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I'll have a go at it...
/************************************************\
* Class Definition *
\************************************************/
#include <<someheaderhere>>
using namespace std;
class CLogin{
private:
char m_Username[15];
char m_Password[15];
char m_UserNames[2][9];
// Can't do this here. Need to do this through a member function
// or a constructor
char m_Usernames[2][9]={"John","Bob"};
public:
CLogin() // Default Constructor
void getUsername();
};
/***************************************************\
* Class Implementation *
\***************************************************/
CLogin::CLogin()
{
m_Username[0] = ' ';
m_Password[0] = ' ';
m_UserNames[0][0] = {' ',' '};
}
void CLogin::getUsername()
{
cout<<"Enter user name: ";
cin>>m_Username;
cout<<"You entered: "<<m_username;
}
********************************************\
*="" program="" entry="" point="" *
\********************************************=""
int="" main(void){
clogin="" login;
login.getusername();
return(1);
}
it="" should="" be="" cleaned="" up="" enough="" now="" to="" allow="" you="" compile="" it.
you="" initialize="" your="" variables="" through="" the="" class="" constructor="" or="" another="" member="" function.="" take="" time="" learn="" about="" standard="" string="" class...="" you'll="" never="" use="" char="" array's="" again="" =""
good="" luck="" and="" happy="" programming="" =""
<b="">Paul Lyons
Do not go where the path may lead, go instead where there is no path and leave a trail.
- Ralph Waldo Emerson
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You can initialize fundamental data types in your class interface..
(a'cordin to the new C++ std + the compiler must support)
class CNewStd
{
private:
unsigned int m_nCount = int(8); //or use int() for zero initialization
public:
.
.
};
Atul Dharne
___First Law of Security___
1. Don't buy a computer...
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pliz help me...
i want to get the text string from the focused editbox of focused application...
how can i do it?
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GetWindowText ? I believe if you have the HWND of the app, you can get the HWND of the focused control.
Christian
After all, there's nothing wrong with an elite as long as I'm allowed to be part of it!! - Mike Burston Oct 23, 2001
Sonork ID 100.10002:MeanManOzI live in Bob's HungOut now
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ye, i have the HWND of the app...
but now how can i get HWND of the control?
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It it has the focus, you can call GetFocus, I presume this will return the control that has the focus, not the parent window. You don't even need the windows HWND.
If I'm wrong, you can iterate looking for the control with focus with GetNextDlgTabItem.
Christian
After all, there's nothing wrong with an elite as long as I'm allowed to be part of it!! - Mike Burston Oct 23, 2001
Sonork ID 100.10002:MeanManOzI live in Bob's HungOut now
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you are wrong... but... i have found the function that enums all child windows of the the parent window...
BUT! i dont know how to find out whether it has focus or not
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call:
HWND GetFocus()
or
static CWnd* PASCAL GetFocus() in MFC
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Use CWnd::GetForegroundWindow() to get the top-level CWnd that currently has focus. Then, iterate through its child windows as mentioned earlier.
/ravi
"There is always one more bug..."
ravib@ravib.com
http://www.ravib.com
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Hi,
I have a range of controls developed in my project. I have a requirement where in I have to link each control with a specific memory location at program time. This would mean that whenever I create a new instance of control all I need to do is map the id of the control with appropriate Shared memory location (one option is through a script or mapping file).
If any one has worked on any similar problems before I will luv to hear from them. If you have any other ideas they are welcome.
Thanks
Sandeep
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Hi,
I'm just looking for some advice on where to start.. I have a list control and with in the control I have "n" numbers of items, each item has a different value of time.. eg (140 seconds, 300 seconds etc..). I need to use a timer to count down each item until it reaches 0.. The problem is I never know how many items will be in the list so I can't pre-define all my variables.. any ideas on where to start?
Thanks,
B0neHead
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Never mind i figured it out.
B0neHead
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OK, here's my situation...
I'm creating a bitmap keypad, where the color of the buttons change as the user moves their mouse over. The image doesn't appear to change. Can anyone see what I'm missing here. Sorry this is so long.
Thanks in advance for any help...
==============================================================
I store the two BMP's as CBitmap's member variables... also I have their respective DC's
class CKeypadView : public CView
{
....
CBitmap m_kpBitmap; // scratchpad bmp
CBitmap m_kpEnabled; // all keys w/no mouseover (blue)
CBitmap m_kpMouseOver; // all keys w/mouseover (yellow)
CDC m_kpBitmapDC;
CDC m_kpEnabledDC;
CDC m_kpMouseOverDC;
CRgn m_rgnKey[18]; // stores the key regions
....
}
In the constructor, I define the key regions and load the BMPs...
CKeypadView::CKeypadView()
{
m_rgnKey[OES_KEY_01].CreateRectRgn( 3, 102, 48, 132);
m_rgnKey[OES_KEY_02].CreateRectRgn( 51, 102, 96, 132);
m_rgnKey[OES_KEY_03].CreateRectRgn( 99, 102, 144, 132);
m_rgnKey[OES_KEY_04].CreateRectRgn( 3, 69, 48, 99);
.......
m_kpEnabled.LoadBitmap(IDR_KEYPAD_MOUSENORM);
m_kpMouseOver.LoadBitmap(IDR_KEYPAD_MOUSEOVER);
}
In OnCreate, I set up the utulity bmp, and associate the DCs...
int CKeypadView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;
CClientDC dc(this);
// get the size and pallete for the utility bitmap
BITMAP bits;
m_kpEnabled.GetObject( sizeof(BITMAP), &bits );
CRect rcKP(0,0,bits.bmWidth,bits.bmHeight);
// setup the utility bitmap
m_kpBitmap.CreateCompatibleBitmap( &dc, rcKP.Width(), rcKP.Height() );
m_kpEnabledDC.CreateCompatibleDC(&dc);
m_kpMouseOverDC.CreateCompatibleDC(&dc);
m_kpBitmapDC.CreateCompatibleDC(&dc);
m_kpEnabledDC.SelectObject( &m_kpEnabled);
m_kpMouseOverDC.SelectObject( &m_kpMouseOver);
m_kpBitmapDC.SelectObject( &m_kpEnabled);
return 0;
}
When the user moves the cursor over a key on the bmp keypad, I want that key to be BitBlt'd with the key of the "mouseover" bmp....
// ==================================================================
void CKeypadView::OnMouseMove(UINT nFlags, CPoint point)
{
CRect rctKeyRgn; // stores the region of the mouse cursor
CClientDC dc(this);
CRect rect;
GetClientRect( &rect );
// find which key it is over (if any)
for( int iKey=OES_KEY_01; iKey<=OES_KEY_ALL; iKey++)
{
if( m_rgnKey[iKey].PtInRegion(point) )
{
int nRgnBoxResult = m_rgnKey[iKey].GetRgnBox( &rctKeyRgn );
ASSERT( nRgnBoxResult != ERROR || nRgnBoxResult != NULLREGION );
// copy the normal keypad to the utility bmp
m_kpBitmapDC.BitBlt( 0,
0,
rect.Width(),
rect.Height(),
&m_kpEnabledDC,
0,
0,
SRCCOPY );
// copy only the region that the mouse is over
m_kpBitmapDC.BitBlt( rctKeyRgn.left,
rctKeyRgn.top,
rctKeyRgn.Width(),
rctKeyRgn.Height(),
&m_kpMouseOverDC,
rctKeyRgn.left,
rctKeyRgn.top,
SRCCOPY );
CRect rect;
GetClientRect( &rect );
// output the bmp to the view
dc.BitBlt( 0,
0,
rect.Width(),
rect.Height(),
&m_kpBitmapDC,
0,
0,
SRCCOPY );
continue; // break out of loop
}
}
CView::OnMouseMove(nFlags, point);
}
------------------------------------------------
I am not discouraged because every wrong attempt discarded is another step forward
-- Thomas Edison --
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What I would is rearrange your code a bit. Place all drawing code in the OnDraw handler. Use a state variable for each key to signify whether it is up, down, or under the cursor. The OnMouseMove and OnLButtonDown functions are then used to determine the state of the key. This could help you untangle your problem.
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You know what... I like your structure muuuuch better. Thanks for untangling this web.
Mark
------------------------------------------------
I am not discouraged because every wrong attempt discarded is another step forward
-- Thomas Edison --
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I am glad I could help.
PS: remember to Invalidate the key's rectangle when it changes state.
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Here's what I think:
1) I assumed that all coordinates are in client coordinates not screen.
m_rgnKey[OES_KEY_01].CreateRectRgn( 3, 102, 48, 132); and etc.
thus, this line is reached:
int nRgnBoxResult = m_rgnKey[iKey].GetRgnBox( &rctKeyRgn );
2) I am not sure that your bitmap has the same size than the screen. Use StretchBlt function
when source and destination rectangle are different size
3) Note: You have twice "CRect rect" in your code
4) continue; // break - does not break, the loop continue...
5) Do not select the same bitmap to two different device context
6) What your OnDraw look like?
good luck
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Ernest,
I'm going to follow your items here...
1) The code that I used to determine the region appears to work fine.
2) I don't think I need the StretchBlt function, because the source and destination (almost) the same size.
3) As you can see, this was a bit of a copy paste. It's now fixed.
4) You're right on the 'continue' statement oversight... thanks.
5) As for the OnDraw code it doesn't look like much yet.
Thanks for the help. If you want, stay posted to this thread. I'm bound to run into something else.
Mark
------------------------------------------------
I am not discouraged because every wrong attempt discarded is another step forward
-- Thomas Edison --
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I am new to C, and I have some questions about data types that I would really like answered.
What is the difference between using "const" and not using it, e.g. "const char" versus "char"?
What is the difference between "const" and "static"?
What is the difference between using "const" and "#define"?
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'const' tells the compiler that you won't change the value. if you try to, the compiler will complain.
in C, static, when applied to variables means the item is only visible in the current module (source file) and that the value will persist between function calls.
when applied to functions, static means the function is only visible within the current module. in C++, static takes on the job of declaring member functions that can be used outside of an instance of the class ('extern' would've been a better word for this, IMO).
#define is a preprocessor thing, const is a compiler thing. #define is an alias for some text which the preprocessor will swap out before the compiler gets to it. const is just a way to make a variable 'constant' (an oxymoron).
-c
Smaller Animals Software, Inc.
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Thanks for the reply. I have a couple of followup questions though to help me clarify things.
Chris Losinger wrote:
in C, static, when applied to variables means the item is only visible in the current module (source file) and that the value will persist between function calls.
Isn't this normally true anyway (at least the first part) unless "extern" is used?
Chris Losinger wrote:
#define is a preprocessor thing, const is a compiler thing. #define is an alias for some text which the preprocessor will swap out before the compiler gets to it. const is just a way to make a variable 'constant' (an oxymoron).
So, when would one use something like
#define CPUSTRING "Intel - x86"
versus
const char CPUSTRING[] = "Intel - x86";
? CPUSTRING is a const char in either case, right?
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Stu Pedful wrote:
CPUSTRING is a const char in either case, right?
CPUSTRING is not a const char, just a bunch of text. if you have a small program:
#define CPUSTRING "Intel - x96"
#define SQUARE(x) x*x
main()
{
CallTextFunction(CPUSTRING);
CallNumberFunction(SQUARE(3+4));
}
The precompiler will change your program into this before compiling:
main()
{
CallTextFunction("Intel - x96");
CallNumberFunction(3+4*3+4);
}
Note that defines just replaces text, it is not typechecked, and might give some odd results as SQUARE did above. If you want a working version of SQUARE, it could be defined as:
#define SQUARE(x) ((x)*(x))
/moliate
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Ah, I undertand. Thanks for the terrific example.
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Stu Pedful wrote:
Isn't this normally true anyway (at least the first part) unless "extern" is used?
No.
Say you declare a variable or function at file scope inside A.cpp:
int nTest = 0;
void foo()
{
}
Then you go to file B.cpp and do the same thing:
int nTest = 0;
void foo()
{
}
When you go link these two files to create the final executable, the linker will complain that you've multiply defined the same variable and function. Thus, the variable and function in A.cpp are treated as "global" by the linker. When it then sees them also defined in B.cpp, it errors out.
This is different than going to B.cpp and declaring the variable and function extern.
extern int nTest;
extern void foo();
In that case, the linker uses the ones defined globally in A.cpp.
To finish my point, by making the variable and function "static", the linker ties them to the files themselves and does not treat them as globals.
static int nTest = 0;
static void foo()
{
}
This allows them to be redefined in multiple files without duplicity.
Regards,
Alvaro
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