The /dev directory contains the special device files for all the devices. The device files are created during installation, and later with the /dev/MAKEDEV script. The /dev/MAKEDEV.local is a script written by the system administrator that creates local-only device files or links (i.e. those that are not part of the standard MAKEDEV, such as device files for some non-standard device driver).
Dev c for linux free download - Dev-C for Linux, Orwell Dev-C, C Media Player (64-bit), and many more programs. DEV-C is a fully-featured integrated development environment (IDE) for creating, debugging and creating applications written in a popular C programming language. Even though tools for the development of C software have undergone countless upgrades over the years, a large number of developers located all around the world have expressed a wish to continue using DEV-C. Sep 25, 2019 Kill the current (foreground) process by pressing ^c (Ctrl+c) while it’s running. Kill a background process with kill%N where N is the job index shown by the jobs command. Mkdir / rm / rmdir Back to Table of Contents mkdir is used to create new, empty directories. By the end of this short guide you’d be able to run, debug and get intelliSense for C/C files in VSCode. Though, this guide is focused for Windows platform but can be extended to Mac and Linux. If that doesn't suit you, our users have ranked 38 alternatives to Orwell Dev-C and 19 are available for Linux so hopefully you can find a suitable replacement. Other interesting Linux alternatives to Orwell Dev-C are Vim (Free, Open Source), Eclipse (Free, Open Source), Geany (Free, Open Source) and GNU Emacs (Free, Open Source).
This list which follows is by no means exhaustive or as detailed as it could be. Many of these device files will need support compiled into your kernel for the hardware. Read the kernel documentation to find details of any particular device.
If you think there are other devices which should be included here but aren't then let me know. I will try to include them in the next revision.
Digital Signal Processor. Basically this forms the interface between software which produces sound and your soundcard. It is a character device on major node 14 and minor 3.
The first floppy drive. If you are lucky enough to have several drives then they will be numbered sequentially. It is a character device on major node 2 and minor 0.
The first framebuffer device. A framebuffer is an abstraction layer between software and graphics hardware. This means that applications do not need to know about what kind of hardware you have but merely how to communicate with the framebuffer driver's API (Application Programming Interface) which is well defined and standardized. The framebuffer is a character device and is on major node 29 and minor 0.
The first IDE tape drive. Subsequent drives are numbered ht1 etc. They are character devices on major node 37 and start at minor node 0 for ht0 1 for ht1 etc.
The first analogue joystick. Subsequent joysticks are numbered js1, js2 etc. Digital joysticks are called djs0, djs1 and so on. They are character devices on major node 15. The analogue joysticks start at minor node 0 and go up to 127 (more than enough for even the most fanatic gamer). Digital joysticks start at minor node 128.
The first parallel printer device. Subsequent printers are numbered lp1, lp2 etc. They are character devices on major mode 6 and minor nodes starting at 0 and numbered sequentially.
The first loopback device. Loopback devices are used for mounting filesystems which are not located on other block devices such as disks. For example if you wish to mount an iso9660 CD ROM image without burning it to CD then you need to use a loopback device to do so. This is usually transparent to the user and is handled by the mount command. Refer to the manual pages for mount and losetup. The loopback devices are block devices on major node 7 and with minor nodes starting at 0 and numbered sequentially.
First metadisk group. Metadisks are related to RAID (Redundant Array of Independent Disks) devices. Please refer to the most current RAID HOWTO at the LDP for more details. This can be found at http://www.tldp.org/HOWTO/Software-RAID-HOWTO.html. Metadisk devices are block devices on major node 9 with minor nodes starting at 0 and numbered sequentially.
This is part of the OSS (Open Sound System) driver. Refer to the OSS documentation at http://www.opensound.com for more details. It is a character device on major node 14, minor node 0.
The bit bucket. A black hole where you can send data for it never to be seen again. Anything sent to /dev/null will disappear. This can be useful if, for example, you wish to run a command but not have any feedback appear on the terminal. It is a character device on major node 1 and minor node 3.
The PS/2 mouse port. This is a character device on major node 10, minor node 1.
Parallel port IDE disks. These are named similarly to disks on the internal IDE controllers (/dev/hd*). They are block devices on major node 45. Minor nodes need slightly more explanation here. The first device is /dev/pda and it is on minor node 0. Partitions on this device are found by adding the partition number to the minor number for the device. Each device is limited to 15 partitions each rather than 63 (the limit for internal IDE disks). /dev/pdb minor nodes start at 16, /dev/pdc at 32 and /dev/pdd at 48. So for example the minor node number for /dev/pdc6 would be 38 (32 + 6 = 38). This scheme limits you to 4 parallel disks of 15 partitions each.
Parallel port CD ROM drives. These are numbered from 0 onwards. All are block devices on major node 46. /dev/pcd0 is on minor node 0 with subsequent drives being on minor nodes 1, 2, 3 etc.
Parallel port tape devices. Tapes do not have partitions so these are just numbered sequentially. They are character devices on major node 96. The minor node numbers start from 0 for /dev/pt0, 1 for /dev/pt1, and so on.
The raw parallel ports. Most devices which are attached to parallel ports have their own drivers. This is a device to access the port directly. It is a character device on major node 99 with minor node 0. Subsequent devices after the first are numbered sequentially incrementing the minor node.
These are kernel random number generators. /dev/random is a non-deterministic generator which means that the value of the next number cannot be guessed from the preceding ones. It uses the entropy of the system hardware to generate numbers. When it has no more entropy to use then it must wait until it has collected more before it will allow any more numbers to be read from it. /dev/urandom works similarly. Initially it also uses the entropy of the system hardware, but when there is no more entropy to use it will continue to return numbers using a pseudo random number generating formula. This is considered to be less secure for vital purposes such as cryptographic key pair generation. If security is your overriding concern then use /dev/random, if speed is more important then /dev/urandom works fine. They are character devices on major node 1 with minor nodes 8 for /dev/random and 9 for /dev/urandom.
The first SCSI drive on the first SCSI bus. The following drives are named similar to IDE drives. /dev/sdb is the second SCSI drive, /dev/sdc is the third SCSI drive, and so forth.
The first serial port. Many times this it the port used to connect an external modem to your system.
This is a simple way of getting many 0s. Every time you read from this device it will return 0. This can be useful sometimes, for example when you want a file of fixed length but don't really care what it contains. It is a character device on major node 1 and minor node 5.
How to Install Dev-C++ and the GLUT Libraries
for Compiling OpenGL Programs with ANSI C Spire vst download windows.
for Compiling OpenGL Programs with ANSI C Spire vst download windows.
(version of July 16, 2009)
These notes explain how to compile programs written in ANSI C with OpenGL and GLUT using the Dev-C++ compiler.
Bloodshed Dev-C++ is a free C++ compiler and development environment for Windows operating systems. Like most C++ compilers, it also can be used to compile ANSI C. By installing the GLUT header and library files, it can be used to write programs that use OpenGL. This is needed to run programs for Edward Angel's textbook, Interactive Computer Graphics 5th edition and possibly other computer graphics texts.
These notes do not explain how to compile OpenGL with C++ . The 6th edition of Angel's book uses C++ which will not work with these notes.
Dev C Pour Linux Pc
These instructions have been tested on a small variety of Windows 2000 and Windows XP systems. These systems come with the files needed for OpenGL, but not the files needed for GLUT.
Dev-C++ does not work well with Microsoft's Vista. The problem, and a possible fix, is discussed here: http://aresio.blogspot.com/2007/06/vista-and-dev-cpp.html but I have not tested this information.
I. Download Dev-C++ from http://www.bloodshed.net/dev/devcpp.html and install it.
Details:
Get Dev-C++ 5.0 beta 9.2 (4.9.9.2) (9.0 MB) with Mingw/GCC 3.4.2 Although this is a 'beta' version, it works perfectly fine. Click on SourceForge to go to a list of download sites and pick one. The file will be something like devcpp4.9.9.2_setup.exe. Save this file in a place like C:Temp.
When the download is complete, click on the 'open' button to start the installation process. (Or go to C:Temp andDouble click on devcpp4.9.9.2_setup.exe). You will see a few screens that ask you to pick a language (English) and to agree to the license terms. Choose a 'typical' installation.
Accept the suggested destination for the installation:
![Pour Pour](/uploads/1/2/5/7/125707508/954338977.png)
Many subdirectories and files are extracted to the destintion:
Answer 'yes' when it asks if you wish to install Dev-cpp for all users. Note: if the installation fails, re-install and try 'no' for this.
A screen says the installation is complete:
Keep the check mark in the box. Click on 'Finish'. A first-time configuration screen appears:
Pick 'English' and 'New Look'. In the next several screens, hit 'Yes' for its suggestions.
Eventually you are done. Click 'OK'.
II. DEV-C++ starts up. Try out the installation with a simple C program.
Details:
The program starts up automatically.
Click File/New/Project. Pick a name for the project (such as 'myProject'). Click 'C Project'. Click on 'Empty Project'. Click 'OK'.
In 'Create New Project', click 'save' (later on you will probably want to create separate subdirectories for your various projects.).
Click 'File/New/Source File' and in 'Add source file to current project' click 'Yes'. You now get a screen where you can edit the source file.
Type in a simple C program, as below. Now click 'File/Save As' and save the file as 'hello.c' (or other name.) Important: be sure that the file extension is .c. With any other extension (such as the suggested .cpp) you will have problems compiling.
Now click 'Execute/Compile and Run'
The program will (hopefully) compile, run, and write its output to a DOS window. If you have the
system('pause')
statement in your program, the output will stay in the window until you hit a key. Another way to run the program (after it has been compiled) is to start a DOS window outside of the Dev-Cpp system, then navigate to the subdirectory that holds your project, and type hello.exe.At this point, the compiler and development environment has been installed. You should find Dev-C++ listed under 'Programs' on the 'Start' menu and will now be able to write, compile, and run C (and C++) programs. You will have include files, libraries, and dll's for OpenGL (and all other standard packages) but not GLUT. GLUT manages the windows and other user interface components needed for OpenGL programming, and needs to be separately installed.
If you do not need GLUT , you can quit now.
III. Download and install GLUT
To run OpenGL with GLUT (which is what the programs in Angel's book use), you need to get three files and place each file in its proper directory. All the files you need (and more) are contained in one zip file.
Details:
Download GLUT files from http://chortle.ccsu.edu/Bloodshed/glutming.zip Download the file
glutming.zip
Save the zip file in some convenient location (perhaps C:temp).Double click on glutming.zip (or otherwise unzip it). You will see the files that are in the zip archive. (Your un-zipping program will probably be diferent than the one shown here, but should work about the same.)
Click on 'Extract' to extract all the subdirectories and files. Pick some convenient directory to extract them to (perhaps C:tempglutming). You only need three files, but extract all of them anyway.
Only three of the files in the various subdirectories are needed. Each of the three files should be put in a subdirectory with other files of its type. Use Explorer to move the files to where they are needed.
Note: If you only see some of these files listed in Explorer, click on 'View/Options/View' and then select the radio button 'Show all Files'.
glut.h -- copy this file to C:Dev-CppincludeGL
Copy from your 'unzipped' subdirectories (wherever they are):
To here:
libglut32.a -- copy this file from your unzipped directories to C:Dev-Cpplib
There may be a newer version of this file there, already. Replace that version with the one you unzipped (if you keep the newer version your programs will not link correctly.)
Copy from your 'unzipped' subdirectories:
To here:
glut32.dll -- move this file to C:WINNTSystem32, or similar location.
The location for this file depends on your operating system. The directory where it goes is the directory that holds the dynamic load libraries (*.dll). An easy way to find where it should go is to look for glu32.dll (use 'Search' from the start menu).
The directory to use should also have the files glu32.dll and opengl32.dll. These should have come with your operating system.
IV. Test Dev-cpp with GLUT
The essential step in compiling and running a C program that contains OpenGL and GLUT functions is to tell the linker where the libraries are. This is done by clicking Project/Project Options/Parameters/Add Library or Options and then navigating to the libraries you need to include: libopengl32.a, libglu32.a, and libglut32.a. The libraries should be added in that order.
Details:
a. Create a subdirectory for a project. Do this first, before you start Dev-Cpp. Create a new subdirectory with 'Explorer' by clicking 'File/New/Folder'.
For example, create a folder C:GLproject.
![Dev c pour linux free Dev c pour linux free](/uploads/1/2/5/7/125707508/547222939.jpg)
b. Start Dev-cpp:
c. Start a new project by clicking File/New/Project. In the panel that pops up, name the project something like 'rectangle', click on 'empty project' and 'C': Click OK.
Note: For compiling with OpenGL you must create a project. You need to have a project (not just a single C file) in order to link in the OpenGL libraries.
d. In the next panel, navigate to your folder C:GLproject, and click 'Save'.
e. In Dev-C++, click 'File/New/Source File' and then in the next panel 'Add to Project' click 'yes'. Click 'File/Save As' and then give the file a name. Navigate to your project subdirectory to save the file in it. Name the file something like 'rectangle.c'
Be sure that the file names ends with '.c' anything else will cause big problems.
f. Click and drag your mouse over the following program so that it is highlighted, then click 'Edit/Copy' from the browser's menu bar.
g. Now click in the editing window of Dev-cpp and then click 'Edit/Paste' in its menu bar. The program will appear in the editing window.
h. Click 'File/Save'. The file in your project directory should now contain an OpenGL program.
i. Tell Dev-cpp what libraries need to be linked. Click 'Project/Project Options'.
j. Now click 'Parameters'. Click the 'Add Library or Object' button and navigate to the libraries that should be added, found under C:Dev-cpplib
- ./lib/libopengl32.a
- ./lib/libglu32.a
- ./lib/libglut32.a
Add them in that order (only). Notice that the slashes will appear in Unix style '/' rather than DOS-style '.
When you are done adding the three libaries, you should see:
The exact pattern of '././.' you see depends on how deep in the directory structure your source file lies.
Click 'OK'.
k. Click 'Execute/Compile and Run'. The program should compile, link, and run:
If things don't work (very common) click on the 'Compile Log' tab for some confusing error messages. If you see something like the following, it means that you made a mistake in adding the libraries to the project:
Try to fix the list of libraries, or perhaps start over from scratch.
You now are finished, or have given up.