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  • Directly Jump to another C++ function

    - by maligree
    I'm porting a small academic OS from TriCore to ARM Cortex (Thumb-2 instruction set). For the scheduler to work, I sometimes need to JUMP directly to another function without modifying the stack nor the link register. On TriCore (or, rather, on tricore-g++), this wrapper template (for any three-argument-function) works: template< class A1, class A2, class A3 > inline void __attribute__((always_inline)) JUMP3( void (*func)( A1, A2, A3), A1 a1, A2 a2, A3 a3 ) { typedef void (* __attribute__((interrupt_handler)) Jump3)( A1, A2, A3); ( (Jump3)func )( a1, a2, a3 ); } //example for using the template: JUMP3( superDispatch, this, me, next ); This would generate the assembler instruction J (a.k.a. JUMP) instead of CALL, leaving the stack and CSAs unchanged when jumping to the (otherwise normal) C++ function superDispatch(SchedulerImplementation* obj, Task::Id from, Task::Id to). Now I need an equivalent behaviour on ARM Cortex (or, rather, for arm-none-linux-gnueabi-g++), i.e. generate a B (a.k.a. BRANCH) instruction instead of BLX (a.k.a. BRANCH with link and exchange). But there is no interrupt_handler attribute for arm-g++ and I could not find any equivalent attribute. So I tried to resort to asm volatile and writing the asm code directly: template< class A1, class A2, class A3 > inline void __attribute__((always_inline)) JUMP3( void (*func)( A1, A2, A3), A1 a1, A2 a2, A3 a3 ) { asm volatile ( "mov.w r0, %1;" "mov.w r1, %2;" "mov.w r2, %3;" "b %0;" : : "r"(func), "r"(a1), "r"(a2), "r"(a3) : "r0", "r1", "r2" ); } So far, so good, in my theory, at least. Thumb-2 requires function arguments to be passed in the registers, i.e. r0..r2 in this case, so it should work. But then the linker dies with undefined reference to `r6' on the closing bracket of the asm statement ... and I don't know what to make of it. OK, I'm not the expert in C++, and the asm syntax is not very straightforward... so has anybody got a hint for me? A hint to the correct __attribute__ for arm-g++ would be one way, a hint to fix the asm code would be another. Another way maybe would be to tell the compiler that a1..a3 should already be in the registers r0..r2 when the asm statement is entered (I looked into that a bit, but did not find any hint).

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  • How do I set up Array/List dependencies in code with Castle Windsor?

    - by SharePoint Newbie
    Hi, I have the following classes: class Repository : IRepository class ReadOnlyRepository : Repository abstract class Command abstract CommandImpl : Command { public CommandImpl(Repository repository){} } class Service { public Service (Command[] commands){} } I register them in code as follows: var container = new Container("WindsorCOntainer.config"); var container = new WindsorContainer(new XmlInterpreter("WindsorConfig.xml")); container.Kernel.Resolver.AddSubResolver(new ArrayResolver(container.Kernel)); container.AddComponent("repository", typeof(RentServiceRepository)); container.Resolve<RentServiceRepository>(); container.AddComponent("command", typeof(COmmandImpl)); container.AddComponent("rentService", typeof (RentService)); container.Resolve<RentService>(); // Fails here I get the message that "RentService is waiting for dependency commands" What am I doing wrong? Thanks,

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  • help me to choose between two designs

    - by alex
    // stupid title, but I could not think anything smarter I have a code (see below, sorry for long code but it's very-very simple): namespace Option1 { class AuxClass1 { string _field1; public string Field1 { get { return _field1; } set { _field1 = value; } } // another fields. maybe many fields maybe several properties public void Method1() { // some action } public void Method2() { // some action 2 } } class MainClass { AuxClass1 _auxClass; public AuxClass1 AuxClass { get { return _auxClass; } set { _auxClass = value; } } public MainClass() { _auxClass = new AuxClass1(); } } } namespace Option2 { class AuxClass1 { string _field1; public string Field1 { get { return _field1; } set { _field1 = value; } } // another fields. maybe many fields maybe several properties public void Method1() { // some action } public void Method2() { // some action 2 } } class MainClass { AuxClass1 _auxClass; public string Field1 { get { return _auxClass.Field1; } set { _auxClass.Field1 = value; } } public void Method1() { _auxClass.Method1(); } public void Method2() { _auxClass.Method2(); } public MainClass() { _auxClass = new AuxClass1(); } } } class Program { static void Main(string[] args) { // Option1 Option1.MainClass mainClass1 = new Option1.MainClass(); mainClass1.AuxClass.Field1 = "string1"; mainClass1.AuxClass.Method1(); mainClass1.AuxClass.Method2(); // Option2 Option2.MainClass mainClass2 = new Option2.MainClass(); mainClass2.Field1 = "string2"; mainClass2.Method1(); mainClass2.Method2(); Console.ReadKey(); } } What option (option1 or option2) do you prefer ? In which cases should I use option1 or option2 ? Is there any special name for option1 or option2 (composition, aggregation) ?

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  • avoiding enums as interface identifiers c++ OOP

    - by AlasdairC
    Hi I'm working on a plugin framework using dynamic loaded shared libraries which is based on Eclipse's (and probally other's) extension-point model. All plugins share similar properties (name, id, version etc) and each plugin could in theory satisfy any extension-point. The actual plugin (ie Dll) handling is managed by another library, all I am doing really is managing collections of interfaces for the application. I started by using an enum PluginType to distinguish the different interfaces, but I have quickly realised that using template functions made the code far cleaner and would leave the grunt work up to the compiler, rather than forcing me to use lots of switch {...} statements. The only issue is where I need to specify like functionality for class members - most obvious example is the default plugin which provides a particular interface. A Settings class handles all settings, including the default plugin for an interface. ie Skin newSkin = settings.GetDefault<ISkin>(); How do I store the default ISkin in a container without resorting to some other means of identifying the interface? As I mentioned above, I currently use a std::map<PluginType, IPlugin> Settings::defaults member to achieve this (where IPlugin is an abstract base class which all plugins derive from. I can then dynamic_cast to the desired interface when required, but this really smells of bad design to me and introduces more harm than good I think. would welcome any tips edit: here's an example of the current use of default plugins typedef boost::shared_ptr<ISkin> Skin; typedef boost::shared_ptr<IPlugin> Plugin; enum PluginType { skin, ..., ... } class Settings { public: void SetDefault(const PluginType type, boost::shared_ptr<IPlugin> plugin) { m_default[type] = plugin; } boost::shared_ptr<IPlugin> GetDefault(const PluginType type) { return m_default[type]; } private: std::map<PluginType, boost::shared_ptr<IPlugin> m_default; }; SkinManager::Initialize() { Plugin thedefault = g_settings.GetDefault(skinplugin); Skin defaultskin = boost::dynamic_pointer_cast<ISkin>(theskin); defaultskin->Initialize(); } I would much rather call the getdefault as the following, with automatic casting to the derived class. However I need to specialize for every class type. template<> Skin Settings::GetDefault<ISkin>() { return boost::dynamic_pointer_cast<ISkin>(m_default(skin)); }

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  • How can I disable a model field in a django form

    - by jammon
    I have a model like this: class MyModel(models.Model): REGULAR = 1 PREMIUM = 2 STATUS_CHOICES = ((REGULAR, "regular"), (PREMIUM, "premium")) name = models.CharField(max_length=30) status = models.IntegerField(choices = STATUS_CHOICES, default = REGULAR) class MyForm(forms.ModelForm): class Meta: model = models.MyModel In a view I initialize one field and try to make it non-editable: myform = MyForm(initial = {'status': requested_status}) myform.fields['status'].editable = False But the user can still change that field. What's the real way to accomplish what I'm after?

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  • Java: Reflection against casting when you know superclass

    - by Ema
    I don't know exactly how to define my doubt so please be patient if the question has already been asked. Let's say I have to dinamically instantiate an object. This object will surely be instance of a subclass of a known, immutable class A. I can obtain dinamically the specific implementation class. Would it be better to use reflection exactly as if I didn't know anything about the target class, or would it be preferrable/possible to do something like: A obj = (Class.forName("com.package.Sub-A")) new A(); where Sub-A extends A ? The purpose would be to avoid reflection overhead times... Thank you in advance.

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  • Fluent NHibernate Mappings ClassMap<Entities>....

    - by Pandiya Chendur
    I was going through fluent hibernate getting started tutorial.... In my asp.net mvc web application i have created Entities and Mapping folder as they stated... I created an entity class and i tried to map it my mapping class using this, using System; using System.Collections.Generic; using System.Linq; using System.Web; using FluentNhibernateMVC.Entities; namespace FluentNhibernateMVC.Mappings { public class ClientMap : ClassMap<Client> { } } I cant able to find a ClassMap keyword in my autosuggest list why? This is my entity class using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace FluentNhibernateMVC.Entities { public class Client { public int ClientId { get; set; } public string ClientName { get; set; } public string ClientMobNo { get; set; } public string ClientAddress { get; set; } public DateTime CreatedDate { get; set; } public byte IsDeleted { get; set; } public int CreatedBy { get; set; } } } I have added all references to my project...Am i missing some thing...

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  • dynamic inheritance without touching classes

    - by Jasper
    I feel like the answer to this question is really simple, but I really am having trouble finding it. So here goes: Suppose you have the following classes: class Base; class Child : public Base; class Displayer { public: Displayer(Base* element); Displayer(Child* element); } Additionally, I have a Base* object which might point to either an instance of the class Base or an instance of the class Child. Now I want to create a Displayer based on the element pointed to by object, however, I want to pick the right version of the constructor. As I currently have it, this would accomplish just that (I am being a bit fuzzy with my C++ here, but I think this the clearest way) object->createDisplayer(); virtual void Base::createDisplayer() { new Displayer(this); } virtual void Child::createDisplayer() { new Displayer(this); } This works, however, there is a problem with this: Base and Child are part of the application system, while Displayer is part of the GUI system. I want to build the GUI system independently of the Application system, so that it is easy to replace the GUI. This means that Base and Child should not know about Displayer. However, I do not know how I can achieve this without letting the Application classes know about the GUI. Am I missing something very obvious or am I trying something that is not possible?

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  • in vb.net an error is coming

    - by user275111
    Compiler Error Message: ASPNET: Make sure that the class defined in this code file matches the 'inherits' attribute, and that it extends the correct base class (e.g. Page or UserControl). in vb code-i used namespace and a class.

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  • Find the right value in recursive array

    - by fire
    I have an array with multiple sub-arrays like this: Array ( [0] => Array ( [Page_ID] => 1 [Page_Parent_ID] => 0 [Page_Title] => Overview [Page_URL] => overview [Page_Type] => content [Page_Order] => 1 ) [1] => Array ( [0] => Array ( [Page_ID] => 2 [Page_Parent_ID] => 1 [Page_Title] => Team [Page_URL] => overview/team [Page_Type] => content [Page_Order] => 1 ) ) [2] => Array ( [Page_ID] => 3 [Page_Parent_ID] => 0 [Page_Title] => Funds [Page_URL] => funds [Page_Type] => content [Page_Order] => 2 ) [3] => Array ( [0] => Array ( [Page_ID] => 4 [Page_Parent_ID] => 3 [Page_Title] => Strategy [Page_URL] => funds/strategy [Page_Type] => content [Page_Order] => 1 ) [1] => Array ( [0] => Array ( [Page_ID] => 7 [Page_Parent_ID] => 4 [Page_Title] => A Class Fund [Page_URL] => funds/strategy/a-class-fund [Page_Type] => content [Page_Order] => 1 ) [1] => Array ( [0] => Array ( [Page_ID] => 10 [Page_Parent_ID] => 7 [Page_Title] => Information [Page_URL] => funds/strategy/a-class-fund/information [Page_Type] => content [Page_Order] => 1 ) [1] => Array ( [Page_ID] => 11 [Page_Parent_ID] => 7 [Page_Title] => Fund Data [Page_URL] => funds/strategy/a-class-fund/fund-data [Page_Type] => content [Page_Order] => 2 ) ) [2] => Array ( [Page_ID] => 8 [Page_Parent_ID] => 4 [Page_Title] => B Class Fund [Page_URL] => funds/strategy/b-class-fund [Page_Type] => content [Page_Order] => 2 ) I need a function to find the right Page_URL so if you know the $url is "funds/strategy/a-class-fund" I need to pass that to a function that returns a single array result (which would be the Page_ID = 7 array in this example). Having a bit of a stupid day, any help would be appreciated!

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  • why my customized marker not showing up in openstreet maps

    - by troy
    I have following java script used for showing the customized marker. But for some reasons its showing up the default marker.. function init() { map = new OpenLayers.Map("basicMap"); var mapnik = new OpenLayers.Layer.OSM(); var fromProjection = new OpenLayers.Projection("EPSG:4326"); var toProjection = new OpenLayers.Projection("EPSG:900913"); var position = new OpenLayers.LonLat(-6.242981,53.331201).transform( fromProjection, toProjection); var zoom = 12; map.addLayer(mapnik); var markers = new OpenLayers.Layer.Markers( "Markers" ); map.addLayer(markers); var size = new OpenLayers.Size(16,28); var offset = new OpenLayers.Pixel(-(size.w*0), -(size.h*1)); var icon = new OpenLayers.Icon('http://m.osmtools.de/images/pin_red.png',size,offset); markers.addMarker(new OpenLayers.Marker(position),icon); map.setCenter(position, zoom ); } And here is my html: <body onload="init();"> <div id="basicMap"></div> </body> I dont understand what wrong with my code .... Please help me.. THank You

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  • Purpose of singletons in programming

    - by thecoshman
    This is admittedly a rather loose question. My current understanding of singletons is that they are a class that you set up in such a way that only one instance is ever created. This sounds a lot like a static class to me. The main differnce being that with a static class you don't / can't instance it, you just use it such as Math.pi(). With a singletong class, you would still need to do something like singleton mySingleton = new singleton(); mysingleton.set_name("foo"); singleton otherSingleton = new singleton(); // correct me if i am wrong, but mysingleton == othersingleton right now, yes? // this the following should happen? otherSingleston.set_name("bar"); mysingleton.report_name(); // will output "bar" won't it? Please note, I am asking this language independently, more about the concept. So I am not so worried about actually how to coed such a class, but more why you would wan't to and what thing you would need to consider.

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  • Getting list of fields back from 'use fields' pragma?

    - by makenai
    So I'm familiar with the use fields pragma in Perl that can be used to restrict the fields that are stored in a class: package Fruit; use fields qw( color shape taste ); sub new { my ( $class, $params ) = @_; my $self = fields::new( $class ) unless ref $class; foreach my $name ( keys %$params ) { $self->{ $name } = $params->{ $name }; } return $self; } My question is.. once I've declared the fields at the top, how I can get the list back.. say because I want to generate accessors dynamically? Is keys %FIELDS the only way? Secondarily, is there a more efficient way to pre-populate the fields in the constructor than looping through and assigning each parameter as I am above? Thanks!

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  • Zend Framework Handle One to Many

    - by user192344
    I have 2 tables "user", "contact", the relation between two tables is one user has many contact Table member m_id name ------------ Table Contact c_id c_m_id value in zend model class, i do it in this way /* Member.php */ class Default_Model_DbTable_Member extends Zend_Db_Table_Abstract { protected $_name = 'member'; protected $_dependentTables = array('Default_Model_DbTable_Contact'); } /* Contact.php */ class Default_Model_DbTable_Contact extends Zend_Db_Table_Abstract { protected $_name = 'contact'; protected $_referenceMap = array( 'Member' => array( 'columns'=> array('c_id'), 'refTableClass'=> 'Default_Model_DbTable_Member', 'refColumns'=> array('c_m_id') ) ); /* IndexController.php */ class IndexController extends Zend_Controller_Action { public function indexAction() { $m= new Default_Model_DbTable_Member(); $row = $m->find(1); $data = $row->current(); $data = $data->findDependentRowset('Default_Model_DbTable_Contact'); print_r($data->toArray()); } } But i just get Invalid parameter number: no parameters were bound , my goal is to search a member detail record, and it also contains a array which store all contact info (i can use join method to do that, but i just want to try zend feature)

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  • JDOQL Any way to avoid multiple .contains() calls in the query when searching for the presence of on

    - by Finbarr
    The question pretty much says it all. If I have a class Class A public class A { ... private List<String> keys; ... } And I want to select all A instances from the DataStore that have atleast one of a List of keys, is there a better way of doing it than this: query = pm.newQuery(A.class); query.setFilter("keys.contains(:key1) || keys.contains(:key2) || keys.contains(:key3)"); List<A> results = (List<A>)query.execute(key1, key2, key3); This has not yet been implemented, so I am open to radical suggestions.

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  • Who needs singletons?

    - by sexyprout
    Imagine you access your MySQL database via PDO. You got some functions, and in these functions, you need to access the database. The first thing I thought of is global, like: $db = new PDO('mysql:host=127.0.0.1;dbname=toto', 'root', 'pwd'); function some_function() { global $db; $db->query('...'); } But it's considered as a bad practice. So, after a little search, I ended up with the Singleton pattern, which "applies to situations in which there needs to be a single instance of a class." According to the example of the manual, we should do this: class Database { private static $instance, $db; private function __construct(){} static function singleton() { if(!isset(self::$instance)) self::$instance = new __CLASS__; return self:$instance; } function get() { if(!isset(self::$db)) self::$db = new PDO('mysql:host=127.0.0.1;dbname=toto', 'user', 'pwd') return self::$db; } } function some_function() { $db = Database::singleton(); $db->get()->query('...'); } some_function(); But I just can't understand why you need that big class when you can do it merely with: class Database { private static $db; private function __construct(){} static function get() { if(!isset(self::$rand)) self::$db = new PDO('mysql:host=127.0.0.1;dbname=toto', 'user', 'pwd'); return self::$db; } } function some_function() { Database::get()->query('...'); } some_function(); This last one works perfectly and I don't need to worry about $db anymore. But maybe I'm forgetting something. So, who's wrong, who's right?

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  • Is there an efficient way to write this PHP if / else statement?

    - by nvoyageur
    I've written a simple issue tracker for my web app. I have some comments that I want to keep private (only a role of 'root' can see them). Is there a better way to write the following so I do not need the empty else section? $role will be 'root' or some other values $is_private will be true if the comment is private <?php // Don't show private comments to non-root users if ($is_private && 'root' != $role): // NON Root cannot see private else: ?> <div class="comment <?= $is_private ? 'private' : '' ; ?>"> <div class="comment-meta toolbar"> <?= $is_private ? 'PRIVATE - ': ''; ?> <span class="datestamp"><?= $created_at; ?></span> - <span class="fullname"><?= $fname . ' ' . $lname; ?></span></div> <p class="content"><?= nl2br($body); ?></p> </div> <?php endif; ?>

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  • how does serializable work in java?

    - by Karl Trumstedt
    If I have an instance of a class that I store in a session I need to make it serializable. This class has a static variable, will this be serialized in every instance stored? The static variable is a reference to a cache containing a lot of data in the background. Will all of this data be serialized? If so, it seems preferable to make this variable transient and re-fetch the cache instance each time the instance is restored. Maybe not store the cache instance at all in the class. Will the constructor execute when a class is restored from a serialized state? if not is there any other method I can use to re-instate a transient variable?

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  • Undefined behaviour with non-virtual destructors - is it a real-world issue?

    - by Roddy
    Consider the following code: class A { public: A() {} ~A() {} }; class B: public A { B() {} ~B() {} }; A* b = new B; delete b; // undefined behaviour My understanding is that the C++ standard says that deleting b is undefined behaviour - ie, anything could happen. But, in the real world, my experience is that ~A() is always invoked, and the memory is correctly freed. if B introduces any class members with their own destructors, they won't get invoked, but I'm only interested in the simple kind of case above, where inheritance is used maybe to fix a bug in one class method for which source code is unavailable. Obviously this isn't going to be what you want in non-trivial cases, but it is at least consistent. Are you aware of any C++ implementation where the above does NOT happen, for the code shown?

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  • PropertyGrid + interface

    - by nilphilus
    public interface ITest { void Somethink(); } public class Test1 : ITest { public void Somethink() { /* do stuff */ } public int Test1Property { get; set; } } public class Test2 : ITest { public void Somethink() { /* do stuff */ } public float Test2Property { get; set; } } //Main class public class MainClass { [TypeConverter(ExpandableObjectConverter)] public ITest test { get; set; } } Ok, i have sth like this. Instance of MainClass is selected by PropertyGrid. How to make a DropDownList of objects of classes which implement ITest (here Test1 and Test2)

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  • AngularJS not validating email field in form

    - by idipous
    I have the html below where I have a form that I want to submit to the AngularJS Controller. <div class="newsletter color-1" id="subscribe" data-ng-controller="RegisterController"> <form name="registerForm"> <div class="col-md-6"> <input type="email" placeholder="[email protected]" data-ng-model="userEmail" required class="subscribe"> </div> <div class="col-md-2"> <button data-ng-click="register()" class="btn btn-primary pull-right btn-block">Subsbcribe</button> </div> </form> </div> And the controller is below app.controller('RegisterController', function ($scope,dataFactory) { $scope.users = dataFactory.getUsers(); $scope.register = function () { var userEmail = $scope.userEmail; dataFactory.insertUser(userEmail); $scope.userEmail = null; $scope.ThankYou = "Thank You!"; } }); The problem is that no validation is taking place when I click the button. It is always routed to the controller although I do not supply a correct email. So every time I click the button I get the {{ThankYou}} variable displayed. Maybe I do not understand something.

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  • Using svn remove - preserve file on disk instead of having it deleted?

    - by user246114
    Hi, I am creating an eclipse project, which generates a lot of files I don't want to keep under version control. For example, it creates a project folder like: project/ bin/ horse.class cow.class src/ horse.java cow.java so what I do is add the project folder to svn, like: svn add project this puts everything under control, even the bin and .class files. All of those files will have the little 'a' next to them. How can I simply remove the 'add' status from those files? If I try: svn remove bin/horse.class I have to use the --force option and it deletes the file from disk. Is there a way to simply remove it from source but not delete the file from disk? Thanks

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  • C++ and Dependency Injection in unit testing

    - by lhumongous
    Suppose I have a C++ class like so: class A { public: A() { } void SetNewB( const B& _b ) { m_B = _b; } private: B m_B; } In order to unit test something like this, I would have to break A's dependency on B. Since class A holds onto an actual object and not a pointer, I would have to refactor this code to take a pointer. Additionally, I would need to create a parent interface class for B so I can pass in my own fake of B when I test SetNewB. In this case, doesn't unit testing with dependency injection further complicate the existing code? If I make B a pointer, I'm now introducing heap allocation, and some piece of code is now responsible for cleaning it up (unless I use ref counted pointers). Additionally, if B is a rather trivial class with only a couple of member variables and functions, why introduce a whole new interface for it instead of just testing with an instance of B? I suppose you could make the argument that it would be easier to refactor A by using an interface. But are there some cases where two classes might need to be tightly coupled?

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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