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  • creating a setup for a com dll

    - by daemonkid
    I am trying to package a com dll in an msi. I want the setup to run a batch file afterwards. The batch file basically points to the WINDOWS\Microsoft.NET\Framework\v2.0.50727 folder and runs the regasm command to register the assembly. How do I get the setup to do this? Thanks.

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  • Undefined Web.config error in VS 2008

    - by user1066050
    I'm working on a web app using VS 2008, .Net 3.5 and C#. Most of the projects in the solution are either classic asp.net pages with some MVC 1 in the mix, the rest is shared libraries. The solution is one that is some 5 years old and has gone through a variety of developers working on it and clearly has some performance and architectural issues. Previously, I've been working on the project using VS 2008 on a Win XP machine, but have just transitioned over to a new box using Win 7 Ultimate. To do so, I've installed VS 2008, asp.net 3.5. To support future work on the solution I've also installed VS 2010 and asp.net 4.0. Opening the solution on the new box with VS 2008 works fine, and it builds without error. However, when I attempt to run it with the debugger, I get the following message: "There is an error in web.config. Please correct before proceeding. (You might rename the current web.config and add a new one.)" I think it's clear that there is some sort of environmental issue regarding web.config on the new machine, but the error message is not "helpful". Adding a new web.config is not an option as the existing one is quite long and involved (too much to post here). I'm hoping someone has a suggestion or two about where I might look for missing elements or changed configurations that might produce such an error message. Lacking that, I'll revisit this post and provide the web.config in the hope that will elicit further help. Thanks to all in advance for taking a look at this. The StackOverflow community has helped me many times in the past with pertinent answers although this is my first posting. Jeff

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  • VS 2010: Can't insert snippet using shortcut - incompatibility with resharper 5???

    - by mark smith
    Hi there, i recently installed some snippets that come with a framework i am using. And sure enought i checked via Tools > Code Snippet Manager and they are installed under "My Code Snippets". If i do insert Snipper (right click in code window) or CTRL K + CTRL X then i can search within all available snippets.... But i do believe its possible to just type the shortcut key (in this case it is mvvmlocatorproperty) and pressing tab inserts the snippet BUT when i type the shortcut key it is not recognizing anything... What am i doing wrong?? This is not an incompatibility with resharper 5? - which i have installed Any ideas really appreciated

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  • Why does adding a reference to project targeting .NET Framework 4.0 fail?

    - by Malcolm Post
    We have two projects that are both class libraries. Project 1 is a VS 2008 project and targets the .NET Framework 3.5. Project 2 is a VS 2010 (release candidate) project that targets the .NET Framework 4.0. When I try to add a reference to Project 2 in Project 1, it fails with a less than informative error message. I know that if I change the target Framework for Project 2 to 3.5, then adding the reference will work. My question is, if I don't change the target frameworks, but convert Project 1 to VS 2010, will the referencing work? Stated another way, is there some inherent incompatiblity between class libraries targeting different framework versions, or is it failing for me because VS 2008 doesn't know about the 4.0 framework?

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  • string combinations

    - by vbNewbie
    I would like to generate a combination of words. For example if I had the following list: {cat, dog, horse, ape, hen, mouse} then the result would be n(n-1)/2 cat dog horse ape hen mouse (cat dog) (dog horse) (horse ape) (ape hen) (hen mouse) (cat dog horse) (dog horse ape) (horse ape hen) etc Hope this makes sense...everything I found involves permutations The list I have would be a 500 long

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  • treeview dynamically populated

    - by Laziale
    Hello everyone - I have this treeview control where I want to put uploaded files on the server. I want to be able to create the nodes and the child nodes dynamically from the database. I am using this query for getting the data from DB: SELECT c.Category, d.DocumentName FROM Categories c INNER JOIN DocumentUserFile d ON c.ID = d.CategoryId WHERE d.UserId = '9rge333a-91b5-4521-b3e6-dfb49b45237c' The result from that query is this one: Agendas transactions.pdf Minutes accounts.pdf I want to have the treeview sorted that way too. I am trying with this piece of code: TreeNode tn = new TreeNode(); TreeNode tnSub = new TreeNode(); foreach (DataRow dt in tblTreeView.Rows) { tn.Text = dt[0].ToString(); tn.Value = dt[0].ToString(); tnSub.Text = dt[1].ToString(); tnSub.NavigateUrl = "../downloading.aspx?file=" + dt[1].ToString() +"&user=" + userID; tn.ChildNodes.Add(tnSub); tvDocuments.Nodes.Add(tn); } I am getting the treeview populated nicely for the 1st category and the document under that category, but I can't get it to work when I want to show more documents under that category, or even more complicate to show new category beneath the 1st one with documents from that category. How can I solve this? I appreciate the answers a lot. Thanks, Laziale

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  • what does it mean to be "terminated by a zero"

    - by numerical25
    I am getting into C/C++ and alot of terms are popping up unfamiliar to me. one of them is a varible or pointer that is terminated by a zero. What does it mean for a space in memory to be terminated by a zero. I am not sure if I am saying it correctly, if not then please correct me. Thanks!

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  • resources at class library project

    - by Night Walker
    Hello I want to add some xml file as resource to my class library project . Any idea how to do so , and call it later? In windows application i would do it like ClassLibrary1.Properties.Resources.file.xml But here it didn't worked any idea how i do it here ?

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  • Linking a template class using another template class (error LNK2001)

    - by Luís Guilherme
    I implemented the "Strategy" design pattern using an Abstract template class, and two subclasses. Goes like this: template <class T> class Neighbourhood { public: virtual void alter(std::vector<T>& array, int i1, int i2) = 0; }; and template <class T> class Swap : public Neighbourhood<T> { public: virtual void alter(std::vector<T>& array, int i1, int i2); }; There's another subclass, just like this one, and alter is implemented in the cpp file. Ok, fine! Now I declare another method, in another class (including neighbourhood header file, of course), like this: void lSearch(/*parameters*/, Neighbourhood<LotSolutionInformation> nhood); It compiles fine and cleanly. When starting to link, I get the following error: 1>SolverFV.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall lsc::Neighbourhood<class LotSolutionInformation>::alter(class std::vector<class LotSolutionInformation,class std::allocator<class LotSolutionInformation> > &,int,int)" (?alter@?$Neighbourhood@VLotSolutionInformation@@@lsc@@UAEXAAV?$vector@VLotSolutionInformation@@V?$allocator@VLotSolutionInformation@@@std@@@std@@HH@Z)

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  • JSON parsing using JSON.net

    - by vbNewbie
    I am accessing the facebook api and using the json.net library (newtonsoft.json.net) I declare a Jobject to parse the content and look for the specific elements and get their values. Everything works fine for the first few but then I get this unexplained nullexception error " (Object reference not set to an instance of an object) Now I took a look at the declaration but cannot see how to change it. Any help appreciated: Dim jobj as JObject = JObject.Parse(responseData) Dim message as string = string.empty message = jobj("message").tostring The error occurs at the last line above.

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  • Ignoring generated files when using "Treat warnings as errors"

    - by krystan honour
    We have started a new project but also have this problem for an existing project. The problem is that when we compile with a warning level of 4 we also want to switch on 'Treat all warnings as errors' We are unable to do this at the moment because generated files (in particular reference.cs files) are missing things like XML comments and this generates a warning, we do not want to suppress the xml comment warnings totally out of all files just for specific types of files (namely generated code). I have thought of a way this could be achieved but am not sure if these are the best way to do this or indeed where to start :) My thinking is that we need to do something with T4 templates for the code that is generated such that it does fill in XML documentation for generated code. Does anyone have any ideas, currently I'm at well over 2k warnings (its a big project) :(

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  • How can I process a form's events in another class in VB.NET?

    - by CowKingDeluxe
    Here's my code: Public Class Form1 End Class Public Class Form1Handler Inherits Form1 Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click MsgBox("I") End Sub End Class I'm trying to get Form1Handler to process Form1's events automatically. How can I do this? Should I use a module instead? I'm doing this in VB 2010.

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  • MFC (C++) CDialog DoModal() not working as expected

    - by krebstar
    Hi, I have a plugin that is loaded by this application.. This plugin calls some dialog boxes with DoModal(). I'm expecting these dialog boxes to function like this: If I click on the application window behind the dialog box, the dialog box flashes and does not allow the application to be in focus. However, in one of the other dialog boxes, called with DoModal(), if I click on the application window, it doesn't do the flashing thing, and after a while the application's close/minimize buttons become active (well, just the color). They're not really active and the window turns somewhat white and the title bar says (Not Responding)... What could possibly be wrong and how do I fix it? I've tried setting the dialog box's properties to System Modal: True, and Set Foreground: True but it doesn't seem to work.. :( Thanks.. EDIT: I'd like to note that the in the Windows taskbar, there is only one entry for the application for the correct behavior, but when the dialog box with the incorrect behavior is launched, another "window" is launched.. So it looks like (Application)(Dialog box title).. The effect I'm trying to achieve is just (Application)..

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  • How to stop debugging (or detach process) without stopping the process?

    - by Valentein
    I often use VS 2008 to debug a .NET C# component of an application. Sometimes, I want to quit debugging and continue running the application. Stop Debugging kills the process I was debugging. How can I achieve my aim? This is not a web app, it's a local process that runs managed and unmanaged code. I don't see any "Detach" or "Detach All" option in the Debug menu (is it enabled in some option?).

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  • Warning as Error - How to rid these

    - by coffeeaddict
    I cannot figure out how to get rid of errors that basically should not be halting my compile in VS 2010 and should not be show stoppers, or at least I will fix them later but I don't want the compile to just error and halt on these kinds of problems. For example I'm getting the following error: Error 1 Warning as Error: XML comment on 'ScrewTurn.Wiki.SearchEngine.Relevance.Finalize(float)' has a paramref tag for 'IsFinalized', but there is no parameter by that name C:\www\Wiki\Screwturn3_0_2_509\SearchEngine\Relevance.cs 60 70 SearchEngine for this code: /// /// Normalizes the relevance after finalization. /// /// The normalization factor. /// If is false ( was not called). public void NormalizeAfterFinalization(float factor) { if(factor < 0) throw new ArgumentOutOfRangeException("factor", "Factor must be greater than or equal to zero"); if(!isFinalized) throw new InvalidOperationException("Normalization can be performed only after finalization"); value = value * factor; } I looked in Tools | Options and I don't see where I can tweak the compiler and tell it not to worry about comment or XHTML based errors.

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  • Code crashing compiler: main() returning a struct instead of an int

    - by AndrejaKo
    Hi! I'm experimenting with a piece of C code. Can anyone tell me why is VC 9.0 with SP1 crashing for me? Oh, and the code is meant to be an example used in a discussion why something like void main (void) is evil. struct foo { int i; double d; } main (double argc, struct foo argv) { struct foo a; a.d=0; a.i=0; return a.i; } If I put return a; compiler doesn't crash.

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  • Why is my class method not visible when I implement an interface in my class?

    - by Phsika
    i can not see MyLoad.TreeLoader(.... but why i can not see? i implemented iloader to TreeViewLoad. i should see TreeLoader why? namespace Rekursive { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { //treeView1.Nodes.Add("Test"); iloader MyLoad = new TreeViewLoad(); MyLoad.loader("test", treeView1, 1); // i can not see MyLoad.TreeLoader(.... but why i can not see? // i implemented iloader to TreeViewLoad. i should see TreeLoader why? //TreeViewLoad myloader = new TreeViewLoad(); } } interface iloader { void loader(string nodeName, TreeView myTre, int id); } class TreeViewLoad : iloader { public void TreeLoader(TreeView tre) { // i will call loader... } public void loader(string nodeName, TreeView myTre, int id) { myTre.Nodes.Add(nodeName + id.ToString()); if (id

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  • Consecutive build of VS2005 and VS2008 C++ projects causes LNK1104 error

    - by TestAccount
    I have VS2005 and VS2008 installed on the same machine. I also have a common codebase that I build using both '05 and '08. For this purpose, I have 2 VC projects.. A '08 project called XYZ_2008.vcproj and a '05 project called XYZ_2005.vcproj, and the corresponding 2 slns as well. Both projects output dlls, libs and pdbs to the same output directory (all with appropriate _2005 and _2008 suffixes). Assuming that I am starting from a clean state, I first open XYZ_2005.sln (containing XYZ_2005.vcproj) in VS2005 and build it successfully. Then I close VS2005. Next, I open XYZ_2008.sln (containing XYZ_2008.vcproj) and build (not rebuild) it. At this point, I get an error saying: LINK : fatal error LNK1104: cannot open file 'mfc80u.lib' If now I rebuild the '08 solution, the error goes away and the build succeeds. The build also succeeds if I directly do a rebuild instead of a build for the '08 sln. In spite of everything being separate, the VS08 build seems to be picking up a MFC8 file (from VS05) instead of a MFC9 file. Can somebody please help out with this issue? Thanks in advance!

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  • Creating a good directory structure

    - by numerical25
    This might be a silly question but I am still learning. I have read several books on creating application and creating a good directory structure. When people talk about creating a directory structure, do they mean the folders you make within the solution explorer (folders you actually find inside of a .sln file) or do they mean setting up and creating folders that reside in the same folder as your .sln file or your compiled application (.exe). I figured the solution explorer folders are different from a typical windows folder cause the folders I create inside my .sln file are no where to be found on my windows system.

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex 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}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.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; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; 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 rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // 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->Draw(36,0); } } //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() { //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}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //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; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; 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(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //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; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Where can we use "This" in Recursion methode...

    - by T_Geek
    Hi . I have a methode in a static class which try to convert bi*nar*y tre to list I'd like to make a recusion but I couldn't I've implemented some opertation in my class like add,delet,find.it's too easy to implement its . Here is the code class ARB { private: struct BT { int data; BT *l; BT *r; }; struct BT *p; public ARB(); ~ARB(); void del(int n); void add(int n); }; void ARB::del(int num) { //The code ,don't care about it }; main() { // BTR T; T.add(3); T.add(5); }; Here is what should we do to transfert the code from Benary tree tolist LLC ARB::changeit() { LLC x; while(this!=NULL) { x.add(this->data); // if(this.l==NULL) { x.print(); //To print the elemnts of List return(x); } else { x=changeit(this.l); } if(this.r!=NULL) { x.~LLC(); x=changeit(this.r); return(x); } } }

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