I found a good tutorial and added a few things to it such as text on screen using the TTF dll, the code worked fine before setting up the font and attempting to display it. I still get no errors or warnings it just compiles then closes instantly :(, no idea whats going on. Ive tried google.
My code:

/*This source code copyrighted by Lazy Foo' Productions (2004-2012)
and may not be redestributed without written permission.*/

//The headers
#include "SDL.h"
#include "SDL_image.h"
#include <string>
#include "SDL_ttf.h"

//The screen sttributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;

//The attributes of the dot
const int PLAYER_WIDTH = 20;
const int PLAYER_HEIGHT = 20;
const int PLAYER_VEL = 200;

//The surfaces
SDL_Surface *dot = NULL;
SDL_Surface *screen = NULL;

//TTF_Font
SDL_Surface *message = NULL;
TTF_Font *font = NULL;
SDL_Color textColor = { 255, 255, 255 };



//The event structure
SDL_Event event;


//The wall
SDL_Rect wall;

//The dot
class Dot
{
    private:
    //The X and Y offsets of the dot
    SDL_Rect player; //float player.x, player.y;

    //The velocity of the dot
    float xVel, yVel;

    public:
    //Initializes the variables
    Dot();

    //Takes key presses and adjusts the dot's velocity
    void handle_input();

    //Moves the dot
    void move( Uint32 deltaTicks );

    //Shows the dot on the screen
    void show();
};

bool check_collision( SDL_Rect A, SDL_Rect B )
{
    //The sides of the rectangles
    int leftA, leftB;
    int rightA, rightB;
    int topA, topB;
    int bottomA, bottomB;

    //Calculate the sides of rect A
    leftA = A.x;
    rightA = A.x + A.w;
    topA = A.y;
    bottomA = A.y + A.h;

    //Calculate the sides of rect B
    leftB = B.x;
    rightB = B.x + B.w;
    topB = B.y;
    bottomB = B.y + B.h;
}


//The timer
class Timer
{
    private:
    //The clock time when the timer started
    int startTicks;

    //The ticks stored when the timer was paused
    int pausedTicks;

    //The timer status
    bool paused;
    bool started;

    public:
    //Initializes variables
    Timer();

    //The various clock actions
    void start();
    void stop();
    void pause();
    void unpause();

    //Gets the timer's time
    int get_ticks();

    //Checks the status of the timer
    bool is_started();
    bool is_paused();
};

SDL_Surface *load_image( std::string filename )
{
    //The image that's loaded
    SDL_Surface* loadedImage = NULL;

    //The optimized surface that will be used
    SDL_Surface* optimizedImage = NULL;

    //Load the image
    loadedImage = IMG_Load( filename.c_str() );

    //If the image loaded
    if( loadedImage != NULL )
    {
        //Create an optimized surface
        optimizedImage = SDL_DisplayFormat( loadedImage );

        //Free the old surface
        SDL_FreeSurface( loadedImage );

        //If the surface was optimized
        if( optimizedImage != NULL )
        {
            //Color key surface
            SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
        }
    }

    //Return the optimized surface
    return optimizedImage;
}

void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
    //Holds offsets
    SDL_Rect offset;

    //Get offsets
    offset.x = x;//-----------------
    offset.y = y;

    //Blit
    SDL_BlitSurface( source, clip, destination, &offset );
}

bool init()
{
    //Initialize all SDL subsystems
    if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
    {
        return false;
    }

    //Set up the screen
    screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );

    if( screen == NULL )
    {
        return false;
    }

    if( !TTF_Init() )
    {
        return false;
    }

    SDL_WM_SetCaption( "Move the Dot", NULL );

    //If everything initialized fine
    return true;
}

bool load_files()
{
    //Load the dot image and check if there was a problem loading
    dot = load_image( "dot.bmp" );
    //Open the font
    font = TTF_OpenFont( "ARIAL.ttf", 18 );

    if( dot == NULL )
    {
        return false;
    }

    if( font == NULL )
    {
        return false;
    }

    //If everything loaded fine
    return true;
}

void clean_up()
{
    //Free the surface
    SDL_FreeSurface( dot );
    SDL_FreeSurface( message );

    //Close the font that was used
    TTF_CloseFont( font );

    //Quit SDL_ttf
    TTF_Quit();

    //Quit SDL
    SDL_Quit();
}

Dot::Dot()
{
    //Initialize the offsets
    player.x = 400;
    player.y = 400;

    //Set the square's dimensions
    player.w = PLAYER_WIDTH;
    player.h = PLAYER_HEIGHT;

    //Initialize the velocity
    xVel = 0;
    yVel = 0;
}

void Dot::handle_input()
{
    //If a key was pressed
    if( event.type == SDL_KEYDOWN )
    {
        //Adjust the velocity
        switch( event.key.keysym.sym )
        {
            case SDLK_UP: yVel -= PLAYER_VEL; break;
            case SDLK_DOWN: yVel += PLAYER_VEL; break;
            case SDLK_LEFT: xVel -= PLAYER_VEL; break;
            case SDLK_RIGHT: xVel += PLAYER_VEL; break;
        }
    }
    //If a key was released
    else if( event.type == SDL_KEYUP )
    {
        //Adjust the velocity
        switch( event.key.keysym.sym )
        {
            case SDLK_UP: yVel += PLAYER_VEL; break;
            case SDLK_DOWN: yVel -= PLAYER_VEL; break;
            case SDLK_LEFT: xVel += PLAYER_VEL; break;
            case SDLK_RIGHT: xVel -= PLAYER_VEL; break;
        }
    }
}

void Dot::move( Uint32 deltaTicks )
{
    //Move the dot left or right
    player.x += xVel * ( deltaTicks / 1000.f );


    //Collision check with screen edges or wall
    if( ( player.x < 0 ) || ( player.x + PLAYER_WIDTH > SCREEN_WIDTH ) || ( check_collision( player, wall ) ) )
    {
        //Move back
        player.x -= xVel * ( deltaTicks / 1000.f );
    }


    //Move the dot up or down
    player.y += yVel * ( deltaTicks / 1000.f );

    //If the square went too far up or down or has collided with the wall
    if( ( player.y < 0 ) || ( player.y + PLAYER_HEIGHT > SCREEN_HEIGHT ) || ( check_collision( player, wall ) ) )
    {
        //Move back
        player.y -= yVel * ( deltaTicks / 1000.f );
    }
}

void Dot::show()
{
    //Show the dot
    apply_surface( (int)player.x, (int)player.y, dot, screen );
}

Timer::Timer()
{
    //Initialize the variables
    startTicks = 0;
    pausedTicks = 0;
    paused = false;
    started = false;
}

void Timer::start()
{
    //Start the timer
    started = true;

    //Unpause the timer
    paused = false;

    //Get the current clock time
    startTicks = SDL_GetTicks();
}

void Timer::stop()
{
    //Stop the timer
    started = false;

    //Unpause the timer
    paused = false;
}

void Timer::pause()
{
    //If the timer is running and isn't already paused
    if( ( started == true ) && ( paused == false ) )
    {
        //Pause the timer
        paused = true;

        //Calculate the paused ticks
        pausedTicks = SDL_GetTicks() - startTicks;
    }
}

void Timer::unpause()
{
    //If the timer is paused
    if( paused == true )
    {
        //Unpause the timer
        paused = false;

        //Reset the starting ticks
        startTicks = SDL_GetTicks() - pausedTicks;

        //Reset the paused ticks
        pausedTicks = 0;
    }
}

int Timer::get_ticks()
{
    //If the timer is running
    if( started == true )
    {
        //If the timer is paused
        if( paused == true )
        {
            //Return the number of ticks when the timer was paused
            return pausedTicks;
        }
        else
        {
            //Return the current time minus the start time
            return SDL_GetTicks() - startTicks;
        }
    }

    //If the timer isn't running
    return 0;
}

bool Timer::is_started()
{
    return started;
}

bool Timer::is_paused()
{
    return paused;
}

//Show info on screen
void showInfo() {
    //Render the text
    message = TTF_RenderText_Solid( font, "Player.x: ", textColor );
    apply_surface( 20, 20, message, screen );

}




//--------------MAIN FUNCTION------------//


int main( int argc, char* args[] )
{
    TTF_Init();

    //Quit flag
    bool quit = false;

    //The dot that will be used
    Dot myDot;

    //Keeps track of time since last rendering
    Timer delta;

    //Initialize
    if( init() == false )
    {
        return 1;
    }

    //Load the files
    if( load_files() == false )
    {
        return 1;
    }

    //Wall attributes
    wall.x = 300;
    wall.y = 40;
    wall.w = 40;
    wall.h = 400;

    //Start delta timer
    delta.start();

    //While the user hasn't quit -ALL CODE GOES WITHIN THIS LOOP-
    while( quit == false )
    {
        //While there's events to handle
        while( SDL_PollEvent( &event ) )
        {
            //Handle events for the dot
            myDot.handle_input();

            //If the user has Xed out the window
            if( event.type == SDL_QUIT )
            {
                //Quit the program
                quit = true;
            }
        }
        //Move the dot
        myDot.move( delta.get_ticks() );

        //Restart delta timer
        delta.start();

        //Fill the screen white
        SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );

        //Show the wall
        SDL_FillRect( screen, &wall, SDL_MapRGB( screen->format, 0x77, 0x77, 0x77 ) );

        //Show the dot on the screen
        myDot.show();

        //Show message
        showInfo();
        //Load message
        if( message == NULL )
        {
            return 1;
        }

        //Update the screen
        if( SDL_Flip( screen ) == -1 )
        {
            return 1;
        }
    }

    //Clean up
    clean_up();

    return 0;
}

The problem might be something foul in your project files (instead of your code).
Can you create a new project then move the code over to it?

Which IDE are you using ?
You can try adding

system("PAUSE")

,it must work fine, but it uses too much cpu power.
If it doesn't work, try using code::blocks with minGW instead of your IDE, it will pause the application.
All i mentioned above is for console apps, but maybe it works with gui.
Hope this helped.

nope i done some "debugging" and found it is to do with my ttf code or font file, can someone give me a site to a working .tff font

Be a part of the DaniWeb community

We're a friendly, industry-focused community of developers, IT pros, digital marketers, and technology enthusiasts meeting, networking, learning, and sharing knowledge.