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  • How to pass a method as callback to a Windows API call?

    - by Heinrich Ulbricht
    Hi, I'd like to pass a method of a class as callback to a WinAPI function. Is this possible and if yes, how? Example case for setting a timer: TMyClass = class public procedure TimerProc(Wnd:HWND; uMsg:DWORD; idEvent:PDWORD; dwTime:DWORD); procedure DoIt; end; [...] procedure TMyClass.DoIt; begin SetTimer(0, 0, 8, @TimerProc); // <-???- that's what I want to do (last param) end; Thanks for your help! Edit: The goal is to specify a method of this class as callback. No procedure outside the class.

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  • Obtaining kerning information

    - by chadb
    How can I obtain kerning information for GDI to then use in GetKerningPairs? The documentation states that The number of pairs in the lpkrnpair array. If the font has more than nNumPairs kerning pairs, the function returns an error. However, I do not know how many pairs to pass in, and I don't see a way to query for it. EDIT I tried to do the following, however, it still gave me 0. Font* myFont = new Font(L"Times New Roman", 10); Bitmap* bitmap = new Bitmap(256, 256, PixelFormat32bppARGB); Graphics* g = new Graphics(bitmap); SelectObject(g->GetHDC(), myFont); //DWORD numberOfKerningPairs = GetKerningPairs( g->GetHDC(), -1, NULL ); DWORD numberOfKerningPairs = GetKerningPairs( g->GetHDC(), INT_MAX, NULL );

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  • Python 2.6 - I can not write dwords greater than 0x7fffffff into registry using _winreg.SetValueEx()

    - by stasizke
    using regedit.exe I have manually created a key in registry called HKEY_CURRENT_USER/00_Just_a_Test_Key and created two dword values dword_test_1 and dword_test_2 I am trying to write some values into those two keys using following program import _winreg aReg = _winreg.ConnectRegistry(None,_winreg.HKEY_CURRENT_USER) aKey = _winreg.OpenKey(aReg, r"00_Just_a_Test_Key", 0, _winreg.KEY_WRITE) _winreg.SetValueEx(aKey,"dword_test_1",0, _winreg.REG_DWORD, 0x0edcba98) _winreg.SetValueEx(aKey,"dword_test_2",0, _winreg.REG_DWORD, 0xfedcba98) _winreg.CloseKey(aKey) _winreg.CloseKey(aReg) I can write into the first key, dword_test_1, but when I attempt to write into the second, I get following message Traceback (most recent call last): File "D:/src/registry/question.py", line 7, in <module> _winreg.SetValueEx(aKey,"dword_test_2",0, _winreg.REG_DWORD, 0xfedcba98) ValueError: Could not convert the data to the specified type. How do I write the second value 0xfedcba98, or any value greater than 0x7fffffff as a dword value? Originally I was writing script to switch the "My documents" icon on or off by writing "0xf0500174" to hide or "0xf0400174" to display the icon into [HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Explorer\CLSID{450D8FBA-AD25-11D0-98A8-0800361B1103}\ShellFolder]

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  • How do I unpack bits from a structure's stream_data in c code?

    - by Chelp
    Ex. typedef struct { bool streamValid; dword dateTime; dword timeStamp; stream_data[800]; } RadioDataA; Ex. Where stream_data[800] contains: **Variable** **Length (in bits)** packetID 8 packetL 8 versionMajor 4 versionMinor 4 radioID 8 etc.. I need to write: void unpackData(radioDataA *streamData, MA_DataA *maData) { //unpack streamData (from above) & put some of the data into maData //How do I read in bits of data? I know it's by groups of 8 but I don't understand how. //MAData is also a struct. }

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  • Why is the GUID structure declared the way it is?

    - by alabamasucks
    In rpc.h, the GUID structure is declared as follows: typedef struct _GUID { DWORD Data1; WORD Data2; WORD Data3; BYTE Data[8]; } GUID; I understand Data1, Data2, and Data3. They define the first, second, and third sets of hex digits when writing out a GUID (XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXX). What I never understood was why the last 2 groups were declared together in the same byte array. Wouldn't this have made more sense (and been easier to code against)? typedef struct _GUID { DWORD Data1; WORD Data2; WORD Data3; WORD Data4; BYTE Data5[6]; } GUID; Anyone know why it is declared this way?

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  • Visual C++ CreateThread Parameter Problem

    - by Vanwaril
    I have a class that contains a function that calls create thread, and needs to pass itself (this) as a parameter: DWORD threadId; HANDLE h = CreateThread( NULL, 0, runThread, this, 0, &threadId); My runThread definition is as follows: DWORD WINAPI runThread(LPVOID args) { Obj *t = (Obj*)args; t->funct(); return 0; } Unfortunately, the object t that I get in runThread() gets garbage. My Obj class has a function pointer attribute. Could that be the problem? class Obj{ void(*funct)(); and in the constructor: Obj(void(*f)()) { funct = f; } where is my mistake? The function pointer, the createThread itself, or type-casting? I tried whatever I could think of.

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  • Copying files from GAC using xcopy or Windows Explorer

    - by Rohit Gupta
    use this command for copying files using a wildcard from the GAC to a local folder. xcopy c:\windows\assembly\Microsoft.SqlServer.Smo*.dll c:\gacdll /s/r/y/c The above command will continue even it encounters any “Access Denied” errors, thus copying over the required files. To copy files using the Windows explorer just disable the GAC Cache Viewer by adding a entry to the registry: Browse to “HKEY_LOCALMACHINE\Software\Microsoft\Fusion” Add a Dword called DisableCacheViewer. Set the value of it to 1.

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • Disable XP disk check using FAT32

    - by mike xie
    Right now I'm using Windows XP and Macintosh on my MacBook Pro via Bootcamp. Sometimes my XP would crash and when I restarted it it would have to go through disk check, although it says I can skip it by pushing a key, but this never worked for me. I did a bit of research online on how to disable disk check and found chkntfs /x c: but when I tried this out in my cmd it said the disk is FAT32 format. I tried to convert my C: drive from FAT32 to NTFS by using convert c: /FS:NTFS but when I tried this it told me to locate my C: drive. I tried to type C: and Bootcamp but couldn't really get past it. I later saw someone said to use this: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager] "AutoChkTimeOut"=dword:0000000 [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager] "BootExecute"=hex(7):61,00,75,00,74,00,6f,00,63,00,68,00,65,00,63,00,6b,00,20,\ 00,61,00,75,00,74,00,6f,00,63,00,68,00,6b,00,20,00,2a,00,00,00,00,00 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Winlogon] "SFCScan"=dword:00000000 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\MyComputer\cleanuppath] @=hex(2):25,00,53,00,79,00,73,00,74,00,65,00,6d,00,52,00,6f,00,6f,00,74,00,25,\ 00,5c,00,73,00,79,00,73,00,74,00,65,00,6d,00,33,00,32,00,5c,00,63,00,6c,00,\ 65,00,61,00,6e,00,6d,00,67,00,72,00,2e,00,65,00,78,00,65,00,20,00,2f,00,44,\ 00,20,00,25,00,63,00,00,00 (Save it as .reg and execute it) I have just tried running it but am not really sure if it did anything (my laptop hasn't crashed yet :) ) Firstly, I am wondering if someone can tell me how to check if that script worked? Secondly, if that script didn't work, does anyone have any solution for these problems? Is there another way to disable disk check or is there another way for me to change my FAT32 to NTFS?

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  • Registry remotley hacked win 7 need help tracking the perp

    - by user577229
    I was writing some .VBS code at thhe office that would allow certain file extensions to be downloaded without a warning dialog on a w7x32 system. The system I was writing this on is in a lab on a segmented subnet. All web access is via a proxy server. The only means of accessing my machine is via the internet or from within the labs MSFT AD domain. While writing and testing my code I found a message of sorts. Upon refresing the registry to verify my code changed a dword, instead the message HELLO was written and visible in regedit where the dword value wass called for. I took a screen shot and proceeded to edit my code. This same weird behavior occurred last time I was writing registry code except on another internal server. I understand that remote registry access exists for windows systems. I will block this immediately once I return to the office. What I want to know is, can I trace who made this connection? How would I do this? I suspect the cause of this is the cause of other "odd" behaviors I'm experiencing at work such as losing control of my input director master control for over an hour and unchanged code that all of a sudden fails for no logical region. These failures occur at funny times, whenver I'm about to give a demonstration of my test code. I know this sounds crazy however knowledge of the registry component makes this believable. Once the registry can be accessed, the entire system is compromised. Any help or sanity checking is appreciated.

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  • Marshalling to a native library in C#

    - by Daniel Baulig
    I'm having trouble calling functions of a native library from within managed C# code. I am developing for the 3.5 compact framework (Windows Mobile 6.x) just in case this would make any difference. I am working with the waveIn* functions from coredll.dll (these are in winmm.dll in regular Windows I believe). This is what I came up with: // namespace winmm; class winmm [StructLayout(LayoutKind.Sequential)] public struct WAVEFORMAT { public ushort wFormatTag; public ushort nChannels; public uint nSamplesPerSec; public uint nAvgBytesPerSec; public ushort nBlockAlign; public ushort wBitsPerSample; public ushort cbSize; } [StructLayout(LayoutKind.Sequential)] public struct WAVEHDR { public IntPtr lpData; public uint dwBufferLength; public uint dwBytesRecorded; public IntPtr dwUser; public uint dwFlags; public uint dwLoops; public IntPtr lpNext; public IntPtr reserved; } public delegate void AudioRecordingDelegate(IntPtr deviceHandle, uint message, IntPtr instance, ref WAVEHDR wavehdr, IntPtr reserved2); [DllImport("coredll.dll")] public static extern int waveInAddBuffer(IntPtr hWaveIn, ref WAVEHDR lpWaveHdr, uint cWaveHdrSize); [DllImport("coredll.dll")] public static extern int waveInPrepareHeader(IntPtr hWaveIn, ref WAVEHDR lpWaveHdr, uint Size); [DllImport("coredll.dll")] public static extern int waveInStart(IntPtr hWaveIn); // some other class private WinMM.WinMM.AudioRecordingDelegate waveIn; private IntPtr handle; private uint bufferLength; private void setupBuffer() { byte[] buffer = new byte[bufferLength]; GCHandle bufferPin = GCHandle.Alloc(buffer, GCHandleType.Pinned); WinMM.WinMM.WAVEHDR hdr = new WinMM.WinMM.WAVEHDR(); hdr.lpData = bufferPin.AddrOfPinnedObject(); hdr.dwBufferLength = this.bufferLength; hdr.dwFlags = 0; int i = WinMM.WinMM.waveInPrepareHeader(this.handle, ref hdr, Convert.ToUInt32(Marshal.SizeOf(hdr))); if (i != WinMM.WinMM.MMSYSERR_NOERROR) { this.Text = "Error: waveInPrepare"; return; } i = WinMM.WinMM.waveInAddBuffer(this.handle, ref hdr, Convert.ToUInt32(Marshal.SizeOf(hdr))); if (i != WinMM.WinMM.MMSYSERR_NOERROR) { this.Text = "Error: waveInAddrBuffer"; return; } } private void setupWaveIn() { WinMM.WinMM.WAVEFORMAT format = new WinMM.WinMM.WAVEFORMAT(); format.wFormatTag = WinMM.WinMM.WAVE_FORMAT_PCM; format.nChannels = 1; format.nSamplesPerSec = 8000; format.wBitsPerSample = 8; format.nBlockAlign = Convert.ToUInt16(format.nChannels * format.wBitsPerSample); format.nAvgBytesPerSec = format.nSamplesPerSec * format.nBlockAlign; this.bufferLength = format.nAvgBytesPerSec; format.cbSize = 0; int i = WinMM.WinMM.waveInOpen(out this.handle, WinMM.WinMM.WAVE_MAPPER, ref format, Marshal.GetFunctionPointerForDelegate(waveIn), 0, WinMM.WinMM.CALLBACK_FUNCTION); if (i != WinMM.WinMM.MMSYSERR_NOERROR) { this.Text = "Error: waveInOpen"; return; } setupBuffer(); WinMM.WinMM.waveInStart(this.handle); } I read alot about marshalling the last few days, nevertheless I do not get this code working. When my callback function is called (waveIn) when the buffer is full, the hdr structure passed back in wavehdr is obviously corrupted. Here is an examlpe of how the structure looks like at that point: - wavehdr {WinMM.WinMM.WAVEHDR} WinMM.WinMM.WAVEHDR dwBufferLength 0x19904c00 uint dwBytesRecorded 0x0000fa00 uint dwFlags 0x00000003 uint dwLoops 0x1990f6a4 uint + dwUser 0x00000000 System.IntPtr + lpData 0x00000000 System.IntPtr + lpNext 0x00000000 System.IntPtr + reserved 0x7c07c9a0 System.IntPtr This obiously is not what I expected to get passed. I am clearly concerned about the order of the fields in the view. I do not know if Visual Studio .NET cares about actual memory order when displaying the record in the "local"-view, but they are obviously not displayed in the order I speciefied in the struct. Then theres no data pointer and the bufferLength field is far to high. Interestingly the bytesRecorded field is exactly 64000 - bufferLength and bytesRecorded I'd expect both to be 64000 though. I do not know what exactly is going wrong, maybe someone can help me out on this. I'm an absolute noob to managed code programming and marshalling so please don't be too harsh to me for all the stupid things I've propably done. Oh here's the C code definition for WAVEHDR which I found here, I believe I might have done something wrong in the C# struct definition: /* wave data block header */ typedef struct wavehdr_tag { LPSTR lpData; /* pointer to locked data buffer */ DWORD dwBufferLength; /* length of data buffer */ DWORD dwBytesRecorded; /* used for input only */ DWORD_PTR dwUser; /* for client's use */ DWORD dwFlags; /* assorted flags (see defines) */ DWORD dwLoops; /* loop control counter */ struct wavehdr_tag FAR *lpNext; /* reserved for driver */ DWORD_PTR reserved; /* reserved for driver */ } WAVEHDR, *PWAVEHDR, NEAR *NPWAVEHDR, FAR *LPWAVEHDR; If you are used to work with all those low level tools like pointer-arithmetic, casts, etc starting writing managed code is a pain in the ass. It's like trying to learn how to swim with your hands tied on your back. Some things I tried (to no effect): .NET compact framework does not seem to support the Pack = 2^x directive in [StructLayout]. I tried [StructLayout(LayoutKind.Explicit)] and used 4 bytes and 8 bytes alignment. 4 bytes alignmentgave me the same result as the above code and 8 bytes alignment only made things worse - but that's what I expected. Interestingly if I move the code from setupBuffer into the setupWaveIn and do not declare the GCHandle in the context of the class but in a local context of setupWaveIn the struct returned by the callback function does not seem to be corrupted. I am not sure however why this is the case and how I can use this knowledge to fix my code. I'd really appreciate any good links on marshalling, calling unmanaged code from C#, etc. Then I'd be very happy if someone could point out my mistakes. What am I doing wrong? Why do I not get what I'd expect.

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  • COM port read - Thread remains alive after timeout occurs

    - by Sna
    Hello to all. I have a dll which includes a function called ReadPort that reads data from serial COM port, written in c/c++. This function is called within an extra thread from another WINAPI function using the _beginthreadex. When COM port has data to be read, the worker thread returns the data, ends normaly, the calling thread closes the worker's thread handle and the dll works fine. However, if ReadPort is called without data pending on the COM port, when timeout occurs then WaitForSingleObject returns WAIT_TIMEOUT but the worker thread never ends. As a result, virtual memory grows at about 1 MB every time, physical memory grows some KBs and the application that calls the dll becomes unstable. I also tryied to use TerminateThread() but i got the same results. I have to admit that although i have enough developing experience, i am not familiar with c/c++. I did a lot of research before posting but unfortunately i didn't manage to solve my problem. Does anyone have a clue on how could i solve this problem? However, I really want to stick to this kind of solution. Also, i want to mention that i think i can't use any global variables to use some kind of extra events, because each dll's functions may be called many times for every COM port. I post some parts of my code below: The Worker Thread: unsigned int __stdcall ReadPort(void* readstr){ DWORD dwError; int rres;DWORD dwCommModemStatus, dwBytesTransferred; int ret; char szBuff[64] = ""; ReadParams* params = (ReadParams*)readstr; ret = SetCommMask(params->param2, EV_RXCHAR | EV_CTS | EV_DSR | EV_RLSD | EV_RING); if (ret == 0) { _endthreadex(0); return -1; } ret = WaitCommEvent(params->param2, &dwCommModemStatus, 0); if (ret == 0) { _endthreadex(0); return -2; } ret = SetCommMask(params->param2, EV_RXCHAR | EV_CTS | EV_DSR | EV_RLSD| EV_RING); if (ret == 0) { _endthreadex(0); return -3; } if (dwCommModemStatus & EV_RXCHAR||dwCommModemStatus & EV_RLSD) { rres = ReadFile(params->param2, szBuff, 64, &dwBytesTransferred,NULL); if (rres == 0) { switch (dwError = GetLastError()) { case ERROR_HANDLE_EOF: _endthreadex(0); return -4; } _endthreadex(0); return -5; } else { strcpy(params->param1,szBuff); _endthreadex(0); return 0; } } else { _endthreadex(0); return 0; } _endthreadex(0); return 0;} The Calling Thread: int WINAPI StartReadThread(HANDLE porthandle, HWND windowhandle){ HANDLE hThread; unsigned threadID; ReadParams readstr; DWORD ret, ret2; readstr.param2 = porthandle; hThread = (HANDLE)_beginthreadex( NULL, 0, ReadPort, &readstr, 0, &threadID ); ret = WaitForSingleObject(hThread, 500); if (ret == WAIT_OBJECT_0) { CloseHandle(hThread); if (readstr.param1 != NULL) // Send message to GUI return 0; } else if (ret == WAIT_TIMEOUT) { ret2 = CloseHandle(hThread); return -1; } else { ret2 = CloseHandle(hThread); if (ret2 == 0) return -2; }} Thank you in advance, Sna.

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  • Create and Track Your Own License Keys with PowerShell

    - by BuckWoody
    SQL Server used to have  cool little tool that would let you track your licenses. Microsoft didn’t use it to limit your system or anything, it was just a place on the server where you could put that this system used this license key. I miss those days – we don’t track that any more, and I want to make sure I’m up to date on my licensing, so I made my own. Now, there are a LOT of ways you could do this. You could add an extended property in SQL Server, add a table to a tracking database, use a text file, track it somewhere else, whatever. This is just the route I chose; if you want to use some other method, feel free. Just sharing here. Warning Serious problems might occur if you modify the registry incorrectly by using Registry Editor or by using another method. These problems might require that you reinstall the operating system. Microsoft cannot guarantee that these problems can be solved. Modify the registry at your own risk. And this is REALLY important. I include a disclaimer at the end of my scripts, but in this case you’re modifying your registry, and that could be EXTREMELY dangerous – only do this on a test server – and I’m just showing you how I did mine. It isn’t an endorsement or anything like that, and this is a “Buck Woody” thing, NOT a Microsoft thing. See this link first, and then you can read on. OK, here’s my script: # Track your own licenses # Write a New Key to be the License Location mkdir HKCU:\SOFTWARE\Buck   # Write the variables - one sets the type, the other sets the number, and the last one holds the key New-ItemProperty HKCU:\SOFTWARE\Buck -name "SQLServerLicenseType" -value "Processor" # Notice the Dword value here - this one is a number so it needs that. Keep this on one line! New-ItemProperty HKCU:\SOFTWARE\Buck -name "SQLServerLicenseNumber" -propertytype DWord -value 4 New-ItemProperty HKCU:\SOFTWARE\Buck -name "SQLServerLicenseKey" -value "ABCD1234"   # Read them all $LicenseKey = Get-Item HKCU:\Software\Buck $Licenses = Get-ItemProperty $LicenseKey.PSPath foreach ($License in $LicenseKey.Property) { $License + "=" + $Licenses.$License }   Script Disclaimer, for people who need to be told this sort of thing: Never trust any script, including those that you find here, until you understand exactly what it does and how it will act on your systems. Always check the script on a test system or Virtual Machine, not a production system. Yes, there are always multiple ways to do things, and this script may not work in every situation, for everything. It’s just a script, people. All scripts on this site are performed by a professional stunt driver on a closed course. Your mileage may vary. Void where prohibited. Offer good for a limited time only. Keep out of reach of small children. Do not operate heavy machinery while using this script. If you experience blurry vision, indigestion or diarrhea during the operation of this script, see a physician immediately. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Bitmap font rendering, UV generation and vertex placement

    - by jack
    I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am doing right now is creating a large 1024x1024 image with characters evenly placed every 64 pixels. Here is an example of what I mean. I then save the bitmap X/Y information to a file (which is all multiples of 64). However, I am not sure how to properly use this information and bitmap to render. This falls into two different categories, UV generation and kerning. Now I believe I know how to do both of these, however, when I attempt to couple them together I will get horrendous results. For example, I am trying to render two different text arrays, "123" and "njfb". While ignoring the texture quality (I will be increasing the texture to provide more detail once I fix this issue), here is what it looks like when I try to render them. http://img64.imageshack.us/img64/599/badfontrendering.png Now for the algorithm. I am doing my letter placement with both GetABCWidth and GetKerningPairs. I am using GetABCWidth for the width of the characters, then I am getting the kerning information for adjust the characters. Does anyone have any suggestions on how I can implement my own bitmap font renderer? I am trying to do this without using external libraries such as angel bitmap tool or freetype. I also want to stick to the way the bitmap font sheet is generated so I can do extra effects in the future. Rendering Algorithm for(U32 c = 0, vertexID = 0, i = 0; c < numberOfCharacters; ++c, vertexID += 4, i += 6) { ObtainCharInformation(fontName, m_Text[c]); letterWidth = (charInfo.A + charInfo.B + charInfo.C) * scale; if(c != 0) { DWORD BytesReq = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, 0, 0, &mat); U8 * glyphImg= new U8[BytesReq]; DWORD r = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, BytesReq, glyphImg, &mat); for (int k=0; k<nKerningPairs; k++) { if ((kerningpairs[k].wFirst == previousCharIndex) && (kerningpairs[k].wSecond == m_Text[c])) { letterBottomLeftX += (kerningpairs[k].iKernAmount * scale); break; } } letterBottomLeftX -= (gm.gmCellIncX * scale); } SetVertex(letterBottomLeftX, 0.0f, zFight, vertexID); SetVertex(letterBottomLeftX, letterHeight, zFight, vertexID + 1); SetVertex(letterBottomLeftX + letterWidth, letterHeight, zFight, vertexID + 2); SetVertex(letterBottomLeftX + letterWidth, 0.0f, zFight, vertexID + 3); zFight -= 0.001f; float BottomLeftX = (F32)(charInfo.bitmapXOrigin) / (float)m_BitmapWidth; float BottomLeftY = (F32)(charInfo.bitmapYOrigin + charInfo.charBitmapHeight) / (float)m_BitmapWidth; float TopLeftX = BottomLeftX; float TopLeftY = (F32)(charInfo.bitmapYOrigin) / (float)m_BitmapWidth; float TopRightX = (F32)(charInfo.bitmapXOrigin + charInfo.B - charInfo.C) / (float)m_BitmapWidth; float TopRightY = TopLeftY; float BottomRightX = TopRightX; float BottomRightY = BottomLeftY; SetTextureCoordinate(TopLeftX, TopLeftY, vertexID + 1); SetTextureCoordinate(BottomLeftX, BottomLeftY, vertexID + 0); SetTextureCoordinate(BottomRightX, BottomRightY, vertexID + 3); SetTextureCoordinate(TopRightX, TopRightY, vertexID + 2); /// index setting letterBottomLeftX += letterWidth; previousCharIndex = m_Text[c]; }

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  • SPTI problem with Mode Select

    - by Bob Murphy
    I'm running into a problem in which an attempt to do a "Mode Select" SCSI command using SPTI is returning an error status of 0x02 ("Check Condition"), and hope someone here might have some tips or suggestions. The code in question is intended to work with at a custom SCSI device. I wrote the original support for it using ASPI under WinXP, and am converting it to work with SPTI under 64-bit Windows 7. Here's the problematic code - and what's happening is, sptwb.spt.ScsiStatus is 2, which is a "Check Condition" error. Unfortunately, the device in question doesn't return useful information when you do a "Request Sense" after this problem occurs, so that's no help. void MSSModeSelect(const ModeSelectRequestPacket& inRequest, StatusResponsePacket& outResponse) { IPC_LOG("MSSModeSelect(): PathID=%d, TargetID=%d, LUN=%d", inRequest.m_Device.m_PathId, inRequest.m_Device.m_TargetId, inRequest.m_Device.m_Lun); int adapterIndex = inRequest.m_Device.m_PathId; HANDLE adapterHandle = prvOpenScsiAdapter(inRequest.m_Device.m_PathId); if (adapterHandle == INVALID_HANDLE_VALUE) { outResponse.m_Status = eScsiAdapterErr; return; } SCSI_PASS_THROUGH_WITH_BUFFERS sptwb; memset(&sptwb, 0, sizeof(sptwb)); #define MODESELECT_BUF_SIZE 32 sptwb.spt.Length = sizeof(SCSI_PASS_THROUGH); sptwb.spt.PathId = inRequest.m_Device.m_PathId; sptwb.spt.TargetId = inRequest.m_Device.m_TargetId; sptwb.spt.Lun = inRequest.m_Device.m_Lun; sptwb.spt.CdbLength = CDB6GENERIC_LENGTH; sptwb.spt.SenseInfoLength = 0; sptwb.spt.DataIn = SCSI_IOCTL_DATA_IN; sptwb.spt.DataTransferLength = MODESELECT_BUF_SIZE; sptwb.spt.TimeOutValue = 2; sptwb.spt.DataBufferOffset = offsetof(SCSI_PASS_THROUGH_WITH_BUFFERS,ucDataBuf); sptwb.spt.Cdb[0] = SCSIOP_MODE_SELECT; sptwb.spt.Cdb[4] = MODESELECT_BUF_SIZE; DWORD length = offsetof(SCSI_PASS_THROUGH_WITH_BUFFERS,ucDataBuf) + sptwb.spt.DataTransferLength; memset(sptwb.ucDataBuf, 0, sizeof(sptwb.ucDataBuf)); sptwb.ucDataBuf[2] = 0x10; sptwb.ucDataBuf[16] = (BYTE)0x01; ULONG bytesReturned = 0; BOOL okay = DeviceIoControl(adapterHandle, IOCTL_SCSI_PASS_THROUGH, &sptwb, sizeof(SCSI_PASS_THROUGH), &sptwb, length, &bytesReturned, FALSE); DWORD gle = GetLastError(); IPC_LOG(" DeviceIoControl() %s", okay ? "worked" : "failed"); if (okay) { outResponse.m_Status = (sptwb.spt.ScsiStatus == 0) ? eOk : ePrinterStatusErr; } else { outResponse.m_Status = eScsiPermissionsErr; } CloseHandle(adapterHandle); } A few more remarks, for what it's worth: This is derived from some old ASPI code that does the "Mode Select" flawlessly. This routine opens \\.\SCSI<whatever> at the beginning, via prvOpenScsiAdapter(), and closes the handle at the end. All the other routines for dealing with the device do the same thing, including the routine to do "Reserve Unit". Is this a good idea under SPTI, or should the call to "Reserve Unit" leave the handle open, so this routine and others in the sequence can use the same handle? This uses the IOCTL_SCSI_PASS_THROUGH. Should "Mode Select" use IOCTL_SCSI_PASS_THROUGH_DIRECT instead? Thanks in advance - any help will be greatly appreciated.

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  • How to get Processor and Motherboard Id ?

    - by Frank
    I use the code from http://www.rgagnon.com/javadetails/java-0580.html to get Motherboard Id, but the result is "null", <1 How can that be ? <2 Also I modified the code a bit to look like this to get processor Id : "Set objWMIService = GetObject(\"winmgmts:\\\\.\\root\\cimv2\")\n"+ "Set colItems = objWMIService.ExecQuery _ \n"+ " (\"Select * from Win32_Processor\") \n"+ "For Each objItem in colItems \n"+ " Wscript.Echo objItem.ProcessorId \n"+ " exit for ' do the first cpu only! \n"+ "Next \n"; The result is something like : ProcessorId = BFEBFBFF00010676 On http://msdn.microsoft.com/en-us/library/aa389273%28VS.85%29.aspx it says : ProcessorId : Processor information that describes the processor features. For an x86 class CPU, the field format depends on the processor support of the CPUID instruction. If the instruction is supported, the property contains 2 (two) DWORD formatted values. The first is an offset of 08h-0Bh, which is the EAX value that a CPUID instruction returns with input EAX set to 1. The second is an offset of 0Ch-0Fh, which is the EDX value that the instruction returns. Only the first two bytes of the property are significant and contain the contents of the DX register at CPU reset—all others are set to 0 (zero), and the contents are in DWORD format. I don't quite understand it, in plain English, is it unique or just a number for this class of processors, for instance all Intel Core2 Duo P8400 will have this number ? Frank

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  • How to update a uniform variable in GLSL

    - by paj777
    Hi All, I am trying to get update the eye position in my shader from my appliaction but I keep getting error 1281 when I attempt this. I have no problems after the initialization just when i subsequently try to update the values. Here is my code: void GraphicsObject::SendShadersDDS(char vertFile [], char fragFile [], char filename []) { char *vs = NULL,*fs = NULL; vert = glCreateShader(GL_VERTEX_SHADER); frag = glCreateShader(GL_FRAGMENT_SHADER); vs = textFileRead(vertFile); fs = textFileRead(fragFile); const char * ff = fs; const char * vv = vs; glShaderSource(vert, 1, &vv, NULL); glShaderSource(frag, 1, &ff, NULL); free(vs); free(fs); glCompileShader(vert); glCompileShader(frag); program = glCreateProgram(); glAttachShader(program, frag); glAttachShader(program, vert); glLinkProgram(program); glUseProgram(program); LoadCubeTexture(filename, compressedTexture); GLint location = glGetUniformLocation(program, "tex"); glUniform1i(location, 0); glActiveTexture(GL_TEXTURE0); EyePos = glGetUniformLocation(program, "EyePosition"); glUniform4f(EyePos, EyePosition.X(),EyePosition.Y(), EyePosition.Z(), 1.0); DWORD bob = glGetError(); //All is fine here glEnable(GL_DEPTH_TEST); } And here's the function I call to update the eye position: void GraphicsObject::UpdateEyePosition(Vector3d& eyePosition){ glUniform4f(EyePos, eyePosition.X(),eyePosition.Y(), eyePosition.Z(), 1.0); DWORD bob = glGetError(); //bob equals 1281 after this call } I've tried a few ways now of updating the variable and this is the latest incarnation, thanks for viewing, all comments welcome.

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  • Unable to fetch initial output of "defrag" commad in Windows Server 2008 R2 in WOW64 environment.

    - by Ganesh
    Hi All, [Application & code back ground] I have an MFC application which is executing on Windows Server 2008 R2 in WOW64 environment. In which on user input it defragments the selected drive on the disk. I initiated the process(.i.e. cmd /c defrag –v c:) of defragmentation using the CreateProcess() API, along with this to display output of the process on the main screen I created the pipe using CreatePipe() API. I used PeekNamedPipe() & ReadFile() API to get the output and display. [Problem Area] When the process is launched I am not getting the initial output as below: Microsoft Disk fragmenter Copyright © 2007 Microsoft Crop. Invoking defragmentation on (C:)…. I constantly monitor the output of the process while it is under progress but not able to get any thing as output in the pipe. It seem the process is not doing any thing and appears as if the application is not responding. But after certain period of time, once the process is about to completed I get result along with the initial data. [Sample code] //Pipe created if(0 == ::CreatePipe(&l_hStdOutRead, &l_hStdOutWrite, &l_SecurityAttribute, (DWORD)NULL)) { //Error code } //Process created/launched if (0 == ::CreateProcess(NULL, (LPTSTR)f_csProcessName, &l_stSecurityAttributes, NULL, TRUE, CREATE_NO_WINDOW, NULL,NULL, &l_StartupInfo, &l_CmdPI)) { //Error code } //Read output if (0 == ::PeekNamedPipe(m_hStdOutRead, l_cArrPeekBuffer, (DWORD)NULL, (LPDWORD)NULL, &l_dwAvailable, (LPDWORD)NULL)) { //Return to read again } if (MPLUSFALSE == ::ReadFile(m_hStdOutRead, l_cArrOutput, min(BUFFER_SIZE - 2, l_dwAvailable), &l_dwRead, NULL) || !l_dwRead) { //error code } //Display data. If any one is aware of similar problem or worked on the similar issue please let me know the solution. Thanks in Advance, Ganesh

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  • How bad is code using std::basic_string<t> as a contiguous buffer?

    - by BillyONeal
    I know technically the std::basic_string template is not required to have contiguous memory. However, I'm curious how many implementations exist for modern compilers that actually take advantage of this freedom. For example, if one wants code like the following it seems silly to allocate a vector just to turn around instantly and return it as a string: DWORD valueLength = 0; DWORD type; LONG errorCheck = RegQueryValueExW( hWin32, value.c_str(), NULL, &type, NULL, &valueLength); if (errorCheck != ERROR_SUCCESS) WindowsApiException::Throw(errorCheck); else if (valueLength == 0) return std::wstring(); std::wstring buffer; do { buffer.resize(valueLength/sizeof(wchar_t)); errorCheck = RegQueryValueExW( hWin32, value.c_str(), NULL, &type, &buffer[0], &valueLength); } while (errorCheck == ERROR_MORE_DATA); if (errorCheck != ERROR_SUCCESS) WindowsApiException::Throw(errorCheck); return buffer; I know code like this might slightly reduce portability because it implies that std::wstring is contiguous -- but I'm wondering just how unportable that makes this code. Put another way, how may compilers actually take advantage of the freedom having noncontiguous memory allows? Oh: And of course given what the code's doing this only matters for Windows compilers.

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  • Calling unmanaged dll from C#. Take 2

    - by Charles Gargent
    I have written a c# program that calls a c++ dll that echoes the commandline args to a file When the c++ is called using the rundll32 command it displays the commandline args no problem, however when it is called from within the c# it doesnt. I asked this question to try and solve my problem, but I have modified it my test environment and I think it is worth asking a new question. Here is the c++ dll #include "stdafx.h" #include "stdlib.h" #include <stdio.h> #include <iostream> #include <fstream> using namespace std; BOOL APIENTRY DllMain( HANDLE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { return TRUE; } extern "C" __declspec(dllexport) int WINAPI CMAKEX( HWND hwnd, HINSTANCE hinst, LPCSTR lpszCommandLine, DWORD dwReserved) { ofstream SaveFile("output.txt"); SaveFile << lpszCommandLine; SaveFile.close(); return 0; } Here is the c# app using System; using System.Collections.Generic; using System.Text; using System.Security.Cryptography; using System.Runtime.InteropServices; using System.Net; namespace nac { class Program { [DllImport("cmakca.dll", SetLastError = true, CharSet = CharSet.Unicode)] static extern bool CMAKEX(IntPtr hwnd, IntPtr hinst, string lpszCmdLine, int nCmdShow); static void Main(string[] args) { string cmdLine = @"/source_filename proxy-1.txt /backup_filename proxy.bak /DialRasEntry NULL /TunnelRasEntry DSLVPN /profile ""C:\Documents and Settings\Administrator\Application Data\Microsoft\Network\Connections\Cm\dslvpn.cmp"""; const int SW_SHOWNORMAL = 1; CMAKEX(IntPtr.Zero, IntPtr.Zero, cmdLine, SW_SHOWNORMAL).ToString(); } } } The output from the rundll32 command is rundll32 cmakex.dll,CMAKEX /source_filename proxy-1.txt /backup_filename proxy.bak /DialRasEntry NULL /TunnelRasEntry DSLVPN /profile ""C:\Documents and Settings\Administrator\Application Data\Microsoft\Network\Connections\Cm\dslvpn.cmp" /source_filename proxy-1.txt /backup_filename proxy.bak /DialRasEntry NULL /TunnelRasEntry DSLVPN /profile ""C:\Documents and Settings\Administrator\Application Data\Microsoft\Network\Connections\Cm\dslvpn.cmp" however the output when the c# app runs is /

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  • Far jump in ntdll.dll's internal ZwCreateUserProcess

    - by user49164
    I'm trying to understand how the Windows API creates processes so I can create a program to determine where invalid exes fail. I have a program that calls kernel32.CreateProcessA. Following along in OllyDbg, this calls kernel32.CreateProcessInternalA, which calls kernel32.CreateProcessInternalW, which calls ntdll.ZwCreateUserProcess. This function goes: mov eax, 0xAA xor ecx, ecx lea edx, dword ptr [esp+4] call dword ptr fs:[0xC0] add esp, 4 retn 0x2C So I follow the call to fs:[0xC0], which contains a single instruction: jmp far 0x33:0x74BE271E But when I step this instruction, Olly just comes back to ntdll.ZwCreateUserProcess at the add esp, 4 right after the call (which is not at 0x74BE271E). I put a breakpoint at retn 0x2C, and I find that the new process was somehow created during the execution of add esp, 4. So I'm assuming there's some magic involved in the far jump. I tried to change the CS register to 0x33 and EIP to 0x74BE271E instead of actually executing the far jump, but that just gave me an access violation after a few instructions. What's going on here? I need to be able to delve deeper beyond the abstraction of this ZwCreateUserProcess to figure out how exactly Windows creates processes.

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  • dll injection using C

    - by AJINKYA
    hey i m trying to inject a dll into a process i.e lsass.exe to get hashes.Its a bit hacky but cant help its my project. I have a code of dll injection but in visual C++ it gives errors such as.. at TEXT("LoadLibraryA"))))----argument const wchar incompatible with LPCSTR at lpFuncAddr-----------argument type "LPVOID" incompatible with parameter type "LPTHREAD_START ROUTINE" CODE: BOOL InjectDLL(DWORD dwProcessId, LPCSTR lpszDLLPath) { HANDLE hProcess, hThread; LPVOID lpBaseAddr, lpFuncAddr; DWORD dwMemSize, dwExitCode; BOOL bSuccess = FALSE; HMODULE hUserDLL; //convert char to wchar char *lpszDLLPath = "hash.dll"; size_t origsize = strlen(orig) + 1; const size_t newsize = 100; size_t convertedChars = 0; wchar_t dllpath[newsize]; mbstowcs_s(&convertedChars, dllpath, origsize, orig, _TRUNCATE); if((hProcess = OpenProcess(PROCESS_CREATE_THREAD|PROCESS_QUERY_INFORMATION|PROCESS_VM_OPERATION |PROCESS_VM_WRITE|PROCESS_VM_READ, FALSE, dwProcessId))) { dwMemSize = wcslen(dllpath) + 1; if((lpBaseAddr = VirtualAllocEx(hProcess, NULL, dwMemSize, MEM_COMMIT, PAGE_READWRITE))) { if(WriteProcessMemory(hProcess, lpBaseAddr, lpszDLLPath, dwMemSize, NULL)) { if((hUserDLL = LoadLibrary(TEXT("kernel32.dll")))) { if((lpFuncAddr = GetProcAddress(hUserDLL, TEXT("LoadLibraryA")))) { if((hThread = CreateRemoteThread(hProcess, NULL, 0, lpFuncAddr, lpBaseAddr, 0, NULL))) { WaitForSingleObject(hThread, INFINITE); if(GetExitCodeThread(hThread, &dwExitCode)) { bSuccess = (dwExitCode != 0) ? TRUE : FALSE; } CloseHandle(hThread); } } FreeLibrary(hUserDLL); } } VirtualFreeEx(hProcess, lpBaseAddr, 0, MEM_RELEASE); } CloseHandle(hProcess); } return bSuccess; } int WINAPI WinMain(HINSTANCE hThisInstance, HINSTANCE hPrevInstance, LPSTR lpszCmdLine, int nCmdShow) { if(InjectDLL(PROCESSID, "hash.dll")) { MessageBox(NULL, TEXT("DLL Injected!"), TEXT("DLL Injector"), MB_OK); }else { MessageBox(NULL, TEXT("Couldn't inject DLL"), TEXT("DLL Injector"), MB_OK | MB_ICONERROR); } return 0; } i m a beginner to dll and windows programming so will appreciate your help.

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  • Locate modules by stack address

    - by PaulH
    I have a Winodws Mobile 6.1 application running on an ARMV4I processor. Given a stack address (from unwinding an exception), I like to determine what module owns that address. Using the ToolHelpAPI, I'm able to determine most modules using the following method: HANDLE snapshot = ::CreateToolhelp32Snapshot( TH32CS_SNAPMODULE | TH32CS_GETALLMODS, 0 ); if( INVALID_HANDLE_VALUE != snapshot ) { MODULEENTRY32 mod = { 0 }; mod.dwSize = sizeof( mod ); if( ::Module32First( snapshot, &mod ) ) { do { if( stack_address > (DWORD)mod.modBaseAddr && stack_address < (DWORD)( mod.modBaseAddr + mod.modBaseSize ) ) { // Found the module! // offset = stack_address - mod.modBaseAddr break; } } while( ::Module32Next( snapshot, &mod ) ); } ::CloseToolhelp32Snapshot( snapshot ); } But, I don't always seem to be able to find a module that matches an address. For example: stack address module offset 0x03f65bd8 coredll.dll + 0x0001bbd8 0x785cab1c mylib.dll + 0x0002ab1c 0x785ca9e8 mylib.dll + 0x0002a9e8 0x785ca0a0 mylib.dll + 0x0002a0a0 0x785c8144 mylib.dll + 0x00028144 0x3001d95c ??? 0x3001dd44 ??? 0x3001db90 ??? 0x03f88030 coredll.dll + 0x0003e030 0x03f8e46c coredll.dll + 0x0004446c 0x801087c4 ??? 0x801367b4 ??? 0x8010ce78 ??? 0x801086dc ??? 0x03f8e588 coredll.dll + 0x00044588 0x785a56a4 mylib.dll + 0x000056a4 0x785bdd60 mylib.dll + 0x0001dd60 0x785bbd0c mylib.dll + 0x0001bd0c 0x785bdb38 mylib.dll + 0x0001db38 0x3001db20 ??? 0x3001dc40 ??? 0x3001a8a4 ??? 0x3001a79c ??? 0x03f67348 coredll.dll + 0x0001d348 Where do I find those stack addresses that are missing? Any suggestions? Thanks, PaulH

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  • Converting UnicodeString to PAnsiChar in Delphi XE

    - by moodforaday
    In Delphi XE I am using the BASS audio library, which contains this function: function BASS_StreamCreateURL(url: PAnsiChar; offset: DWORD; flags: DWORD; proc: DOWNLOADPROC; user: Pointer):HSTREAM; stdcall; external bassdll; The 'url' parameter is of type PAnsiChar, so in my code I do a cast: FStreamHandle := BASS_StreamCreateURL(PAnsiChar( url ) [...] The compiler emits a warning on this line: "suspicious typecast of string to PAnsiChar". In trying to eliminate the warning, I found that the recommended way is to use a double cast: FStreamHandle := BASS_StreamCreateURL(PAnsiChar( AnsiString( url )) [...] This does eliminate the warning, but the BASS function now returns error code 2 ("cannot open file"), which tells me the URL string it receives is somehow broken. I cannot see what the bass DLL actually receives, but using a breakpoint in the debugger the string looks good: var s : PAnsiChar; begin s := PAnsiChar( AnsiString( url )); At this point string s appears fine, but the BASS function fails when I pass it. My initial code: PAnsiChar( url ) works well with BASS, but emits a warning. So what's the correct way of getting from UnicodeString to PAnsiChar without a warning?

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  • error C2065: 'IOCTL_NDISUIO_OPEN_DEVICE' : undeclared identifier

    - by Jassi
    Hello, I am facing "error C2065: 'IOCTL_NDISUIO_OPEN_DEVICE' : undeclared identifier error in beneath code. Where i am wrong, please help me out. #include "Ntddndis.h" #include "Nuiouser.h" HRESULT OpenInterfaceHandle( LPWSTR adapterGuid, HANDLE *pHandle) { WCHAR deviceGuid[128]; HANDLE intfHandle; HRESULT hr = S_OK; DWORD dwDummy; DWORD dwErr = ERROR_SUCCESS; wcscpy( deviceGuid, L"\\DEVICE\\" ); wcscat( deviceGuid, adapterGuid ); intfHandle = CreateFileA( "\\\\.\\\\Ndisuio", GENERIC_READ | GENERIC_WRITE, FILE_SHARE_READ | FILE_SHARE_WRITE, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL | FILE_FLAG_OVERLAPPED, INVALID_HANDLE_VALUE); if ( intfHandle == INVALID_HANDLE_VALUE ) { hr = E_FAIL; TraceMsg(L"CreateFile failed\n"); } if (hr = S_OK) TraceMsg(L"CreateFile successful\n"); if ( hr == S_OK ) { if ( !DeviceIoControl( intfHandle, IOCTL_NDISUIO_OPEN_DEVICE, (LPVOID)deviceGuid, wcslen(deviceGuid)*sizeof(WCHAR), NULL, 0, &dwDummy, NULL) ) { dwErr = GetLastError(); hr = E_FAIL; TraceMsg(L"Open Device failed with Error %d\n", dwErr); } else { *pHandle = intfHandle; hr = S_OK; TraceMsg(L"Open Device successful\n"); } } return hr; } thanx in advance,

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