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They are all linker errors and from the looks of it, you are missing the object code that
implements the CDialogSK class. If the sample code was provided as a library then you can link to
that (add the library to your project). If the sample code is in source form then you could add
the source files to your project.
Mark
"Do you know what it's like to fall in the mud and get kicked... in the head... with an iron boot?
Of course you don't, no one does. It never happens. It's a dumb question... skip it."
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I added the files but maybe I'm adding it in a wrong way, can you please give me the correct steps to add .h and .cpp files to my project?
SnaidiS(Semion)
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I usually right click on the "Source Files" folder under the project in the solution explorer.
Choose "Add"/"Existing item..." and select the .cpp files I wanrt to add. Repeat for the .h
files in the "Header Files" folder. This can also be done from the "Project" menu and I imagine
with drag-n-drop as well.
Mark
"Do you know what it's like to fall in the mud and get kicked... in the head... with an iron boot?
Of course you don't, no one does. It never happens. It's a dumb question... skip it."
(Rex Kramer "Airplane!")
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Hey guys, Im working on a small app that deals with loading different types of images(jpeg etc...). My problem is, when I use a scroll bar the image doesnt move, or a least show movement; however, the image bands. What I mean by bands is, that it moves the requested direction, but the image doesnt change, it just shows a smaller portion of the initial image and scrolls whats left over.
say image = xxx
after the scroll command i get x|xxx
I figure its a redraw error, but its got me stumped. Here's what Im doing:
<br />
ScrollWindowEx(nScrollDirection, 0, NULL, &thisWindow, NULL, NULL, <br />
SW_INVALIDATE | SW_ERASE | SW_SCROLLCHILDREN);<br />
<br />
<br />
RedrawWindow(&thisWindow, NULL, RDW_ALLCHILDREN | <br />
RDW_UPDATENOW | RDW_FRAME); <br />
I win because I have the most fun in life...
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are you moving the place where you draw the image?
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haha, im not sure, which leads me to believe that im not... looks like its back to the good ole msdn drawing board... (no pun intended)
I win because I have the most fun in life...
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Option 1: Adjust the X, Y drawing coordinate to match relative scroll position.
Upper left corner is 0, 0 so to scroll image up one line Y = Y – size of line.
Option 2: Take a look at CScrollView, which provides more information.
INTP
"Program testing can be used to show the presence of bugs, but never to show their absence."Edsger Dijkstra
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Isn't there a way to view the number of running threads in one application? I forget where.
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Yes. Use the Thread32First() /Thread32Next() pair.
"Approved Workmen Are Not Ashamed" - 2 Timothy 2:15
"Judge not by the eye but by the heart." - Native American Proverb
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Could someone please point me in the right direction to Canonicalise (c14n) an XML document in C++.
Thank you so much.
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Hi,
How can i determine, if an specific project is using unicode character set or multibyte character set is there any macro.
Warm Regards,
Mushq
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Mushq wrote: How can i determine, if an specific project is using unicode character set or multibyte character set is there any macro.
if UNICODE, _UNICODE is defined then it's unicode project.
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Just to clarify, are you asking how to see if the application is going to be built as a UNICODE, ANSI/SBSC, or MBCS application? If so, then checking for the _UNICODE , or _MBCS preprocessor defs is the way to go.
However, an application that is built as an ANSI/SBCS app is more than capable of managing UNICODE data and using UNICODE APIs, and vice-versa, so I want to make sure exactly what you mean by "using".
Peace!
-=- James Please rate this message - let me know if I helped or not!<HR> If you think it costs a lot to do it right, just wait until you find out how much it costs to do it wrong! Avoid driving a vehicle taller than you and remember that Professional Driver on Closed Course does not mean your Dumb Ass on a Public Road! See DeleteFXPFiles
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Hi all,
i want to know exactly why there will not be any Virtual Constructors but There exist a Virtual Destructor.
Please let me know the exact reason behind this.
Uday kiran
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please search the board and some FAQs, this question has been asked bilions of times
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Does the v-table exist at the time the class' constructor is invoked? I think a virtual constructor would actually be pretty pointless since it is used for derived classes. See here for more.
"Approved Workmen Are Not Ashamed" - 2 Timothy 2:15
"Judge not by the eye but by the heart." - Native American Proverb
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Thanks David, You have give a more valuable information.
thank you very much.
Uday kiran
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uday kiran janaswamy wrote: You have give a more valuable information.
He didn't give "information" to you he gave you a "pointer" to it. Typical C++ nub... not understanding pointers.
led mike
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"Do you know what it's like to fall in the mud and get kicked... in the head... with an iron boot?
Of course you don't, no one does. It never happens. It's a dumb question... skip it."
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I think you misunderstood what he wrote.
it should have been something like :
You have given me a most valuable information.
or something like that.
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When an object is created you are specifying the exact object type.
It is constructed from the inside out so there is no need for a v-constructor.
Once an object exists it can be pointed to by a pointer to a parent class type.
Yet, the object needs to be destroyed from the outside in.
Without a v-destructor destruction would start with the type of the pointer not of the actual object.
...cmk
Save the whales - collect the whole set
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In Other words, When the First Step of construction takes place, we are constructing the Root Class, which has the V-Table of the Root Class.(No Idea yet of Your Classes' V-Table) If the language allowed you to declare a Virtual constructor, it would be in the V-Table of your final class, and only be available AFTER your class was constructed. Now that would be realy like mustard after the meal. Ofcourse someone could write a compiler which takes account of these things. The language it compiles would no longer be cpp though.
The long and short of it is therefore, If you need a Virtual Constructor, you are organising your code wrong. Look at your code and try again.
regards
LateNightsInNewry
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LateNightsInNewry wrote: The long and short of it is therefore, If you need a Virtual Constructor, you are organising your code wrong. Look at your code and try again.
Even if you need one, C++ is not going to let you have one. That would be a compile time error blunder.
The greater the difficulty, the greater the glory.
- Marcus Tullius Cicero
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Hi all
In my project i am displaying a 3d model ( created by the marching cube
algoritham) composed of triangles. This model is constructed from the 2d images slices.
Now i need to select some polygons from that model. For example user drag
drop and created a bounding box , and i want to get those polygons inside that bounding box.It should be fast enough (At least don't take minutes ).
I think Opengl Picking may not work. because i can't name each polygon a unique name , because i have millions of polygons. So if i do that it may leads to statk overflow of name stack(glPushName).
Any idea will be Greatly appreciated.
Thanks in advance
krishnan
If u can Dream... U can do it
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krishnadevank wrote: and i want to get those polygons inside that bounding box.It should be fast enough (At least don't take minutes ).
Several ways jump out. First You have the zone, you can render one more frame with a clip-buffer which isolates the polygons individually within the zones. You can identify which ones by coloring each differently, or split the work out, by doing so in each 2D image slice.
Remember that even at 20-60hz you can take a frame to do some work and then get back to the job of drawing. Multi-rendering methods make great shortcuts. You can also use the obscure test from the ARB and setup an obscuring object everywhere except the zone of interest, and get back only those triangles within the zone. You can also do the same test as you draw, using a multi-render cycle you can check the result of the projection and write to see if it should be clipped or kept with a stencil buffer and test the triangles you need.
Once again you can brute force it, or break it down, test slice by slice to see if any triangles are in the zone on cycle 0, then test those triangles in each slice one at a time for zone proximity, cycle 1+. Within a couple of frame cycles you can find all the triangles you need.
_________________________
Asu no koto o ieba, tenjo de nezumi ga warau.
Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)
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