I want to compile this code:
#include
int main(int argc, char* argv[]) {
return 0;
}
But it can\'t be linked: Erro
As a tinky_winki wrote
Right click on project name -> Properties -> Expand Linker tab -> System -> SubSystem: make sure that it is Console (/SUBSYSTEM:CONSOLE)
But if you don't expect console with window simply use, /SUBSYSTEM:WINDOWS
According to this thread on Dream.In.Code:
Right click on project name -> Properties -> Expand Linker tab -> System -> SubSystem: make sure that it is
Console (/SUBSYSTEM:CONSOLE)
Alternatively, if you want to hide the console window or are debugging a multithreaded application, you should set the SubSystem to Window (/SUBSYSTEM:WINDOW)
instead.
I have found that setting /SUBSYSTEM:CONSOLE is only half of the solution. The second half is to add SDL_MAIN_HANDLED
to your additional defines. The clue I used to resolve this can be found in SDL_main.h. Setting SDL_MAIN_HANDLED
tell the SDL header files that you've already provided a main
function and do not wish for it to redefine its own entry point.
Project >> Properties >> Linker >> Advanced >> entry point = main and apply
DON'T #undef main
! while its a really bad practice on the SDL side to redefine it, they have good reasons: WinMain
is defined on the library side and used to run some init code, helping with compatibility issues. (even more when using different SDL implementations, like Steam's or porting to other platforms like Android)
So what should you do? When on Windows, you should always include SDL2main.lib
before SDL2.lib
and make sure your main is in the format:
int main(int argc, char* argv[]) // CORRECT
void main(int argc, char* argv[]) // WRONG
int main(int, char**) // MAY BE CORRECT
Source: SDL2 Windows FAQ
Open sdl_main.h
Change
#define main sdl_main
to
#define sdl_main main
now it will work with simple int main() but this is bad hooray to short term solutions