Well, C is not platform dependent. You can compile C into source code on a Windows, Mac, Unix or any other operating system as long as you are using that type of computer. You could write code that can be compiled on almost any operating system. But the programs you write may or may not be able to move from system to system based on whether or not you use tools specific to that operating system. Java is not actually platform independent either because you need JVM to run it. It's just that most computers come with JVM installed.
Both of the above are wrong. The C language specification itself is platform-dependent, as there are numerous places where ambiguities (both intentional and unintentional) cause different behavior according to how both the platform AND the C-compiler writer chose to behave. Thus, while it is possible to write a C program which is highly-portable, that program is still dependent on the exact implementation of the C compiler and OS it runs on. So, the behavior of a C program depends on the platform.
The Java Language is platform INDEPENDENT, since it does NOT have the implementation ambiguities of C, and has a completely-standardized interface to all platforms (the JVM spec). Naturally, the JVM program is plaform dependent, as creating it to conform to the Java VM specification requires knowledge of the peculiarities of the platform.
Yes you can but C++ has no built-in graphics methods, even for line-drawing. Graphics are platform-dependant so you will need a graphics library and API that suits your platform and hardware.
C++ is a generic, cross-platform language, but graphics are platform-dependant. thus C++ has no built-in methods for graphics output. To draw graphics in C++ you need a low-level API and library specific to the platform and hardware you intend to target. Some libraries are highly abstract and therefore support cross-platform development, but most are platform-specific. Consult the documentation that came with your library.
Since C is platform dependant and you must use include libraries I don't think anyone can give you a good answer except for (Read the documentation that came with the IDE)
There is no difference. They mean exactly the same thing. Portable code is independent of the platform while non-portable code is platform-dependant.
C++ does not provide any native support for graphics of any kind, including graphic image formats. This is because graphics are platform-specific while C++ is a generic language. You can, of course, use graphics in C++, but you need a graphics library and API that is specific to your platform and hardware. There is no generic code available as the code you use is entirely dependant upon the library.
C++ is not platform dependent. The implementation is, but not the language.
C source code is portable; it can be compiled upon any machine with a suitable C compiler in order to produce the machine-dependant code (the machine code). However, C can also be used to write machine-dependant code, or code that is dependant upon specific platforms. In order to be completely portable, the code must use the C standard library and/or generic libraries.
Obviously. Unix is the original C platform. Also, the original A and B platform. :)
c is platform dependent
Yes. Code must still be written specifically to suit each platform, however C++ itself is not platform dependant. To port code between platforms, the source code needs to employ compiler directives (#ifdef/#ifndef) to filter the required code to suit the current platform, and the code must be compiled separately upon each platform. By contrast, Java need only be compiled once on any platform, and the resultant byte code can then be interpreted and executed upon any machine that supports a Java Virtual Machine implementation. This makes it much easier to produce cross platform applications, but performance will suffer as a result of the interpretation.
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.
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.