   First start with DirectX compile errors
  Here's what we got - basic hello world app for directx that came from a PDF that said it would run. I haven't really run through this myself to see if any scrutinous errors exist, but i've panned through it enough to know most of this stuff is linking. Need to find out why this won't compile correctly so i can move on to the harder stuff:#pragma comment(lib, "d3d9.lib")#pragma comment(lib, "d3dx9.lib")#pragma comment(lib, "dxguid.lib")#pragma comment(lib, "DxErr9.lib")#pragma comment(lib, "dinput8.lib")#pragma comment(lib, "d3dUtil.h")class D3DApp{public: D3DApp(HINSTANCE hInstance, std::string winCaption,   D3DDEVTYPE devType, DWORD requestedVP); virtual ~D3DApp();  HINSTANCE getAppInst(); HWND getMainWnd(); virtual bool checkDeviceCaps(){ return true; } virtual void onLostDevice()   {} virtual void onResetDevice()  {} virtual void updateScene(float dt) {} virtual void drawScene() {} virtual void initMainWindow(); virtual void initDirect3D(); virtual int run(); virtual LRESULT msgProc(UINT msg, WPARAM wParam, LPARAM lParam); void enableFullScreenMode(bool enable); bool isDeviceLost();protected: std::string mMainWndCaption; D3DDEVTYPE  mDevType; DWORD  mRequestedVP;  HINSTANCE   mhAppInst; HWND   mhMainWnd; IDirect3D9* md3dObject; bool   mAppPaused; D3DPRESENT PARAMETERS md3dPP;};class HelloD3DApp : public D3DApp{public: HelloD3DApp(HINSTANCE hInstance,   std::string winCaption,   D3DDEVTYPE devType, DWORD requestedVP); ~HelloD3DApp(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene();private: ID3DXFont* mFont; };};HelloD3DApp::HelloD3DApp(HINSTANCE hInstance,std::string winCaption,D3DDEVTYPE devType, DWORD requestedVP): D3DApp(hInstance, winCaption, devType, requestedVP){ srand(time_t(0)); if(!checkDeviceCaps()) {  MessageBox(0, "checkDeviceCaps() Failed", 0, 0);  PostQuitMessage(0); } D3DXFONT_DESC fontDesc; fontDesc.Height= 80; fontDesc.Width = 40; fontDesc.Weight= FW_BOLD; fontDesc.MipLevels  = 0; fontDesc.Italic= true; fontDesc.CharSet    = DEFAULT_CHARSET; fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS; fontDesc.Quality    = DEFAULT_QUALITY; fontDesc.PitchAndFamily  = DEFAULT_PITCH | FF_DONTCARE; _tcscpy(fontDesc.FaceName,_T("Times New Roman"));  HR(D3DXCreateFontIndirect(gd3dDevice, &fontDesc, &mFont));}HelloD3DApp::~HelloD3DApp(){ ReleaseCOM(mFont);}bool Hel1oD3DApp::checkDeviceCaps(){ // Nothing to check. return true;}void HelloD3DApp::updateScene(float dt){}void HelloD3DApp::onLostDevice(){ HR(mFont->OnLostDevice());}void HelloD3DApp::onResetDevice(){ HR(mFont->OnResetDevice());}void HelloD3DApp::drawScene(){ HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255, 255, 255), 1.0f, 0)); RECT formatRect; GetClientRect(mhMainWnd, &formatRect); HR(gd3dDevice->BeginScene()); mFont->DrawText(0, _T("Hello Direct3D"), -1,  &formatRect, DT_CENTER | DT_VCENTER,  D3DCOLOR_XRSB(rand() % 256, rand() % 256, rand() % 256)); HR(gd3dDevice->EndScene()); HR(gd3dDevice->Present(0, 0, 0, 0));}HRESULT IDirect3DDevice9::Clear( DWORD Count, const D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil);INT ID3DXFont::DrawText( LPD3DXSPRITE pSprite, LPCTSTR pString, INT Count, LPRECT pRect, DWORD Format, D3DCOLOR Color);int main(void){int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd){ // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG)  _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF |    _CRTDBG_LEAK_CHECK_DF ); #endif HelloD3DApp app(hInstance); gd3dApp = &app; return gd3dApp->run();}};Thanks guys!   
  What errors are you getting?   ;Quote:I haven't really run through this myselfWhy should we look for your errors, if you're too lazy to look for them yourself?You might want to beat some dedication into yourself, before you move on to the harder stuff.   