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  • Why does VS2005 skip execution of lines when debugging managed C++ without optimizations?

    - by Sakin
    I ran into a rather odd behavior that I don't even know how to start describing. I wrote a piece of managed C++ code that makes calls to native methods. A (very) simplified version of the code would look like this (I know it looks like a full native function, just assume there is managed stuff being done all over the place): int somefunction(ptrHolder x) { // the accessptr method returns a native pointer if (x.accessptr() != nullptr) // I tried this with nullptr, NULL, 0) { try { x->doSomeNativeVeryImportantStuff(); // or whatever, doesn't matter } catch (SomeCustomExceptionClass &) { return 0; } } SomeOtherNativeClass::doStaticMagic(); return 1; } I compiled this code without optimizations using the /clr flag (VS.NET 2005, SP2) and when running it in the debugger I get to the if statement, since the pointer is actually null, I don't enter the if, but surprisingly, the cursor jumps directly to the return 1 statement, ignoring the doStaticMagic() method completely!!! When looking at the assembly code, I see that it really jumps directly to that line. If I force the debugger to enter the if block, I also jump to the return 1 statement after I press F10. Any ideas why this is happening? Thanks, Ariel

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  • [c++] - Help about class and error: C3861

    - by Chelsea_cole
    Can someone help me in this error? in "cDef.h" : #pragma once class cDef { public: static int STATE_LOGO; static int STATE_MENU; static int MESSAGE_ENTER; static int MESSAGE_UPDATE; static int MESSAGE_PAINT; static int MESSAGE_EXIT; }; in "GameState.h": #pragma once #ifndef _GameState_ #define _GameState_ #include "cDef.h" class MainGame; class GameState; class GameState { public: MainGame *mg; int GAME_STATE_DEF; virtual void MessengeEnter(int message) = 0; virtual void MessengeUpdate(int message,int keys) = 0; virtual void MessengePaint(int message,CDC *pDc) = 0; void StateHandler(int message,CDC *pDc,int keys); public: GameState(void); public: ~GameState(void); }; #endif in "GameState.cpp": #include "StdAfx.h" #include "GameState.h" GameState::GameState(void) { GAME_STATE_DEF = -1; } GameState::~GameState(void) { } void GameState::StateHandler(int message,CDC *pDc,int keys) { if(message == cDef.MESSAGE_ENTER) { MessageEnter(message); } if(message == cDef.MESSAGE_UPDATE) { MessageUpdate(message,keys); } if(message == cDef.MESSAGE_PAINT) { MessagePaint(message,pDC); } } error: warning C4832: token '.' is illegal after UDT 'cDef' see declaration of 'cDef' error C3861: 'MessageUpdate': identifier not found error C3861: 'MessageEnter': identifier not found error C3861: 'MessagePaint': identifier not found ..... Thanks in advance!

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  • How to close a form in UserControl

    - by FJPoort
    I created a UserControl with the buttons Save, Close and Cancel. I want to close the form without saving on the Cancel button, prompt a message to save on the Close button and Save without closing on the Save button. Normally, I would have used this.Close() on the Cancel button, but the UserControl doesn't have such an option. So I guess I have to set a property for that. Scrolling down the "Questions that may already have your answer" section, I came across this question: How to close a ChildWindow from an UserControl button loaded inside it? I used the following C# code: private void btnCancel_Click(object sender, EventArgs e) { ProjectInfo infoScreen = (ProjectInfo)this.Parent; infoScreen.Close(); } This does the job for one screen, but I wonder if I have to apply this code for all the screen I have? I think there should be a more efficient way. So my question is: Do I need to apply this code for every form I have, or is there another (more efficient) way?

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  • How to limit TCP writes to particular size and then block untlil the data is read

    - by ustulation
    {Qt 4.7.0 , VS 2010} I have a Server written in Qt and a 3rd party client executable. Qt based server uses QTcpServer and QTcpSocket facilities (non-blocking). Going through the articles on TCP I understand the following: the original implementation of TCP mentioned the negotiable window size to be a 16-bit value, thus maximum being 65535 bytes. But implementations often used the RFC window-scale-extension that allows the sliding window size to be scalable by bit-shifting to yield a maximum of 1 gigabyte. This is implementation defined. This could have resulted in majorly different window sizes on receiver and sender end as the server uses Qt facilities without hardcoding any window size limit. Client 1st asks for all information it can based on the previous messages from the server before handling the new (accumulating) incoming messages. So at some point Server receives a lot of messages each asking for data of several MB's. This the server processes and puts it into the sender buffer. Client however is unable to handle the messages at the same pace and it seems that client’s receiver buffer is far smaller (65535 bytes maybe) than sender’s transmit window size. The messages thus get accumulated at sender’s end until the sender’s buffer is full too after which the TCP writes on sender would block. This however does not happen as sender buffer is much larger. Hence this manifests as increase in memory consumption on the sender’s end. To prevent this from happening, I used Qt’s socket’s waitForBytesWritten() with timeout set to -1 for infinite waiting period. This as I see from the behaviour blocks the thread writing TCP data until the data has actually been sensed by the receiver’s window (which will happen when earlier messages have been processed by the client at application level). This has caused memory consumption at Server end to be almost negligible. is there a better alternative to this (in Qt) if i want to restrict the memory consumption at server end to say x MB's? Also please point out if any of my understandings is incorrect.

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  • directX texture appears incorrectly

    - by numerical25
    I finally managed to get a texture onto a cube sadly, but it is appearing incorrectly. as the below picture identifies. Anyways, I am not sure what it could be. My first guess is it could be my uv mapping or my vertex positioning is off. If someone could check and make sure thats good. The first element is the vertex position, second is the color, and third is the uv texture. //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(1.0,1.0)}, { 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(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 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(1.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 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(1.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 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(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 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(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,2.0)}, // 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(1.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, }; My second guess could be an error that I am receiving as I run the program. But I don't know where to begin with that. The following is the description of the error . D3D10: WARNING: ID3D10Device::Draw: Vertex Buffer at the input vertex slot 0 is not big enough for what the Draw*() call expects to traverse. This is OK, as reading off the end of the Buffer is defined to return 0. However the developer probably did not intend to make use of this behavior. [ EXECUTION WARNING #356: DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL ] Not sure what it could be. but where is my vertex layout description //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 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 44, 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;

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  • I can't apply prefast /StackHogThreshold option.

    - by Benjamin
    I'm using ddkbuild for building my driver. And I use prefast also. Prefast has /StackHogThreshold option. The default value is 1024 Bytes. But I can't modify the value. It's my input for 'Rebuild All Command Line' C:\Windows\System32\cmd.exe /k "$(SolutionDir)....\ddkbuild.bat" -WIN7WLHA64 -prefast free $(ProjectDir) -cZ

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  • Debugging ASP.NET in VS

    - by negligible
    A lot of what I'm doing at the moment is figuring out other peoples code and adding or adapting functions, so currently I am debugging more than I am writing code of my own. I'm still new to this, Junior Developer, and I am always finding new ways to improve what I am doing. For example I recently found This Guide which had some excellent tips, such as overriding the ToString() method in your classes so children are readable from their parents. So I am looking for any other tips or tricks to make my debugging more efficient, as I recognise it as a big part of programming, that you more experienced programmers may have picked up or found. Anything appreciated, I can read websites just fine so no need to explain it yourself if you have a good link!

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  • How can I make VS2010 insert using statements in the order dictated by StyleCop rules.

    - by Hamish Grubijan
    The related default StyleCop rules are: Place using statements inside namespace. Sort using statements alphabetically. But ... System using come first (still trying to figure out if that means just using System; or using System[.*];). So, my use case: I find a bug and decide that I need to at least add an intelligible Assert to make debugging less painful for the next guy. So I start typing Debug.Assert( and intellisense marks it in Red. I hover mouse over Debug and between using System.Diagnostics; and System.Diagnostics.Debug I choose the former. This inserts using System.Diagnostics; after all other using statements. It would be nice if VS2010 did not assist me in writing code that won't build due to warnings as errors. How can I make VS2010 smarter? Is there some sort of setting, or does this require a full-fledged add-in of some sort?

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  • How to Read texfile etch.. from Application folder where Application is Installed?

    - by Crimsonland
    I Added textfile on my Application Folder where the application is also located. I having a problem where to locate and read the content of the texfile regarding what location the users specify the application to be installed. Example: CASE 1: If Application Installed on C Get the path of: C:\Textfile.txt CASE 2:If Application Installed on Program files Get the path of C:\Program Files\Default Company Name\Textfile.Text Thanks in Regards.

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  • How to Find and Replace the Enter character?

    - by karikari
    How to Find and Replace the 'Enter' characters in the text file? Here is my code: string searchString( "\r" ); // <------- how to look for ENTER chars? string replaceString( "XXXX" ); assert( searchString != replaceString ); string::size_type pos = 0, pos3 =0; while ( (pos = test.find(searchString, pos)) != string::npos ) { test.replace( pos, searchString.size(), replaceString ); pos++; }

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  • How to display CodeRush menu item in VS ?

    - by drasto
    I just installed CodeRush to my VS and when I run VS for the first time after installation it showed me a dialog asking if I'm experienced user. While the dialog was visible I could see that there was new menu item in VS named DevExpress. There was a small check box on that dialog saying something about menu items that I probably should have checked. As I did not the menu items disappeared just after I clicked OK. I cannot make that menu item reappear. Can somebody help me with this ?

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  • How to change the text of the multiple asp:label using for loop in C# ASP.NET

    - by Minelava
    I want to change the asp label multiple times. Here is the asp.net code <asp:Label ID="lbl_Text1" runat="server" Text=""> <asp:Label ID="lbl_Text2" runat="server" Text=""> <asp:Label ID="lbl_Text3" runat="server" Text=""> <asp:Label ID="lbl_Text4" runat="server" Text=""> Instead of using this: C# Code lbl_Text1.Text = "hello"; lbl_Text2.Text = "hello"; lbl_Text3.Text = "hello"; lbl_Text4.Text = "hello"; I tried to use for loop for (int i = 1; i <= 4; i++) { lbl_Text[i].Text = "hello"; } And I get this error..... cannot apply indexing with [] to an expression of type 'system.web.ui.webcontrols.label' Is there anyone can help me on that?

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  • child objects in rdlc (Studio 2010RC)

    - by Jim
    Hi, I am attempting to reference a sub-object in a field expression in a studio 2010 report. This used to work in prior versions. When account references another object with properties the following used to work. =Fields!Account.Value.Name (Name is a property of the child object, Account is the parent object) The same expression syntax no longer works. How do I reference the properties of a sub-object in reporting services in an rdlc in studio 2010. 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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  • VS2005 and VSS. Should .exes, .dlls, pdbs, .resource and generated .xml files go in VSS?

    - by Velika
    It seems like the following type of files need to be writable to be able to compile a solution. .exe .dll .pdb (if debugging) .resource (?) .xml (at least the system generated ones. I'm not sure if they are just all XML documentationf iles) If they were checked in and could only be overwritten by the compiler by the person who had them checked out, then checking them into sourcesafe and requiring a checkout to modify them, which is attemtped by the compiler each time you run, would interfer with other developer's ability to debug and run. What is the best practice? It seems like VSS automatically adds everything.

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  • Is it possible get the functionality of namespaces inside a class?

    - by CowKingDeluxe
    I have the following code: Public Class Form1 Private Function Step1_Execute() As Boolean Return Step1_Verify() End Function Private Function Step1_Verify() As Boolean Return True End Function Private Function Step2_Execute() As Boolean Return Step2_Verify() End Function Private Function Step2_Verify() As Boolean Return True End Function End Class What I would like to do is be able to separate the code, similar to the following (which obviously doesn't work): Public Class Form1 Namespace Step1 Private Function Step1_Execute() As Boolean Return Step1_Verify() End Function Private Function Step1_Verify() As Boolean Return True End Function End Namespace Namespace Step2 Private Function Step2_Execute() As Boolean Return Step2_Verify() End Function Private Function Step2_Verify() As Boolean Return True End Function End Namespace End Class I would like the functionality of namespaces inside of a class, as in something that would let me call Step2.Execute() instead of having to put Step2_ in front of a whole bunch of functions. I don't want to have to create separate classes / modules for step1, step2, etc. Is there a way that I can accomplish namespace functionality from inside a class?

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  • Is there a way to capture a bitmap from a WPF window using native C++?

    - by Mike Caron
    Imagine a document window in a MDI application which contains a child WPF window, say a sidebar for example. How can one get a bitmap containing both the WPF pixels AND the GDI (non-wpf) pixels? I've discovered that when making my thumbnail preview for the Win7 taskbar app icon hover, I get black in the parts of the preview where the WPF pixels should be. My current method simply grabs a bitmap capture of the document window. Then I get a DC for the preview, make a memory DC from it and select my bitmap into it. Then I do some size adjustments and bitblt the memory dc to the real dc. I'm guessing that the BitBlt operation doesn't take into account the fact that the WPF pixels are hardware accelerated and therefore need to be grabbed from the graphics hardware. All the stuff in GDI is managed just fine, though and when there's no WPF child windows, the preview image looks fine. I'm wondering if it's at all possible to grab a bitmap of the WPF window from native C++. Then I can blt that onto the black area of the previous preview.

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  • How to configure an index.htm file in IIS?

    - by salvationishere
    I am running IIS 6.0 on an XP OS using VS 2008 and SQL Server 2008 (Full install). I developed two web apps. Both of these I can run from IIS by setting them to the default website. However, now I tried adding an index.htm file. Real simple; all it has is two hyperlinks to these web apps. But now only the first web app works. The first web app is pure VS. The second web app modifies an Adventureworks database table. But now when I click the hyperlink for the second web app, it gives me the error below. However this error doesn't make sense to me cause I have the two web apps configured as two virtual directories beneath C:\inetpub\ and the index.htm file is also beneath C:\inetpub. And the default website is set to home directory C:\inetpub\ with Document index.htm on top. Also, why does the first web app work and not the second now? Server Error in '/AddFileToSQL' Application. The path '/AddFileToSQL/App_GlobalResources/' maps to a directory outside this application, which is not supported. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.Web.HttpException: The path '/AddFileToSQL/App_GlobalResources/' maps to a directory outside this application, which is not supported. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below.

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