The language itself is platform independent. However, specific implementations may be platform dependant. For instance, code written with Microsoft Visual C++ is generally intended to be compiled upon Windows platforms only, not Linux or Mac platforms. Although pre-compiler directives can filter machine specific code to suit the current platform, programmers need to be careful to avoid implementation-specifics when porting code to other compilers. If code is intended to be portable, it's better to use an implementation that conforms to the ISO standard, and that has implementations for all the intended platforms to accommodate platform-specific code.
C++ is not platform dependent. The implementation is, but not the language.
c is platform dependent
platform-dependent
With platform-dependent libraries.
No, M$ Windoze only.
C++ is not platform-dependent. All you require is a compiler that supports the platform. Platform-specific compilers will generally include platform-specific headers and libraries.
Not part of the language, platform-dependent. Windows: CreateThread Posix: pthread_create in pthread.h
It must be done by a platform-dependent function, it's "clrscr" from conio.h in TurboC
Oh, dude, let me break it down for you. C is a platform-independent language because it can be compiled and run on different operating systems like Windows, macOS, and Linux. So, like, you can write your C code once and run it on various platforms without having to worry about compatibility issues. It's pretty chill like that.
You cannot. At least not with generic C++. Graphics are platform-dependent and therefore requires a suitable API and library for your specific platform and its hardware.
C++ has no built-in graphics methods. C++ is a machine-independent programming language, but graphics are machine-dependent. To make use of graphics of any kind, you must use a suitable graphics library. If you need cross-platform support, use a generic library.
platform-dependent