title: can't load bmp file with SDL_LoadBMP in CodeBlocks
body: <p>I am following along with the SDL2.0 tutorials by LazyFoo, using Code::Blocks 16.01. I haven't been able to load an image with SDL_LoadBMP().</p>
  <p>This is my first time asking a question on here. I did Google for an answer and search the existing questions/answers on here but was unable to solve the issue.</p>
  <p>This is my code:</p>
  <pre><code>/*This source code copyrighted by Lazy Foo' Productions (2004-2015)
  and may not be redistributed without written permission.*/
  
  //Using SDL and standard IO
  #include &lt;SDL.h&gt;
  #include &lt;stdio.h&gt;
  
  //Screen dimension constants
  const int SCREEN_WIDTH = 640;
  const int SCREEN_HEIGHT = 480;
  
  //Starts up SDL and creates window
  bool init();
  
  //Loads media
  bool loadMedia();
  
  //Frees media and shuts down SDL
  void close();
  
  //The window we'll be rendering to
  SDL_Window* gWindow = NULL;
  
  //The surface contained by the window
  SDL_Surface* gScreenSurface = NULL;
  
  //The image we will load and show on the screen
  SDL_Surface* gHelloWorld = NULL;
  
  bool init()
  {
      //Initialization flag
      bool success = true;
  
      //Initialize SDL
      if( SDL_Init( SDL_INIT_VIDEO ) &lt; 0 )
      {
          printf( &quot;SDL could not initialize! SDL_Error: %s\n&quot;, SDL_GetError() );
          success = false;
      }
      else
      {
          //Create window
          gWindow = SDL_CreateWindow( &quot;SDL Tutorial - Lesson 02&quot;, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
          if( gWindow == NULL )
          {
              printf( &quot;Window could not be created! SDL_Error: %s\n&quot;, SDL_GetError() );
              success = false;
          }
          else
          {
              //Get window surface
              gScreenSurface = SDL_GetWindowSurface( gWindow );
          }
      }
  
      return success;
  }
  
  bool loadMedia()
  {
      //Loading success flag
      bool success = true;
  
      //Load splash image
      gHelloWorld = SDL_LoadBMP( &quot;/02_getting_an_image_on_the_screen/hello_world.bmp&quot; );
      if( gHelloWorld == NULL )
      {
          printf( &quot;Unable to load image %s! SDL Error: %s\n&quot;, &quot;02_getting_an_image_on_the_screen/hello_world.bmp&quot;, SDL_GetError() );
          success = false;
      }
  
      return success;
  }
  
  void close()
  {
      //Deallocate surface
      SDL_FreeSurface( gHelloWorld );
      gHelloWorld = NULL;
  
      //Destroy window
      SDL_DestroyWindow( gWindow );
      gWindow = NULL;
  
      //Quit SDL subsystems
      SDL_Quit();
  }
  
  int main( int argc, char* args[] )
  {
      //Start up SDL and create window
      if( !init() )
      {
          printf( &quot;Failed to initialize!\n&quot; );
      }
      else
      {
          //Load media
          if( !loadMedia() )
          {
              printf( &quot;Failed to load media!\n&quot; );
          }
          else
          {
              //Apply the image
              SDL_BlitSurface( gHelloWorld, NULL, gScreenSurface, NULL );
  
              //Update the surface
              SDL_UpdateWindowSurface( gWindow );
  
              //Wait two seconds
              SDL_Delay( 2000 );
          }
      }
  
      //Free resources and close SDL
      close();
  
      return 0;
  }
  </code></pre>
  <p>This code works correct when I specifying the whole path. But is there an easier way of doing this instead of always specifying the whole path?</p>
  <p>Where I place the image, and how to specify it's path?</p>