Search Results

Search found 418 results on 17 pages for 'uint'.

Page 7/17 | < Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >

  • Where to store front-end data for "object calculator"

    - by Justin Grahn
    I recently have completed a language library that acts as a giant filter for food items, and flows a bit like this :Products -> Recipes -> MenuItems -> Meals and finally, upon submission, creates an Order. I have also completed a database structure that stores all the pertinent information to each class, and seems to fit my needs. The issue I'm having is linking the two. I imagined all of the information being local to each instance of the product, where there exists one backend user who edits and manipulates data, and multiple front end users who select their Meal(s) to create an Order. Ideally, all of the front end users would have all of this information stored locally within the library, and would update the library on startup from a database. How should I go about storing the data so that I can load it into the library every time the user opens the application? Do I package a database onboard and just load and populate every time? The only method I can currently conceive of doing this, even if I only have 500 possible Product objects, would require me to foreach the list for every Product that I need to match to a Recipe and so on and so forth every time I relaunch the program, which seems like a lot of wasteful loading. Here is a general flow of my architecture: Products: public class Product : IPortionable { public Product(string n, uint pNumber = 0) { name = n; productNumber = pNumber; } public string name { get; set; } public uint productNumber { get; set; } } Recipes: public Recipe(string n, decimal yieldAmt, Volume.Unit unit) { name = n; yield = new Volume(yieldAmt, unit); yield.ConvertUnit(); } /// <summary> /// Creates a new ingredient object /// </summary> /// <param name="n">Name</param> /// <param name="yieldAmt">Recipe Yield</param> /// <param name="unit">Unit of Yield</param> public Recipe(string n, decimal yieldAmt, Weight.Unit unit) { name = n; yield = new Weight(yieldAmt, unit); } public Recipe(Recipe r) { name = r.name; yield = r.yield; ingredients = r.ingredients; } public string name { get; set; } public IMeasure yield; public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable,IMeasure>(); MenuItems: public abstract class MenuItem : IScalable { public static string title = null; public string name { get; set; } public decimal maxPortionSize { get; set; } public decimal minPortionSize { get; set; } public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable, IMeasure>(); and Meal: public class Meal { public Meal(int guests) { guestCount = guests; } public int guestCount { get; private set; } //TODO: Make a new MainCourse class that holds pasta and Entree public Dictionary<string, int> counts = new Dictionary<string, int>(){ {MainCourse.title, 0}, {Side.title , 0}, {Appetizer.title, 0} }; public List<MenuItem> items = new List<MenuItem>(); The Database just stores and links each of these basic names and amounts together usings ID's (RecipeID, ProductID and MenuItemID)

    Read the article

  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

    Read the article

  • SPException: Catastrophic failure (Exception from HRESULT: 0x8000FFF (E_UNEXPECTED) in Sharepoint

    - by BeraCim
    I've been trying to programmatically copy custom content type and its custom columns from one web to another for some time now, and I always get different errors or exceptions every time. After yet more tries, I received more strange and cryptic exception from Sharepoint after clicking onto a newly copied custom column in a custom content type. I checked the logs, and this is what I got: Unknown SPRequest erorr occurred. More information: 0x80070002 Unable to locate the xml-definition for FieldName with FieldId 'guid without braces', exception: Microsoft.SharePoint.SPException: Catastrophic failure (Exception from HRESULT: 0x8000FFF (E_UNEXPECTED)) ---> System.Runtime.InteropServices.COMException... ... at Microsoft.SharePoint.Library.SPRequestInternalClass.GetGlobalContentTypeXml(String bstrUrl, Int32 type, UInt 32 lcid, Object varIdBytes... Failed to find the content type schema for ct-1033-0x1000blahblahblahcontenttypeId while caching feature data. Unknown SPRequest error occurred. More informationL 0x8000ffff Unable to locate the xml-definition for CType with SPContentTypeId '0x0100MorecontenttypeId', exception: Microsoft.SharePoint.SPException: Catastrophic failure(Exception from HRESULT: 0x8000FFFF (E_UNEXPECTED)) ---> System.Runtime.InteropServices.COMException (0x8000FFFF): Catastrophic failure... ... at Microsoft.SharePoint.Library.SPRequestInternalClass.GetGlobalContentTypeXml(String bstrUrl, Int32 type, UInt 32 lcid, Object varIdBytes... It failed to find quite a few content type schema. I'm confused with what Sharepoint is trying to do here, and why a simple process of copying a custom content type from one web to another just wouldn't work in contrast to the information found on the web e.g. this. Appreciate any help to get over this problem. Thanks.

    Read the article

  • skipped when looking for precompiled header

    - by numerical25
    So some reason, my .cpp file is missing it's header file. But I am not including the header file anywhere else. I just started so I checked all the files I made enginuity.h #ifndef _ENGINE_ #define _ENGINE_ class Enginuity { public: void InitWindow(); }; enginuity.cpp #include "Enginuity.h" void Enginuity::InitWindow() { } main.cpp #include "stdafx.h" #include "GameProject1.h" #define MAX_LOADSTRING 100 // Global Variables: HINSTANCE hInst; // current instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name // Forward declarations of functions included in this code module: ATOM MyRegisterClass(HINSTANCE hInstance); BOOL InitInstance(HINSTANCE, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM); int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { code..... #endif dont know what's going on. The error I get is 1>c:\users\numerical25\desktop\intro todirectx\gameproject\gameproject1\gameproject1\enginuity.cpp(1) : warning C4627: '#include "Enginuity.h"': skipped when looking for precompiled header use 1> Add directive to 'stdafx.h' or rebuild precompiled header 1>c:\users\numerical25\desktop\intro todirectx\gameproject\gameproject1\gameproject1\enginuity.cpp(8) : fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "stdafx.h"' to your source?

    Read the article

  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

    Read the article

  • Using pinvoke in c# to call sprintf and friends on 64-bit

    - by bde
    I am having an interesting problem with using pinvoke in C# to call _snwprintf. It works for integer types, but not for floating point numbers. This is on 64-bit Windows, it works fine on 32-bit. My code is below, please keep in mind that this is a contrived example to show the behavior I am seeing. class Program { [DllImport("msvcrt.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)] private static extern int _snwprintf([MarshalAs(UnmanagedType.LPWStr)] StringBuilder str, uint length, String format, int p); [DllImport("msvcrt.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)] private static extern int _snwprintf([MarshalAs(UnmanagedType.LPWStr)] StringBuilder str, uint length, String format, double p); static void Main(string[] args) { Double d = 1.0f; Int32 i = 1; Object o = (object)d; StringBuilder str = new StringBuilder(); _snwprintf(str, 32, "%10.1f", (Double)o); Console.WriteLine(str.ToString()); o = (object)i; _snwprintf(str, 32, "%10d", (Int32)o); Console.WriteLine(str.ToString()); Console.ReadKey(); } } The output of this program is 0.0 1 It should print 1.0 on the first line and not 0.0, and so far I am stumped.

    Read the article

  • Performance penalty of typecasting and boxing/unboxing types in C# when storing generic values

    - by kitsune
    I have a set-up similar to WPF's DependencyProperty and DependencyObject system. My properties however are generic. A BucketProperty has a static GlobalIndex (defined in BucketPropertyBase) which tracks all BucketProperties. A Bucket can have many BucketProperties of any type. A Bucket saves and gets the actual values of these BucketProperties... now my question is, how to deal with the storage of these values, and what is the penalty of using a typecasting when retrieving them? I currently use an array of BucketEntries that save the property values as simple objects. Is there any better way of saving and returning these values? Beneath is a simpliefied version: public class BucketProperty<T> : BucketPropertyBase { } public class Bucket { private BucketEntry[] _bucketEntries; public void SaveValue<T>(BucketProperty<T> property, T value) { SaveBucketEntry(property.GlobalIndex, value) } public T GetValue<T>(BucketProperty<T> property) { return (T)FindBucketEntry(property.GlobalIndex).Value; } } public class BucketEntry { private object _value; private uint _index; public BucketEntry(uint globalIndex, object value) { ... } }

    Read the article

  • What is the PIXELFORMATDESCRIPTOR parameter in SetPixelFormat() used for?

    - by Mads Elvheim
    Usually when setting up OpenGL contexts, I've simply filled out a PIXELFORMATDESCRIPTOR structure with the necessary information and called ChoosePixelFormat(), followed by a call to SetPixelFormat() with the returned matching pixelformat from ChoosePixelFormat(). Then I've simply passed the initial descriptor without giving much thought of why. But now I use wglChoosePixelFormatARB() instead if ChoosePixelFormat() because I need some extended traits like sRGB and multisampling. It takes an attribute list of integers, just like XLib/GLX on Linux, not a PIXELFORMATDESCRIPTOR structure. So, do I really have to fill in a descriptor for SetPixelFormat() to use? What does SetPixelFormat() use the descriptor for when it already has the pixelformat descriptor index? Why do I have to specify the same pixelformat attributes in two different places? And which one takes precedence; the attribute list to wglChoosePixelFormatARB(), or the PIXELFORMATDESCRIPTOR attributes passed to SetPixelFormat()? Here are the function prototypes, to make the question more clear: /* Finds a best match based on a PIXELFORMATDESCRIPTOR, and returns the pixelformat index */ int ChoosePixelFormat(HDC hdc, const PIXELFORMATDESCRIPTOR *ppfd); /* Finds a best match based on an attribute list of integers and floats, and returns a list of indices of matches, with the best matches at the head. Also supports extended pixelformat traits like sRGB color space, floating-point framebuffers and multisampling. */ BOOL wglChoosePixelFormatARB(HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats ); /* Sets the pixelformat based on the pixelformat index */ BOOL SetPixelFormat(HDC hdc, int iPixelFormat, const PIXELFORMATDESCRIPTOR *ppfd);

    Read the article

  • Reading component parameters and setting defaults

    - by donut
    I'm pulling my hair on this because it should be simple, but can't get it to do the right thing. What's the best practice way of doing the following I've created a custom component that extends <s:Label> so now the Label has additional properties color2 color3 value which can be called like this and are used in the skin. <s:CustomLabel text="Some text" color2="0x939202" color3="0x999999" value="4.5" /> If I don't supply these parameters, I'd like some defaults to be set. So far I've had some success, but it doesn't work 100% of the time, which leads me to think that I'm not following best practices when setting those defaults. I do it now like this: [Bindable] private var myColor2:uint = 0x000000; [Bindable] private var myColor3:uint = 0x000000; [Bindable] private var myValue:Number = 10.0; then in the init function, I do a variation of this to set the default myValue = hostComponent.value; myValue = (hostComponent.value) ? hostComponent.value : 4.5; Sometimes it works, sometimes it doesn't, depending on the type of variable I'm trying to set. I eventually decided to read them as Strings then convert them to the desired type, but it seems that this also works half the time.

    Read the article

  • Silently catch windows error popups when calling System.load() in java

    - by Marcelo Morales
    I have a Java Swing application, which needs to load some native libraries in windows. The problem is that the client could have different versions of those libraries. In one recent version, either the names changed or the order on which the libraries must be loaded changed. To keep up, we iterated over all possible library names but some fail to load (due to it's nonexistence or because another must be loaded previously). This idea works on older Windows but on latter ones it shows a error popup. I saw on question 4058303 (Silently catch windows error popups when calling LoadLibrary) that I need to call SetErrorMode but I am not sure how to call SetErrorMode from jna. I tried to follow the idea from question 11038595 but I am not sure how to proceed. public interface CKernel32 extends Kernel32 { CKernel32 INSTANCE = (CKernel32) Native.loadLibrary("kernel32", CKernel32.class); // TODO: HELP: HOW define the SetErrorMode function } How do I define (from the SetErrorMode documentation): UINT WINAPI SetErrorMode( _In_ UINT uMode ); in the line marked as TODO: HELP:? Thanks in advance

    Read the article

  • Understanding byte order and functions like CFSwapInt32HostToBig

    - by Typeoneerror
    I've got an enumeration in my game. A simple string message with an appended PacketType is being sent with the message (so it knows what to do with the message) over GameKit WIFI connection. I used Apple's GKRocket sample code as a starting point. The code itself is working fantastically; I just want to understand what the line with CFSwapInt32HostToBig is doing. What on earth does that do? and why does it need to do it? My guess is that it's making sure the PacketType value can be converted to an unsigned integer so it can send it reliably, but that doesn't sound all that correct to me. The documentation states "Converts a 32-bit integer from big-endian format to the host’s native byte order." but I don't understand what the means really. typedef enum { PacketTypeStart, // packet to notify games to start PacketTypeRequestSetup, // server wants client info PacketTypeSetup, // send client info to server PacketTypeSetupComplete, // round trip made for completion PacketTypeTurn, // packet to notify game that a turn is up PacketTypeRoll, // packet to send roll to players PacketTypeEnd // packet to end game } PacketType; // .... - (void)sendPacket:(NSData *)data ofType:(PacketType)type { NSLog(@"sendPacket:ofType(%d)", type); // create the data with enough space for a uint NSMutableData *newPacket = [NSMutableData dataWithCapacity:([data length]+sizeof(uint32_t))]; // Data is prefixed with the PacketType so the peer knows what to do with it. uint32_t swappedType = CFSwapInt32HostToBig((uint32_t)type); // add uint to data [newPacket appendBytes:&swappedType length:sizeof(uint32_t)]; // add the rest of the data [newPacket appendData:data]; // Send data checking for success or failure NSError *error; BOOL didSend = [_gkSession sendDataToAllPeers:newPacket withDataMode:GKSendDataReliable error:&error]; if (!didSend) { NSLog(@"error in sendDataToPeers: %@", [error localizedDescription]); } }

    Read the article

  • Which LINQ expression is faster

    - by Vlad Bezden
    Hi All In following code public class Person { public string Name { get; set; } public uint Age { get; set; } public Person(string name, uint age) { Name = name; Age = age; } } void Main() { var data = new List<Person>{ new Person("Bill Gates", 55), new Person("Steve Ballmer", 54), new Person("Steve Jobs", 55), new Person("Scott Gu", 35)}; // 1st approach data.Where (x => x.Age > 40).ToList().ForEach(x => x.Age++); // 2nd approach data.ForEach(x => { if (x.Age > 40) x.Age++; }); data.ForEach(x => Console.WriteLine(x)); } in my understanding 2nd approach should be faster since it iterates through each item once and first approach is running 2 times: Where clause ForEach on subset of items from where clause. However internally it might be that compiler translates 1st approach to the 2nd approach anyway and they will have the same performance. Any suggestions or ideas? I could do profiling like suggested, but I want to understand what is going on compiler level if those to lines of code are the same to the compiler, or compiler will treat it literally. Thanks in advance for your help.

    Read the article

  • stdexcept On Android

    - by David R.
    I'm trying to compile SoundTouch on Android. I started with this configure line: ./configure CPPFLAGS="-I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/" LDFLAGS="-Wl,-rpath-link=/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/lib -L/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/lib -nostdlib -lc" --host=arm-eabi --enable-shared=yes CFLAGS="-nostdlib -O3 -mandroid" host_alias=arm-eabi --no-create --no-recursion Because the Android NDK targets ARM, I also had to change the Makefile to remove the -msse2 flags to progress. When I run 'make', I get: /bin/sh ../../libtool --tag=CXX --mode=compile arm-eabi-g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/ -O3 -fcheck-new -I../../include -g -O2 -MT FIRFilter.lo -MD -MP -MF .deps/FIRFilter.Tpo -c -o FIRFilter.lo FIRFilter.cpp libtool: compile: arm-eabi-g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/ -O3 -fcheck-new -I../../include -g -O2 -MT FIRFilter.lo -MD -MP -MF .deps/FIRFilter.Tpo -c FIRFilter.cpp -o FIRFilter.o FIRFilter.cpp:46:21: error: stdexcept: No such file or directory FIRFilter.cpp: In member function 'virtual void soundtouch::FIRFilter::setCoefficients(const soundtouch::SAMPLETYPE*, uint, uint)': FIRFilter.cpp:177: error: 'runtime_error' is not a member of 'std' FIRFilter.cpp: In static member function 'static void* soundtouch::FIRFilter::operator new(size_t)': FIRFilter.cpp:225: error: 'runtime_error' is not a member of 'std' make[2]: *** [FIRFilter.lo] Error 1 make[1]: *** [all-recursive] Error 1 make: *** [all-recursive] Error 1 This isn't very surprising, since the -nostdlib flag was required. Android seems to have neither stdexcept nor stdlib. How can I get past this block of compiling SoundTouch? At a guess, there may be some flag I don't know about that I should use. I could refactor the code not to use stdexcept. There may be a way to pull in the original stdexcept source and reference that. I might be able to link to a precompiled stdexcept library.

    Read the article

  • .Net Finalizer Order / Semantics in Esent and Ravendb

    - by mattcodes
    Help me understand. I've read that "The time and order of execution of finalizers cannot be predicted or pre-determined" Correct? However looking at RavenDB source code TransactionStorage.cs I see this ~TransactionalStorage() { try { Trace.WriteLine( "Disposing esent resources from finalizer! You should call TransactionalStorage.Dispose() instead!"); Api.JetTerm2(instance, TermGrbit.Abrupt); } catch (Exception exception) { try { Trace.WriteLine("Failed to dispose esent instance from finalizer because: " + exception); } catch { } } } The API class (which belongs to Managed Esent) which presumable takes handles on native resources presumably using a SafeHandle? So if I understand correctly the native handles SafeHandle can be finalized before TransactionStorage which could have undesired effects, perhaps why Ayende has added an catch all clause around this? Actually diving into Esent code, it does not use SafeHandles. According to CLR via C# this is dangerous? internal static class SomeType { [DllImport("Kernel32", CharSet=CharSet.Unicode, EntryPoint="CreateEvent")] // This prototype is not robust private static extern IntPtr CreateEventBad( IntPtr pSecurityAttributes, Boolean manualReset, Boolean initialState, String name); // This prototype is robust [DllImport("Kernel32", CharSet=CharSet.Unicode, EntryPoint="CreateEvent")] private static extern SafeWaitHandle CreateEventGood( IntPtr pSecurityAttributes, Boolean manualReset, Boolean initialState, String name) public static void SomeMethod() { IntPtr handle = CreateEventBad(IntPtr.Zero, false, false, null); SafeWaitHandle swh = CreateEventGood(IntPtr.Zero, false, false, null); } } Managed Esent (NativeMEthods.cs) looks like this (using Ints vs IntPtrs?): [DllImport(EsentDll, CharSet = EsentCharSet, ExactSpelling = true)] public static extern int JetCreateDatabase(IntPtr sesid, string szFilename, string szConnect, out uint dbid, uint grbit); Is Managed Esent handling finalization/dispoal the correct way, and second is RavenDB handling finalizer the corret way or compensating for Managed Esent?

    Read the article

  • Volatile fields in C#

    - by Danny Chen
    From the specification 10.5.3 Volatile fields: The type of a volatile field must be one of the following: A reference-type. The type byte, sbyte, short, ushort, int, uint, char, float, bool, System.IntPtr, or System.UIntPtr. An enum-type having an enum base type of byte, sbyte, short, ushort, int, or uint. First I want to confirm my understanding is correct: I guess the above types can be volatile because they are stored as a 4-bytes unit in memory(for reference types because of its address), which guarantees the read/write operation is atomic. A double/long/etc type can't be volatile because they are not atomic reading/writing since they are more than 4 bytes in memory. Is my understanding correct? And the second, if the first guess is correct, why a user defined struct with only one int field in it(or something similar, 4 bytes is ok) can't be volatile? Theoretically it's atomic right? Or it's not allowed simply because that all user defined structs(which is possibly more than 4 bytes) are not allowed to volatile by design?

    Read the article

  • Dev-C++ and Detours compiling error

    - by Julio
    Hello. As title says I'm trying to compile with Dev-C++ a simple DLL using Detours, but I get this error: syntax error before token '&' on this lines: DetourAttach(&(PVOID &)trueMessageBox, hookedMessageBox) DetourDetach(&(PVOID &)trueMessageBox, hookedMessageBox) The complete code is #include <windows.h> #include <detours.h> #pragma comment( lib, "Ws2_32.lib" ) #pragma comment( lib, "detours.lib" ) #pragma comment( lib, "detoured.lib" ) int (WINAPI * trueMessageBox)(HWND hWnd, LPCSTR lpText, LPCSTR lpCaption, UINT uType) = MessageBox; int WINAPI hookedMessageBox(HWND hWnd, LPCSTR lpText, LPCSTR lpCaption, UINT uType) { LPCSTR lpNewCaption = "You've been hijacked"; int iReturn = trueMessageBox(hWnd, lpText, lpNewCaption, uType); return iReturn; } BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { switch ( dwReason ) { case DLL_PROCESS_ATTACH: DetourTransactionBegin(); DetourUpdateThread( GetCurrentThread() ); DetourAttach(&(PVOID &)trueMessageBox, hookedMessageBox) DetourTransactionCommit(); break; case DLL_PROCESS_DETACH: DetourTransactionBegin(); DetourUpdateThread( GetCurrentThread() ); DetourDetach(&(PVOID &)trueMessageBox, hookedMessageBox) DetourTransactionCommit(); break; } return TRUE; }

    Read the article

  • Using child visitor in C#

    - by Thomas Matthews
    I am setting up a testing component and trying to keep it generic. I want to use a generic Visitor class, but not sure about using descendant classes. Example: public interface Interface_Test_Case { void execute(); void accept(Interface_Test_Visitor v); } public interface Interface_Test_Visitor { void visit(Interface_Test_Case tc); } public interface Interface_Read_Test_Case : Interface_Test_Case { uint read_value(); } public class USB_Read_Test : Interface_Read_Test_Case { void execute() { Console.WriteLine("Executing USB Read Test Case."); } void accept(Interface_Test_Visitor v) { Console.WriteLine("Accepting visitor."); } uint read_value() { Console.WriteLine("Reading value from USB"); return 0; } } public class USB_Read_Visitor : Interface_Test_Visitor { void visit(Interface_Test_Case tc) { Console.WriteLine("Not supported Test Case."); } void visit(Interface_Read_Test_Case rtc) { Console.WriteLine("Not supported Read Test Case."); } void visit(USB_Read_Test urt) { Console.WriteLine("Yay, visiting USB Read Test case."); } } // Code fragment USB_Read_Test test_case; USB_Read_Visitor visitor; test_case.accept(visitor); What are the rules the C# compiler uses to determine which of the methods in USB_Read_Visitor will be executed by the code fragment? I'm trying to factor out dependencies of my testing component. Unfortunately, my current Visitor class contains visit methods for classes not related to the testing component. Am I trying to achieve the impossible?

    Read the article

  • Calling from C# to C function which accept a struct array allocated by caller

    - by lifey
    I have the following C struct struct XYZ { void *a; char fn[MAX_FN]; unsigned long l; unsigned long o; }; And I want to call the following function from C#: extern "C" int func(int handle, int *numEntries, XYZ *xyzTbl); Where xyzTbl is an array of XYZ of size numEntires which is allocated by the caller I have defined the following C# struct: [System.Runtime.InteropServices.StructLayoutAttribute(System.Runtime.InteropServices.LayoutKind.Sequential, CharSet = System.Runtime.InteropServices.CharSet.Ansi)] public struct XYZ { public System.IntPtr rva; [System.Runtime.InteropServices.MarshalAsAttribute(System.Runtime.InteropServices.UnmanagedType.ByValTStr, SizeConst = 128)] public string fn; public uint l; public uint o; } and a method: [System.Runtime.InteropServices.DllImport(@"xyzdll.dll", CallingConvention = CallingConvention.Cdecl)] public static extern Int32 func(Int32 handle, ref Int32 numntries, [MarshalAs(UnmanagedType.LPArray)] XYZ[] arr); Then I try to call the function : XYZ xyz = new XYZ[numEntries]; for (...) xyz[i] = new XYZ(); func(handle,numEntries,xyz); Of course it does not work. Can someone shed light on what I am doing wrong ?

    Read the article

  • waveInProc / Windows audio question...

    - by BTR
    I'm using the Windows API to get audio input. I've followed all the steps on MSDN and managed to record audio to a WAV file. No problem. I'm using multiple buffers and all that. I'd like to do more with the buffers than simply write to a file, so now I've got a callback set up. It works great and I'm getting the data, but I'm not sure what to do with it once I have it. Here's my callback... everything here works: // Media API callback void CALLBACK AudioRecorder::waveInProc(HWAVEIN hWaveIn, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2) { // Data received if (uMsg == WIM_DATA) { // Get wav header LPWAVEHDR mBuffer = (WAVEHDR *)dwParam1; // Now what? for (unsigned i = 0; i != mBuffer->dwBytesRecorded; ++i) { // I can see the char, how do get them into my file and audio buffers? cout << mBuffer->lpData[i] << "\n"; } // Re-use buffer mResultHnd = waveInAddBuffer(hWaveIn, mBuffer, sizeof(mInputBuffer[0])); // mInputBuffer is a const WAVEHDR * } } // waveInOpen cannot use an instance method as its callback, // so we create a static method which calls the instance version void CALLBACK AudioRecorder::staticWaveInProc(HWAVEIN hWaveIn, UINT uMsg, DWORD_PTR dwInstance, DWORD_PTR dwParam1, DWORD_PTR dwParam2) { // Call instance version of method reinterpret_cast<AudioRecorder *>(dwParam1)->waveInProc(hWaveIn, uMsg, dwInstance, dwParam1, dwParam2); } Like I said, it works great, but I'm trying to do the following: Convert the data to short and copy into an array Convert the data to float and copy into an array Copy the data to a larger char array which I'll write into a WAV Relay the data to an arbitrary output device I've worked with FMOD a lot and I'm familiar with interleaving and all that. But FMOD dishes everything out as floats. In this case, I'm going the other way. I guess I'm basically just looking for resources on how to go from LPSTR to short, float, and unsigned char. Thanks much in advance!

    Read the article

  • C++ Template Class Constructor with Variable Arguments

    - by david
    Is it possible to create a template function that takes a variable number of arguments, for example, in this Vector< T, C class constructor: template < typename T, uint C > Vector< T, C >::Vector( T, ... ) { assert( C > 0 ); va_list arg_list; va_start( arg_list, C ); for( uint i = 0; i < C; i++ ) { m_data[ i ] = va_arg( arg_list, T ); } va_end( arg_list ); } This almost works, but if someone calls Vector< double, 3 ( 1, 1, 1 ), only the first argument has the correct value. I suspect that the first parameter is correct because it is cast to a double during the function call, and that the others are interpreted as ints and then the bits are stuffed into a double. Calling Vector< double, 3 ( 1.0, 1.0, 1.0 ) gives the desired results. Is there a preferred way to do something like this?

    Read the article

  • Why initialize an object to empty

    - by ProgEnthu
    I am learning windows programming with the help of MSDN.Why would somebody initialize an object like the following? WNDCLASS wc = { }; Will this zero all the memory of the object? Whole source code is following: #ifndef UNICODE #define UNICODE #endif #include <windows.h> LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam); int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR pCmdLine, int nCmdShow) { // Register the window class. const wchar_t CLASS_NAME[] = L"Sample Window Class"; WNDCLASS wc = { }; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.lpszClassName = CLASS_NAME; RegisterClass(&wc); // Create the window. HWND hwnd = CreateWindowEx( 0, // Optional window styles. CLASS_NAME, // Window class L"Learn to Program Windows", // Window text WS_OVERLAPPEDWINDOW, // Window style // Size and position CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL, // Parent window NULL, // Menu hInstance, // Instance handle NULL // Additional application data ); if (hwnd == NULL) { return 0; } ShowWindow(hwnd, nCmdShow); // Run the message loop. MSG msg = { }; while (GetMessage(&msg, NULL, 0, 0)) { TranslateMessage(&msg); DispatchMessage(&msg); } return 0; } LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_DESTROY: PostQuitMessage(0); return 0; case WM_PAINT: { PAINTSTRUCT ps; HDC hdc = BeginPaint(hwnd, &ps); FillRect(hdc, &ps.rcPaint, (HBRUSH) (COLOR_WINDOW+1)); EndPaint(hwnd, &ps); } return 0; } return DefWindowProc(hwnd, uMsg, wParam, lParam); }

    Read the article

  • Run code before class instanciation in ActionScript 3

    - by soow.fr
    I need to run code in a class declaration before its instanciation. This would be especially useful to automatically register classes in a factory. See: // Main.as public class Main extends Sprite { public function Main() : void { var o : Object = Factory.make(42); } } // Factory.as public class Factory { private static var _factory : Array = new Array(); public static function registerClass(id : uint, c : Class) : void { _factory[id] = function () : Object { return new c(); }; } public static function make(id : uint) : Object { return _factory[id](); } } // Foo.as public class Foo { // Run this code before instanciating Foo! Factory.registerClass(42, Foo); } AFAIK, the JIT machine for the ActionScript language won't let me do that since no reference to Foo is made in the Main method. The Foo class being generated, I can't (and don't want to) register the classes in Main: I'd like to register all the exported classes in a specific package (or library). Ideally, this would be done through package introspection, which doesn't exist in ActionScript 3. Do you know any fix (or other solution) to my design issue?

    Read the article

  • Problems with Window Functions Wndproc and about

    - by BrianHuangverinem
    I really having problems with this problem ,it would be nice if someone help me on this. Every time I try to build my source file the same errors occur every time for the two window functions CALLBACK Wndproc and CALLBACK About. error: "local function definitions are illegal" Can you tell me what mistake I made? LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); switch (message) { case WM_COMMAND: // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); CaptureImage(hWnd); EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } // Message handler for about box. INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; }

    Read the article

  • Maximize/Minimize is causing Close Button to be re-enabled after disabling it -- Why?

    - by Brainsick
    I have used P/Invoke to call GetSystemMenu and EnableMenuItem (win32api) to disable the close functionality. However, after minimizing or maximizing my Windows Forms application the button is re-enabled. Obviously minimizing or maximizing is causing the behavior, but how? I'm not sure where to look to prevent this behavior. Should I be preventing the maximize and minimize behavior or is there something particularly wrong with the way in which I P/Invoked the calls? Once the application (main form) has loaded, I call the static method from a button click. class PInvoke { // P/Invoke signatures [DllImport("user32.dll")] static extern IntPtr GetSystemMenu(IntPtr hWnd, bool bRevert); [DllImport("user32.dll")] static extern bool EnableMenuItem(IntPtr hMenu, uint uIDEnableItem, uint uEnable); // SysCommand (WM_SYSCOMMAND) constant internal const UInt32 SC_CLOSE = 0xF060; // Constants used with Add/Check/EnableMenuItem internal const UInt32 MF_BYCOMMAND = 0x00000000; internal const UInt32 MF_ENABLED = 0x00000000; internal const UInt32 MF_GRAYED = 0x00000001; internal const UInt32 MF_DISABLED = 0x00000002; /// <summary> /// Sets the state of the Close (X) button and the System Menu close functionality. /// </summary> /// <param name="window">Window or Form</param> /// <param name="bEnabled">Enabled state</param> public static void EnableCloseButton(IWin32Window window, bool bEnabled) { IntPtr hSystemMenu = GetSystemMenu(window.Handle, false); EnableMenuItem(hSystemMenu, SC_CLOSE, MF_BYCOMMAND | (bEnabled ? MF_ENABLED : MF_GRAYED)); } }

    Read the article

  • Some questions about focus on WPF

    - by ThitoO
    Hello, I've a little problem about focus on WPF. I whant to create a window, always on top, and that never get the focus (even if we click on it). Here's my solution : public partial class SkinWindow : Window { public SkinWindow() { InitializeComponent(); Loaded += ( object sender, RoutedEventArgs e ) => SetNoActiveWindow(); } private void SetNoActiveWindow() { WindowInteropHelper helper = new WindowInteropHelper( this ); SetWindowLong( helper.Handle, GWL_EXSTYLE, WS_EX_NOACTIVATE ); LockSetForegroundWindow( LSFW_LOCK ); } const int GWL_EXSTYLE = -20; const int WS_EX_NOACTIVATE = 134217728; const int LSFW_LOCK = 1; [DllImport( "user32" )] public static extern bool LockSetForegroundWindow( uint UINT ); [DllImport( "user32" )] public static extern IntPtr SetWindowLong( IntPtr hWnd, int nIndex, int dwNewLong ); } First problem : It's works, but I've to select an other window to "remove" the focus of my application (after the focus is not gave again, even if I click on my window). Second problem : When I move or resize the window, the modifications happens when I drop the window. Do you have any ideas / links / docs ? Thank you :)

    Read the article

< Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >