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  • Use of unassigned local variable 'xxx'

    - by Tomislav
    I'm writing a database importer from our competitors to ours database:) I have a code generator which create Methods form import to our database like public void Test_Import_Customer_1() // variables string conn; string sqlSelect; string sqlInsert; int extID; string name; string name2; DateTime date_inserted; sqlSelect="select id,name,date_inserted from table_competitors_1"; oledbreader reader = new GetOledbRader(sqlString,conn); while (reader.read()) { name=left((string)myreader["name"],50); //limitation of my field date_inserted=myreader["date_inserted"]; sqlInsert=string.Format("insert into table(name,name2,date_inserted)values '{0}', '{1}', {2})",name,name2,date_inserted); //here is the problem name2 "Use of unassigned local variable" ExecuteSQL(sqlInsert) } As different companies database has different fields i can not set value to each variable and there is a big number of tables to go one variable to next. like sqlSelect_Company_1 = "select name,date_inserted from table_1"; sqlSelect_Company_2 = "select name,name2 from table_2"; is there a way to override the typing of each variable one by one with default values?

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  • The program fails to display `cout` when it is run

    - by Jeff - FL
    Hello, I justed started a C++ course & I wrote, compiled, debugged & ran my first program: // This program calculates how much a little league team spent last year to purchase new baseballs. #include <iostream> using namespace std; int baseballs; int cost; int total; int main() { baseballs, cost, total; // Get the number of baseballs were purchased. cout << "How many baseballs were purchased? "; cin >> baseballs; // Get the cost of baseballs purchased. cout << "What was the cost of each baseball purchased? "; cin >> cost; // Calculate the total. total = baseballs * cost; // Display the total. cout << "The total amount spent $" << total << endl; return 0; } The only probelm that I encountered was that when I ran the program it failed to display the total amount spent (cout). Could someone please explain why? Thanks Jeff H - Sarasota, FL

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #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 D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 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() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 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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  • Unmanaged Struct Instance in Managed Class

    - by HeHasMoments
    Hi, I've got a fairly specific problem i've been struggling with for a couple of days. I'm using a native C++, one of the methods takes a ptr to a struct containing fixed size char arrays. e.g. struct userData { char data1[10]; char data2[10]; }; method: short AddItem(long id, userData* data); I'm trying to call to call this from Managed VC++ but I need to have an instance of userData I can keep hold of in my managed class. Can anyone help with how to achieve this? Thanks

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  • Best way to implement nested loops in a view in asp.net mvc 2

    - by Junior Ewing
    Hi, Trying to implement some nested loops that are spitting out good old nested html table data. So the question is; What is the best way to loop through lists and nested lists in order to produce easily maintainable code. It can get quite narly quite fast when working with multiple nested tables or lists. Should I make use of a HTML helper, or make something with the ViewModel to simplify this? A requirement is if there are no children at a node there should be an empty row on that spot with some links for creation and into other parts of the system.

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  • Difference between var and Class class in object creation

    - by Divine
    Its a silly question, however shocked to see different behaviors. Learning a lot. Lets say I have two classes below Class A { public void Display() { } } Class B : A { public void Display() { } } Class C : B { public void Display() { } } Class Final { static void Main() { var c = new C(); // B c = new C(); //My doubt is, both of the above gives different results. May I know B c = new C() creates object of B or C? What I understood is, it creates object of B. Then why we say "new C()"? I agree with C c = new C(); But I thought, B b = new C(); creates object of B. Where we use this style? Only when utilizing runtime polymorphism? (Overriding methods)? } }

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  • Question about the ITextUndoHistory that gets returned from TryGetHistory

    - by Nick U
    Everytime the IWpfTextView's TextBuffer changes I am trying to get the history's redostack and undostack and simply checking the count. When doing this I am encountering a "Method not supported exception" when trying to access the two stacks. Am I retrieving the history incorrectly or does VS not want me seeing/editing the contents of the stacks? I can post the code if necessary... Thanks, Nick

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  • On Memory Allocation and C++

    - by Arpan
    And I quote from MSDN http://msdn.microsoft.com/en-us/library/aa366533(VS.85).aspx: The malloc function has the disadvantage of being run-time dependent. The new operator has the disadvantage of being compiler dependent and language dependent. Now the questions folks: a) What do we mean that malloc is run-time dependent? What kind of dynamic memory allocation functions can be independent of run-time? This statement sounds real strange. b) new is language dependent? Of course it should be right? Are HeapAlloc, LocalAlloc etc language independent? c) From a pure performance perspective are the MSVC provided routines preferable? Arpan

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  • How to set configuration properties in VS once and for all?

    - by atch
    In VS 2010RC I have to specify configuration properties and specifically included path every time I'm creating new project. Is there a way to do it just once for all future projects? I'm asking this for a reason that I'm starting to use Boost libraries and I have to specify all those paths every time I'm creating project which is bit tedious.

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  • Can I automatically overwrite repository files using svn_load_dirs.pl or similiar?

    - by Andy Strang
    I am working with a legacy VSS repository which was transferred over to a new SVN repository a few months ago. In the meantime, before we go live with the SVN repository, we need to bring over all the changes that have happened on the VSS one between then and now. I was looking at different ways to do this which seem to be things such as: 1.) svn_load_dirs.pl then merge the files manually? 2.) svn import straight into the trunk and merge files manually 3.) checkout a working copy of my SVN repository, copy in the changed files which will overwrite some of the ones in my working copy then commit the changes. My question is, can any of these options be used (or any other options) to automate things so that I don't have to merge the files, and can instead just overwrite them? I think only Option 3 would do this but any help is appreciated.

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  • Nested for_each with lambda not possible?

    - by Ela782
    The following code does not compile in VS2012, it gives error C2064: term does not evaluate to a function taking 1 arguments on the line of the second for_each (line 4 below). vector<string> v1; for_each(begin(v1), end(v1), [](string s1) { vector<string> v2; for_each(begin(v2), end(v2), [](string s2) { cout << "..."; }); }); I found some related stuff like http://connect.microsoft.com/VisualStudio/feedback/details/560907/capturing-variables-in-nested-lambdas which shows a bug (they are doing something different) but on the other hand that shows that what I print above should be possible. What's wrong with the above code?

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  • I can't get areas working in VS2010

    - by devlife
    I just upgraded from VS2010 RC to RTM. Now my areas aren't working. I have a Profile area with a Home controller and an Action method Index(). If I try: http://localhost:4951/profile I get a 404 error saying that the resource can't be found. If I try http://localhost:4951/profile/home I get the same error. However, if I try http://localhost:4951/profile/home/index then the view is returned. Here is my ProfileAreaRegistration: public class ProfileAreaRegistration : AreaRegistration { public override string AreaName { get { return "Profile"; } } public override void RegisterArea(AreaRegistrationContext context) { context.MapRoute( "Profile_Unlock", "Profile/Unlock/{userID}/{unlockID}", new { controller = "Unlock", action = "Index" }, new { userID = new GuidRouteConstraint(), unlockID = new GuidRouteConstraint() } ); context.MapRoute( "Profile_default", "Profile/{controller}/{action}/{id}", new { action = "Home", id = UrlParameter.Optional } ); } Does anyone know what is going wrong?

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  • C#, add references manually

    - by A B
    Is there anyway I can make the process of adding references to C# projects less painfull? Every time I create a new C# class library project. I have to use the Add Reference dialog for 5 times at least.

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  • Weird characters at the beginning of a LPTSTR? C++

    - by extintor
    I am using this code to get the windows version: define BUFSIZE 256 bool config::GetOS(LPTSTR OSv) { OSVERSIONINFOEX osve; BOOL bOsVersionInfoEx; ZeroMemory(&osve, sizeof(OSVERSIONINFOEX)); osve.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX); if( !(bOsVersionInfoEx = GetVersionEx ((OSVERSIONINFO *) &osve)) ) return false; TCHAR buf[BUFSIZE]; StringCchPrintf(buf, BUFSIZE, TEXT("%u.%u.%u.%u"), osve.dwPlatformId, osve.dwMajorVersion, osve.dwMinorVersion, osve.dwBuildNumber); StringCchCat(OSv, BUFSIZE, buf); return true; } And I am testing it with: LPTSTR OSv= new TCHAR[BUFSIZE]; config c; c.GetOS(OSv); MessageBox(OSv, 0, 0); And in the msgbox I get something like this äì5.1.20 (where 5.1.20 is = to OSv) but the first 2 or 3 chars are some weird characters that I don't know when they came from. Even stranger, if I call that second piece again it shows it ok, it only show the weird characters the first time I execute it. Does someone has an idea what's going on here?

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  • VC++ how to change a picturebox from header file

    - by JimboJones
    HI, Just ran into a problem. How to I change a picturebox's picture from within a different header file. If I do it in the same .h file as the Form I am working on I use: sq1-Image = bi; (which loads in a bitmap) but when I do it from another header (i've included the correct header file), I get "sq1 is an undeclared identifier" and "left of '-image' must point to a class/struct/union/generic" What I'm looking for is something like Form1::sq1-Image = bi; Basically I just want to point the program to change picturebox from another location....Is this possible? How can I do this? Cheers!

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  • VS2005 Compilation Problem with Settings

    - by vijay.j
    I am trying to integrate PJNSMTPCONNECTION CLASSES in my project; they say that those classes do not use MFC. My project is with the setting like MT, and using standard library linking. When I try to compile, I am getting CSTRING not defined and fatal error C1189: #error : WINDOWS.H already included. MFC apps must not #include <windows.h> If I include afx.h and remove windows.h, I am getting iDLLMain already defined errors. How do I resolve these problems, please?

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  • Circular Reference for Parent Link on Work Item cannot be resolved by Retry

    - by Atters
    I receive the following error; OH-TFS-Connector-0051: Operation failed getCollectionMetaData. Server Error : TF201063: Adding a Parent link to work item 1737 would result in a circular relationship. To create this link, evaluate the existing links, and remove one of the other links in the cycle. I have completely flattened out the Work Items in the source project. When retrying the migration the timestamp is modified on the pending errors however the issues are not resolved. These Work Items now have no parents or children in the source project. So I'm wondering if the retry list is no longer valid but there doesn't appear to be a away to have it update? I can run the whole migration again, however it takes 5-7 hours to just do the work items so it would be great if there is a quick fix.

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  • How to validate DataReader is actually closed using FxCop custom rule?

    - by tanmay
    I have written couple of custom rules in for FxCop 1.36. I have written code to find weather an opened DataReader is closed or not. But it does not check which DataReader object is calling the Close() method so I can't be sure if all opened DataReader objects are closed!! 2nd: If I am a DataReader in an 'if/else' like if 1=2 dr = cmd.ExecuteReader(); else dr = cmd2.ExecuteReader(); end if In this case it will search for 2 DataReader objects to be closed. I am putting my code for more clarity. public override ProblemCollection Check(Member member) { Method method = member as Method; int countCatch =0; int countErrLog = 0; Instruction objInstr = null; if (method != null) { for (int i = 0; i < method.Instructions.Count; i++) { objInstr = method.Instructions[i]; if (objInstr.Value != null) { if (objInstr.Value.ToString() .Contains("System.Data.SqlClient.SqlDataReader")) { countCatch += 1; } if (countCatch>0) { if (objInstr.Value.ToString().Contains( "System.Data.SqlClient.SqlDataReader.Close")) { countErrLog += 1; } } } } } if (countErrLog!=countCatch) { Resolution resolu = GetResolution(new string[] { method.ToString() }); Problems.Add(new Problem(resolu)); } return Problems; }

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  • Strange difference between optimized/non optimized microsoft c++ code

    - by Anders Forsgren
    I have a c++ program with a method that looks something like this: int myMethod(int* arr1, int* arr2, int* index) { arr1--; arr2--; int val = arr1[*index]; int val2 = arr2[val]; doMoreThings(val); } With optimizations enabled (/O2) the first line where the first pointer is decremented is not executed. I assume the compiler believes that the arr1 array is not used since it thinks it can remove the decrement. Am I violating some convention in the above code? What could cause this behavior? It is a very old piece of f2c-translated code, the pointer decrement is due to the 1-based indexing of the original code.

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  • Extra space while installing .msi

    - by Cristina
    I have extra space in my custom made .msi. The data to be installed has about 600MB and the installer says it needs 1.4 GB.Switching to a different location then the predetermined one (e.g from C:\Program Files\My_App to F:\My_App) shows that it always need approximately 800 MB on the Windows partition, which is in my case the extra space. Any thoughts on why is this happening? Also can this cause an installation error on a 64-bit OS? I've only installed it on a 32-bit OS and everything is fine, but one of my colleagues is having problems installing it on the above mentioned type.

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  • Need to show pages without logging in (asp.net)

    - by IrfanRaza
    Hello friends, I am using Every thing works fine except that, there are some pages like About Us, Contact Us, Privacy Policy etc, which do not need to login to view them. In my case i need to login to view all pages. I want these common pages to be viewable without having to log on. I have tested my application on local IIS as well as on deployment server, but same problem occurs. Please help! Thanks for sharing your valuable time.

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