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See Mike Dunn's FAQ[^]
If you can keep you head when all about you
Are losing theirs and blaming it on you;
If you can dream - and not make dreams your master;
If you can think - and not make thoughts you aim;
Yours is the Earth and everything that's in it.
Rudyard Kipling
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I'm using visual studio 6.0 and I've been tweaking the project settings on my project. However, now I can't run the debugger. Everytime I try to set a breakpoint I get a message saying the break point cannot be set and so it will be disabled and debugging will start at the beginning of the program. Any ideas?
Under project settings, under the Link tab, I do have "Generate debug info" checked. I was previously getting an error saying this project contained no debug information. Now I can't set a break point. I must be missing something. A clue? Yes, that's it!
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Your current setting is in debug mode? May be you are in release mode...
Try to recompile all the project....
Best Regards
Carlos Antollini
Do you know piFive[^] ?
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Debugging in Release Mode
I've heard a myth repeated many times by my fellow VC++ developers. It is that it is not possible to debug in Release Mode. Fortunately, this is a myth.
Rule 7: When all else fails try debugging in release mode.
It is possible to debug in Release mode. The first step is to turn on symbols:
* In Project Settings (Alt-F2) under the "C++/C tab" set the category to "General" and change the Debug Info setting to "Program Database".
* Under the "Link tab" check the "Generate Debug Info" tab.
* Recompile using "Rebuild All"
This will allow you to see the symbols in the release version. You might want to also consider the following:
* You may want disable your optimization settings when debugging your release version (though this isn't absolutely necessary).
* If you have trouble placing breakpoints, the command "__asm {int 3}" will cause your program to stop at that line (be sure to remove these lines from your program when you are done debugging).
That worked!
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The difference between release mode and debug mode is the Debug info in your code and the type of libs liked, when you turn on those options, you have effectivly turned the Release mode build to debug mode build
Tech.Support : Mam, is your pc running under windows?
Customer : No actually its close to the main door.
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But you can have a release build which is optimised, links to the non-debug versions of various libs/dlls and still contains debug info.
Of course, the info is of more limited use, since the compiler may well have reordered parts of the object code.
Steve S
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I'm trying to switch my project back to Debug mode, but it won't run under those settings.
I've got the project settings to Win32 Debug and I've got the project configurations set to Win32 Debug. What else do I need?
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That should be enough. When you say it won't run, what does that mean, exactly? Won't compile, won't execute under debugger, or what?
Steve S
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I get a debug assertion failed error message.
The debugger then points to this section of the "windows" code when I try to debug the problem...
void CWnd::MoveWindow(int x, int y, int nWidth, int nHeight, BOOL bRepaint)
{
ASSERT(::IsWindow(m_hWnd));
if (m_pCtrlSite == NULL)
::MoveWindow(m_hWnd, x, y, nWidth, nHeight, bRepaint);
else
m_pCtrlSite->MoveWindow(x, y, nWidth, nHeight, bRepaint);
}
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John Robbins (of MSDN Magazine's Bugslayer column) recommends always compiling your release builds with debugging information turned on. You just don't distribute your debugging symbols to the end customer.
Enabling the /DEBUG switch to the linker causes it to go a little pessimistic and include everything from all libraries. For a release build, you'll probably want to turn /OPT:REF on, which tells it to only include referenced blocks. In combination with the /Gy compiler switch, this causes any unreferenced code and data to be eliminated, reducing the size of your executable.
If your program crashes, you can now use tools like CrashFinder[^] (look about half-way down the page) to turn the crash address into a source file and line number.
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Well, i'm trying to write a plugin for a 3d application to read a certain 3d model format. I have it all worked out except for the bone part. The game the models come from came with some documentation about the file format used for the 3d models but its not very clear to me, so i was hoping maybe it would be to someone here, cause i'm really not that good with these things..
A bone in the format has the following properties: RestTranslate, RestMatrixInverse, SiblingID, ChildID and ParentID. The RestTranslate are just the coordinates of the bone in space. The siblingID, childID and parentID are the ID's of the sibling/child/parent bones but the part i dont get is the RestMatrixInverse which is supposed to give the "inverse orientation" of the bone, here's what description is given:
Field Size Comment
RestMatrixInverse Matrix34 The inverse orientation of the bone in the at-rest pose
The type of this field is a float[3][4] and somehow it contains the orientation of the bone but i cant get it right.. Do i have to inverse the matrix and then i can get the orientation in euler format? or what? .. if this looks familiar to someone please help me out!
Thank you for reading.
Kuniva
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everybody i know , cant compile it! i did all the steps over and over (like
adding the paths etc), but i always get build errors like:
error C2086: 'T2::size_type size_type' : redefinition
error C2086: 'T4::reference reference' : redefinition
and then some 100 more..
im getting crazy! there is nowhere any support, or written about this problems, am i so stupid, and doing something wrong???
maby it does not work with VS.NET 2003 ???
thanx for any input!
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Seems like Vision is meant for MSVC 5.0/6.0. The following is a shot in the dark, though maybe an inspired one: replace
T2::size_type size_type with
typename T2::size_type size_type and similarly for the other errors. Tell us back if it worked.
Joaquín M López Muñoz
Telefónica, Investigación y Desarrollo
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I've done a speech application in Visual C++ 6 and it builds ok but when I run it I get this error message:
Debug Error!
DAMAGE:after Normal block (#68) at 0x00374420.
Please Retry to debug the application.
And it gives me Cancel, Ignore or Retry options.
If I Retry in that MessageBox, I get the error:
unknown software exception (0x80000003) in direction 0x1021376f
I've installed SAPI 4 and TTS L&H 3000 and I don't know why I get this software exception (I think these are the software what I have to install so my application runs).
Any suggestion? What's wrong? How could I find the trouble in the code?
Thank in advance!
I have no idea
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satcat wrote:
How could I find the trouble in the code?
The SDK contains some functions to help with problems like these, I never use them. There are articles at codeproject on this subject. You could download a demo version of one of the memory validator programs: There's an add for "Memory Validator" at codeproject some where, I use "Bounds Checker". I recommend the book "Programming Applications for Microsoft Windows", must have for advanced programming.
Good luck!
INTP
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satcat wrote:
DAMAGE:after Normal block (#68) at 0x00374420
That means you allocated a block of memory, then wrote past the end of the block.
--Mike--
Ericahist | CP SearchBar v2.0.2 | Homepage | 1ClickPicGrabber New v2.0.1! | RightClick-Encrypt
There is a saying in statistics that a million monkeys pounding on typewriters would eventually create a work of Shakespeare. Thanks to the Internet, we now know that this is not true.
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Yes, thank u
It's right now!!
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hi all...
i need some help if anyone have an idea about
3d object reconstruction from 2d images
all u have may be useful....
algorithms...samples...libraries
please contact on ibrahimsaleh@msn.com
thank u all
ibrahim saleh
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You should try OpenCv, an Open source image processing library from intel.
It contains some stereo vision applications which you might find useful. if you are using cameras it also contains camera calibration functions.
The library also has Hough Transforms which you can use to find known lines in your images which you could use in 3D transformations.
If you can keep you head when all about you
Are losing theirs and blaming it on you;
If you can dream - and not make dreams your master;
If you can think - and not make thoughts you aim;
Yours is the Earth and everything that's in it.
Rudyard Kipling
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Hi,
I would like to have all the UI strings in the resource file (including the strings for the messageboxes). How can I put them in the resource file and retrieve them?
Thanks,
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You can either add them manually to the .rc file, or do it through the IDE. Just click the ResourceView tab in the Workspace pane. Double-click the String Table resource type, and press the INS key.
To retrieve the values, use LoadString() .
A rich person is not the one who has the most, but the one that needs the least.
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Go to the resource view in the work space pane and select "String Table", then add your strings.
In your code call LoadString(...) (sdk version or CString version).
INTP
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Go to Project->Add Resource menu item. Select "String Table" and Hit "New". The string editor should come up where you can add strings.
To retrieve them:
Using MFC:
CString strText((LPCTSTR)IDS_MY_TEXT);
or
CString strText;
strText.LoadString( IDS_MY_TEXT );
Non-MFC:
TCHAR pszText[MAX_TEXT];
::LoadString( GetModuleHandle(NULL), IDS_MY_TEXT, pszText, MAX_TEXT )
____________________________________________
Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning. (Rich Cook)
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Hi,
I got a big problem, beacause till now, I implemented all my visual lists as a normal CListBox where I had the very useful Function OnSelChange which told me, when the selection changed by Mouse or keyboard. But now, I do have some Lists with multi-columns which I can't handle with the normal CListBox (even not with tabulators). Of course, I took the Report-Style of the CListCtrl-Class. But now, I don't get notified, when the selection changes, which is very important beacause for each selection, there are other Things to be displayed. So my question is:
Is there Notification-Function for to get notified, if the selection changes?
Very lot of thank you for you.
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Manderby wrote:
...CListBox where I had the very useful Function OnSelChange which told me, when the selection changed by Mouse or keyboard.
Now you must handle the LVN_ITEMCHANGED notification.
A rich person is not the one who has the most, but the one that needs the least.
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