Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::Windows Servers

Support::Windows Servers Support forum for Windows EQEMu users.

Reply
 
Thread Tools Display Modes
  #1  
Old 09-01-2007, 04:05 PM
sonicintuition
Hill Giant
 
Join Date: Jan 2005
Posts: 124
Default Compiling help ...yes another one of THOSE threads :)

Hey all,

I have a quick question regarding compiling the emu with VC++ 2005 express - I got it to build, yay for me, however ...it also compiled with 40 some warnings ...does this happen to everyone or am I doing something wrong? Will this affect the compiled executables?

Sonic
Reply With Quote
  #2  
Old 09-02-2007, 01:23 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Warnings do not matter much. There are lots of 'you shouldn't compare this value with that value' warnings that are just that; warnings. Errors are the only show stoppers. Worst thing that could happen with a warning is the code is not as optimized as it could be, but for Emu, it's negligible.
Reply With Quote
  #3  
Old 09-02-2007, 02:02 AM
WildcardX
Developer
 
Join Date: Apr 2003
Posts: 589
Default

Actually..

I remember in my first CSCI courses with C++ my instructor putting it like this.. "in systems development, treat warnings like errors and errors as worst errors.".

Warnings really shouldnt be ignored, but yes they are normal for the eqemu code atm. Most of those warnings are flagging things like deprecated functions and such, which are serious in their own right, but are not preventing a compiling of the binaries from succeeding.

My point is this. if you or anyone else here would like to clean these up, which is rather simple really just time consuming, go ahead and do so and just post a diff of the changes to remedy the warnings and we'll happily incorporate them into the eqemu repository.

Otherwise, enjoy the game!
__________________
Read my developer notes at my blog.

Quote:
If it's not on IRC, it ain't l33t!
Reply With Quote
  #4  
Old 09-02-2007, 07:28 AM
sonicintuition
Hill Giant
 
Join Date: Jan 2005
Posts: 124
Default

Thanks guys. That helps clear that up. I do have a question though - I did notice the deprecated warnings and all that ..so I looked into it a bit on my own and saw that deprecation can be disabled by adding some line to the top of certain files that call for the deprecated functions - I don't remember the exact wording, but anyway if I went through and did that, would it affect the functions? I'm no C++ coder (but I am trying to learn) yet, and therefore I don't feel like I should be tinkering unless I know I'm not going to royally fuck something up heh...


Thanks again,
Sonic
Reply With Quote
  #5  
Old 09-02-2007, 07:54 AM
froglok23's Avatar
froglok23
Hill Giant
 
Join Date: May 2005
Location: Australia
Posts: 113
Default

HI sonicintuition,

We are aware of these warnings, for not, its best to ignore them. People are working on a fix for them, please see thread: http://www.eqemulator.net/forums/sho...d=1#post137876

However, this is more of a statement aid at the dev team and that is... warnings should not be ignored, just as wild said. As i stated in the above thread, these warnings are possible vectors to be explioted by a naughty users.

But all in all, steps are in place to correct them.

- froglok
Reply With Quote
  #6  
Old 09-02-2007, 07:57 AM
froglok23's Avatar
froglok23
Hill Giant
 
Join Date: May 2005
Location: Australia
Posts: 113
Default

Quote:
Originally Posted by John Adams View Post
Warnings do not matter much. There are lots of 'you shouldn't compare this value with that value' warnings that are just that; warnings. Errors are the only show stoppers. Worst thing that could happen with a warning is the code is not as optimized as it could be, but for Emu, it's negligible.
Or as i discovered, points where a user can use a bufferover and inject shellcode.... remote code execution :(

But yeah, see my previous post, I just felt the need to demonstraight why warnings are there for a reason Nothing against you of course

- froglok
Reply With Quote
  #7  
Old 09-02-2007, 02:01 PM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Oh I definitely agree warnings should be fixed (and I like the annecdote "warnings are errors, errors are worse errors" hehe - I think I'll start using that at work. :/ )

All I was suggesting is that you can still compile and execute with them, just not as fully optimized as one would hope (including haXxoR hoLeZ). I get ya. Frooooaaaak!
Reply With Quote
  #8  
Old 09-05-2007, 05:07 PM
sonicintuition
Hill Giant
 
Join Date: Jan 2005
Posts: 124
Default

Alright ..now I'm TOTALLY confused on this. Sometimes when I compile zone, I get these 32 deprecation warnings, and then sometimes when I compile it, I get no warnings at all... This is the same build too, I haven't switched source code. *confused*


Regards,
Sonic
Reply With Quote
  #9  
Old 09-05-2007, 05:12 PM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Are you performing a Clean then Compile each time? If you are only changing 1 file, that's all it's going to compile.
(usually)
Unless it's something that is used across many files - like a header.

Or, maybe it assumes you know about the earlier warnings and doesn't want to be insulting.
Reply With Quote
  #10  
Old 09-05-2007, 08:07 PM
sonicintuition
Hill Giant
 
Join Date: Jan 2005
Posts: 124
Default

Heh ...doesn't want to be insulting ..you crack me up Anyway, no I wasn't cleaning first ...I suppose that's why.

Sonic
Reply With Quote
  #11  
Old 09-05-2007, 08:49 PM
froglok23's Avatar
froglok23
Hill Giant
 
Join Date: May 2005
Location: Australia
Posts: 113
Default

Theres 2 types of compiling.

1 is a "Rebuild" or a "Clean Compile" which will compile every source file and create its object file, then link them all together to make a .exe

Then there is a "Batch" Build, which, only compiles the file you have changed, then uses the new object file, it links it all the existing ones to give you your exe.

It just saves you recompiling the entire project every time you make a change.

Warnings / Errors / etc are only shown on compile.

-froglok
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 12:06 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3