Undefined references in C Opengl - codeblocks

Screenshot of the problem:
What could be the problem? Since I am new to C and opengl.

You are simply not linking the library. Your IDE will have a fiddly but functional way to link a third party library, generally it's buried away somewhere under "linker options" or something with a name like that.

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V8 javascript for C++ - precompiled binaries

Can you please tell me if there are pre-compiled binaries of the v8 library somewhere?
Because building from source is just some kind of hell.
V8 developer here. We do not distribute any official binaries.
Building from source should be quite straightforward using the instructions at https://v8.dev/docs/source-code and https://v8.dev/docs/build-gn.
That said, guessing from your other question, you may want to look elsewhere right away, as V8 is not going to help you for that use case: it's a pure ECMAScript engine, so it doesn't know anything about the DOM or related browser functionality. For example, if it saw document.createElement(...), it'd say ReferenceError: document is not defined.

Does the VB6 IDE highlight the wrong text when certain errors occur?

I'm pretty sure this is a bug in the VB6 IDE but I haven't found any definitive reference to it before...
Sometimes when I've loaded a project which has some dependency issue (missing reference, etc.) the IDE will show an error like this:
("Compile error: Can't find project or library")
Note the text which it highlighted is a call to the UCase$ function which is essentially built into the language. There's no way its library is actually missing.
Is this a known bug? Is there any rhyme or reason to the text which is selected when this happens?
Update: The standard libraries which include things like UCase() are included so that is not the actual problem. The highlight really seems to be nonsensical.
VB can do some strange things, but... check both the content and order of your References. UCase$() isn't 'built into the language' in the way you might think -- it's not in the VB runtime, but in the VBA runtime, which must be included as a reference.

Calling Go library from C Code

I've found a ton of information about how to use cgo to call C libraries from Go, but I'm interested in the opposite: writing a library in Go, and linking/using it in various C programs.
Is this possible? Any good resources for this? Thanks.
This can not be done currently. Go has to be the entry point and without the use of gccgo, you can't compile Go into a shared library.
There is a proposal to change this, so it may or may not be an option at some point. Refer to this document for details.

Making a "library" project read only in a solution

I have a solution with some projects in that make up a library. I use this library in some of my other solutions. I do this by making a reference to the dll which is generated when the library solution is compiled. So far, so good.
Now I'm debugging one of those "other solutions". I see that I'm using a function from the library I built and I want to see what the code does. I hit F12 and I'm taken to a very useless page where I see only the signature.
I could add the library projects to my solution. this is unsatisfactory because when someone is editing the solution I want it to be clear that the messing about with the library bit is going to affect other programs. If I can describe my desire crudely, I would say I want the library solution to be show when I hit F12, but be read only.
How can I do this?
I think it depends on the complied option of the library. If the library is built without debug symbols, it would not be possible to debug inside in a normal human readable way. I suggest you compile/build the library with debug option. That may solve your problem.
HTH!

if I change "runtime library" to MD, should I re-compile ALL MT libraries to MD?

I'm using VS2010 and trying to change my project's "runtime library" setting from MT to MD. There are lots of "additional dependency" like below.
cg.lib;cgGL.lib;cublas.lib;cuda.lib;cudart.lib;cufft.lib;curand.lib;cusparse.lib;glew64.lib;freetype248MT.lib;libpng15.lib;zlib.lib;fbxsdk-2013.1.lib;ftgl.lib
Problem is, do i have to re-compile ALL those MT libraries to MD one by one? Or I don't have to? There's no compile error either way. But I want to be sure if changing libraries to MD is somewhat more reliable/faster or something.
This is a vital issue for me. Please Help! I'll take more questions for accurate answers.
Edit:
The real reason I asking this is, I applied hoard on my particle simulation project to make it work faster. But it's slower now!
You almost certainly want to use consistent runtime libraries otherwise all kinds of horrible things can happen. You might get away with it depending on what you are using from the library, but it's probably a bad idea.
MT is multithreaded static and MD is multithreaded dynamic.
The docs say
"All modules passed to a given invocation of the linker must have been
compiled with the same run-time library compiler option (/MD, /MT,
/LD)."

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