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  • A Question about dereferencing pointer to incomplete type In C programming

    - by user552279
    Hi, can you explain this error for me? Blockquote /////////////////////////////// In my A.h file: struct TreeNode; struct TreeHead; typedef struct TreeNode * Node; typedef struct TreeHead * Head; /////////////////////////////// In my A.c file: struct TreeNode { char* theData; Node Left; Node Right; } ; struct TreeHead{ int counter; char type; Node Root; }; Head Initialisation() { Head treeHead; treeHead = malloc(sizeof (struct TreeHead)); treeHead-Root = malloc(sizeof (struct TreeNode)); return treeHead; } /////////////////////////////// In my Main.c file: Head head; Node tree; int choose =5; head = Initialisation(); (head-Root) = tree; //When compiling, this line has an error: error: dereferencing pointer to incomplete type Blockquote haed-Root will return a Node pointer, tree is also a Node pointer. So why error is dereferencing pointer to "incomplete" type?

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  • Need advice on C++ coding pattern

    - by Kotti
    Hi! I have a working prototype of a game engine and right now I'm doing some refactoring. What I'm asking for is your opinion on usage of the following C++ coding patterns. I have implemented some trivial algorithms for collision detection and they are implemented the following way: Not shown here - class constructor is made private and using algorithms looks like Algorithm::HandleInnerCollision(...) struct Algorithm { // Private routines static bool is_inside(Point& p, Object& object) { // (...) } public: /** * Handle collision where the moving object should be always * located inside the static object * * @param MovingObject & mobject * @param const StaticObject & sobject * @return void * @see */ static void HandleInnerCollision(MovingObject& mobject, const StaticObject& sobject) { // (...) } So, my question is - somebody advised me to do it "the C++" way - so that all functions are wrapped in a namespace, but not in a class. Is there some good way to preserve privating if I will wrap them into a namespace as adviced? What I want to have is a simple interface and ability to call functions as Algorithm::HandleInnerCollision(...) while not polluting the namespace with other functions such as is_inside(...) Of, if you can advise any alternative design pattern for such kind of logics, I would really appreciate that...

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  • Convert Virtual Key Code to unicode string

    - by Joshua Weinberg
    I have some code I've been using to get the current keyboard layout and convert a virtual key code into a string. This works great in most situations, but I'm having trouble with some specific cases. The one that brought this to light is the accent key next to the backspace key on german QWERTZ keyboards. http://en.wikipedia.org/wiki/File:KB_Germany.svg That key generates the VK code I'd expect kVK_ANSI_Equal but when using a QWERTZ keyboard layout I get no description back. Its ending up as a dead key because its supposed to be composed with another key. Is there any way to catch these cases and do the proper conversion? My current code is below. TISInputSourceRef currentKeyboard = TISCopyCurrentKeyboardInputSource(); CFDataRef uchr = (CFDataRef)TISGetInputSourceProperty(currentKeyboard, kTISPropertyUnicodeKeyLayoutData); const UCKeyboardLayout *keyboardLayout = (const UCKeyboardLayout*)CFDataGetBytePtr(uchr); if(keyboardLayout) { UInt32 deadKeyState = 0; UniCharCount maxStringLength = 255; UniCharCount actualStringLength = 0; UniChar unicodeString[maxStringLength]; OSStatus status = UCKeyTranslate(keyboardLayout, keyCode, kUCKeyActionDown, 0, LMGetKbdType(), kUCKeyTranslateNoDeadKeysBit, &deadKeyState, maxStringLength, &actualStringLength, unicodeString); if(actualStringLength > 0 && status == noErr) return [[NSString stringWithCharacters:unicodeString length:(NSInteger)actualStringLength] uppercaseString]; }

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  • C++ design question, container of instances and pointers

    - by Tom
    Hi all, Im wondering something. I have class Polygon, which composes a vector of Line (another class here) class Polygon { std::vector<Line> lines; public: const_iterator begin() const; const_iterator end() const; } On the other hand, I have a function, that calculates a vector of pointers to lines, and based on those lines, should return a pointer to a Polygon. Polygon* foo(Polygon& p){ std::vector<Line> lines = bar (p.begin(),p.end()); return new Polygon(lines); } Here's the question: I can always add a Polygon (vector Is there a better way that dereferencing each element of the vector and assigning it to the existing vector container? //for line in vector<Line*> v //vcopy is an instance of vector<Line> vcopy.push_back(*(v.at(i)) I think not, but I dont really like that approach. Hopefully, I will be able to convince the author of the class to change it, but I cant base my coding right now to that fact (and i'm scared of a performance hit). Thanks in advance.

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  • C++ design question, container of instances and pointers

    - by Tom
    Hi all, Im wondering something. I have class Polygon, which composes a vector of Line (another class here) class Polygon { std::vector<Line> lines; public: const_iterator begin() const; const_iterator end() const; } On the other hand, I have a function, that calculates a vector of pointers to lines, and based on those lines, should return a pointer to a Polygon. Polygon* foo(Polygon& p){ std::vector<Line> lines = bar (p.begin(),p.end()); return new Polygon(lines); } Here's the question: I can always add a Polygon (vector Is there a better way that dereferencing each element of the vector and assigning it to the existing vector container? //for line in vector<Line*> v //vcopy is an instance of vector<Line> vcopy.push_back(*(v.at(i)) I think not, but I dont really like that approach. Hopefully, I will be able to convince the author of the class to change it, but I cant base my coding right now to that fact (and i'm scared of a performance hit). Thanks in advance.

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  • C++ design question, container of instances and pointers

    - by Tom
    Hi all, Im wondering something. I have class Polygon, which composes a vector of Line (another class here) class Polygon { std::vector<Line> lines; public: const_iterator begin() const; const_iterator end() const; } On the other hand, I have a function, that calculates a vector of pointers to lines, and based on those lines, should return a pointer to a Polygon. Polygon* foo(Polygon& p){ std::vector<Line> lines = bar (p.begin(),p.end()); return new Polygon(lines); } Here's the question: I can always add a Polygon (vector Is there a better way that dereferencing each element of the vector and assigning it to the existing vector container? //for line in vector<Line*> v //vcopy is an instance of vector<Line> vcopy.push_back(*(v.at(i)) I think not, but I dont really like that approach. Hopefully, I will be able to convince the author of the class to change it, but I cant base my coding right now to that fact (and i'm scared of a performance hit). Thanks in advance.

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  • how to make a CUDA Histogram kernel?

    - by kitw
    Hi all, I am writing a CUDA kernel for Histogram on a picture, but I had no idea how to return a array from the kernel, and the array will change when other thread read it. Any possible solution for it? __global__ void Hist( TColor *dst, //input image int imageW, int imageH, int*data ){ const int ix = blockDim.x * blockIdx.x + threadIdx.x; const int iy = blockDim.y * blockIdx.y + threadIdx.y; if(ix < imageW && iy < imageH) { int pixel = get_red(dst[imageW * (iy) + (ix)]); //this assign specific RED value of image to pixel data[pixel] ++; // ?? problem statement ... } } @para d_dst: input image TColor is equals to float4. @para data: the array for histogram size [255] extern "C" void cuda_Hist(TColor *d_dst, int imageW, int imageH,int* data) { dim3 threads(BLOCKDIM_X, BLOCKDIM_Y); dim3 grid(iDivUp(imageW, BLOCKDIM_X), iDivUp(imageH, BLOCKDIM_Y)); Hist<<<grid, threads>>>(d_dst, imageW, imageH, data); }

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  • Guru of the Week 2 no match for the operator==

    - by Adam
    From Guru of the Week 2. We have the function: string FindAddr(const list<Employee> l, string name) { for( list<Employee>::const_iterator i = l.begin(); i != l.end(); i++) { if( *i == name ) // here will be compilation error { return (*i).addr; } } return ""; } I added dummy Employee class to that: class Employee { string n; public: string addr; Employee(string name) : n(name) {} Employee() {} string name() const { return n; } operator string() { return n; } }; And got compilation error: error: no match for ‘operator==’ in ‘i.std::_List_iterator<_Tp>::operator* [with _Tp = Employee]() == name’ It works only if add operator== to Employee. But, Herb Sutter wrote that: The Employee class isn't shown, but for this to work it must either have a conversion to string or a conversion ctor taking a string. But Employee has a conversion function and conversion constructor as well. GCC version 4.4.3. Compiled normally, g++ file.cpp without any flags. There should be implicit conversion and it should work, why it doesn't?

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  • When is a bool not a bool (compiler warning C4800)

    - by omatai
    Consider this being compiled in MS Visual Studio 2005 (and probably others): CPoint point1( 1, 2 ); CPoint point2( 3, 4 ); const bool point1And2Identical( point1 == point2 ); // C4800 warning const bool point1And2TheSame( ( point1 == point2 ) == TRUE ); // no warning What the...? Is the MSVC compiler brain-dead? As far as I can tell, TRUE is #defined as 1, without any type information. So by what magic is there any difference between these two lines? Surely the type of the expression inside the brackets is the same in both cases? [This part of the question now satisfactorily answered in the comments just below] Personally, I think that avoiding the warning by using the == TRUE option is ugly (though less ugly than the != 0 alternative, despite being more strictly correct), and it is better to use #pragma warning( disable:4800 ) to imply "my code is good, the compiler is an ass". Agree? Note - I have seen all manner of discussion on C4800 talking about assigning ints to bools, or casting a burger combo with large fries (hold the onions) to a bool, and wondering why there are strange results. I can't find a clear answer on what seems like a much simpler question... that might just shine line on C4800 in general.

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  • C++ OOP - Can you 'overload a cast' <- hard to explain in 1 sentence

    - by Brandon Miller
    Well, the WinAPI has a POINT struct, but I am trying to make an alternative class to this so you can set the values of x and y from a constructor. /** * X-Y coordinates */ class Point { public: int X, Y; Point(void) : X(0), Y(0) {} Point(int x, int y) : X(x), Y(y) {} Point(const POINT& pt) : X(pt.x), Y(pt.y) {} Point& operator= (const POINT& other) { X = other.x; Y = other.y; } }; // I have an assignment operator and copy constructor. Point myPtA(3,7); Point myPtB(8,5); POINT pt; pt.x = 9; pt.y = 2; // I can assign a 'POINT' to a 'Point' myPtA = pt; // But I also want to be able to assign a 'Point' to a 'POINT' pt = myPtB; Is it possible to overload operator= in a way so that I can assign a Point to a POINT? Or maybe some other method to achieve this? Thanks in advance.

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  • Problem with SqlLite database in Qt SDK 1.0.2

    - by Risino
    Hi I have a problem with SqlLite database. Here is my code: void incomeDialog::on_add_pushButton_clicked() { int a = ui->income_lineEdit->text().toInt(); int b = ui->other_lineEdit->text().toInt(); int c = (a+b); db = QSqlDatabase::addDatabase("QSQLITE"); db.setDatabaseName("money.db"); QSqlQuery query(db); query.exec("create table Income" "(Month TEXT, Payment NUMBER, Other NUMBER, Together NUMBER)"); query.prepare("INSERT INTO Income values (?,?,?,?)"); query.addBindValue(ui->comboBox->currentText()); query.addBindValue(ui->income_lineEdit->text().toInt()); query.addBindValue(ui->other_lineEdit->text().toInt()); query.addBindValue(c); query.exec(); } I use qt sdk 1.0.2. After building shows errors: Undefined reference to 'QSqlDatabase::addDatabase(QString const&, QString const&)... all errors is similar (Undefined reference to 'QSqlDatabase:: Do you have any idea how to repair it?

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  • Scala always returning true....WHY?

    - by jhamm
    I am trying to learn Scala and am a newbie. I know that this is not optimal functional code and welcome any advice that anyone can give me, but I want to understand why I keep getting true for this function. def balance(chars: List[Char]): Boolean = { val newList = chars.filter(x => x.equals('(') || x.equals(')')); return countParams(newList, 0) } def countParams(xs: List[Char], y: Int): Boolean = { println(y + " right Here") if (y < 0) { println(y + " Here") return false } else { println(y + " Greater than 0") if (xs.size > 0) { println(xs.size + " this is the size") xs match { case xs if (xs.head.equals('(')) => countParams(xs.tail, y + 1) case xs if (xs.head.equals(')')) => countParams(xs.tail, y - 1) case xs => 0 } } } return true; } balance("()())))".toList) I know that I am hitting the false branch of my if statement, but it still returns true at the end of my function. Please help me understand. Thanks.

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  • User switching without logging off

    - by mrh1967
    We need to switch users without logging off so we can remotely administrate a PC running with a limited user that will disconnect from the VPN if the user logs off. I've got this working by killing the explorer process and then running explorer.exe with the administrator user credentials as the following code shows: private void btnOk_Click(object sender, EventArgs e) { IntPtr tokenHandle = new IntPtr(0); if (LogonUser("administrator", Environment.UserDomainName, txtPassword.Text, 3, 0, ref tokenHandle)) { ProcessStartInfo psi = new ProcessStartInfo(@"C:\Windows\explorer.exe"); psi.UserName = "administrator"; char[] pword = txtPassword.Text.ToCharArray(); psi.Password = new System.Security.SecureString(); foreach (char c in pword) { psi.Password.AppendChar(c); } psi.UseShellExecute = false; psi.LoadUserProfile = true; restartExplorer(psi); this.Close(); } else { MessageBox.Show("Wrong password", "Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation); } } private void restartExplorer(ProcessStartInfo psi) { Process[] procs = System.Diagnostics.Process.GetProcesses(); foreach (Process p in procs) { if (p.ProcessName == "explorer") { p.Kill(); break; } } System.Diagnostics.Process.Start(psi); } [DllImport("advapi32.dll", SetLastError = true)] public extern static bool LogonUser(String lpszUsername, String lpszDomain, String lpszPassword, int dwLogonType, int dwLogonProvider, ref IntPtr phToken); This code and similar code that does the same but makes the ProcessStartInfo for the limited user works perfectly and allows changing between the limited and administrator accounts without disconnecting the VPN but it has one problem - If we use this to change to the administrator user, make some changes to the system, then change back to the limited user all works ok until the limited user logs off when a blank desktop is displayed until CTRL-ALT-DEL is pressed and the user is logged off again. Because we block CTRL-ALT-DEL the PC effectively hangs until it is powered off. Does anyone know how to stop this from happening so we can change users without the PC hanging when they log off?

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  • Comparing objects and inheritance

    - by ereOn
    Hi, In my program I have the following class hierarchy: class Base // Base is an abstract class { }; class A : public Base { }; class B : public Base { }; I would like to do the following: foo(const Base& one, const Base& two) { if (one == two) { // Do something } else { // Do something else } } I have issues regarding the operator==() here. Of course comparing an instance A and an instance of B makes no sense but comparing two instances of Base should be possible. (You can't compare a Dog and a Cat however you can compare two Animals) I would like the following results: A == B = false A == A = true or false, depending on the effective value of the two instances B == B = true or false, depending on the effective value of the two instances My question is: is this a good design/idea ? Is this even possible ? What functions should I write/overload ? My apologies if the question is obviously stupid or easy, I have some serious fever right now and my thinking abilities are somewhat limited :/ Thank you.

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  • Which way to store this data is effective?

    - by Tattat
    I am writing a game, which need a map, and I want to store the map. The first thing I can think of, is using a 2D-array. But the problem is what data should I store in the 2D-array. The player can tap different place to have different reaction. So, I am thinking store a 2D-array with objects, when player click some position, and I find it in the array, and use the object in that array to execute a cmd. But I have a concern that storing lots of object may use lots of memory. So, I am think storing char/int only. But it seems that not enough for me. I want to store the data like that: { Type:1 Color:Green } No matter what color is, if they are all type 1, the have same reactions in logic, but the visual effect is based on the color. So, it is not easy to store using a prue char/int data, unless I make something like this: 1-5 --> all type 1. 1=color green , 2=color red, 3 = color yellow.... ... 6-10 --> all type 2. 2 = color green, 2 = color red ... ... So, do you have any ideas on how to minimize the ram use, but also easy for me to read... ...thx

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  • Segmentation fault on instationation of more than 1 object

    - by ECE
    I have a class called "Vertex.hpp" which is as follows: #include <iostream> #include "Edge.hpp" #include <vector> using namespace std; /** A class, instances of which are nodes in an HCTree. */ class Vertex { public: Vertex(char * str){ *name=*str; } vector<Vertex*> adjecency_list; vector<Edge*> edge_weights; char *name; }; #endif When I instantiate an object of type Vector as follows: Vertex *first_read; Vertex *second_read; in.getline(input,256); str=strtok(input," "); first_read->name=str; str=strtok(NULL, " "); second_read->name=str; A segmentation fault occurs when more than 1 object of type Vector is instantiated. Why would this occur if more than 1 object is instantiated, and how can i allow multiple objects to be instantiated?

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  • Drawing line graphics leads Flash to spiral out of control!

    - by drpepper
    Hi, I'm having problems with some AS3 code that simply draws on a Sprite's Graphics object. The drawing happens as part of a larger procedure called on every ENTER_FRAME event of the stage. Flash neither crashes nor returns an error. Instead, it starts running at 100% CPU and grabs all the memory that it can, until I kill the process manually or my computer buckles under the pressure when it gets up to around 2-3 GB. This will happen at a random time, and without any noticiple slowdown beforehand. WTF? Has anyone seen anything like this? PS: I used to do the drawing within a MOUSE_MOVE event handler, which brought this problem on even faster. PPS: I'm developing on Linux, but reproduced the same problem on Windows. UPDATE: You asked for some code, so here we are. The drawing function looks like this: public static function drawDashedLine(i_graphics : Graphics, i_from : Point, i_to : Point, i_on : Number, i_off : Number) : void { const vecLength : Number = Point.distance(i_from, i_to); i_graphics.moveTo(i_from.x, i_from.y); var dist : Number = 0; var lineIsOn : Boolean = true; while(dist < vecLength) { dist = Math.min(vecLength, dist + (lineIsOn ? i_on : i_off)); const p : Point = Point.interpolate(i_from, i_to, 1 - dist / vecLength); if(lineIsOn) i_graphics.lineTo(p.x, p.y); else i_graphics.moveTo(p.x, p.y); lineIsOn = !lineIsOn; } } and is called like this (m_graphicsLayer is a Sprite): m_graphicsLayer.graphics.clear(); if (m_destinationPoint) { m_graphicsLayer.graphics.lineStyle(2, m_fixedAim ? 0xff0000 : 0x333333, 1); drawDashedLine(m_graphicsLayer.graphics, m_initialPos, m_destinationPoint, 10, 10); }

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  • Where to add an overloaded operator for the tr1::array?

    - by phlipsy
    Since I need to add an operator& for the std::tr1::array<bool, N> I wrote the following lines template<std::size_t N> std::tr1::array<bool, N> operator& (const std::tr1::array<bool, N>& a, const std::tr1::array<bool, N>& b) { std::tr1::array<bool, N> result; std::transform(a.begin(), a.end(), b.begin(), result.begin(), std::logical_and<bool>()); return result; } Now I don't know in which namespace I've to put this function. I considered the std namespace as a restricted area. Only total specialization and overloaded function templates are allowed to be added by the user. Putting it into the global namespace isn't "allowed" either in order to prevent pollution of the global namespace and clashes with other declarations. And finally putting this function into the namespace of the project doesn't work since the compiler won't find it there. What had I best do? I don't want to write a new array class putted into the project namespace. Because in this case the compiler would find the right namespace via argument dependent name lookup. Or is this the only possible way because writing a new operator for existing classes means extending their interfaces and this isn't allowed either for standard classes?

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  • Calling base class constructor

    - by The Void
    In the program below, is the line Derived(double y): Base(), y_(y) correct/allowed? That is, does it follow ANSI rules? #include <iostream> class Base { public: Base(): x_(0) { std::cout << "Base default constructor called" << std::endl; } Base(int x): x_(x) { std::cout << "Base constructor called with x = " << x << std::endl; } void display() const { std::cout << x_ << std::endl; } protected: int x_; }; class Derived: public Base { public: Derived(): Base(1), y_(1.2) { std::cout << "Derived default constructor called" << std::endl; } Derived(double y): Base(), y_(y) { std::cout << "Derived constructor called with y = " << y << std::endl; } void display() const { std::cout << Base::x_ << ", " << y_ << std::endl; } private: double y_; }; int main() { Base b1; b1.display(); Derived d1; d1.display(); std::cout << std::endl; Base b2(-9); b2.display(); Derived d2(-8.7); d2.display(); return 0; }

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  • Implementing a non-public assignment operator with a public named method?

    - by Casey
    It is supposed to copy an AnimatedSprite. I'm having second thoughts that it has the unfortunate side effect of changing the *this object. How would I implement this feature without the side effect? EDIT: Based on new answers, the question should really be: How do I implement a non-public assignment operator with a public named method without side effects? (Changed title as such). public: AnimatedSprite& AnimatedSprite::Clone(const AnimatedSprite& animatedSprite) { return (*this = animatedSprite); } protected: AnimatedSprite& AnimatedSprite::operator=(const AnimatedSprite& rhs) { if(this == &rhs) return *this; destroy_bitmap(this->_frameImage); this->_frameImage = create_bitmap(rhs._frameImage->w, rhs._frameImage->h); clear_bitmap(this->_frameImage); this->_frameDimensions = rhs._frameDimensions; this->CalcCenterFrame(); this->_frameRate = rhs._frameRate; if(rhs._animation != nullptr) { delete this->_animation; this->_animation = new a2de::AnimationHandler(*rhs._animation); } else { delete this->_animation; this->_animation = nullptr; } return *this; }

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  • Can the size of a structure change after compiled?

    - by Sarah Altiva
    Hi, suppose you have the following structure: #include <windows.h> // BOOL is here. #include <stdio.h> typedef struct { BOOL someBool; char someCharArray[100]; int someIntValue; BOOL moreBools, anotherOne, yetAgain; char someOthercharArray[23]; int otherInt; } Test; int main(void) { printf("Structure size: %d, BOOL size: %d.\n", sizeof(Test), sizeof(BOOL)); } When I compile this piece of code in my machine (32-bit OS) the output is the following: Structure size: 148, BOOL size: 4. I would like to know if, once compiled, these values may change depending on the machine which runs the program. E.g.: if I ran this program in a 64-bit machine, would the output be the same? Or once it's compiled it'll always be the same? Thank you very much, and forgive me if the answer to this question is obvious...

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  • SFINAE and detecting if a C++ function object returns void.

    - by Tom Swirly
    I've read the various authorities on this, include Dewhurst and yet haven't managed to get anywhere with this seemingly simple question. What I want to do is to call a C++ function object, (basically, anything you can call, a pure function or a class with ()), and return its value, if that is not void, or "true" otherwise. #include <stdio.h> struct Foo { void operator()() {} }; struct Bar { bool operator()() { return false; } }; Foo foo; Bar bar; bool baz() { return false; } void bang() {} const char* print(bool b) { printf(b ? "true, " : "false, "); } template <typename Functor> bool magicCallFunction(Functor f) { return true; // lots of template magic occurs here... } int main(int argc, char** argv) { print(magicCallFunction(foo)); print(magicCallFunction(bar)); print(magicCallFunction(baz)); print(magicCallFunction(bang)); printf("\n"); }

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  • C++ -- Why should we use operator -> to access member functions of a SmartPtr?

    - by q0987
    Hello all, The question is given in the last two lines of code. template<class T> // template class for smart class SmartPtr { // pointers-to-T objects public: SmartPtr(T* realPtr = 0); T* operator->() const; T& operator*() const; T* Detach( void ) { T* pData = pointee; pointee = NULL; return pData; } private: T *pointee; ... }; class TestClass {} SmartPtr<TestClass> sPtr(new TestClass); TestClass* ptrA = sPtr->Detach(); // why I always see people use this method to access member functions of a Smart pointer. We can use sPtr-> b/c we have defined operator->() in SmartPtr. TestClass* ptrB = sPtr.Detach(); // Question: Is this a valid C++ way? If not, why? Thank you

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  • Click at specified client area

    - by VixinG
    Click doesn't work - I don't know why and can't find a solution :( ie. Click(150,215) should move mouse to the client area and click there. [DllImport("user32.dll")] private static extern bool ScreenToClient(IntPtr hWnd, ref Point lpPoint); [DllImport("user32", SetLastError = true)] private static extern int SetCursorPos(int x, int y); static void MouseMove(int x, int y) { Point p = new Point(x * -1, y * -1); ScreenToClient(hWnd, ref p); p = new Point(p.X * -1, p.Y * -1); SetCursorPos(p.X, p.Y); } static void Click(int x, int y) { MouseMove(x, y); SendMessage(hWnd, WM_LBUTTONDOWN, (IntPtr)0x1, new IntPtr(y * 0x10000 + x)); SendMessage(hWnd, WM_LBUTTONUP, (IntPtr)0x1, new IntPtr(y * 0x10000 + x)); } Edit: Of course I can use mouse_event for that, but I would like to see a solution for SendMessage()... [DllImport("user32.dll")] static extern void mouse_event(int dwFlags, int dx, int dy, int dwData, int dwExtraInfo); const int LEFTDOWN = 0x00000002; const int LEFTUP = 0x00000004; static void Click(int x, int y) { MouseMove(x, y); mouse_event((int)(LEFTDOWN), 0, 0, 0, 0); mouse_event((int)(LEFTUP), 0, 0, 0, 0); }

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  • Cloning ID3DXMesh with declration that has 12 floats breaks?

    - by meds
    I have the following vertex declration: struct MESHVERTInstanced { float x, y, z; // Position float nx, ny, nz; // Normal float tu, tv; // Texcoord float idx; // index of the vertex! float tanx, tany, tanz; // The tangent const static D3DVERTEXELEMENT9 Decl[6]; static IDirect3DVertexDeclaration9* meshvertinstdecl; }; And I declare it as such: const D3DVERTEXELEMENT9 MESHVERTInstanced::Decl[] = { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, { 0, 32, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 }, { 0, 36, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 }, D3DDECL_END() }; What I try to do next is copy an ID3DXMesh into another one with the new vertex declaration as such: model->CloneMesh( model->GetOptions(), MESHVERTInstanced::Decl, gd3dDevice, &pTempMesh ); When I try to get the FVF size of pTempMesh (D3DXGetFVFVertexSize(pTempMesh-GetFVF())) I get '0' though the size should be 48. The whole thing is fine if I don't have the last declaration, '{ 0, 36, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },' in it and the CloneMesh function does not return a FAIL. I've also tried using different declarations such as D3DDECLUSAGE_TEXCOORD and that has worked fine, returning a size of 48. Is there something specific about D3DDECLUSAGE_TANGENT I don't know? I'm at a complete loss as to why this isn't working...

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