如何解决此编译错误
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【中文标题】如何解决此编译错误【英文标题】:How to resolve this compilation error 【发布时间】:2013-06-22 00:43:10 【问题描述】:当我收到此错误时,我正在尝试编译一些 OpenGl 代码
1>c:\users\student\documents\visual studio 2012\projects\openglproject1\openglproject1\initshader.h(10): error C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
该程序是
#include "Angel.h"
namespace Angel
// Create a NULL-terminated string by reading the provided file
static char*
readShaderSource(const char* shaderFile)
FILE* fp = fopen(shaderFile, "r");
if ( fp == NULL ) return NULL;
fseek(fp, 0L, SEEK_END);
long size = ftell(fp);
fseek(fp, 0L, SEEK_SET);
char* buf = new char[size + 1];
fread(buf, 1, size, fp);
buf[size] = '\0';
fclose(fp);
return buf;
// Create a GLSL program object from vertex and fragment shader files
GLuint
InitShader(const char* vShaderFile, const char* fShaderFile)
struct Shader
const char* filename;
GLenum type;
GLchar* source;
shaders[2] =
vShaderFile, GL_VERTEX_SHADER, NULL ,
fShaderFile, GL_FRAGMENT_SHADER, NULL
;
GLuint program = glCreateProgram();
for ( int i = 0; i < 2; ++i )
Shader& s = shaders[i];
s.source = readShaderSource( s.filename );
if ( shaders[i].source == NULL )
std::cerr << "Failed to read " << s.filename << std::endl;
exit( EXIT_FAILURE );
GLuint shader = glCreateShader( s.type );
glShaderSource( shader, 1, (const GLchar**) &s.source, NULL );
glCompileShader( shader );
GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
std::cerr << s.filename << " failed to compile:" << std::endl;
GLint logSize;
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logSize );
char* logMsg = new char[logSize];
glGetShaderInfoLog( shader, logSize, NULL, logMsg );
std::cerr << logMsg << std::endl;
delete [] logMsg;
exit( EXIT_FAILURE );
delete [] s.source;
glAttachShader( program, shader );
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked )
std::cerr << "Shader program failed to link" << std::endl;
GLint logSize;
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize];
glGetProgramInfoLog( program, logSize, NULL, logMsg );
std::cerr << logMsg << std::endl;
delete [] logMsg;
exit( EXIT_FAILURE );
/* use program object */
glUseProgram(program);
return program;
// Close namespace Angel block
你能告诉我我必须如何修改程序吗?
【问题讨论】:
看这个:***.com/q/2575116/10077 【参考方案1】:您可以在生成错误的头文件中定义_CRT_SECURE_NO_WARNINGS
,然后再包含头文件或通过将其添加到“Project->Properties->Configuration Properties->C中的项目设置将其应用到整个项目中/C++->预处理器->预处理器定义”。
#define _CRT_SECURE_NO_WARNINGS
#include "initshader.h"
//... your code here
如果您使用预编译的标头,并且生成错误的标头包含在 stdafx.h
中,则需要将其添加到 stdafx.h
标头中,或者如上所述添加到您的项目设置中。
【讨论】:
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