OpenGL + VS C++ 2010编程环境搭建

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参考技术A

  本文主要用于记录本人搭建OpenGL环境的过程 无它 仅希望有同样需要搭建此环境的同仁可以参考一下

   安装vs C++ Express 版本 免费的 下载OpenGL的开发库包地址 根据OpenGL开发包中的介绍把都头文件 库文件 以及DLL文件复制到相应的位置 将开发库中的 h文件拷贝到Visual C++ 的\\Include\\GL目录中 将 lib文件拷贝到Visual C++ 的\\lib目录中 将 dll文件拷贝到操作系统的system 目录中

   新建一个vs项目「console 类型」

   加入如下代码测试类库及设置的正确性「如果是工程的话 保留原文件内的头文件标识#include stdafx h 」

  #define GLUT_DISABLE_ATEXIT_HACK  //just on the top of the gl/glut h file or be error #include <gl/glut h> void RenderScene(void)

  

  glClear(GL_COLOR_BUFFER_BIT)

  glColor f( f f f)

  glRectf( f f f f)

  glFlush()

  void ChangeSize(GLsizei w GLsizei h)

   if(h == ) h =

  glViewport( w h)

  glMatrixMode(GL_PROJECTION) glLoadIdentity()

  if (w <= h)

  glOrtho ( f f f f*h/w f f) else glOrtho ( f f*w/h f f f f)

  glMatrixMode(GL_MODELVIEW) glLoadIdentity()

  void SetupRC(void)

  

  glClearColor( f f f f)

  void main(void)

  

  glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)

  glutCreateWindow( GLRect )

  glutDisplayFunc(RenderScene) glutReshapeFunc(ChangeSize) SetupRC()

  glutMainLoop()

lishixinzhi/Article/program/net/201311/11481

多个错误,在VS2017的头文件中,opengl项目C++

【中文标题】多个错误,在VS2017的头文件中,opengl项目C++【英文标题】:Multiple errors, in header files in VS2017, opengl project C++ 【发布时间】:2018-03-19 09:41:14 【问题描述】:

所以我正在研究来自 learnopengl 的 opengl 项目,而且我是 C++ 的初学者,所以我对它没有什么问题。这是一个VS2017项目。

main.cpp 有问题,当我编译它时显示此错误:

name 后跟 '::' 必须是类或命名空间

它在 (FileSystem::getPath) 中,所以当我在 main.cpp 中包含 filesystem.h 时,它显示另一个错误,但在 filesystem.h 中:无法打开 源文件“root_directory.h”

所以我从https://github.com/alifradityar/LastOrder 下载了root_directory.hentry.h 相同。现在我有 10 个警告和 3 个错误 :-) 这就是当人们想要修复一个错误时会发生的情况。

logl_root 未声明的标识符来自filesystem.h 23 next 'getenv': 这个函数或变量可能不安全。考虑改用 _dupenv_s。要禁用弃用,请使用 _CRT_SECURE_NO_WARNINGS。欢迎任何帮助。

我知道我只是初学者,但我应该如何在不尝试处理问题的情况下学习它?而且我知道这个问题有多愚蠢:D...

如果是 7z 中的完整项目,请点击此处: https://drive.google.com/open?id=1vNTkh9HEcMKvM8Yzm0iCTJtx1d2xqvlR

filesystem.h、root_directory.h 和 entry.h 在 /includes/learnopengl lib-s 和 include 在 VS 中链接。

line: 24 - logl_root undefined 23 - 'getenv': 这个函数或 变量可能不安全。考虑改用 _dupenv_s。禁用 弃用,使用 _CRT_SECURE_NO_WARNINGS。欢迎任何帮助。

**filesystem.h**



#ifndef FILESYSTEM_H
#define FILESYSTEM_H

#include <string>
#include <cstdlib>
#include "root_directory.h" // This is a configuration file generated by CMake.

class FileSystem

private:
  typedef std::string (*Builder) (const std::string& path);

public:
  static std::string getPath(const std::string& path)
  
    static std::string(*pathBuilder)(std::string const &) = getPathBuilder();
    return (*pathBuilder)(path);
  

private:
  static std::string const & getRoot()
  
    static char const * envRoot = getenv("LOGL_ROOT_PATH");
    static char const * givenRoot = (envRoot != nullptr ? envRoot : logl_root);
    static std::string root = (givenRoot != nullptr ? givenRoot : "");
    return root;
  

  //static std::string(*foo (std::string const &)) getPathBuilder()
  static Builder getPathBuilder()
  
    if (getRoot() != "")
      return &FileSystem::getPathRelativeRoot;
    else
      return &FileSystem::getPathRelativeBinary;
  

  static std::string getPathRelativeRoot(const std::string& path)
  
    return getRoot() + std::string("/") + path;
  

  static std::string getPathRelativeBinary(const std::string& path)
  
    return "../../../" + path;
  


;

// FILESYSTEM_H
#endif


**root_directory.h**



#ifndef __ROOT
#define __ROOT
#include "entry.h"
#include <iostream>
#include <vector>
#include <string>
#include <ctime>
using namespace std;

class RootDirectory 
public:
    vector <Entry> data;
    RootDirectory();

    string toString();
    void load(string);
;
#endif#ifndef __ROOT
#define __ROOT
#include "entry.h"
#include <iostream>
#include <vector>
#include <string>
#include <ctime>
using namespace std;

class RootDirectory 
public:
    vector <Entry> data;
    RootDirectory();

    string toString();
    void load(string);
;
#endif


**main.cpp**



#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <learnopengl/filesystem.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

int main()

    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    

    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);

    // build and compile our shader zprogram
    // ------------------------------------
    Shader lightingShader("5.4.light_casters.vs", "5.4.light_casters.fs");
    Shader lampShader("5.4.lamp.vs", "5.4.lamp.fs");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = 
        // positions          // normals           // texture coords
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,

        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  1.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f
    ;
    // positions all containers
    glm::vec3 cubePositions[] = 
        glm::vec3(0.0f,  0.0f,  0.0f),
        glm::vec3(2.0f,  5.0f, -15.0f),
        glm::vec3(-1.5f, -2.2f, -2.5f),
        glm::vec3(-3.8f, -2.0f, -12.3f),
        glm::vec3(2.4f, -0.4f, -3.5f),
        glm::vec3(-1.7f,  3.0f, -7.5f),
        glm::vec3(1.3f, -2.0f, -2.5f),
        glm::vec3(1.5f,  2.0f, -2.5f),
        glm::vec3(1.5f,  0.2f, -1.5f),
        glm::vec3(-1.3f,  1.0f, -1.5f)
    ;
    // first, configure the cube's VAO (and VBO)
    unsigned int VBO, cubeVAO;
    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    // second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
    unsigned int lightVAO;
    glGenVertexArrays(1, &lightVAO);
    glBindVertexArray(lightVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // note that we update the lamp's position attribute's stride to reflect the updated buffer data
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    // load textures (we now use a utility function to keep the code more organized)
    // -----------------------------------------------------------------------------
    unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
    unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str());

    // shader configuration
    // --------------------
    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);


    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    
        // per-frame time logic
        // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // be sure to activate shader when setting uniforms/drawing objects
        lightingShader.use();
        lightingShader.setVec3("light.position", camera.Position);
        lightingShader.setVec3("light.direction", camera.Front);
        lightingShader.setFloat("light.cutOff", glm::cos(glm::radians(12.5f)));
        lightingShader.setFloat("light.outerCutOff", glm::cos(glm::radians(17.5f)));
        lightingShader.setVec3("viewPos", camera.Position);

        // light properties
        lightingShader.setVec3("light.ambient", 0.1f, 0.1f, 0.1f);
        // we configure the diffuse intensity slightly higher; the right lighting conditions differ with each lighting method and environment.
        // each environment and lighting type requires some tweaking to get the best out of your environment.
        lightingShader.setVec3("light.diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("light.constant", 1.0f);
        lightingShader.setFloat("light.linear", 0.09f);
        lightingShader.setFloat("light.quadratic", 0.032f);

        // material properties
        lightingShader.setFloat("material.shininess", 32.0f);

        // view/projection transformations
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

        // world transformation
        glm::mat4 model;
        lightingShader.setMat4("model", model);

        // bind diffuse map
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);
        // bind specular map
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);

        // render containers
        glBindVertexArray(cubeVAO);
        for (unsigned int i = 0; i < 10; i++)
        
            // calculate the model matrix for each object and pass it to shader before drawing
            glm::mat4 model;
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            lightingShader.setMat4("model", model);

            glDrawArrays(GL_TRIANGLES, 0, 36);
        

        // again, a lamp object is weird when we only have a spot light, don't render the light object
        // lampShader.use();
        // lampShader.setMat4("projection", projection);
        // lampShader.setMat4("view", view);
        // model = glm::mat4();
        // model = glm::translate(model, lightPos);
        // model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
        // lampShader.setMat4("model", model);

        // glBindVertexArray(lightVAO);
        // glDrawArrays(GL_TRIANGLES, 0, 36);


        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightVAO);
    glDeleteBuffers(1, &VBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;


// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)

    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);

    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);


// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)

    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);


// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)

    if (firstMouse)
    
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);


// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)

    camera.ProcessMouseScroll(yoffset);


// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)

    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    
    else
    
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    

    return textureID;

【问题讨论】:

错误消息告诉您如何解决问题。哪一部分你不明白? 在我看来,#include "root_directory.h" // This is a configuration file generated by CMake. 暗示运行 CMake 来创建项目,而不是尝试下载一些具有匹配名称的文件。 对于_CRT_SECURE_NO_WARNINGS,这是谷歌上的第一击:***.com/questions/16883037/… CMake 运行应该已经创建了配置目录并包含了它。你有那个文件吗?下载它是最糟糕的主意。 【参考方案1】:

如果有人还在寻找答案...

// FileSystem::getPath(...) 是 GitHub 存储库的一部分,因此我们可以在任何 IDE/平台上找到文件;将其替换为您自己的图像路径。

【讨论】:

【参考方案2】:

我将此作为答案而不是评论(尽管我可能应该是评论)。正如你告诉自己你想学习。因此,我不会告诉您“解决方案”,而是会尝试向您展示如何正确处理此类问题的技巧。

首先,处理编译错误时最重要的部分是真正阅读错误信息,然后理解它! 不要草率下结论,从不相关的来源下载任意文件并将东西混在一起!这种方法行不通!

让我们分解一下。你有一个编译器错误。内容如下:

(…) name followed by '::' must be a class or namespace (…)

不幸的是,您的报价缺少一些信息,即问题发生在哪个文件的哪一行。编译器如何报告错误背后有一定的逻辑。旧版本的 GCC 会吐出相当晦涩的错误日志,通常长达几页;罪魁祸首通常隐藏在整个错误日志的前 5 行左右。通常您可以放心地忽略所有其他内容。

无论如何,它会告诉你哪里出了问题。也就是说,在 C++ 中,如果您编写类似 a::b 的内容,那么 a 必须是 类或命名空间的名称(这正是错误告诉您的内容)。然而,通常类和命名空间是由头文件引入的。如果 include 指令失败,预处理器确实会退出,所以这根本不可能与缺少的 include 有任何关系。

但也可能发生的是,before 包含某些东西不是它应该的样子。通常缺少分号 (;)。这可能会导致类声明与其他内容混淆。

因此,您应该这样做:从头开始仔细重新阅读编译器日志。查看顶部的所有警告和错误,然后继续往下看。

如果您再次遇到困难,编辑您的问题,如果我可以帮助您,我会附加到这个答案。

【讨论】:

感谢您的回复,现在我意识到我应该以其他方式解决这个问题,对于我仅用于实现库和包含的 cmake 也是如此。

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