can't use graphics.h! i need a compiler that have a BGI!

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can't use graphics.h! i need a compiler that have a BGI!

 
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  #1
Sep 5th, 2006
can somone help me! where can i find a turbo C compiler that has a BGI!
Coz i have a program that have some graphics but i can't run it through my compiler coz it doesn't have a BGI! is there someone who knows where i can find a complete compiler of turbo C with BGI!(borland graphic interface).
I had been searching on the net for 6 hrs. but i still can't find a complete compiler!
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Re: can't use graphics.h! i need a compiler that have a BGI!

 
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Sep 5th, 2006
probably because BGI requires a 32-bit compiler, which TurboC is not. Upgrade to one of the free compilers mentioned in that link.
Last edited by Ancient Dragon; Sep 5th, 2006 at 10:26 pm.
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Re: can't use graphics.h! i need a compiler that have a BGI!

 
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Sep 5th, 2006
where can i find a turbo C compiler
That thing's old and outdated. Get yourself a copy of Dev-C++ or Visual Studio Express.
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Re: can't use graphics.h! i need a compiler that have a BGI!

 
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Sep 6th, 2006
Originally Posted by Ancient Dragon View Post
probably because BGI requires a 32-bit compiler, which TurboC is not. Upgrade to one of the free compilers mentioned in that link.
Just the opposite. I was using BGI back with Turbo C++ 1.

Download from Borland:
Turbo C++ version 1.01
Turbo C++ version 2.01

Other old Borland stuff can be found here.
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Re: can't use graphics.h! i need a compiler that have a BGI!

 
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Sep 7th, 2006
Instead of using Libraray which draws out jagged circles and which are non standard, better start using OpenGL since it has the same learning curve as that of your BGI (atleast for the basic things) and is much more useful and much more fun.

For eg. if you have to draw out a circle using the circle equation, you could use something like this:

  1. while (some_control_loop) {
  2. // calculate the values of x and y using the std eqs.
  3.  
  4. glBegin(GL_LINES);
  5.  
  6.  
  7. // All lines lie in the xy plane.
  8. z = 0.0f;
  9. for(angle = 0.0f; angle <= GL_PI; angle += (GL_PI/20.0f))
  10. {
  11. // Top half of the circle
  12. x = 50.0f*sin(angle);
  13. y = 50.0f*cos(angle);
  14. glVertex3f(x, y, z); // First endpoint of line
  15.  
  16. // Bottom half of the circle
  17. x = 50.0f*sin(angle + GL_PI);
  18. y = 50.0f*cos(angle + GL_PI);
  19. glVertex3f(x, y, z); // Second endpoint of line
  20. }
  21.  
  22. // Done drawing points
  23. glEnd();

Well this is a simple eg which shows how u can draw a circle.
Hope it helped, bye.
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