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Thanks a lot Naveen.
Am able to copy the data.I was trying this from past 3 days.Thank you very much.
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Hello everyone,
I have used unmanaged C++ developed a native COM DLL. Then I use OLE Viewer (from command line oleview) to open (Bind To File function) the DLL. Then there is an error message.
IMoniker:BindToObject failed on the file moniker created from (c:\temp\foo.dll) Bad extension for file
(MK_E_INVALIDEXTENSION) ($800401E6)
Anything wrong?
thanks in advance,
George
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Hello everyone,
I find that we can use tlbexp command like *tlbexp <dll name="">* to export tlb file for a C# COM assembly, but can not use it to export tlb file for an unmanaged C++ COM DLL. Is that correct?
I am wondering how to export tlb file of an unmanaged C++ COM DLL?
thanks in advance,
George
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I have a service, i need to do some task when its been killed from task manager/abruptly stopped. How can i do it ? does SCM sends some message so that i can handle it in Service Control handler function ??
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I just began learning socket programming and use
http://www.codeproject.com/internet/JavaCSocket.asp[^]
this article as my reference.
I tried the attached example project, and found that it was easy to use.
But when I add the files ( sock.cpp, sock.h ) to my other project, there was many errors when I build it, such as
LINK : fatal error LNK1152: cannot resolve one or more undecorated symbols
Can anybody tell me what should I do?
Thanks in advance
----------
C++ Learner
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You need to include WS2_32.lib into you project.
Add this library simply to your project (like adding an existing .cpp or .h )
Good luck
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I have coded a loop to find all files and folders on a certain drive. The loop works flawlessly but it takes too much time. On my machine, scanning drive C with close to 100000 files, it takes a good 7 seconds. The loop works in a way that it does a recursive search of each directory, copies the filename and path and adds this to a linked list for later processing.
I'm looking for a way to speed this process up. The use of threads may well do this, but it would be more than complicated to code. How would you decide when a thread is required, how would you manage the handles and synchronisation problems?
I would be interested to know how others would approach this problem.
Waldermort
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One suggestion, but I am not sure it is useful to you.
Since there is a lot of files in the drive, I would limit the searching to certain level. For example, first search the root. The search will be done for one of the subfolder only when it is needed. So the initial time can be reduced.
- NS -
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Unfortunatly that isn't going to work. I need to perform a series of calculations for each file on the drive, which in itself can be a time consuming procedure. To avoid this I decided to fist construct a linked list of all the files. From there I can launch a series of threads to do the bulk of the work.
I guess there is no way around it but to add a "please wait" popup
Waldermort
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WalderMort wrote: but to add a "please wait" popup
- NS -
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Hi Experts,
How can I check for particular version of MS-Outlook from registry value.
Thanx in advance.
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HKEY_LOCAL_MACHINE/SOFTWARE/Microsoft/Outlook Express/Version Info/Current
The Data field of the Current is the version of your outlook express, e.g. 6,0,2900,2180.
--
=====
Arman
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MAPI should be used too ?!
VirtualVoid.NET
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pther wrote: How can I check for particular version of MS-Outlook from registry value.
See here (again).
"A good athlete is the result of a good and worthy opponent." - David Crow
"To have a respect for ourselves guides our morals; to have deference for others governs our manners." - Laurence Sterne
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How to get HInstance of ToolBar item??
Or How tochange image to the toolbar??
ThankXXX
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abhijit bhopale wrote: How to get HInstance of ToolBar item??
What does it mean?
abhijit bhopale wrote: How tochange image to the toolbar??
Is CToolBar::SetButtonInfo useful?
- NS -
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Say one game only support lan connection by ipx/udp.
And no source code for the game.
How to make it support Internet connection?
There are several programs which can do this. I'd like to program one myself, because the game is not well supported by the commercial company any more.
Any help is appreciated.
Thanks very much.
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You'll probably need a proxy type architecture. A new program will be need which runs locally and looks to the game like another copy or several copies of the game, uses the IPX/UDP protocols and plays nicely.
Then a back end will be needed which talks between copies of the fake game over the internet, probably using TCP/IP. This proxy will need to work so that one remote fake-game behaves exactly the same as one of the local fake-games. In this way the local and remote real games can communicate through your proxy, each one acting as if the other was local.
the nice thing about a system like this is that you can build and test the internet and non internet parts separately which makes development much easier. Have fun.
Nothing is exactly what it seems but everything with seems can be unpicked.
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Thanks a lot.
Could you tell me some details?
How to get the ipx/udp datagrams sent by the game?
And how to send ipx/udp datagrams received from the other end to the local game?
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I'm no IPX/UDP expert but I recommend you get WireShark which is free so you can examine all the packets coming out of the original game software. I would set up a real LAN game scenario with two PCs or VPCs isolated on their own network and see if you can decipher the basic handshaking and discovery protocol between the two by looking at what gets passed back and forth with WireShark. What ports get used is vital especially for UDP. I guess the next step is probably to read up heavily on comms programming, especially Sockets. When you reckon you can manufacture UDP packets to match the game's from your own code then WireShark will let you see if what you're sending is what a real copy of the game would send. Remember it's not just the data but to an extent timing, message turnaround and data rate, which is important to simulate in a broadcast UDP scenario. Dropped packets on the other hand should not be disasterous if the game is well written. Reverse engineering IP protocols is not easy, I used to work with someone who's main role was just that. So be prepared for a lot of head scratching and guess work. Think about the things that you already know the game must be transmitting, especially any user entered text you can control. That might just be enough to start cracking it open for you if it's not encrypted. Good luck.
Nothing is exactly what it seems but everything with seems can be unpicked.
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hi
iam using two different third party library in my application, that two library using one structure with same name("_Bolb").
if i try to include two library header files in my application iam getting struct redefinition error, but i have to use this two library in my application,
i tried this by keep one lib headerfile under my own namespace and another headerfile in with out namespace, eg., namespace myspace{first.h}, myspace::Cfirst obj;
if i try to access the library iam getting linker error unresolve external symbol myspace::Cfirst @$%^&$ " like this,
how can i go around this problem, can any help me
thanks and regards
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Well, in that case you may have to recompile the libraries. You may either change the structure names, or put the libraries in different namespaces.
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i dont have control on library files then how can i compile or change the struct name the library, i should have to do some thing in my application, like wraper class,or proxy but iam not sure,
can any one help in this case
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try
Project settings->linker->command line: /FORCE:MULTIPLE
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That is just shutting up the linker, who is rightly reporting a problem.
Though I speak with the tongues of men and of angels, and have not money, I am become as a sounding brass, or a tinkling cymbal. George Orwell, "Keep the Aspidistra Flying", Opening words
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