C++ Hello World Visual Studio Code



  1. Vs Code Hello World
  2. Sample C++ Hello World
  3. Hello World Go Vs Code
  4. Hello World C Visual Studio Code

C hello world. Contribute to memsharded/hello development by creating an account on GitHub. Launching Visual Studio. If nothing happens, download the GitHub extension for Visual. View code About. C hello world License. MIT License Releases No releases published. Using C and WSL in VS Code. In this tutorial, you will configure Visual Studio Code to use the GCC C compiler (g) and GDB debugger on Ubuntu in the Windows Subsystem for Linux (WSL). GCC stands for GNU Compiler Collection; GDB is the GNU debugger. Learn how to configure Visual Studio Code for C development by installing an extension for autocomplete among other things as well as configuring tasks for.

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Important

This tutorial uses C++/CX. Microsoft has released C++/WinRT: an entirely standard modern C++17 language projection for Windows Runtime (WinRT) APIs. For more information on this language, please see C++/WinRT.

With Microsoft Visual Studio, you can use C++/CX to develop an app that runs on Windows 10 with a UI that's defined in Extensible Application Markup Language (XAML).

Note

This tutorial uses Visual Studio Community 2019. If you are using a different version of Visual Studio, it may look a little different for you.

Before you start

  • To complete this tutorial, you must use Visual Studio Community, or one of the non-Community versions of Visual Studio, on a computer that's running Windows 10. To download, see Get the tools.
  • We assume you have a basic understanding of C++/CX, XAML, and the concepts in the XAML overview.
  • We assume you're using the default window layout in Visual Studio. To reset to the default layout, on the menu bar, choose Window > Reset Window Layout.

Comparing C++ desktop apps to Windows apps

If you're coming from a background in Windows desktop programming in C++, you'll probably find that some aspects of writing apps for the UWP are familiar, but other aspects require some learning.

What's the same?

  • You can use the STL, the CRT (with some exceptions), and any other C++ library as long as the code only calls Windows functions that are accessible from the Windows Runtime environment.

  • If you're accustomed to visual designers, you can still use the designer built into Microsoft Visual Studio, or you can use the more full-featured Blend for Visual Studio. If you're accustomed to coding UI by hand, you can hand-code your XAML.

  • You're still creating apps that use Windows operating system types and your own custom types.

  • You're still using the Visual Studio debugger, profiler, and other development tools.

  • You're still creating apps that are compiled to native machine code by the Visual C++ compiler. UWP apps in C++/CX don't execute in a managed runtime environment.

What's new?

  • The design principles for UWP apps and Universal Windows apps are very different from those for desktop apps. Window borders, labels, dialog boxes, and so on, are de-emphasized. Content is foremost. Great Universal Windows apps incorporate these principles from the very beginning of the planning stage.

  • You're using XAML to define the entire UI. The separation between UI and core program logic is much clearer in a Windows Universal app than in an MFC or Win32 app. Other people can work on the appearance of the UI in the XAML file while you're working on the behavior in the code file.

  • You're primarily programming against a new, easy-to-navigate, object-oriented API, the Windows Runtime, although on Windows devices Win32 is still available for some functionality.

  • You use C++/CX to consume and create Windows Runtime objects. C++/CX enables C++ exception handling, delegates, events, and automatic reference counting of dynamically created objects. When you use C++/CX, the details of the underlying COM and Windows architecture are hidden from your app code. For more information, see C++/CX Language Reference.

  • Your app is compiled into a package that also contains metadata about the types that your app contains, the resources that it uses, and the capabilities that it requires (file access, internet access, camera access, and so forth).

  • In the Microsoft Store and Windows Phone Store your app is verified as safe by a certification process and made discoverable to millions of potential customers.

Hello World Store app in C++/CX

C++ hello world visual studio code pdf

Our first app is a 'Hello World' that demonstrates some basic features of interactivity, layout, and styles. We'll create an app from the Windows Universal app project template. If you've developed apps for Windows 8.1 and Windows Phone 8.1 before, you might remember that you had to have three projects in Visual Studio, one for the Windows app, one for the phone app, and another with shared code. The Windows 10 Universal Windows Platform (UWP) makes it possible to have just one project, which runs on all devices, including desktop and laptop computers running Windows 10, devices such as tablets, mobile phones, VR devices and so on.

We'll start with the basics:

  • How to create a Universal Windows project in Visual Studio.

  • How to understand the projects and files that are created.

  • How to understand the extensions in Visual C++ component extensions (C++/CX), and when to use them.

First, create a solution in Visual Studio

  1. In Visual Studio, on the menu bar, choose File > New > Project...

  2. In the Create a new project dialog box, select Blank App (Universal Windows - C++/CX). If you don't see this option, make sure you have the Universal Windows App Development Tools installed. See Get set up for more information.

  1. Choose Next, and then enter a name for the project. We'll name it HelloWorld.

  2. Choose the Create button.

Code

Note

If this is the first time you have used Visual Studio, you might see a Settings dialog asking you to enable Developer mode. Developer mode is a special setting that enables certain features, such as permission to run apps directly, rather than only from the Store. For more information, please read Enable your device for development. To continue with this guide, select Developer mode, click Yes, and close the dialog.

Your project files are created.

Before we go on, let's look at what's in the solution.

About the project files

Every .xaml file in a project folder has a corresponding .xaml.h file and .xaml.cpp file in the same folder and a .g file and a .g.hpp file in the Generated Files folder, which is on disk but not part of the project. You modify the XAML files to create UI elements and connect them to data sources (DataBinding). You modify the .h and .cpp files to add custom logic for event handlers. The auto-generated files represent the transformation of the XAML markup into C++/CX. Don't modify these files, but you can study them to better understand how the code-behind works. Basically, the generated file contains a partial class definition for a XAML root element; this class is the same class that you modify in the *.xaml.h and .cpp files. The generated files declare the XAML UI child elements as class members so that you can reference them in the code you write. At build time, the generated code and your code are merged into a complete class definition and then compiled.

Let's look first at the project files.

  • App.xaml, App.xaml.h, App.xaml.cpp: Represent the Application object, which is an app's entry point. App.xaml contains no page-specific UI markup, but you can add UI styles and other elements that you want to be accessible from any page. The code-behind files contain handlers for the OnLaunched and OnSuspending events. Typically, you add custom code here to initialize your app when it starts and perform cleanup when it's suspended or terminated.
  • MainPage.xaml, MainPage.xaml.h, MainPage.xaml.cpp: Contain the XAML markup and code-behind for the default 'start' page in an app. It has no navigation support or built-in controls.
  • pch.h, pch.cpp: A precompiled header file and the file that includes it in your project. In pch.h, you can include any headers that do not change often and are included in other files in the solution.
  • Package.appxmanifest: An XML file that describes the device capabilities that your app requires, and the app version info and other metadata. To open this file in the Manifest Designer, just double-click it.
  • HelloWorld_TemporaryKey.pfx: A key that enables deployment of the app on this machine, from Visual Studio.

A first look at the code

If you examine the code in App.xaml.h, App.xaml.cpp in the shared project, you'll notice that it's mostly C++ code that looks familiar. However, some syntax elements might not be as familiar if you are new to Windows Runtime apps, or you've worked with C++/CLI. Here are the most common non-standard syntax elements you'll see in C++/CX:

Ref classes

Almost all Windows Runtime classes, which includes all the types in the Windows API--XAML controls, the pages in your app, the App class itself, all device and network objects, all container types--are declared as a ref class. (A few Windows types are value class or value struct). A ref class is consumable from any language. In C++/CX, the lifetime of these types is governed by automatic reference counting (not garbage collection) so that you never explicitly delete these objects. You can create your own ref classes as well.

All Windows Runtime types must be declared within a namespace and unlike in ISO C++ the types themselves have an accessibility modifier. The public modifier makes the class visible to Windows Runtime components outside the namespace. The sealed keyword means the class cannot serve as a base class. Almost all ref classes are sealed; class inheritance is not broadly used because Javascript does not understand it.

ref new and ^ (hats)

You declare a variable of a ref class by using the ^ (hat) operator, and you instantiate the object with the ref new keyword. Thereafter you access the object's instance methods with the -> operator just like a C++ pointer. Static methods are accessed with the :: operator just as in ISO C++.

In the following code, we use the fully qualified name to instantiate an object, and use the -> operator to call an instance method.

Typically, in a .cpp file we would add a using namespace Windows::UI::Xaml::Media::Imaging directive and the auto keyword, so that the same code would look like this:

Properties

A ref class can have properties, which, just as in managed languages, are special member functions that appear as fields to consuming code.

Delegates

Just as in managed languages, a delegate is a reference type that encapsulates a function with a specific signature. They are most often used with events and event handlers

Adding content to the app

Let's add some content to the app.

Step 1: Modify your start page

  1. In Solution Explorer, open MainPage.xaml.

  2. Create controls for the UI by adding the following XAML to the root Grid, immediately before its closing tag. It contains a StackPanel that has a TextBlock that asks the user's name, a TextBox element that accepts the user's name, a Button, and another TextBlock element.

  3. At this point, you have created a very basic Universal Windows app. To see what the UWP app looks like, press F5 to build, deploy, and run the app in debugging mode.

The default splash screen appears first. It has an image—AssetsSplashScreen.scale-100.png—and a background color that are specified in the app's manifest file. To learn how to customize the splash screen, see Adding a splash screen.

Activcard driver download for windows. When the splash screen disappears, your app appears. It displays the main page of the App.

It doesn't do much—yet—but congratulations, you've built your first Universal Windows Platform app!

To stop debugging and close the app, return to Visual Studio and press Shift+F5.

For more information, see Run a Store app from Visual Studio.

In the app, you can type in the TextBox, but clicking the Button doesn't do anything. In later steps, you create an event handler for the button's Click event, which displays a personalized greeting.

Step 2: Create an event handler

  1. In MainPage.xaml, in either XAML or design view, select the 'Say Hello' Button in the StackPanel you added earlier.

  2. Open the Properties Window by pressing F4, and then choose the Events button ().

  3. Find the Click event. In its text box, type the name of the function that handles the Click event. For this example, type 'Button_Click'.

  4. Press Enter. The event handler method is created in MainPage.xaml.cpp and opened so that you can add the code that's executed when the event occurs.

At the same time, in MainPage.xaml, the XAML for the Button is updated to declare the Click event handler, like this:

You could also have simply added this to the xaml code manually, which can be helpful if the designer doesn't load. If you enter this manually, type 'Click' and then let IntelliSense pop up the option to add a new event handler. That way, Visual Studio creates the necessary method declaration and stub.

The designer fails to load if an unhandled exception occurs during rendering. Rendering in the designer involves running a design-time version of the page. It can be helpful to disable running user code. You can do this by changing the setting in the Tools, Options dialog box. Under XAML Designer, uncheck Run project code in XAML designer (if supported).

  1. In MainPage.xaml.cpp, add the following code to the Button_Click event handler that you just created. This code retrieves the user's name from the nameInputTextBox control and uses it to create a greeting. The greetingOutputTextBlock displays the result.
  1. Set the project as the startup, and then press F5 to build and run the app. When you type a name in the text box and click the button, the app displays a personalized greeting.

Step 3: Style the start page

Choosing a theme

It's easy to customize the look and feel of your app. By default, your app uses resources that have a light style. The system resources also include a light theme. Let's try it out and see what it looks like.

To switch to the dark theme

  1. Open App.xaml.

  2. In the opening Application tag, edit the RequestedTheme property and set its value to Dark:

    Here's the full Application tag with the dark theme :

  3. Press F5 to build and run it. Notice that it uses the dark theme.

Which theme should you use? Whichever one you want. Here's our take: for apps that mostly display images or video, we recommend the dark theme; for apps that contain a lot of text, we recommend the light theme. If you're using a custom color scheme, use the theme that goes best with your app's look and feel. In the rest of this tutorial, we use the Light theme in screenshots.

Note The theme is applied when the app is started and can't be changed while the app is running.

Using system styles

Right now, in the Windows app the text is very small and difficult to read. Let's fix that by applying a system style.

To change the style of an element

  1. In the Windows project, open MainPage.xaml.

  2. In either XAML or design view, select the 'What's your name?'TextBlock that you added earlier.

  3. In the Properties window (F4), choose the Properties button () in the upper right.

  4. Expand the Text group and set the font size to 18 px.

  5. Expand the Miscellaneous group and find the Style property.

  6. Click the property marker (the green box to the right of the Style property), and then, on the menu, choose System Resource > BaseTextBlockStyle.

    BaseTextBlockStyle is a resource that's defined in the ResourceDictionary in Program FilesWindows Kits10Includewinrtxamldesigngeneric.xaml. Drivers bochs.

    On the XAML design surface, the appearance of the text changes. In the XAML editor, the XAML for the TextBlock is updated:

  1. Repeat the process to set the font size and assign the BaseTextBlockStyle to the greetingOutputTextBlock element.

    Tip Although there's no text in this TextBlock, when you move the pointer over the XAML design surface, a blue outline shows where it is so that you can select it.

    Your XAML now looks like this:

C++ hello world visual studio code
  1. Press F5 to build and run the app. It now looks like this:

Step 4: Adapt the UI to different window sizes

Now we'll make the UI adapt to different screen sizes so it looks good on mobile devices. To do this, you add a VisualStateManager and set properties that are applied for different visual states.

To adjust the UI layout

  1. In the XAML editor, add this block of XAML after the opening tag of the root Grid element.
  1. Debug the app on the local machine. Notice that the UI looks the same as before unless the window gets narrower than 641 device-independent pixels (DIPs).
  2. Debug the app on the mobile device emulator. Notice that the UI uses the properties you defined in the narrowState and appears correctly on the small screen.

If you've used a VisualStateManager in previous versions of XAML, you might notice that the XAML here uses a simplified syntax.

C++ Hello World Visual Studio Code

The VisualState named wideState has an AdaptiveTrigger with its MinWindowWidth property set to 641. This means that the state is to be applied only when the window width is not less than the minimum of 641 DIPs. You don't define any Setter objects for this state, so it uses the layout properties you defined in the XAML for the page content.

The second VisualState, narrowState, has an AdaptiveTrigger with its MinWindowWidth property set to 0. This state is applied when the window width is greater than 0, but less than 641 DIPs. (At 641 DIPs, the wideState is applied.) In this state, you do define some Setter objects to change the layout properties of controls in the UI:

  • You reduce the left margin of the contentPanel element from 120 to 20.
  • You change the Orientation of the inputPanel element from Horizontal to Vertical.
  • You add a top margin of 4 DIPs to the inputButton element.

Summary

Congratulations, you've completed the first tutorial! It taught how to add content to Windows Universal apps, how to add interactivity to them, and how to change their appearance.

Next steps

If you have a Windows Universal app project that targets Windows 8.1 and/or Windows Phone 8.1, you can port it to Windows 10. There is no automatic process for this, but you can do it manually. Start with a new Windows Universal project to get the latest project system structure and manifest files, copy your code files into the project's directory structure, add the items to your project, and rewrite your XAML using the VisualStateManager according to the guidance in this topic. For more information, see Porting a Windows Runtime 8 project to a Universal Windows Platform (UWP) project and Porting to the Universal Windows Platform (C++).

If you have existing C++ code that you want to integrate with a UWP app, such as to create a new UWP UI for an existing application, see How to: Use existing C++ code in a Universal Windows project.

In this tutorial, you will configure Visual Studio Code to use the GCC C++ compiler (g++) and GDB debugger on Ubuntu in the Windows Subsystem for Linux (WSL). GCC stands for GNU Compiler Collection; GDB is the GNU debugger. WSL is a Linux environment within Windows that runs directly on the machine hardware, not in a virtual machine.

Note: Much of this tutorial is applicable to working with C++ and VS Code directly on a Linux machine.

Visual Studio Code has support for working directly in WSL with the Remote - WSL extension. We recommend this mode of WSL development, where all your source code files, in addition to the compiler, are hosted on the Linux distro. For more background, see VS Code Remote Development.

After completing this tutorial, you will be ready to create and configure your own C++ project, and to explore the VS Code documentation for further information about its many features. This tutorial does not teach you about GCC or Linux or the C++ language. For those subjects, there are many good resources available on the Web.

If you have any problems, feel free to file an issue for this tutorial in the VS Code documentation repository.

Prerequisites

To successfully complete this tutorial, you must do the following steps:

  1. Install Visual Studio Code.

  2. Install the Remote - WSL extension.

  3. Install Windows Subsystem for Linux and then use the links on that same page to install your Linux distribution of choice. This tutorial uses Ubuntu. During installation, remember your Linux user password because you'll need it to install additional software.

Set up your Linux environment

  1. Open the Bash shell for WSL. If you installed an Ubuntu distro, type 'Ubuntu' in the Windows search box and then click on it in the result list. For Debian, type 'Debian', and so on.

    The shell appears with a command prompt that by default consists of your user name and computer name, and puts you in your home directory. For Ubuntu it looks like this:

  2. Make a directory called projects and then subdirectory under that called helloworld:

  3. Although you will be using VS Code to edit your source code, you'll be compiling the source code on Linux using the g++ compiler. You'll also debug on Linux using GDB. These tools are not installed by default on Ubuntu, so you have to install them. Fortunately, that task is quite easy!

  4. From the WSL command prompt, first run apt-get update to update the Ubuntu package lists. An out-of-date distro can sometimes interfere with attempts to install new packages.

    If you like, you can run sudo apt-get update && sudo apt-get dist-upgrade to also download the latest versions of the system packages, but this can take significantly longer depending on your connection speed.

  5. From the command prompt, install the GNU compiler tools and the GDB debugger by typing:

  6. Verify that the install succeeded by locating g++ and gdb. If the filenames are not returned from the whereis command, try running the update command again.

Note: The setup steps for installing the g++ compiler and GDB debugger apply if you are working directly on a Linux machine rather than in WSL. Running VS Code in your helloworld project, as well as the editing, building, and debugging steps are the same.

Run VS Code in WSL

Navigate to your helloworld project folder and launch VS Code from the WSL terminal with code .:

You'll see a message about 'Installing VS Code Server'. VS Code is downloading and installing a small server on the Linux side that the desktop VS Code will then talk to. VS Code will then start and open the helloWorld folder. The File Explorer shows that VS Code is now running in the context of WSL with the title bar [WSL: Ubuntu].

You can also tell the remote context from the Status bar.

If you click on the Remote Status bar item, you will see a dropdown of Remote commands appropriate for the session. For example, if you want to end your session running in WSL, you can select the Close Remote Connection command from the dropdown. Running code . from your WSL command prompt will restart VS Code running in WSL.

The code . command opened VS Code in the current working folder, which becomes your 'workspace'. As you go through the tutorial, you will see three files created in a .vscode folder in the workspace:

  • c_cpp_properties.json (compiler path and IntelliSense settings)
  • tasks.json (build instructions)
  • launch.json (debugger settings)

Add a source code file

In the File Explorer title bar, select the New File button and name the file helloworld.cpp.

Install the C/C++ extension

Once you create the file and VS Code detects it is a C++ language file, you may be prompted to install the Microsoft C/C++ extension if you don't already have it installed.

Choose Install and then Reload Required when the button is displayed in the Extensions view to complete installing the C/C++ extension.

If you already have C/C++ language extensions installed locally in VS Code, you'll need to go to the Extensions view (⇧⌘X (Windows, Linux Ctrl+Shift+X)) and install those extensions into WSL. Locally installed extensions can be installed into WSL by selecting the Install in WSL button and then Reload Required.

Add hello world source code

Now paste in this source code:

Now press ⌘S (Windows, Linux Ctrl+S) to save the file. Notice how the file you just added appears in the File Explorer view (⇧⌘E (Windows, Linux Ctrl+Shift+E)) in the side bar of VS Code:

You can also enable Auto Save to automatically save your file changes, by checking Auto Save in the main File menu.

The Activity Bar on the far left lets you open different views such as Search, Source Control, and Run. You'll look at the Run view later in this tutorial. You can find out more about the other views in the VS Code User Interface documentation.

Explore IntelliSense

In your new helloworld.cpp file, hover over vector or string to see type information. After the declaration of the msg variable, start typing msg. as you would when calling a member function. You should immediately see a completion list that shows all the member functions, and a window that shows the type information for the msg object:

You can press the Tab key to insert the selected member; then, when you add the opening parenthesis, you will see information about any arguments that the function requires.

Build helloworld.cpp

Next, you will create a tasks.json file to tell VS Code how to build (compile) the program. This task will invoke the g++ compiler on WSL to create an executable file based on the source code.

From the main menu, choose Terminal > Configure Default Build Task. In the dropdown, which will display a tasks dropdown listing various predefined build tasks for C++ compilers. Choose g++ build active file, which will build the file that is currently displayed (active) in the editor.

This will create a tasks.json file in a .vscode folder and open it in the editor.

Your new tasks.json file should look similar to the JSON below:

The command setting specifies the program to run; in this case that is g++. The args array specifies the command-line arguments that will be passed to g++. These arguments must be specified in the order expected by the compiler. This task tells g++ to take the active file (${file}), compile it, and create an executable file in the current directory (${fileDirname}) with the same name as the active file but without an extension (${fileBasenameNoExtension}), resulting in helloworld for our example.

Note: You can learn more about tasks.json variables in the variables reference.

The label value is what you will see in the tasks list; you can name this whatever you like.

The 'isDefault': true value in the group object specifies that this task will be run when you press ⇧⌘B (Windows, Linux Ctrl+Shift+B). This property is for convenience only; if you set it to false, you can still run it from the Terminal menu with Tasks: Run Build Task.

Running the build

  1. Go back to helloworld.cpp. Your task builds the active file and you want to build helloworld.cpp.

  2. To run the build task defined in tasks.json, press ⇧⌘B (Windows, Linux Ctrl+Shift+B) or from the Terminal main menu choose Tasks: Run Build Task.

  3. When the task starts, you should see the Integrated Terminal panel appear below the source code editor. After the task completes, the terminal shows output from the compiler that indicates whether the build succeeded or failed. For a successful g++ build, the output looks something like this:

  4. Create a new terminal using the + button and you'll have a bash terminal running in the context of WSL with the helloworld folder as the working directory. Run ls and you should now see the executable helloworld (no file extension).

  5. You can run helloworld in the terminal by typing ./helloworld.

Modifying tasks.json

You can modify your tasks.json to build multiple C++ files by using an argument like '${workspaceFolder}/*.cpp' instead of ${file}. You can also modify the output filename by replacing '${fileDirname}/${fileBasenameNoExtension}' with a hard-coded filename (for example 'helloworld.out').

Debug helloworld.cpp

Next, you'll create a launch.json file to configure VS Code to launch the GDB debugger when you press F5 to debug the program. From the main menu, choose Run > Add Configuration.. and then choose C++ (GDB/LLDB).

You'll then see a dropdown for various predefined debugging configurations. Choose g++ build and debug active file.

VS Code creates a launch.json file, opens it in the editor, and builds and runs 'helloworld'.

The program setting specifies the program you want to debug. Here it is set to the active file folder ${fileDirname} and active filename without an extension ${fileBasenameNoExtension}, which if helloworld.cpp is the active file will be helloworld.

By default, the C++ extension won't add any breakpoints to your source code and the stopAtEntry value is set to false. Change the stopAtEntry value to true to cause the debugger to stop on the main method when you start debugging.

The remaining steps are provided as an optional exercise to help you get familiar with the editing and debugging experience.

Start a debugging session

  1. Go back to helloworld.cpp so that it is the active file.
  2. Press F5 or from the main menu choose Run > Start Debugging. Before you start stepping through the code, let's take a moment to notice several changes in the user interface:
  • The Integrated Terminal appears at the bottom of the source code editor. In the Debug Output tab, you see output that indicates the debugger is up and running.

  • The editor highlights the first statement in the main method. This is a breakpoint that the C++ extension automatically sets for you:

  • The Run view on the left shows debugging information. You'll see an example later in the tutorial.

  • At the top of the code editor, a debugging control panel appears. You can move this around the screen by grabbing the dots on the left side.

Step through the code

Now you're ready to start stepping through the code.

  1. Click or press the Step over icon in the debugging control panel.

    This will advance program execution to the first line of the for loop, and skip over all the internal function calls within the vector and string classes that are invoked when the msg variable is created and initialized. Notice the change in the Variables window on the left.

    In this case, the errors are expected because, although the variable names for the loop are now visible to the debugger, the statement has not executed yet, so there is nothing to read at this point. The contents of msg are visible, however, because that statement has completed.

  2. Press Step over again to advance to the next statement in this program (skipping over all the internal code that is executed to initialize the loop). Now, the Variables window shows information about the loop variables.

  3. Press Step over again to execute the cout statement. (Note that as of the March 2019 release, the C++ extension does not print any output to the Debug Console until the loop exits.)

  4. If you like, you can keep pressing Step over until all the words in the vector have been printed to the console. But if you are curious, try pressing the Step Into button to step through source code in the C++ standard library!

    To return to your own code, one way is to keep pressing Step over. Another way is to set a breakpoint in your code by switching to the helloworld.cpp tab in the code editor, putting the insertion point somewhere on the cout statement inside the loop, and pressing F9. A red dot appears in the gutter on the left to indicate that a breakpoint has been set on this line.

    Then press F5 to start execution from the current line in the standard library header. Execution will break on cout. If you like, you can press F9 again to toggle off the breakpoint.

    When the loop has completed, you can see the output in the Debug Console tab of the integrated terminal, along with some other diagnostic information that is output by GDB.

Set a watch

Sometimes you might want to keep track of the value of a variable as your program executes. You can do this by setting a watch on the variable.

  1. Place the insertion point inside the loop. In the Watch window, click the plus sign and in the text box, type word, which is the name of the loop variable. Now view the Watch window as you step through the loop.

  2. Add another watch by adding this statement before the loop: int i = 0;. Then, inside the loop, add this statement: ++i;. Now add a watch for i as you did in the previous step.

  3. To quickly view the value of any variable while execution is paused on a breakpoint, you can hover over it with the mouse pointer.

Vs Code Hello World

C/C++ configurations

If you want more control over the C/C++ extension, you can create a c_cpp_properties.json file, which will allow you to change settings such as the path to the compiler, include paths, C++ standard (default is C++17), and more.

You can view the C/C++ configuration UI by running the command C/C++: Edit Configurations (UI) from the Command Palette (⇧⌘P (Windows, Linux Ctrl+Shift+P)).

This opens the C/C++ Configurations page. When you make changes here, VS Code writes them to a file called c_cpp_properties.json in the .vscode folder.

You only need to modify the Include path setting if your program includes header files that are not in your workspace or in the standard library path.

Hello

Visual Studio Code places these settings in .vscode/c_cpp_properties.json. If you open that file directly, it should look something like this:

Closing the WSL session

Sample C++ Hello World

When you are done working in WSL, you can close your remote session with the Close Remote Connection command available in the main File menu and the Command Palette (⇧⌘P (Windows, Linux Ctrl+Shift+P)). This will restart VS Code running locally. You can easily reopen your WSL session from the File > Open Recent list by selecting folders with the [WSL] suffix.

Hello World Go Vs Code

Next steps

Hello World C Visual Studio Code

  • Explore the VS Code User Guide.
  • Review the Overview of the C++ extension.
  • Create a new workspace, copy your .json files to it, adjust the necessary settings for the new workspace path, program name, and so on, and start coding!