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  • setting the openCV configuration in an openGL project produce several errors

    - by GolSa
    I have a win32 solution which is set for openGL; it works well; but I want to write a function which use functions of openCV; I set the configuration for openCV for both X86 and X64;;I commented the openCV function and just to test the correctness of configuration, I run it; but when I want to run it on X64 I faced with the error below: Error 1 error C2065: 'GWL_HINSTANCE' : undeclared identifier D:\matrix\matrixProjection\src\ControllerMain.cpp 35 1 matrixProjection Error 2 error C2664: 'CreateDialogParamW' : cannot convert parameter 4 from 'BOOL (__cdecl *)(HWND,UINT,WPARAM,LPARAM)' to 'DLGPROC' D:\matrix\matrixProjection\src\DialogWindow.cpp 47 1 matrixProjection Error 2 points to this line of code: HWND DialogWindow::create() { /*-->this line*/ handle = ::CreateDialogParam(instance, MAKEINTRESOURCE(id), parentHandle, Win::dialogProcedure, (LPARAM)controller); return handle; } but on Debug Win32 configure, it runs; I used openGL32 in my project; is there any probability to be the cause? is there any X64 version for openGL? I know that there is something needed in X64 mode which my solution can not handle it; I googled a lot about it but I did not find any solution; How can I solve that?

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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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  • Converting VS 2008 Project to VS 2010 - now .aspx won't load

    - by coffeeaddict
    I converted all my other projects fine from VS 2008 to 2010 and they run great. There is one project however for some reason after converting, when I try to run one of the .aspx pages in it, I get nothing...no error, just that it cannot display the page. Nothing has changed. The path is still the same, and the IIS website is still the same. I even recreated the site in IIS using the VS option to create it in the web project properties. This is a testing project..only has like one .aspx in it. Not sure why I get nothing after converting this. I did not convert it to .NET 4.0, it's still in v3.5 in VS 2010.

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  • Select calls seems to not time out.

    - by martsbradley
    HI Folks, I have a threaded C++ program where up to three threads are calling select on a three separate socket descriptors waiting for data to become available. Each thread handles one socket and adds it to the readfds with a timeout of 300 seconds. After select returns if there is data available I'm calling recv to read it. Is there anything that I need to be aware of with winsock and threads because for some reason after a number of hours the select calls all seem to be not timing out. Can a multi threaded program select from a number of threads without issue? I know that I should have one thread listening to all three sockets however that would be a large change for this app and I'm only looking to apply a bug fix. cheers, Martin.

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  • how to run href="#var=something" before onclick function fires in javascript?

    - by korben
    i'm using the below javascript to change an image on an aspx in asp.net c# <script language="JavaScript" type="text/javascript"> var updateImageWhenHashChanges = function() { theImage = document.getElementById("ctl00_ContentPlaceHolder1_Image1a"); if(window.location.hash == "#size=2") { theImage.src = "<%# Eval("realfilename", "/files/l{0}") %>"; } else if(window.location.hash == "#size=3") { theImage.src = "<%# Eval("realfilename", "/files/{0}") %>"; } else if(window.location.hash == "#size=1") { theImage.src = "<%# Eval("fullthumbname", "/thumbnails/{0}") %>"; } else { } } </script> here's how i call it with a link <a href="#size=3" onclick="updateImageWhenHashChanges();">test</a> the problem is that it only does what i'm expecting on the SECOND click of the link, because it seems onclick fires before the href, so the first time i'm just placing the var and the 2nd time i'm actually getting what i want. does anyone know how i can fix this? i'm trying to get the image to change on each click

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  • Embed flash ActiveX in vb6 dynamically?

    - by Alex
    im trying to embed flash in my program by placing flash.ocx in my app's folder without having to register it. i found DirectCom.dll and with this code i can show the right version of flash. but how do i show it on the form and load the movie? Private Declare Function GetInstanceOld Lib "DirectCom" Alias "GETINSTANCE" (FName As String, ClassName As String) As Object Dim ShockwaveFlash1 As Object Set ShockwaveFlash1 = GetInstanceEx(StrPtr(App.Path & "\" & "flash.ocx"), StrPtr("ShockwaveFlash"), True) MsgBox ShockwaveFlash1.FlashVersion

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  • my dialog box did not show up whene i compile it using sdk 7.1,

    - by zirek
    hello and welcom everyone .. i'd like to build a win32 application using sdk 7.1, i create the dialog box using visual c++ 2012 resource editor, i copy resource.rc and resource.h to my folder and i write this simple main.cpp file: #include <windowsx.h> #include <Windows.h> #include <tchar.h> #include "resource.h" #define my_PROCESS_MESSAGE(hWnd, message, fn) \ case(message): \ return( \ SetDlgMsgResult(hWnd, uMsg, \ HANDLE_##message((hWnd), (wParam), (lParam), (fn)) )) \ LRESULT CALLBACK DlgProc(HWND, UINT, WPARAM, LPARAM); BOOL Cls_OnInitDialog(HWND hwnd, HWND hwndFocus, LPARAM lParam); void Cls_OnCommand(HWND hwnd, int id, HWND hwndCtl, UINT codeNotify); int WINAPI _tWinMain( HINSTANCE hInstance, HINSTANCE, LPTSTR, int iCmdLine ) { DialogBoxParam( hInstance, MAKEINTRESOURCE(IDD_INJECTOR), NULL, (DLGPROC) DlgProc, NULL ); return FALSE; } LRESULT CALLBACK DlgProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { switch (uMsg) { my_PROCESS_MESSAGE(hwnd, WM_INITDIALOG, Cls_OnInitDialog); my_PROCESS_MESSAGE(hwnd, WM_COMMAND, Cls_OnCommand); default: break; } return DefWindowProc(hwnd, uMsg, wParam, lParam); } BOOL Cls_OnInitDialog(HWND hwnd, HWND hwndFocus, LPARAM lParam) { return TRUE; } void Cls_OnCommand(HWND hwnd, int id, HWND hwndCtl, UINT codeNotify) { switch(id) { case IDCANCEL: EndDialog(hwnd, id); break; default: break; } } then i use the following command line to compile my code, wich i found on this forum cl main.cpp /link /SUBSYSTEM:WINDOWS user32.lib my problem is that my dialog box did not show up, and when i use procexp, to see what happen, i found that that my application is created then closed in the same time, and what make me wondering is that its working fine on visual c++ 2012. my sdk 7.1, installed correctly, i testing it against a basic window without any resource file any ideas, ill be really thankful Best, Zirek

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  • How to stop C# compile on first error in VS 2010 (VS 2008 macros don't work)!

    - by Ben Robbins
    At work we have a C# solution with over 80 projects. Is it possible in VS 2010 to automatically stop compilation as soon as an error is encountered rather than the default behaviour which is to continue as far as possible and display a list of errors in the error window? I'm happy for it to stop either as soon as an error is encountered (file-level) or as soon as a project fails to build (project-level). I'd also note that in VS 2008 we used macros similar to some of the answers below but they don't work in VS 2010 (at least I couldn't get them to as the environment events don't seem to fire in VS 2010).

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  • Catching exception in Main() method

    - by Corvin
    Consider the following simple application: a windows form created by a "new C# windows application" sequence in VS that was modified in a following way: public static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); try { Application.Run(new Form1()); } catch (Exception ex) { MessageBox.Show("An unexpected exception was caught."); } } Form1.cs contains the following modifications: private void Form1_Load(object sender, EventArgs e) { throw new Exception("Error"); } If I press F5 in IDE, then, as I expect, I see a message box saying that exception was caught and the application quits. If I go to Debug(or Release)/bin and launch the executable, I see the standard "Unhandled exception" window, meaning that my exception handler doesn't work. Obviously, that has something to do with exception being thrown from a different thread that Application.Run is called from. But the question remains - why the behavior differs depending on whether the application has been run from IDE or from command line? What is the best practice to ensure that no exceptions remain unhandled in the application?

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  • Audio Recording in C++

    - by Cenoc
    Hey, I was wondering, what was a good cross-platform utility for doing audio recording/ playback/ seeking in C++? I was thinking going the route of ALUT (OpenAL), but is there a better way? If not, do you guys know of any good tutorials/sample code for ALUT?

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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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  • LINQ saving images to varbinary

    - by m4rc
    I'm having issues saving images to a varbinary(Max) field using LINQ. I can save files in the region of 10KB to the database no problems, but when it comes to files bigger than that, it's as though it doesn't even try. I've had a look in the SQL Server Profiler and when the file is around 10KB I can see the full insert statement in the detail pane. However, when the file is a bit bigger, the detail pane doesn't show anything, although any data besides the varbinary field is written to the database. The data is in the Data Object just before SubmitChanges so I can't figure out what's happening between now and then!

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  • Can someone rid me of these turbulent T4 template editors?

    - by Will
    I'm using Tangible's editor and (no offense guys) it sucks. Its one painful step above notepad. But its (afaik) the only game in town. Does anybody have any tips/tricks on creating T4 templates in a non-painful way? For instance, I'm thinking about creating a T4 Template that essentially turns a class defined in a solution into a template generator. DTE, look for code that is marked with this or that attribute, run this or that method, and drop the results into a file. At least I'd get legit intellisense out of the deal...

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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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  • Debugging instance of another thread altering my data

    - by Mick
    I have a huge global array of structures. Some regions of the array are tied to individual threads and those threads can modify their regions of the array without having to use critical sections. But there is one special region of the array which all threads may have access to. The code that accesses these parts of the array needs to carefully use critical sections (each array element has its own critical section) to prevent any possibility of two threads writing to the structure simultaneously. Now I have a mysterious bug I am trying to chase, it is occurring unpredictably and very infrequently. It seems that one of the structures is being filled with some incorrect number. One obvious explanation is that another thread has accidentally been allowed to set this number when it should be excluded from doing so. Unfortunately it seems close to impossible to track this bug. The array element in which the bad data appears is different each time. What I would love to be able to do is set some kind of trap for the bug as follows: I would enter a critical section for array element N, then I know that no other thread should be able to touch the data, then (until I exit the critical section) set some kind of flag to a debugging tool saying "if any other thread attempts to change the data here please break and show me the offending patch of source code"... but I suspect no such tool exists... or does it? Or is there some completely different debugging methodology that I should be employing.

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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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  • Is stack address shared by Heap addresses ??

    - by numerical25
    I read On most operating systems, the addresses in memory starts from highest to lowest. So I am wondering if the heap, stack, and global memory all fall under the same ordering..? If I created... pointerType* pointer = new pointerType //creates memory address 0xffffff And then created a local varible on the stack localObject object would localObjects address be 0xfffffe Or is heap and stack ordering completely different.

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  • Can TFS workspaces be used without being tied to a specific machine?

    - by GWLlosa
    So I've got a situation where we have a project with 10 developers. Each developer, when they come in for the day, is randomly issued a machine to use for development that day. The machine names are different, say DEV01 - DEV10. At the time that they are issued to the developers, the machines are identical, and no changes the developers make during the day are persisted on the machines (source code changes are stored in TFS, not locally). These are of course actually virtual machines, but that's not really relevant to the point at hand. The problem is that each morning, the developers run into 3 issues: 1) The machine that they are assigned may not be the same machine they were last assigned to. For example, DevMan A might have used DEV04 yesterday, and received DEV06 today. His workspace definitions are now tied to DEV06; he must create a new workspace, or migrate the old workspace to DEV04. 2) The machine that they are assigned may have been in use yesterday, and some of the mappings may conflict. For example, DevMan A might have DEV04 today, and wish to create a workspace mapping the project folder to "C:\MyProj\Solution". However, DevMan B had DEV04 yesterday, and he used the same project folder. TFS now complains. 3) This may be the first time they are on a given machine. They now need to recreate for this machine all of their source-control mappings for the new machine. All of these issues can be resolved in a straightforward fashion on a case-by-case basis, but it does sap some productivity from the morning. We'd much prefer if the TFS workspace definitions could be 'relaxed', such that they did not include the machine name in the definition somehow. Barring that, if anyone is aware of a solution to the above problems that can run automatically, or with limited user intervention, that would also be ideal.

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  • Getting all the classes in project and their packages from CodeRush extension

    - by drasto
    I've spent some time trying to find a way CodeRush could add using when it finds undeclared element that is in the fact class name with no using added. The solution suggested in this answer to my question (Refactor_resolve) does not work (bugged?). In a process I found out that writing plug-ins for CodeRush is easy, so I decided to code this functionality myself (and share it). I'd only implement a CodeProvider (like in this tutorial). The only thinks I need to do the job are answers to this questions: At the start up of my plugin I need to get a list (set, map, whatever) of all classes and their packages. This means all the classes(interfaces...) and their packages in project, and within all referenced libraries. And I also need to receive updated on this (when user adds reference, creates new class). Can I get this from some CodeRush classes or maybe VS interface available from CodeProvider class? How do I add created CodeProvider to the pop-up that is shown when user hovers over an Issue?

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  • Scanning FedEx labels into a visual basic program

    - by 0bfus
    I have a program that has tracking numbers entered into it and it stores them in a database and i would like to add a scanner to the mix. The scanner is acting like a keyboard and scannes just fine, the problem is scanning a FedEx number gives a 32 digit number and i am only iterested in the tracking number portion of it. I saw an example on the web for an excel macro and tried to modify it but it doesnt seem to work. Is there something i could do to just get the 12 digit number? This is what it looks like so far. Any help would be greatly appreciated. With BarcodeText If .Text < "1z99999999999999999" Then .Text = Mid(.Text, 17, 12) End If

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  • Simple C++ program on multidimensional arrays - Getting C2143 error among others. Not sure why?

    - by noobzilla
    Here is my simple multidimensional array program. The first error occurs where I declare the function addmatrices and then a second one where it is implemented. I am also getting an undefined variable error for bsize. What am I doing incorrectly? #include <iostream> #include <fstream> #include <string> #include <iomanip> using namespace std; //Function declarations void constmultiply (double matrixA[][4], int asize, double matrixC[][4], int bsize, double multiplier); //Pre: The address of the output file, the matrix to be multiplied by the constant, the matrix in which // the resultant values will be stored and the multiplier are passed in. //Post: The matrix is multiplied by the multiplier and the results are displayed on screen and written to the // output file. int addmatrices (double matrixA[][4], int asize, double matrixB[]4], int bsize, double matrixC[][4], int csize); //Pre: The addresses of three matrices are passed in //Post: The values in each of the two matrices are added together and put into a third matrix //Error Codes int INPUT_FILE_FAIL = 1; int UNEQUAL_MATRIX_SIZE = 2; //Constants const double multiplier = 2.5; const int rsize = 4; const int csize = 4; //Main Driver int main() { //Declare the two matrices double matrix1 [rsize][csize]; double matrix2 [rsize][csize]; double matrix3 [rsize][csize]; //Variables double temp; string filename; //Declare filestream object ifstream infile; //Ask the user for the name of the input file cout << "Please enter the name of the input file: "; cin >> filename; //Open the filestream object infile.open(filename.c_str()); //Verify that the input file opened correctly if (infile.fail()) { cout << "Input file failed to open" <<endl; exit(INPUT_FILE_FAIL); } //Begin reading in data from the first matrix for (int i = 0; i <= 3; i++)//i = row { for (int j = 0; j <= 3; j++)// j = column { infile >> temp; matrix1[i][j] = temp; } } //Begin reading in data from the second matrix for (int k = 0; k <= 3; k++)// k = row { for (int l = 0; l <= 3; l++)// l = column { infile >> temp; matrix2[k][l] = temp; } } //Notify user cout << "Input file open, reading matrices...Done!" << endl << "Read in 2 matrices..."<< endl; //Output the values read in for Matrix 1 for (int i = 0; i <= 3; i++) { for (int j = 0; j <= 3; j ++) { cout << setprecision(1) << matrix1[i][j] << setw(8); } cout << "\n"; } cout << setw(40)<< setfill('-') << "-" << endl ; //Output the values read in for Matrix 2 for (int i = 0; i <= 3; i++) { for (int j = 0; j <= 3; j ++) { cout << setfill(' ') << setprecision(2) << matrix2[i][j] << setw(8); } cout << "\n"; } cout << setw(40)<< setfill('-') << "-" << endl ; //Multiply matrix 1 by the multiplier value constmultiply (matrix1, rsize, matrix3, rsize, multiplier); //Output matrix 3 values to screen for (int i = 0; i <= 3; i++) { for (int j = 0; j <= 3; j ++) { cout << setfill(' ') << setprecision(2) << matrix3[i][j] << setw(8); } cout << "\n"; } cout << setw(40)<< setfill('-') << "-" << endl ; // //Add matrix1 and matrix2 // addmatrices (matrix1, 4, matrix2, 4, matrix3, 4); // //Finished adding. Now output matrix 3 values to screen // for (int i = 0; i <= 3; i++) // { //for (int j = 0; j <= 3; j ++) //{ // cout << setfill(' ') << setprecision(2) << matrix3[i][j] << setw(8); //} //cout << "\n"; // } // cout << setw(40)<< setfill('-') << "-" << endl ; //Close the input file infile.close(); return 0; } //Function implementation void constmultiply (double matrixA[][4], int asize, double matrixC[][4], int bsize, double multiplier) { //Loop through each row and multiply the value at that location with the multiplier for (int i = 0; i < asize; i++) { for (int j = 0; j < 4; j++) { matrixC[i][j] = matrixA[i][j] * multiplier; } } } int addmatrices (double matrixA[][4], int asize, double matrixB[]4], int bsize, double matrixC[][4], int csize) { //Remember that you can only add two matrices that have the same shape - i.e. They need to have an equal //number of rows and columns. Let's add some error checking for that: if(asize != bsize) { cout << "You are attempting to add two matrices that are not equal in shape. Program terminating!" << endl; return exit(UNEQUAL_MATRIX_SIZE); } //Confirmed that the matrices are of equal size, so begin adding elements for (int i = 0; i < asize; i++) { for (int j = 0; j < bsize; j++) { matrixC[i][j] = matrixA[i][j] + matrixB[i][j]; } } }

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  • Generate accessors in Visual C++ 2008

    - by gramm
    Hi, I'm trying to generate the accessors and mutators for my variables automatically, but just can't find a way. I tried the right-click/refactor... solution, but the refactor item doesn't appear. I'm not in the mood right now to learn how to write a macro to do this, and I don't have the money to buy a commercial solution (internship student). Any help is welcome, I don't feel like writing all my get/set by hand. note : it's C++ so the {get;set} syntax doesn't work (or does it ?).

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