gl_diffuse, light_diffuse);     gllightfv(gl_light0, gl_specular, light_specular);     gllightfv(gl_light0, gl_position, light_position);      glmaterialfv(gl_front, gl_ambient, mat_ambient);     glmaterialfv(gl_front, gl_diffuse, mat_diffuse);     glmaterialfv(gl_front, gl_specular, mat_specular);     glmaterialfv(gl_front, gl_shininess, high_shininess);      /*    center    */     glcolor3d(1, 1, 0);     glpushmatrix();     gltranslated(cone1[0], cone1[1], cone1[2]);     glrotated(cone1[3], cone1[4], cone1[5], cone1[6]);     glutsolidcone(0.8, 2, 50, 50);     glpopmatrix();      glcolor3d(1, 0, 1);     glpushmatrix();     gltranslated(cone2[0], cone2[1], cone2[2]);     glrotated(cone2[3], cone2[4], cone2[5], cone2[6]);     glutsolidcone(0.8, 2, 50, 50);     glpopmatrix();      glcolor3d(0, 0, 1);     glpushmatrix();     gltranslated(cone3[0], cone3[1], cone3[2]);     glrotated(cone3[3], cone3[4], cone3[5], cone3[6]);     glutsolidcone(0.8, 2, 50, 50);     glpopmatrix();     /************************************************************/      /* left cones  */      glcolor3d(1, 1.5, 0.6);     glpushmatrix();     gltranslated(cone4[0], cone4[1], cone4[2]);     glrotated(cone4[3], cone4[4], cone4[5], cone4[6]);     glutsolidcone(0.8, 2, 50, 50);     glpopmatrix();      glcolor3d(1, 1.5, 0.6);     glpushmatrix();     gltranslated(cone5[0], cone5[1], cone5[2]);     glrotated(cone5[3], cone5[4], cone5[5], cone5[6]);     glutsolidcone(0.8, 2, 50, 50);     glpopmatrix();      glcolor3d(1, 1.5, 0.6);     glpushmatrix();     gltranslated(cone6[0], cone6[1], cone6[2]);     glrotated(cone6[3], cone6[4], cone6[5], cone6[6]);     glutsolidcone(0.8, 2, 50, 50);     glpopmatrix();      /*******************************************************/      /*  right cones  */      glcolor3d(1, 1.5, 0.6);     glpushmatrix();     gltranslated(cone7[0], cone7[1], cone7[2]);     glrotated(cone7[3], cone7[4], cone7[5], cone7[6]);     glutsolidcone(0.8, 2, 50, 50);     glpopmatrix();      glcolor3d(1, 1.5, 0.6);     glpushmatrix();     gltranslated(cone8[0], cone8[1], cone8[2]);     glrotated(cone8[3], cone8[4], cone8[5], cone8[6]);     glutsolidcone(0.8, 2, 50, 50);     glpopmatrix();      glcolor3d(1, 1.5, 0.6);     glpushmatrix();     gltranslated(cone9[0], cone9[1], cone9[2]);     glrotated(cone9[3], cone9[4], cone9[5], cone9[6]);     glutsolidcone(0.8, 2, 50, 50);     glpopmatrix();      /****************************/      /* balling ball  */     glcolor3d(1, 0, 0);     glpushmatrix();     gltranslated(ball[0], ball[1], ball[2]);     glutsolidsphere(ball[3], ball[4], ball[5]);     glpopmatrix();      /*******  floor  ********/     //glpushmatrix();     glcolor3d(0.4, 1, 0.20);     glbegin(gl_quads);     glvertex3f(21.0, -1.0, -25.0);     glvertex3f(-21.0, -1.0, -25.0);     glvertex3f(-20.0, -1.0, -4.0);     glvertex3f(20.0, -1.0, -4.0);     glend();      /**  wall @  **/     glcolor3d(0, 1, 1);     glbegin(gl_quads);     glvertex3f(21.0, 10.0, -25.0);     glvertex3f(-21.0, 10.0, -25.0);     glvertex3f(-21.0, -1.0, -25.0);     glvertex3f(21.0, -1.0, -25.0);     glend();  /*  // speed line     glcolor3d(1.0f, 1.0f, 1.0f);     glbegin(gl_quads);     glvertex3f(7.0, 7.0, -24.9999);     glvertex3f(7.5, 7.0, -24.9999);     glvertex3f(6.0, -4.0, -4.9999);     glvertex3f(6.0, -4.0, -4.9999);     glend();        lines between 3     glcolor3d(0.0f, 1.0f, 1.0f);     glbegin(gl_quads);      glvertex3f(-7.5, 7.0, -24.9999);     glvertex3f(-7.0, 7.0, -24.9999);      glvertex3f(-2.0, -4.0, -4.9999);     glvertex3f(-1.5, -4.0, -4.9999);      glend();      speed line      gllinewidth(8.0f);     glcolor3d(1.0f, 0.0f, 0.0f);     glbegin(gl_line_strip);       %age range of speed current speed     speedline = (100 / (ballmaxspeed - ballminspeed)) * ballspeed;     speedline = (3.0 / 100) * speedline;     glvertex3f(6.0, speedline, -5.0);     glvertex3f(6.0, 0.0, -4.999);     glend();     */     //glpopmatrix();     glutswapbuffers(); }  /* program entry point */  int main(int argc, char *argv[]) {     glutinit(&argc, argv);     glutinitwindowsize(windowwidth, windowheight); // initial window width , height     glutinitwindowposition(windowposx, windowposy); // initial window top-left corner (x, y)     glutinitdisplaymode(glut_rgb | glut_double | glut_depth);      glutcreatewindow("balling game 3d");      glutdisplayfunc(display);      gluttimerfunc(0, timer, 0); // first timer call      glutspecialfunc(specialkeys); // register callback handler special-key event     glutkeyboardfunc(keyboard); // register callback handler special-key event     glutmainloop();      return 1; } 

visual studio 2012 not have list-initialization yet standard containers.

take here , here see features supported vs. (or here vs2013).


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