Thursday, September 20, 2012
Angry Birds complete SUITE PC Win - cracked feb 2012
ISTRUZIONI:
Esegui l'installer.
Copia i 2 files della cartella "crack" nella cartella in cui hai installato il gioco sovrascrivendo i files esistenti.
Apri il gioco, clicca sull'attivazione e metti qualunque parola tu voglia.
Ora divertiti.
-------------------------
Release Information
-Release Name : Angry Birds
-Release Version : v2.0.2.1
-Release Group : ErES
-Release Type : Cracked
-Operating System: Windows
-Release Date : 14/01/12
-Filename : ab202
-Disk(s) : 09 disk(s)
Release Description
The survival of the Angry Birds is at stake. Dish out revenge
on the green pigs who stole the Birds' eggs. Use the unique
powers of the Angry Birds to lay waste to the pigs'
confounding constructions. Angry Birds features challenging,
physics-based demolition gameplay with hours and hours of
replay value. Each of the 300+ levels requires logic, skill,
and brute force to crush the enemy.
Installation Instructions
Install
Copy cracked exe to install directory
Register with any key
Have fun!
Esegui l'installer.
Copia i 2 files della cartella "crack" nella cartella in cui hai installato il gioco sovrascrivendo i files esistenti.
Apri il gioco, clicca sull'attivazione e metti qualunque parola tu voglia.
Ora divertiti.
-------------------------
Release Information
-Release Name : Angry Birds
-Release Version : v2.0.2.1
-Release Group : ErES
-Release Type : Cracked
-Operating System: Windows
-Release Date : 14/01/12
-Filename : ab202
-Disk(s) : 09 disk(s)
Release Description
The survival of the Angry Birds is at stake. Dish out revenge
on the green pigs who stole the Birds' eggs. Use the unique
powers of the Angry Birds to lay waste to the pigs'
confounding constructions. Angry Birds features challenging,
physics-based demolition gameplay with hours and hours of
replay value. Each of the 300+ levels requires logic, skill,
and brute force to crush the enemy.
Installation Instructions
Install
Copy cracked exe to install directory
Register with any key
Have fun!
Working with digital pictures
Photo printing once required a darkroom or a professional photo lab—not to mention advanced training. But in the last decade, digital cameras and computers have revolutionized the field of photography, making it possible for anyone to print photos at home. In this article, you'll learn how the tools in Windows can help you view, organize, and print your digital pictures.
Getting pictures from your camera into your computer
Most digital cameras store pictures on a CompactFlash memory card or a Secure Digtal (SD) card. When you're ready to view, organize, or print your pictures, you'll need to import the pictures to your computer. Then you can erase the pictures on the memory card and use it to take a new batch of pictures.
There are two main ways to import pictures:
- Connect the camera directly. You can import pictures by connecting the camera directly to your computer using a universal serial bus (USB) cable. With this method, your camera must be turned on, so importing pictures will use up some battery power. You'll also need to keep the cable handy if you import pictures regularly.
USB cable
- Use a memory card reader. The fastest way to import pictures is to use a memory card reader. Remove the memory card from your camera, slide it into the card reader, and then plug the card reader into your computer's USB port. Many computers have built-in card readers, allowing you to slide memory cards directly into the computer.
Memory card reader
Whichever method you choose, Windows should automatically recognize your camera or card reader when you plug it into your computer. Then, follow these steps:
- In the Autoplay dialog box, click Import pictures and videos using Windows. Windows will locate the pictures (and any video files) on your memory card.
This dialog box appears when you plug a camera into your computer or insert a memory card into a card reader
- After Windows locates your pictures, you're asked if you want to create a tag (a word or a short phrase that describes the group) for the pictures you're importing. If you do, type the tag name in the Tag these pictures (optional) box. If the pictures being imported don't have any single characteristic in common, skip this step. You can always add tags to individual pictures later (see "Organizing and finding your pictures" in this article).
You can add a tag to pictures when you import them
- Click Import.
- As Windows begins importing your pictures and video files, select the Erase after importing check box if you want to delete the pictures and videos from your memory card after importing is finished. That clears space on the card so that you can take a new batch of pictures.
Select the check box to erase the imported pictures from your memory card
After your pictures are imported, they'll appear in Windows Photo Viewer.
Tip
- You can use a device called a scanner to convert regular photographs into digital pictures.
The Pictures library and Windows Photo Viewer
The Pictures library is the main way to find and organize pictures on your computer. To open the Pictures library, click the Start button
, and then click Pictures.
Windows Photo Viewer is a feature in Windows that you can use to view and print your digital pictures. Double-click a picture in the Pictures library to open it in Windows Photo Viewer.
Windows Photo Viewer and the Pictures library can do some of the same things. For example, you can view pictures, print pictures, and see a slide show of your pictures from either the Pictures library or Photo Viewer. So, which one should you use?
In general, the Pictures library is the place to find and organize your pictures. The Pictures library lets you see all of your pictures in one place and makes it easy to view them by date, tag, and other criteria. Using Windows Photo Viewer, you can rotate pictures, zoom in, view pictures at full size and view your pictures as a slide show.
Working with your pictures
After your pictures are in your computer, you will probably want to work with them. You can view several pictures on a single screen, view a single picture at full size, rotate your pictures, and see them in a slide show.
Using thumbnails
The Pictures library lets you display your pictures as thumbnails—small versions of the full-sized pictures. To display as many thumbnails as possible, make the Pictures library window fill your screen by clicking its Maximize button
.
To change the size of thumbnails, click the Views button
, and then move the slider up or down. You can make thumbnails smaller to quickly browse a large picture collection. Or, make thumbnails larger to see more detail in each picture. Changing the thumbnail size does not affect the full-sized version of the picture.
To return to medium-sized thumbnails, click the Views button, and then click Medium Icons.
Rotate a picture
Vertical pictures might appear sideways in Windows Photo Viewer. You can rotate these pictures to the correct orientation by clicking the Rotate counterclockwise button
or Rotate clockwise button
.
View a picture at full size
To view a picture so that it fills most of the Photo Viewer window, double-click the picture in the Pictures library.
To see the largest possible view of the picture, maximize the Photo Viewer window.
To zoom in on part the picture, click the Zoom button and move the slider up. While you're zoomed in, you can drag any part of the picture with the hand pointer
to move the picture around. To return to the regular view, click the Fit to window button
.
See a slide show of your pictures
You can view your digital pictures as a full-screen slide show that runs automatically.
To start a slide show, double-click a picture to open it in Photo Viewer, and then click the Play slide show button at the bottom of Photo Viewer. The slide show will include all of the pictures in the current view.
While a slide show is running, you can pause it, adjust the speed, go forward or backward, and choose whether pictures are shown randomly or sequentially. To display the slide show controls, right-click the slide show.
To end a slide show, press Esc, or click Exit on the slide show shortcut menu.
Organizing and finding your pictures
If you use your digital camera regularly, you'll soon accumulate hundreds or thousands of pictures on your computer. When you need to find a specific picture in your collection, the tools in the Pictures library can help you.
Find pictures by date
Your digital camera labels pictures with the date they were taken. In the Pictures library you can browse or find your pictures by the year, month, or day they were taken.
To find pictures by date, click the search box in the Pictures library, click Date taken, and then choose a certain date, month, year, or other time period.
Add tags to pictures
You can use the Pictures library to add tags to your pictures—meaningful words or phrases that describe who or what is in the picture and where the picture was taken. Tagging your pictures makes them much easier to find in the future, because you can easily display all pictures that have a particular tag.
If adding tags to every picture sounds time-consuming, don't worry—you can add tags to a whole batch of pictures at once. For example, you could add a "Birthdays" tag to 20 or 30 pictures of a birthday party. To add tags to pictures, follow these steps:
- In the Pictures library, select the pictures that you want to tag. To select more than one picture, hold down the Ctrl key while you click the pictures.
- In the details pane at the bottom of the Pictures library, click Add a tag, type the name of the tag in the box, and then press Enter. The tag is added to all of the selected pictures. You can add as many tags as you want.
Try to get in the habit of tagging your pictures immediately after you import them. That way, you won't end up with a backlog of pictures that need to be tagged. For more information, see Tag pictures so they're easier to find.
Find pictures by tag
Once you've tagged pictures in the Pictures library, it's easy to find them again. Just type the tag in the search box. All of the pictures with that tag appear. For instance, in the example below, typing Animals finds all of the pictures with a tag containing the word "Animals." If any pictures have the word "animals" in their file names, they'll also appear.
If you can't remember which tags you've created, click the search box, click Tags, and then click a tag to see a list of the pictures with that tag.
For more information, see Managing your pictures.
Sharing pictures
Sharing your digital pictures means making them available for other people to view on their computers. The most common sharing methods are posting pictures on a website and sending pictures in e‑mail.
Photo-sharing websites
One way to share your digital pictures with others is to upload (copy) them to a photo-sharing website. Friends and family members whom you invite can visit the website and view your photo albums. Most photo-sharing sites allow you to share and store pictures for free. Note, however, that some sites will delete your pictures if you don't purchase prints or gifts from the site within a certain period of time. Be sure to check the website's policies.
Sharing pictures by e‑mail
Another way to share your pictures is by e‑mail. You can begin to send pictures by e-mail in the Pictures library or in Windows Photo Viewer. If you start in the Pictures library, you can resize multiple pictures at once. If you start in Photo Viewer, only the current picture can be resized. Regardless of where you start, Windows Photo Viewer can automatically compress them (reduce their file size) so that the e‑mail arrives more quickly and the pictures take up less space on the recipient's computer. The original pictures are not affected.
To send pictures in an e‑mail message, select the pictures in the Pictures library, and then click the E‑mail button on the toolbar. In the Attach Files dialog box, select a picture size (the default size, medium, is usually okay), and then click Attach.
Windows opens a new e‑mail message in your e‑mail program. The pictures you selected are attached to the message.
To send the picture, enter the e‑mail addresses of the recipients, type a subject, and write a brief message. Then click Send. For more information, see Getting started with e‑mail and Send pictures in e‑mail.
Printing pictures
This section discusses three main printing methods. For general information about printing, see Getting started with printing.
Using a home printer
If you have a printer at home, you can print your own photos. Inkjet printers and dye-sublimation printers can both produce high-quality color photographs when used with special paper. Many have built-in memory card readers and small LCD screens so that you can print pictures without using your computer.
You can print pictures from your computer in several ways. You can print a single picture, print multiple pictures on one page, or print a contact sheet (a grid of thumbnail pictures for easy reference).
To print pictures, select the pictures that you want to print in the Pictures library, and then click Print on the toolbar. In the Print Pictures dialog box, choose your print options, and then click Print.
Ordering prints online
Home printers are convenient and allow you to make prints quickly. But if you want to save the expense and hassle of buying ink and paper, consider using an online photo printing service. These services allow you to upload (copy) your pictures to a website. From there, you can order prints in a variety of sizes and pay for them with a credit card. The completed prints are then mailed to your home or office.
One advantage of using online photo printing services is the variety of products they offer. Besides regular prints, you can order personalized T-shirts, greeting cards, calendars, mugs, posters, mouse pads, and more—all bearing pictures that you choose. In addition, these sites usually offer photo-sharing services (see "Sharing pictures" above).
Getting prints from a retailer
If you want prints quickly and don't have a printer, you can take your camera's memory card to a store that offers digital photo printing services. Stores that offer these services include camera stores, large retail stores, and even some grocery stores and pharmacies. Some stores offer self-serve photo kiosks that let you edit, crop, and print your pictures in just a few minutes.
Backing up your pictures
If you use a digital camera, you'll probably accumulate a collection of thousands of digital pictures in just a few years. These pictures hold precious memories and can't be replaced should your computer's hard disk fail. Therefore, it's important to back up your pictures by storing copies of them somewhere else. You could copy them to recordable DVDs or CDs, or to an external hard disk, or use an Internet-based file storage service.
Getting started with e‑mail
E‑mail (short for electronic mail) is a fast and convenient way to communicate with others. You can use e‑mail to:
- Send and receive e‑mail messages. You can send an e‑mail message to any person with an e‑mail address. The message arrives in the recipient's e‑mail inbox within seconds or minutes—despite whether he or she is your next-door neighbor or lives halfway around the world. You can receive messages from anyone who knows your e‑mail address, and then read and reply to those messages.
- Send and receive files. In addition to typical text-based e-mail messages, you can send almost any type of file in an e‑mail message, including documents, pictures, and music. A file sent in an e‑mail message is called an attachment.
- Send messages to groups of people. You can send an e‑mail message to many people simultaneously. Recipients can reply to the whole group, allowing for group discussions.
- Forward messages. When you receive an e‑mail message, you can forward it to others without re-typing it.
One advantage that e‑mail has over the telephone or regular mail is its convenience. You can send a message at any time of day or night. If the recipients aren't in front of their computers or online (connected to the Internet) when you send the message, they'll find it waiting for them the next time they check their e‑mail. If they are online, you might get a reply within minutes.
Sending e‑mail is also free. Unlike sending a regular letter, no stamp or fee is required, no matter where the recipient lives. The only charges that apply are those that you pay for an Internet connection or a specific e‑mail program.
What do I need before I can use e‑mail?
To use e‑mail, you need three things:
- An Internet connection. To connect your computer to the Internet, you must first sign up with an Internet service provider (ISP). An ISP provides you with access to the Internet, usually for a monthly fee. You also need a modem. See What do I need to connect to the Internet?
- An e‑mail program or web-based e‑mail service. You can download or purchase e‑mail programs from Microsoft or another provider. E‑mail programs often have more features and are faster to search than most web-based e‑mail services. Before you set up an e‑mail program, you'll need to get some information from your ISP: usually your e‑mail address, password, the names of your incoming and outgoing e‑mail servers, and certain other details.If you don't want to download or purchase an e‑mail program, you can instead sign up with a free web-based e‑mail service, such as Gmail, Windows Live Hotmail, or Yahoo! Mail. These services allow you to check your e‑mail with a web browser from any computer connected to the Internet—even a computer that belongs to someone else or is in a public location such as a library.
- An e‑mail address. You get an e‑mail address from your ISP or web-based e‑mail service when you sign up. An e‑mail address consists of a user name (a nickname you choose, not necessarily your real name), the @ sign, and the name of your ISP or web-based e‑mail provider—for example, someone@example.com.
Creating and sending e‑mail messages
Here's how to fill out the message window in most e‑mail programs. These steps may vary, depending on what e‑mail program or web-based service you are using:
- In the To box, type the e‑mail address of at least one recipient. If you're sending the message to multiple recipients, type a semicolon (;) between e‑mail addresses.In the Cc box, you can type the e‑mail addresses of any secondary recipients—people who should know about the message but don't need to act on it. They'll receive the same message as the people in the To box. If there are no secondary recipients, leave this box blank. Some e‑mail programs also have a Bcc field, which allows you to send a message to people while hiding certain names and e‑mail addresses from other recipients.
- In the Subject box, type a title for your message.
- In the large blank area, type your message.To attach a file to the message, click the Attach File button
on the toolbar (located just below the menu bar). Locate the file, select it, and then click Open. The file now appears in the Attach box in the message header.
You're done! To send the message, click the Send button. It will zip through the Internet to your recipients.
Note
- To change the style, font, size, or color of the text, select the text, and then click one of the buttons or menu items that allow you to change the text formatting.
Reading e‑mail messages
Most e‑mail programs and web-based e‑mail services have an inbox where you can read messages you have received. You might have to click a button labeled Send/Receive, or something similar, to receive new messages. To see a list of e‑mail messages you've received, click Inbox in the Folders list of your e‑mail program. Your e‑mail messages should appear in the message list. The list typically shows who sent the mail, the subject, and when it was received.
To read a message, click it in the message list. The contents of the message might appear below the message list in the preview pane. If so, double-click it in the message list to read the message in a separate window.
To reply to a message, click the Reply button.
E‑mail etiquette
Like telephone and face-to-face conversations, e‑mail communication has certain implied rules of behavior. These rules are referred to as e‑mail etiquette or netiquette (a combination of the terms Internet and etiquette). For effective communication, follow these guidelines:
- Be careful with humor and emotion. E‑mail doesn't convey emotion well, so the recipient might not understand your intended tone. Sarcastic humor is particularly risky because the recipient might interpret it literally and take offense. To convey emotion, consider using emoticons (see "Using emoticons" in this article below).
- Think before you send. Writing and sending an e‑mail message is fast and easy—sometimes too easy. Make sure you've thought out your message first, and avoid writing when you're angry.
- Use a clear and concise subject line. Summarize the contents of the message in a few words. People who receive a large amount of e‑mail can use the subject to prioritize the message.
- Keep messages short. Although an e‑mail message can be of any length, e‑mail is designed for quick communication. Many people don't have the time or patience to read more than a few paragraphs.
- Avoid using ALL CAPITAL LETTERS. Many people perceive sentences written in all uppercase letters as yelling and might find it annoying or offensive.
- Be careful with sensitive or confidential information. Any recipient can forward your message to others—either intentionally or accidentally.
Additionally, in formal or business communication, avoid spelling and grammatical errors. Sloppy e‑mail conveys an unprofessional image. Proofread your messages before you send them, and if your e‑mail program has a spelling checker, use it.
Using emoticons
Because it's often difficult to convey emotion, intent, or tone through text alone, early Internet users invented emoticons (a combination of the terms emotion and icons)—sequences of keyboard characters that symbolize facial expressions. For example, :) looks like a smiling face when you look at it sideways. Below are some examples of emoticons.
Emoticon | Meaning |
|---|---|
:) or :-) | Smiling, happy, or joking |
:( or :-( | Frowning or unhappy |
;-) | Winking |
:-| | Indifferent or ambivalent |
:-o | Surprised or concerned |
:-x | Not saying anything |
:-p | Sticking out your tongue (usually in fun) |
:-D | Laughing |
Dealing with junk e‑mail
Just as you might receive unsolicited advertisements, flyers, and catalogs in your regular mail, you'll probably receive junk e‑mail (often called spam) in your inbox. Junk e‑mail might include advertisements, fraudulent schemes, pornography, or legitimate offers. Because it's very inexpensive for marketers to send junk e‑mail, it's not uncommon for people to receive a large amount of it.
Many e‑mail programs and web-based e‑mail services include a junk filter, also called a spam filter. These analyze the content of messages sent to you and move suspicious messages to a special junk e‑mail folder, where you can view or delete them at any time. If a junk e‑mail message slips past the filter into your inbox, many e‑mail programs allow you to specify that any future messages from that sender be automatically moved to the junk e‑mail folder.
To help prevent junk e‑mail:
- Use caution in giving out your e‑mail address. Avoid publishing your real e‑mail address in newsgroups, on websites, or in other public areas of the Internet.
- Before you give your e‑mail address to a website, check the site's privacy statement to be sure it doesn't permit the disclosure of your e‑mail address to other companies.
Never reply to a junk e‑mail message. The sender will know that your e‑mail address is valid and might sell it to other companies. You're then likely to receive even more junk e‑mail.
High Level Language Tutorial
This tutorial is for those people who want to learn programming in C++ and do not necessarily have any previous
knowledge of other programming languages. Of course any knowledge of other programming languages or any
general computer skill can be useful to better understand this tutorial, although it is not essential.
It is also suitable for those who need a little update on the new features the language has acquired from the latest
standards.
If you are familiar with the C language, you can take the first 3 parts of this tutorial as a review of concepts, since
they mainly explain the C part of C++. There are slight differences in the C++ syntax for some C features, so I
recommend you its reading anyway.
The 4th part describes object-oriented programming.
The 5th part mostly describes the new features introduced by ANSI-C++ standard.
Structure of this tutorial
The tutorial is divided in 6 parts and each part is divided on its turn into different sections covering a topic each
one. You can access any section directly from the section index available on the left side bar, or begin the tutorial
from any point and follow the links at the bottom of each section.
Many sections include examples that describe the use of the newly acquired knowledge in the chapter. It is
recommended to read these examples and to be able to understand each of the code lines that constitute it before
passing to the next chapter.
A good way to gain experience with a programming language is by modifying and adding new functionalities on
your own to the example programs that you fully understand. Don't be scared to modify the examples provided
with this tutorial, that's the way to learn!
Compatibility Notes
The ANSI-C++ standard acceptation as an international standard is relatively recent. It was first published in
November 1997, and revised in 2003. Nevertheless, the C++ language exists from a long time before (1980s).
Therefore there are many compilers which do not support all the new capabilities included in ANSI-C++, especially
those released prior to the publication of the standard.
This tutorial is thought to be followed with modern compilers that support -at least on some degree- ANSI-C++
specifications. I encourage you to get one if yours is not adapted. There are many options, both commercial and
free.
Compilers
The examples included in this tutorial are all console programs. That means they use text to communicate with
the user and to show their results.
The C++ Language Tuttoriiall
6
c cplusplus.com 2008. All rights reserved
All C++ compilers support the compilation of console programs. Check the user's manual of your compiler for more
info on how to compile them.
The C++ Language Tuttoriiall
7
c cplusplus.com 2008. All rights reserved
Basics of C++
Structure of a program
Probably the best way to start learning a programming language is by writing a program. Therefore, here is our
first program:
// my first program in C++
#include <iostream>
using namespace std;
int main ()
{
cout << "Hello World!";
return 0;
}
Hello World!
The first panel shows the source code for our first program. The second one shows the result of the program once
compiled and executed. The way to edit and compile a program depends on the compiler you are using. Depending
on whether it has a Development Interface or not and on its version. Consult the compilers section and the manual
or help included with your compiler if you have doubts on how to compile a C++ console program.
The previous program is the typical program that programmer apprentices write for the first time, and its result is
the printing on screen of the "Hello World!" sentence. It is one of the simplest programs that can be written in
C++, but it already contains the fundamental components that every C++ program has. We are going to look line
by line at the code we have just written:
// my first program in C++
This is a comment line. All lines beginning with two slash signs (//) are considered comments and do not
have any effect on the behavior of the program. The programmer can use them to include short
explanations or observations within the source code itself. In this case, the line is a brief description of
what our program is.
#include <iostream>
Lines beginning with a hash sign (#) are directives for the preprocessor. They are not regular code lines
with expressions but indications for the compiler's preprocessor. In this case the directive #include
<iostream> tells the preprocessor to include the iostream standard file. This specific file (iostream)
includes the declarations of the basic standard input-output library in C++, and it is included because its
functionality is going to be used later in the program.
using namespace std;
All the elements of the standard C++ library are declared within what is called a namespace, the
namespace with the name std. So in order to access its functionality we declare with this expression that
we will be using these entities. This line is very frequent in C++ programs that use the standard library,
and in fact it will be included in most of the source codes included in these tutorials.
int main ()
This line corresponds to the beginning of the definition of the main function. The main function is the point
by where all C++ programs start their execution, independently of its location within the source code. It
does not matter whether there are other functions with other names defined before or after it - the
instructions contained within this function's definition will always be the first ones to be executed in any
C++ program. For that same reason, it is essential that all C++ programs have a main function.
The word main is followed in the code by a pair of parentheses (()). That is because it is a function
declaration: In C++, what differentiates a function declaration from other types of expressions are these
parentheses that follow its name. Optionally, these parentheses may enclose a list of parameters within
them.
Right after these parentheses we can find the body of the main function enclosed in braces ({}). What is
contained within these braces is what the function does when it is executed.
The C++ Language Tuttoriiall
8
c cplusplus.com 2008. All rights reserved
cout << "Hello World!";
This line is a C++ statement. A statement is a simple or compound expression that can actually produce
some effect. In fact, this statement performs the only action that generates a visible effect in our first
program.
cout represents the standard output stream in C++, and the meaning of the entire statement is to insert
a sequence of characters (in this case the Hello World sequence of characters) into the standard output
stream (which usually is the screen).
cout is declared in the iostream standard file within the std namespace, so that's why we needed to
include that specific file and to declare that we were going to use this specific namespace earlier in our
code.
Notice that the statement ends with a semicolon character (;). This character is used to mark the end of
the statement and in fact it must be included at the end of all expression statements in all C++ programs
(one of the most common syntax errors is indeed to forget to include some semicolon after a statement).
return 0;
The return statement causes the main function to finish. return may be followed by a return code (in our
example is followed by the return code 0). A return code of 0 for the main function is generally interpreted
as the program worked as expected without any errors during its execution. This is the most usual way to
end a C++ console program.
You may have noticed that not all the lines of this program perform actions when the code is executed. There were
lines containing only comments (those beginning by //). There were lines with directives for the compiler's
preprocessor (those beginning by #). Then there were lines that began the declaration of a function (in this case,
the main function) and, finally lines with statements (like the insertion into cout), which were all included within
the block delimited by the braces ({}) of the main function.
The program has been structured in different lines in order to be more readable, but in C++, we do not have strict
rules on how to separate instructions in different lines. For example, instead of
int main ()
{
cout << " Hello World!";
return 0;
}
We could have written:
int main () { cout << "Hello World!"; return 0; }
All in just one line and this would have had exactly the same meaning as the previous code.
In C++, the separation between statements is specified with an ending semicolon (;) at the end of each one, so
the separation in different code lines does not matter at all for this purpose. We can write many statements per
line or write a single statement that takes many code lines. The division of code in different lines serves only to
make it more legible and schematic for the humans that may read it.
Let us add an additional instruction to our first program:
The C++ Language Tuttoriiall
9
c cplusplus.com 2008. All rights reserved
// my second program in C++
#include <iostream>
using namespace std;
int main ()
{
cout << "Hello World! ";
cout << "I'm a C++ program";
return 0;
}
Hello World! I'm a C++ program
In this case, we performed two insertions into cout in two different statements. Once again, the separation in
different lines of code has been done just to give greater readability to the program, since main could have been
perfectly valid defined this way:
int main () { cout << " Hello World! "; cout << " I'm a C++ program "; return 0; }
We were also free to divide the code into more lines if we considered it more convenient:
int main ()
{
cout <<
"Hello World!";
cout
<< "I'm a C++ program";
return 0;
}
And the result would again have been exactly the same as in the previous examples.
Preprocessor directives (those that begin by #) are out of this general rule since they are not statements. They are
lines read and processed by the preprocessor and do not produce any code by themselves. Preprocessor directives
must be specified in their own line and do not have to end with a semicolon (;).
Comments
Comments are parts of the source code disregarded by the compiler. They simply do nothing. Their purpose is only
to allow the programmer to insert notes or descriptions embedded within the source code.
C++ supports two ways to insert comments:
// line comment
/* block comment */
The first of them, known as line comment, discards everything from where the pair of slash signs (//) is found up
to the end of that same line. The second one, known as block comment, discards everything between the /*
characters and the first appearance of the */ characters, with the possibility of including more than one line.
We are going to add comments to our second program:
The C++ Language Tuttoriiall
10
c cplusplus.com 2008. All rights reserved
/* my second program in C++
with more comments */
#include <iostream>
using namespace std;
int main ()
{
cout << "Hello World! "; // prints Hello
World!
cout << "I'm a C++ program"; // prints I'm a
C++ program
return 0;
}
Hello World! I'm a C++ program
If you include comments within the source code of your programs without using the comment characters
combinations //, /* or */, the compiler will take them as if they were C++ expressions, most likely causing one or
several error messages when you compile it.
The C++ Language Tuttoriiall
11
c cplusplus.com 2008. All rights reserved
Variables. Data Types.
The usefulness of the "Hello World" programs shown in the previous section is quite questionable. We had to write
several lines of code, compile them, and then execute the resulting program just to obtain a simple sentence
written on the screen as result. It certainly would have been much faster to type the output sentence by ourselves.
However, programming is not limited only to printing simple texts on the screen. In order to go a little further on
and to become able to write programs that perform useful tasks that really save us work we need to introduce the
concept of variable.
Let us think that I ask you to retain the number 5 in your mental memory, and then I ask you to memorize also
the number 2 at the same time. You have just stored two different values in your memory. Now, if I ask you to add
1 to the first number I said, you should be retaining the numbers 6 (that is 5+1) and 2 in your memory. Values
that we could now for example subtract and obtain 4 as result.
The whole process that you have just done with your mental memory is a simile of what a computer can do with
two variables. The same process can be expressed in C++ with the following instruction set:
a = 5;
b = 2;
a = a + 1;
result = a - b;
Obviously, this is a very simple example since we have only used two small integer values, but consider that your
computer can store millions of numbers like these at the same time and conduct sophisticated mathematical
operations with them.
Therefore, we can define a variable as a portion of memory to store a determined value.
Each variable needs an identifier that distinguishes it from the others, for example, in the previous code the
variable identifiers were a, b and result, but we could have called the variables any names we wanted to invent,
as long as they were valid identifiers.
Identifiers
A valid identifier is a sequence of one or more letters, digits or underscore characters (_). Neither spaces nor
punctuation marks or symbols can be part of an identifier. Only letters, digits and single underscore characters are
valid. In addition, variable identifiers always have to begin with a letter. They can also begin with an underline
character (_ ), but in some cases these may be reserved for compiler specific keywords or external identifiers, as
well as identifiers containing two successive underscore characters anywhere. In no case they can begin with a
digit.
Another rule that you have to consider when inventing your own identifiers is that they cannot match any keyword
of the C++ language nor your compiler's specific ones, which are reserved keywords. The standard reserved
keywords are:
asm, auto, bool, break, case, catch, char, class, const, const_cast, continue, default, delete,
do, double, dynamic_cast, else, enum, explicit, export, extern, false, float, for, friend, goto,
if, inline, int, long, mutable, namespace, new, operator, private, protected, public, register,
reinterpret_cast, return, short, signed, sizeof, static, static_cast, struct, switch, template,
this, throw, true, try, typedef, typeid, typename, union, unsigned, using, virtual, void,
volatile, wchar_t, while
Additionally, alternative representations for some operators cannot be used as identifiers since they are reserved
words under some circumstances:
and, and_eq, bitand, bitor, compl, not, not_eq, or, or_eq, xor, xor_eq
The C++ Language Tuttoriiall
12
c cplusplus.com 2008. All rights reserved
Your compiler may also include some additional specific reserved keywords.
Very important: The C++ language is a "case sensitive" language. That means that an identifier written in capital
letters is not equivalent to another one with the same name but written in small letters. Thus, for example, the
RESULT variable is not the same as the result variable or the Result variable. These are three different variable
identifiers.
Fundamental data types
When programming, we store the variables in our computer's memory, but the computer has to know what kind of
data we want to store in them, since it is not going to occupy the same amount of memory to store a simple
number than to store a single letter or a large number, and they are not going to be interpreted the same way.
The memory in our computers is organized in bytes. A byte is the minimum amount of memory that we can
manage in C++. A byte can store a relatively small amount of data: one single character or a small integer
(generally an integer between 0 and 255). In addition, the computer can manipulate more complex data types that
come from grouping several bytes, such as long numbers or non-integer numbers.
Next you have a summary of the basic fundamental data types in C++, as well as the range of values that can be
represented with each one:
Name Description Size* Range*
char Character or small integer. 1byte
signed: -128 to 127
unsigned: 0 to 255
short int
(short)
Short Integer. 2bytes
signed: -32768 to 32767
unsigned: 0 to 65535
int Integer. 4bytes
signed: -2147483648 to
2147483647
unsigned: 0 to 4294967295
long int (long) Long integer. 4bytes
signed: -2147483648 to
2147483647
unsigned: 0 to 4294967295
bool
Boolean value. It can take one of two values: true
or false.
1byte true or false
float Floating point number. 4bytes +/- 3.4e +/- 38 (~7 digits)
double Double precision floating point number. 8bytes +/- 1.7e +/- 308 (~15 digits)
long double Long double precision floating point number. 8bytes +/- 1.7e +/- 308 (~15 digits)
wchar_t Wide character.
2 or 4
bytes
1 wide character
* The values of the columns Size and Range depend on the system the program is compiled for. The values
shown above are those found on most 32-bit systems. But for other systems, the general specification is that int
has the natural size suggested by the system architecture (one "word") and the four integer types char, short,
int and long must each one be at least as large as the one preceding it, with char being always 1 byte in size.
The same applies to the floating point types float, double and long double, where each one must provide at
least as much precision as the preceding one.
Declaration of variables
In order to use a variable in C++, we must first declare it specifying which data type we want it to be. The syntax
to declare a new variable is to write the specifier of the desired data type (like int, bool, float...) followed by a valid
variable identifier. For example:
The C++ Language Tuttoriiall
13
c cplusplus.com 2008. All rights reserved
int a;
float mynumber;
These are two valid declarations of variables. The first one declares a variable of type int with the identifier a. The
second one declares a variable of type float with the identifier mynumber. Once declared, the variables a and
mynumber can be used within the rest of their scope in the program.
If you are going to declare more than one variable of the same type, you can declare all of them in a single
statement by separating their identifiers with commas. For example:
int a, b, c;
This declares three variables (a, b and c), all of them of type int, and has exactly the same meaning as:
int a;
int b;
int c;
The integer data types char, short, long and int can be either signed or unsigned depending on the range of
numbers needed to be represented. Signed types can represent both positive and negative values, whereas
unsigned types can only represent positive values (and zero). This can be specified by using either the specifier
signed or the specifier unsigned before the type name. For example:
unsigned short int NumberOfSisters;
signed int MyAccountBalance;
By default, if we do not specify either signed or unsigned most compiler settings will assume the type to be
signed, therefore instead of the second declaration above we could have written:
int MyAccountBalance;
with exactly the same meaning (with or without the keyword signed)
An exception to this general rule is the char type, which exists by itself and is considered a different fundamental
data type from signed char and unsigned char, thought to store characters. You should use either signed or
unsigned if you intend to store numerical values in a char-sized variable.
short and long can be used alone as type specifiers. In this case, they refer to their respective integer
fundamental types: short is equivalent to short int and long is equivalent to long int. The following two
variable declarations are equivalent:
short Year;
short int Year;
Finally, signed and unsigned may also be used as standalone type specifiers, meaning the same as signed int
and unsigned int respectively. The following two declarations are equivalent:
unsigned NextYear;
unsigned int NextYear;
To see what variable declarations look like in action within a program, we are going to see the C++ code of the
example about your mental memory proposed at the beginning of this section:
The C++ Language Tuttoriiall
14
knowledge of other programming languages. Of course any knowledge of other programming languages or any
general computer skill can be useful to better understand this tutorial, although it is not essential.
It is also suitable for those who need a little update on the new features the language has acquired from the latest
standards.
If you are familiar with the C language, you can take the first 3 parts of this tutorial as a review of concepts, since
they mainly explain the C part of C++. There are slight differences in the C++ syntax for some C features, so I
recommend you its reading anyway.
The 4th part describes object-oriented programming.
The 5th part mostly describes the new features introduced by ANSI-C++ standard.
Structure of this tutorial
The tutorial is divided in 6 parts and each part is divided on its turn into different sections covering a topic each
one. You can access any section directly from the section index available on the left side bar, or begin the tutorial
from any point and follow the links at the bottom of each section.
Many sections include examples that describe the use of the newly acquired knowledge in the chapter. It is
recommended to read these examples and to be able to understand each of the code lines that constitute it before
passing to the next chapter.
A good way to gain experience with a programming language is by modifying and adding new functionalities on
your own to the example programs that you fully understand. Don't be scared to modify the examples provided
with this tutorial, that's the way to learn!
Compatibility Notes
The ANSI-C++ standard acceptation as an international standard is relatively recent. It was first published in
November 1997, and revised in 2003. Nevertheless, the C++ language exists from a long time before (1980s).
Therefore there are many compilers which do not support all the new capabilities included in ANSI-C++, especially
those released prior to the publication of the standard.
This tutorial is thought to be followed with modern compilers that support -at least on some degree- ANSI-C++
specifications. I encourage you to get one if yours is not adapted. There are many options, both commercial and
free.
Compilers
The examples included in this tutorial are all console programs. That means they use text to communicate with
the user and to show their results.
The C++ Language Tuttoriiall
6
c cplusplus.com 2008. All rights reserved
All C++ compilers support the compilation of console programs. Check the user's manual of your compiler for more
info on how to compile them.
The C++ Language Tuttoriiall
7
c cplusplus.com 2008. All rights reserved
Basics of C++
Structure of a program
Probably the best way to start learning a programming language is by writing a program. Therefore, here is our
first program:
// my first program in C++
#include <iostream>
using namespace std;
int main ()
{
cout << "Hello World!";
return 0;
}
Hello World!
The first panel shows the source code for our first program. The second one shows the result of the program once
compiled and executed. The way to edit and compile a program depends on the compiler you are using. Depending
on whether it has a Development Interface or not and on its version. Consult the compilers section and the manual
or help included with your compiler if you have doubts on how to compile a C++ console program.
The previous program is the typical program that programmer apprentices write for the first time, and its result is
the printing on screen of the "Hello World!" sentence. It is one of the simplest programs that can be written in
C++, but it already contains the fundamental components that every C++ program has. We are going to look line
by line at the code we have just written:
// my first program in C++
This is a comment line. All lines beginning with two slash signs (//) are considered comments and do not
have any effect on the behavior of the program. The programmer can use them to include short
explanations or observations within the source code itself. In this case, the line is a brief description of
what our program is.
#include <iostream>
Lines beginning with a hash sign (#) are directives for the preprocessor. They are not regular code lines
with expressions but indications for the compiler's preprocessor. In this case the directive #include
<iostream> tells the preprocessor to include the iostream standard file. This specific file (iostream)
includes the declarations of the basic standard input-output library in C++, and it is included because its
functionality is going to be used later in the program.
using namespace std;
All the elements of the standard C++ library are declared within what is called a namespace, the
namespace with the name std. So in order to access its functionality we declare with this expression that
we will be using these entities. This line is very frequent in C++ programs that use the standard library,
and in fact it will be included in most of the source codes included in these tutorials.
int main ()
This line corresponds to the beginning of the definition of the main function. The main function is the point
by where all C++ programs start their execution, independently of its location within the source code. It
does not matter whether there are other functions with other names defined before or after it - the
instructions contained within this function's definition will always be the first ones to be executed in any
C++ program. For that same reason, it is essential that all C++ programs have a main function.
The word main is followed in the code by a pair of parentheses (()). That is because it is a function
declaration: In C++, what differentiates a function declaration from other types of expressions are these
parentheses that follow its name. Optionally, these parentheses may enclose a list of parameters within
them.
Right after these parentheses we can find the body of the main function enclosed in braces ({}). What is
contained within these braces is what the function does when it is executed.
The C++ Language Tuttoriiall
8
c cplusplus.com 2008. All rights reserved
cout << "Hello World!";
This line is a C++ statement. A statement is a simple or compound expression that can actually produce
some effect. In fact, this statement performs the only action that generates a visible effect in our first
program.
cout represents the standard output stream in C++, and the meaning of the entire statement is to insert
a sequence of characters (in this case the Hello World sequence of characters) into the standard output
stream (which usually is the screen).
cout is declared in the iostream standard file within the std namespace, so that's why we needed to
include that specific file and to declare that we were going to use this specific namespace earlier in our
code.
Notice that the statement ends with a semicolon character (;). This character is used to mark the end of
the statement and in fact it must be included at the end of all expression statements in all C++ programs
(one of the most common syntax errors is indeed to forget to include some semicolon after a statement).
return 0;
The return statement causes the main function to finish. return may be followed by a return code (in our
example is followed by the return code 0). A return code of 0 for the main function is generally interpreted
as the program worked as expected without any errors during its execution. This is the most usual way to
end a C++ console program.
You may have noticed that not all the lines of this program perform actions when the code is executed. There were
lines containing only comments (those beginning by //). There were lines with directives for the compiler's
preprocessor (those beginning by #). Then there were lines that began the declaration of a function (in this case,
the main function) and, finally lines with statements (like the insertion into cout), which were all included within
the block delimited by the braces ({}) of the main function.
The program has been structured in different lines in order to be more readable, but in C++, we do not have strict
rules on how to separate instructions in different lines. For example, instead of
int main ()
{
cout << " Hello World!";
return 0;
}
We could have written:
int main () { cout << "Hello World!"; return 0; }
All in just one line and this would have had exactly the same meaning as the previous code.
In C++, the separation between statements is specified with an ending semicolon (;) at the end of each one, so
the separation in different code lines does not matter at all for this purpose. We can write many statements per
line or write a single statement that takes many code lines. The division of code in different lines serves only to
make it more legible and schematic for the humans that may read it.
Let us add an additional instruction to our first program:
The C++ Language Tuttoriiall
9
c cplusplus.com 2008. All rights reserved
// my second program in C++
#include <iostream>
using namespace std;
int main ()
{
cout << "Hello World! ";
cout << "I'm a C++ program";
return 0;
}
Hello World! I'm a C++ program
In this case, we performed two insertions into cout in two different statements. Once again, the separation in
different lines of code has been done just to give greater readability to the program, since main could have been
perfectly valid defined this way:
int main () { cout << " Hello World! "; cout << " I'm a C++ program "; return 0; }
We were also free to divide the code into more lines if we considered it more convenient:
int main ()
{
cout <<
"Hello World!";
cout
<< "I'm a C++ program";
return 0;
}
And the result would again have been exactly the same as in the previous examples.
Preprocessor directives (those that begin by #) are out of this general rule since they are not statements. They are
lines read and processed by the preprocessor and do not produce any code by themselves. Preprocessor directives
must be specified in their own line and do not have to end with a semicolon (;).
Comments
Comments are parts of the source code disregarded by the compiler. They simply do nothing. Their purpose is only
to allow the programmer to insert notes or descriptions embedded within the source code.
C++ supports two ways to insert comments:
// line comment
/* block comment */
The first of them, known as line comment, discards everything from where the pair of slash signs (//) is found up
to the end of that same line. The second one, known as block comment, discards everything between the /*
characters and the first appearance of the */ characters, with the possibility of including more than one line.
We are going to add comments to our second program:
The C++ Language Tuttoriiall
10
c cplusplus.com 2008. All rights reserved
/* my second program in C++
with more comments */
#include <iostream>
using namespace std;
int main ()
{
cout << "Hello World! "; // prints Hello
World!
cout << "I'm a C++ program"; // prints I'm a
C++ program
return 0;
}
Hello World! I'm a C++ program
If you include comments within the source code of your programs without using the comment characters
combinations //, /* or */, the compiler will take them as if they were C++ expressions, most likely causing one or
several error messages when you compile it.
The C++ Language Tuttoriiall
11
c cplusplus.com 2008. All rights reserved
Variables. Data Types.
The usefulness of the "Hello World" programs shown in the previous section is quite questionable. We had to write
several lines of code, compile them, and then execute the resulting program just to obtain a simple sentence
written on the screen as result. It certainly would have been much faster to type the output sentence by ourselves.
However, programming is not limited only to printing simple texts on the screen. In order to go a little further on
and to become able to write programs that perform useful tasks that really save us work we need to introduce the
concept of variable.
Let us think that I ask you to retain the number 5 in your mental memory, and then I ask you to memorize also
the number 2 at the same time. You have just stored two different values in your memory. Now, if I ask you to add
1 to the first number I said, you should be retaining the numbers 6 (that is 5+1) and 2 in your memory. Values
that we could now for example subtract and obtain 4 as result.
The whole process that you have just done with your mental memory is a simile of what a computer can do with
two variables. The same process can be expressed in C++ with the following instruction set:
a = 5;
b = 2;
a = a + 1;
result = a - b;
Obviously, this is a very simple example since we have only used two small integer values, but consider that your
computer can store millions of numbers like these at the same time and conduct sophisticated mathematical
operations with them.
Therefore, we can define a variable as a portion of memory to store a determined value.
Each variable needs an identifier that distinguishes it from the others, for example, in the previous code the
variable identifiers were a, b and result, but we could have called the variables any names we wanted to invent,
as long as they were valid identifiers.
Identifiers
A valid identifier is a sequence of one or more letters, digits or underscore characters (_). Neither spaces nor
punctuation marks or symbols can be part of an identifier. Only letters, digits and single underscore characters are
valid. In addition, variable identifiers always have to begin with a letter. They can also begin with an underline
character (_ ), but in some cases these may be reserved for compiler specific keywords or external identifiers, as
well as identifiers containing two successive underscore characters anywhere. In no case they can begin with a
digit.
Another rule that you have to consider when inventing your own identifiers is that they cannot match any keyword
of the C++ language nor your compiler's specific ones, which are reserved keywords. The standard reserved
keywords are:
asm, auto, bool, break, case, catch, char, class, const, const_cast, continue, default, delete,
do, double, dynamic_cast, else, enum, explicit, export, extern, false, float, for, friend, goto,
if, inline, int, long, mutable, namespace, new, operator, private, protected, public, register,
reinterpret_cast, return, short, signed, sizeof, static, static_cast, struct, switch, template,
this, throw, true, try, typedef, typeid, typename, union, unsigned, using, virtual, void,
volatile, wchar_t, while
Additionally, alternative representations for some operators cannot be used as identifiers since they are reserved
words under some circumstances:
and, and_eq, bitand, bitor, compl, not, not_eq, or, or_eq, xor, xor_eq
The C++ Language Tuttoriiall
12
c cplusplus.com 2008. All rights reserved
Your compiler may also include some additional specific reserved keywords.
Very important: The C++ language is a "case sensitive" language. That means that an identifier written in capital
letters is not equivalent to another one with the same name but written in small letters. Thus, for example, the
RESULT variable is not the same as the result variable or the Result variable. These are three different variable
identifiers.
Fundamental data types
When programming, we store the variables in our computer's memory, but the computer has to know what kind of
data we want to store in them, since it is not going to occupy the same amount of memory to store a simple
number than to store a single letter or a large number, and they are not going to be interpreted the same way.
The memory in our computers is organized in bytes. A byte is the minimum amount of memory that we can
manage in C++. A byte can store a relatively small amount of data: one single character or a small integer
(generally an integer between 0 and 255). In addition, the computer can manipulate more complex data types that
come from grouping several bytes, such as long numbers or non-integer numbers.
Next you have a summary of the basic fundamental data types in C++, as well as the range of values that can be
represented with each one:
Name Description Size* Range*
char Character or small integer. 1byte
signed: -128 to 127
unsigned: 0 to 255
short int
(short)
Short Integer. 2bytes
signed: -32768 to 32767
unsigned: 0 to 65535
int Integer. 4bytes
signed: -2147483648 to
2147483647
unsigned: 0 to 4294967295
long int (long) Long integer. 4bytes
signed: -2147483648 to
2147483647
unsigned: 0 to 4294967295
bool
Boolean value. It can take one of two values: true
or false.
1byte true or false
float Floating point number. 4bytes +/- 3.4e +/- 38 (~7 digits)
double Double precision floating point number. 8bytes +/- 1.7e +/- 308 (~15 digits)
long double Long double precision floating point number. 8bytes +/- 1.7e +/- 308 (~15 digits)
wchar_t Wide character.
2 or 4
bytes
1 wide character
* The values of the columns Size and Range depend on the system the program is compiled for. The values
shown above are those found on most 32-bit systems. But for other systems, the general specification is that int
has the natural size suggested by the system architecture (one "word") and the four integer types char, short,
int and long must each one be at least as large as the one preceding it, with char being always 1 byte in size.
The same applies to the floating point types float, double and long double, where each one must provide at
least as much precision as the preceding one.
Declaration of variables
In order to use a variable in C++, we must first declare it specifying which data type we want it to be. The syntax
to declare a new variable is to write the specifier of the desired data type (like int, bool, float...) followed by a valid
variable identifier. For example:
The C++ Language Tuttoriiall
13
c cplusplus.com 2008. All rights reserved
int a;
float mynumber;
These are two valid declarations of variables. The first one declares a variable of type int with the identifier a. The
second one declares a variable of type float with the identifier mynumber. Once declared, the variables a and
mynumber can be used within the rest of their scope in the program.
If you are going to declare more than one variable of the same type, you can declare all of them in a single
statement by separating their identifiers with commas. For example:
int a, b, c;
This declares three variables (a, b and c), all of them of type int, and has exactly the same meaning as:
int a;
int b;
int c;
The integer data types char, short, long and int can be either signed or unsigned depending on the range of
numbers needed to be represented. Signed types can represent both positive and negative values, whereas
unsigned types can only represent positive values (and zero). This can be specified by using either the specifier
signed or the specifier unsigned before the type name. For example:
unsigned short int NumberOfSisters;
signed int MyAccountBalance;
By default, if we do not specify either signed or unsigned most compiler settings will assume the type to be
signed, therefore instead of the second declaration above we could have written:
int MyAccountBalance;
with exactly the same meaning (with or without the keyword signed)
An exception to this general rule is the char type, which exists by itself and is considered a different fundamental
data type from signed char and unsigned char, thought to store characters. You should use either signed or
unsigned if you intend to store numerical values in a char-sized variable.
short and long can be used alone as type specifiers. In this case, they refer to their respective integer
fundamental types: short is equivalent to short int and long is equivalent to long int. The following two
variable declarations are equivalent:
short Year;
short int Year;
Finally, signed and unsigned may also be used as standalone type specifiers, meaning the same as signed int
and unsigned int respectively. The following two declarations are equivalent:
unsigned NextYear;
unsigned int NextYear;
To see what variable declarations look like in action within a program, we are going to see the C++ code of the
example about your mental memory proposed at the beginning of this section:
The C++ Language Tuttoriiall
14
Activation Method for 2011 & 2012
1. Open Kaspersky 2011 License Manager (from lower right corner).
2. Click ‘Activate the application with a new license’ button. (Delete any trial key first, by clicking the red X next to the key).
3. Select ‘Activate commercial version’ and enter the activation license code as 11111-11111-11111-1111X
4. Wait activation wizard message->Click OK
5. Wait for wrong activation code message->Click OK->
6. Screen will appear with KEY FILE BROWSE
7. Browse to the key location and activate kaspersky.
Activate Kaspersky 2011 by Command Line Method
http://www.youtube.com/videomaskkerala
To Activate Kaspersky 2011 license using key file:
1. Open Kaspersky 2011 License Manager (from lower right corner).
2. Click ‘Activate the application with a new license’ button. (Delete any trial key first, by clicking the red X next to the key).
3. Disable your internet connection (either disable Network adapter from control panel or turn off your modem/router).
4. Select ‘Activate commercial version’ and enter the activation license code as T1JVS-NNMBD-K1QTN-SUBP8
or select ‘Activate trial license’.
5. Click Next, an error dialog box will open as shown below:
6. Click Ok and you will now get the option to activate kaspersky using a key file.
7. Browse to the key location and activate kaspersky.
To activate your kaspersky 2010 with key file-
1. Disable/Unplug your internet connection.
2. Click for trial version or enter one of this invalid codes-
GT5VQ-JX3MF-5SEFR-PX56F
5DS6N-FTMZV-HXUDK-H1XAR
51MNK-G3KW3-KHCZZ-8CN2M
HMSJA-5MX27-FM3VB-3252E
BBH1J-BMH1Z-JUWAD-52Y1V
H75P6-843Q4-N99RQ-7TRKG
K7BXW-1BHGB-AVKHG-F162Q
J398A-DR1YN-AG7KC-F2Q5J
GT5VQ-JX3MF-5SEFR-PX56F
KJEGM-C7274-1G5SN-TSAP3
HXGN1-YBCXH-J3KW9-K589V
KK9WC-GGMC7-XCYVF-1R8XU
H7FUH-KM6TN-S5UTX-93QBS
JTCSR-3X2RX-KVRBC-N462M
H979W-ANDMZ-N4W1K-Z3RS4
7C72Z-GYXM2-G2D95-RY8CV
HCW7U-C34VH-ETTWU-YPUGD
FNQT5-1YD9E-MJYY8-WXEX8
KK98K-HHXWG-C3JG6-6ZZYR
HYRPZ-38W2X-MB5DH-KF421
J5CPD-63M7R-KBR9E-H6YHB
B4862-EGQ3Q-J3GNU-EDECD
J5Z1H-NHR8J-9HZFA-DJ5FT
3TZV1-Z5F9W-DXBWX-Q1KDA
3. Kaspersky will show you an error.
4. A new window will appear with key file browsing option.
5. Select your key from browsing window.
2. Click ‘Activate the application with a new license’ button. (Delete any trial key first, by clicking the red X next to the key).
3. Select ‘Activate commercial version’ and enter the activation license code as 11111-11111-11111-1111X
4. Wait activation wizard message->Click OK
5. Wait for wrong activation code message->Click OK->
6. Screen will appear with KEY FILE BROWSE
7. Browse to the key location and activate kaspersky.
Activate Kaspersky 2011 by Command Line Method
http://www.youtube.com/videomaskkerala
To Activate Kaspersky 2011 license using key file:
1. Open Kaspersky 2011 License Manager (from lower right corner).
2. Click ‘Activate the application with a new license’ button. (Delete any trial key first, by clicking the red X next to the key).
3. Disable your internet connection (either disable Network adapter from control panel or turn off your modem/router).
4. Select ‘Activate commercial version’ and enter the activation license code as T1JVS-NNMBD-K1QTN-SUBP8
or select ‘Activate trial license’.
5. Click Next, an error dialog box will open as shown below:
6. Click Ok and you will now get the option to activate kaspersky using a key file.
7. Browse to the key location and activate kaspersky.
To activate your kaspersky 2010 with key file-
1. Disable/Unplug your internet connection.
2. Click for trial version or enter one of this invalid codes-
GT5VQ-JX3MF-5SEFR-PX56F
5DS6N-FTMZV-HXUDK-H1XAR
51MNK-G3KW3-KHCZZ-8CN2M
HMSJA-5MX27-FM3VB-3252E
BBH1J-BMH1Z-JUWAD-52Y1V
H75P6-843Q4-N99RQ-7TRKG
K7BXW-1BHGB-AVKHG-F162Q
J398A-DR1YN-AG7KC-F2Q5J
GT5VQ-JX3MF-5SEFR-PX56F
KJEGM-C7274-1G5SN-TSAP3
HXGN1-YBCXH-J3KW9-K589V
KK9WC-GGMC7-XCYVF-1R8XU
H7FUH-KM6TN-S5UTX-93QBS
JTCSR-3X2RX-KVRBC-N462M
H979W-ANDMZ-N4W1K-Z3RS4
7C72Z-GYXM2-G2D95-RY8CV
HCW7U-C34VH-ETTWU-YPUGD
FNQT5-1YD9E-MJYY8-WXEX8
KK98K-HHXWG-C3JG6-6ZZYR
HYRPZ-38W2X-MB5DH-KF421
J5CPD-63M7R-KBR9E-H6YHB
B4862-EGQ3Q-J3GNU-EDECD
J5Z1H-NHR8J-9HZFA-DJ5FT
3TZV1-Z5F9W-DXBWX-Q1KDA
3. Kaspersky will show you an error.
4. A new window will appear with key file browsing option.
5. Select your key from browsing window.
make any latest downloaded IDM full version
Internet Download Manager is a download accelator. By using this software we are able download from the Internet at a high speed.But when we are downloading the software from its official site it is not a full version. That is a 30 day trial pack. After these days are past it will ask you to enter serial key or to buy. So here is the process to make any latest downloaded IDM full version.After making this it will be registered for lifetime and not ask to register it further.
Also See: How to increase the speed of torrent download without using any 3rd Party application
Here I will describe how can we make an latest IDM full version using some serial keys and adding some tricks.
1. Download the latest version IDM from here and install it.
2. Navigate to "C:\Windows\System32\drivers\etc" on your computer.
3. In the "etc" folder you will find a file with name "hosts"
4. Now right click on the Hosts file and choose "properties" and Navigate to "security" tab on the property window.
5. Now click on "Advanced" and Navigate to "owner" tab on the Advanced Security Option.
6. Click on "edit".
7. A new window will be opened. There you will find a table asking for "change Owner to". Now change there to your local user on which you logged on.(e.g. USER-PC or anything on your system. Not the Administrator user)
8. Below that you will find an check box "replace owner on sub containers and objects".
9. Just tick the check box.
10. Now apply all the modified setting. During apply the changes it will show an message "You dont have the permission to read the file or the contents of the directory. Do you want to change the permission of the file or folder to full control. All permission will be replaced if you press ok". Just Ignore the message and press OK.
11. Now again Right click of mouse onthe "Hosts" file and choose "properties" then Navigate to "security" tab.
12. Now click On "Edit" on the "Group or User Names" section.
13. A new window for permission will be opened.In the permission window choose the logged or local user and in the "Permission For User" tab tick on "Full Control".
14. Now apply those changes. And click on "ok"
15. Now open the "Hosts" file with notepad and Copy the below bold letters and paste it in the hosts file.
127.0.0.1 tonec.com
127.0.0.1 www.tonec.com
127.0.0.1 registeridm.com
127.0.0.1 www.registeridm.com
127.0.0.1 secure.registeridm.com
127.0.0.1 internetdownloadmanager.com
127.0.0.1 www.internetdownloadmanager.com
127.0.0.1 secure.internetdownloadmanager.com
127.0.0.1 mirror.internetdownloadmanager.com
127.0.0.1 mirror2.internetdownloadmanager.com
16. Now save the hosts file.
If you are facing any difficulty in saving the hosts file then you see the how to take ownership of a file.
Because, without taking the ownership we will not be able to modify the hosts file.
Also See: How to increase the speed of torrent download without using any 3rd Party application
Here I will describe how can we make an latest IDM full version using some serial keys and adding some tricks.
Download Link: http://www.internetdownloadmanager.com/download.html
Otherwise download any version of idm and make it full version from the below process by using the serial keys and some simple changes in the hosts file.
Process:1. Download the latest version IDM from here and install it.
2. Navigate to "C:\Windows\System32\drivers\etc" on your computer.
3. In the "etc" folder you will find a file with name "hosts"
4. Now right click on the Hosts file and choose "properties" and Navigate to "security" tab on the property window.
5. Now click on "Advanced" and Navigate to "owner" tab on the Advanced Security Option.
6. Click on "edit".
7. A new window will be opened. There you will find a table asking for "change Owner to". Now change there to your local user on which you logged on.(e.g. USER-PC or anything on your system. Not the Administrator user)
8. Below that you will find an check box "replace owner on sub containers and objects".
9. Just tick the check box.
10. Now apply all the modified setting. During apply the changes it will show an message "You dont have the permission to read the file or the contents of the directory. Do you want to change the permission of the file or folder to full control. All permission will be replaced if you press ok". Just Ignore the message and press OK.
11. Now again Right click of mouse onthe "Hosts" file and choose "properties" then Navigate to "security" tab.
12. Now click On "Edit" on the "Group or User Names" section.
13. A new window for permission will be opened.In the permission window choose the logged or local user and in the "Permission For User" tab tick on "Full Control".
14. Now apply those changes. And click on "ok"
15. Now open the "Hosts" file with notepad and Copy the below bold letters and paste it in the hosts file.
127.0.0.1 tonec.com
127.0.0.1 www.tonec.com
127.0.0.1 registeridm.com
127.0.0.1 www.registeridm.com
127.0.0.1 secure.registeridm.com
127.0.0.1 internetdownloadmanager.com
127.0.0.1 www.internetdownloadmanager.com
127.0.0.1 secure.internetdownloadmanager.com
127.0.0.1 mirror.internetdownloadmanager.com
127.0.0.1 mirror2.internetdownloadmanager.com
16. Now save the hosts file.
If you are facing any difficulty in saving the hosts file then you see the how to take ownership of a file.
Because, without taking the ownership we will not be able to modify the hosts file.
17. Now open Your Installed IDM application. Click on "registration" on the menubar and choose "Registration".
18. When you click on registration, Now a new window Will be open ask your First Name, Last Name, Email Address and Serial Key.
19. Enter your First name, Last Name, Email address in the required field. In the serial key field enter any of the following given below
RLDGN-OV9WU-5W589-6VZH1
HUDWE-UO689-6D27B-YM28M
UK3DV-E0MNW-MLQYX-GENA1
398ND-QNAGY-CMMZU-ZPI39
GZLJY-X50S3-0S20D-NFRF9
W3J5U-8U66N-D0B9M-54SLM
EC0Q6-QN7UH-5S3JB-YZMEK
UVQW0-X54FE-QW35Q-SNZF5
FJJTJ-J0FLF-QCVBK-A287M
20. And click on ok to register. that is it. Now your latest IDM become full version with the registration.
Subscribe to:
Posts (Atom)