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  • How to convert string with double high/wide characters to normal string [VC++6]

    - by Shaitan00
    My application typically recieves a string in the following format: " Item $5.69 " Some contants I always expect: - the LENGHT always 20 characters - the start index of the text always [5] - and most importantly the index of the DECIMAL for the price always [14] In order to identify this string correctly I validate all the expected contants listed above .... Some of my clients have now started sending the string with Doube-High / Double-Wide values (pair of characters which represent a single readable character) similar to the following: " Item $x80x90.x81x91x82x92 " For testing I simply scan the string character-by-character, compare char[i] and char[i+1] and replace these pairs with their corresponding single character when a match is found (works fine) as follows: [Code] for (int i=0; i < sData.length(); i++) { char ch = sData[i] & 0xFF; char ch2 = sData[i+1] & 0xFF; if (ch == '\x80' && ch2 == '\x90') zData.replace("\x80\x90", "0"); else if (ch == '\x81' && ch2 == '\x91') zData.replace("\x81\x91", "1"); else if (ch == '\x82' && ch2 == '\x92') zData.replace("\x82\x92", "2"); ... ... ... } [/Code] But the result is something like this: " Item $5.69 " Notice how this no longer matches my expectation: the lenght is now 17 (instead of 20) due to the 3 conversions and the decimal is now at index 13 (instead of 14) due to the conversion of the "5" before the decimal point. Ideally I would like to convert the string to a normal readable format keeping the constants (length, index of text, index of decimal) at the same place (so the rest of my application is re-usable) ... or any other suggestion (I'm pretty much stuck with this)... Is there a STANDARD way of dealing with these type of characters? Any help would be greatly appreciated, I've been stuck on this for a while now ... Thanks,

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  • Insert text depending on time of day and day of week.

    - by ploughansen
    I'm trying to piece together a php script to output different text depending on what day it is and the time of day. Example: On weekdays (mon-fri), I would like to output text according to the following periods of time (24H, server time, UTC): 00:00-08:00: "Lorem ipsum" 08:00-13:00: "dolor sit amet" 13:00-15:00: "Pellentesque habitant" 15:00-15:30: "dolor sit amet" 15:30-24:00: "Lorem ipsum" On weekends (sat-sun), I would like to output the following text in this time period: 00:00-24:00 "Lorem ipsum" Can anyone help with a php script to do that? I've already gotten some help over at the css-tricks forum. They supplied this code: <?php $date = strtotime("now"); $hour = date("H", $date); switch($hour) { case 00: case 01: case 02: case 03: case 04: case 05: case 06: case 07: case 08: $dets = array("img" => "image1.png", "txt" => "Lorem ipsum"); break; case 09: case 10: case 11: case 12: case 13: $dets = array("img" => "image2.png", "txt" => "dolor sit amet"); break; case 14: case 15: case 16: $dets = array("img" => "image3.png", "txt" => "Pellentesque habitant"); break; case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 24: $dets = array("img" => "image1.png", "txt" => "Lorem ipsum"); break; } echo "<img src='$dets[img]' alt='$dets[txt]' />"; ?> But it works for all days, and only in full hours. I want to be able to specify per half-hour and on a day to day basis. Still a php-noob so I'm hoping someone can help me.

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  • PHP Function parameters - problem with var not being set

    - by Marty
    So I am obviously not a very good programmer. I have written this small function: function dispAdjuggler($atts) { extract(shortcode_atts(array( 'slot' => '' ), $atts)); $adspot = ''; $adtype = ''; // Get blog # we're on global $blog_id; switch ($blog_id) { case 1: // root blog HOME page if (is_home()) { switch ($slot) { case 'top_leaderboard': $adspot = '855525'; $adtype = '608934'; break; case 'right_halfpage': $adspot = '855216'; $adtype = '855220'; break; case 'right_med-rectangle': $adspot = '858222'; $adtype = '613526'; break; default: throw new Exception("Ad slot is not defined"); break; } When I reference the function on a page like so: <?php dispAdjuggler("top_leaderboard"); ?> The switch is throwing the default exception. What am I doing wrong here? Thanks!!

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  • How do I prevent qFatal() from aborting the application?

    - by Dave
    My Qt application uses Q_ASSERT_X, which calls qFatal(), which (by default) aborts the application. That's great for the application, but I'd like to suppress that behavior when unit testing the application. (I'm using the Google Test Framework.) I have by unit tests in a separate project, statically linking to the class I'm testing. The documentation for qFatal() reads: Calls the message handler with the fatal message msg. If no message handler has been installed, the message is printed to stderr. Under Windows, the message is sent to the debugger. If you are using the default message handler this function will abort on Unix systems to create a core dump. On Windows, for debug builds, this function will report a _CRT_ERROR enabling you to connect a debugger to the application. ... To supress the output at runtime, install your own message handler with qInstallMsgHandler(). So here's my main.cpp file: #include <gtest/gtest.h> #include <QApplication> void testMessageOutput(QtMsgType type, const char *msg) { switch (type) { case QtDebugMsg: fprintf(stderr, "Debug: %s\n", msg); break; case QtWarningMsg: fprintf(stderr, "Warning: %s\n", msg); break; case QtCriticalMsg: fprintf(stderr, "Critical: %s\n", msg); break; case QtFatalMsg: fprintf(stderr, "My Fatal: %s\n", msg); break; } } int main(int argc, char **argv) { qInstallMsgHandler(testMessageOutput); testing::InitGoogleTest(&argc, argv); return RUN_ALL_TESTS(); } But my application is still stopping at the assert. I can tell that my custom handler is being called, because the output when running my tests is: My Fatal: ASSERT failure in MyClass::doSomething: "doSomething()", file myclass.cpp, line 21 The program has unexpectedly finished. What can I do so that my tests keep running even when an assert fails?

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  • C/C++ I18N mbstowcs question

    - by bogertron
    I am working on internationalizing the input for a C/C++ application. I have currently hit an issue with converting from a multi-byte string to wide character string. The code needs to be cross platform compatible, so I am using mbstowcs and wcstombs as much as possible. I am currently working on a WIN32 machine and I have set the locale to a non-english locale (Japanese). When I attempt to convert a multibyte character string, I seem to be having some conversion issues. Here is an example of the code: int main(int argc, char** argv) { wchar_t *wcsVal = NULL; char *mbsVal = NULL; /* Get the current code page, in my case 932, runs only on windows */ TCHAR szCodePage[10]; int cch= GetLocaleInfo( GetSystemDefaultLCID(), LOCALE_IDEFAULTANSICODEPAGE, szCodePage, sizeof(szCodePage)); /* verify locale is set */ if (setlocale(LC_CTYPE, "") == 0) { fprintf(stderr, "Failed to set locale\n"); return 1; } mbsVal = argv[1]; /* validate multibyte string and convert to wide character */ int size = mbstowcs(NULL, mbsVal, 0); if (size == -1) { printf("Invalid multibyte\n"); return 1; } wcsVal = (wchar_t*) malloc(sizeof(wchar_t) * (size + 1)); if (wcsVal == NULL) { printf("memory issue \n"); return 1; } mbstowcs(wcsVal, szVal, size + 1); wprintf(L"%ls \n", wcsVal); return 0; } At the end of execution, the wide character string does not contain the converted data. I believe that there is an issue with the code page settings, because when i use MultiByteToWideChar and have the current code page sent in EX: MultiByteToWideChar( CP_ACP, 0, mbsVal, -1, wcsVal, size + 1 ); in place of the mbstowcs calls, the conversion succeeds. My question is, how do I use the generic mbstowcs call instead of teh MuliByteToWideChar call?

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  • Is there a general-purpose printf-ish routine defined in any C standard

    - by supercat
    In many C libraries, there is a printf-style routine which is something like the following: int __vgprintf(void *info, (void)(*print_function(void*, char)), const char *format, va_list params); which will format the supplied string and call print_function with the passed-in info value and each character in sequence. A function like fprintf will pass __vgprintf the passed-in file parameter and a pointer to a function which will cast its void* to a FILE* and output the passed-in character to that file. A function like snprintf will create a struct holding a char* and length, and pass the address of that struct to a function which will output each character in sequence, space permitting. Is there any standard for such a function, which could be used if e.g. one wanted a function to output an arbitrary format to a TCP port? A common approach is to allocate a buffer one hopes is big enough, use snprintf to put the data there, and then output the data from the buffer. It would seem cleaner, though, if there were a standard way to to specify that the print formatter should call a user-supplied routine with each character.

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  • Populate table fields on query execution

    - by Jason
    I'm trying to build an ASP site that populates a Table based on the results of a selection in a ListBox. In order to do this, I've created a GridView table inside a div element. Currently the default behavior is to show all the items in the specified table in sortable order. However, I'd like to refine this further to allow for display of matches based on the results from the ListBox selection, but am not sure how to execute this. The ListBox fires off a OnSelectionChanged event to the method defined below and the GridView element is defined as <asp:GridView ID="dataListings" runat="server" AllowSorting="True" AutoGenerateColumns="False" DataSourceID="LinqDataSource1" OnDataBinding="ListBox1_SelectedIndexChanged"> protected void ListBox1_SelectedIndexChanged(object sender, EventArgs e) { int itemSelected = selectTopics.SelectedIndex; string[] listing = null; switch (itemSelected)//assign listing the array of course numbers { case 0: break; case 1: listing = arts; break; case 2: listing = currentEvents; break; .... More cases here default: listing = arts; break; } using (OLLIDBDataContext odb = new OLLIDBDataContext()) { var q = from c in odb.tbl_CoursesAndWorkshops where listing.Contains(c.tbl_Course_Description.tbl_CoursesAndWorkshops.course_workshop_number) select c; dataListings.DataSource = q; dataListings.DataBind(); } } However, this method never gets fired. I can see a request being made when changing the selection, but setting a breakpoint at the method declaration does nothing at all. Based on this, setup, I have three related questions What do I need to modify to get the OnSelectionChanged event handler to fire? How can I alter the GridView area to be empty on page load? How do I send the results from the dataListings.DataBind() execution to show in the GridView?

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  • JQuery quiz app - use <id> tag to toggle variable on/off

    - by hairyllama
    Hi, I am writing a jquery phonegap quiz app and have a number of categories from which a user can select via checkbox. Relevant questions belonging to those categories are then returned. However, I have two huge switch statements to change the relevant variables from 0 to 1 if the checkbox for that category is selected and vice versa (this info is used to build a compound db query). The value of the variable behind the checkbox is only ever 0 or 1, so is there a better way to do this? My HTML is: <h2>Categories</h2> <ul class="rounded"> <li>Cardiology<span class="toggle"><input type="checkbox" id="cardiology" /></span></li> <li>Respiratory<span class="toggle"><input type="checkbox" id="respiratory" /></span></li> <li>Gastrointestinal<span class="toggle"><input type="checkbox" id="gastrointestinal" /></span></li> <li>Neurology<span class="toggle"><input type="checkbox" id="neurology" /></span></li> </ul> My Javascript is along the lines of: var toggle_cardiology = 0; var toggle_respiratory = 0; var toggle_gastrointestinal = 0; var toggle_neurology = 0; $(function() { $('input[type="checkbox"]').bind('click',function() { if($(this).is(':checked')) { switch (this.id) { case "cardiology": toggle_cardiology = 1; break; case "respiratory": toggle_respiratory = 1; break; case "gastrointestinal": toggle_gastrointestinal = 1; break; case "neurology": toggle_neurology = 1; break; etc. (which is cumbersome with 10+ categories plus an else statement with a switch to change them back) I'm thinking of something along the lines of concatenating the HTML id tag onto the "toggle_" prefix - in pseudocode: if (toggle_ + this.id == 1){ toggle_ + this.id == 0} if (toggle_ + this.id == 0){ toggle_ + this.id == 1} Thanks, Nick.

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  • Open new UserControl in the mainWindows

    - by user287964
    Hi I have this snippet public partial class Window1 : Window { public Window1() { InitializeComponent(); } private void ToggleButton_Checked(object sender, RoutedEventArgs e) { switch ((sender as Button).Content.ToString()) { case "UserControl 1": AddItemToContainer(new UserControl1()); break; case "UserControl 2": AddItemToContainer(new UserControl2()); break; case "UserControl 3": AddItemToContainer(new UserControl3()); break; default: break; } } void AddItemToContainer(UIElement _myElement) { Grid.SetColumn(_myElement, 1); HostContainer.Children.Add(_myElement); } } } } With this I can open a new userControl in myMainwindow Let’s say something like adding child to myMainWinodw,Now I’m trying to click on a button from my userControl so I open another userControl that take the place of the first one I explain: I have the mainWindows it has 3 button first one to open the first UserControl the second one to open the second userControl and the third to open the last UserControl,imagine that I opened the first UserControl let’s call it UC1, In the UC1 I have a button to open the second userControl (let’s call it UC2) I like that when I clik the button from the UC1 the UC2 is opened and take the place of the UC1 (of course the UC2 is still a child of myMainWinodw) I have alredy try to call the AddItemToContainer methode from other methode but nothing is happened Any suggestion please

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  • C# specifying generic delegate type param at runtime

    - by smerlin
    following setup, i have several generic functions, and i need to choose the type and the function identified by two strings at runtime. my first try looked like this: public static class FOOBAR { public delegate void MyDelegateType(int param); public static void foo<T>(int param){...} public static void bar<T>(int param){...} public static void someMethod(string methodstr, string typestr) { MyDelegateType mydel; Type mytype; switch(typestr) { case "int": mytype = typeof(int); break; case "double": mytype = typeof(double); break; default: throw new InvalidTypeException(typestr); } switch(methodstr) { case "foo": mydel = foo<mytype>; //error break; case "bar": mydel = bar<mytype>; //error break; default: throw new InvalidTypeException(methodstr); } for(int i=0; i<1000; ++i) mydel(i); } } since this didnt work, i nested those switchs (a methodstr switch inside the typestr switch or viceversa), but that solution is really ugly and unmaintainable. The number of types is pretty much fixed, but the number of functions like foo or bar will increase by high numbers, so i dont want nested switchs. So how can i make this working without using nested switchs ?

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  • Strange behaviour when collapsing lines in XML bound WPF Datagrid

    - by Flossn
    i am using a wpf datagrid with a xml file as DataContext. All working good except for iterating thorough the table and collapsing individual rows. There are several checkboxes where the user can decide which kinds of rows he wants to see, dependent on their error level string. If a checkbox is checked, some of the rows are collapsed, others not. You need to uncheck the checkbox and check it again to collapse the ones of the first try and some of the others. If you recheck it again more rows are collapsed every time. I guess it has something to do with how much of the list is actually visible and how much not because of the window size. Thanks in advance. foreach (DataGridRow r in rows) { bool showRow = true; var tb = Datagrid.GetCell(dataGridEvents, r, 2).Content; string level = ((TextBlock)tb).Text; switch (level) { case "Warning": showRow = checkBoxWarnings.IsChecked.HasValue ? checkBoxWarnings.IsChecked.Value : false; break; case "Critical": showRow = checkBoxCritical.IsChecked.HasValue ? checkBoxCritical.IsChecked.Value : false; break; case "OK": showRow = checkBoxOK.IsChecked.HasValue ? checkBoxOK.IsChecked.Value : false; break; case "Unknown": showRow = checkBoxUnknown.IsChecked.HasValue ? checkBoxUnknown.IsChecked.Value : false; break; } r.Visibility = showRow ? Visibility.Visible : Visibility.Collapsed; }

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  • I cant put a string in a switch nor an array in a class

    - by TimothyTech
    Okay, im making a pretty big file in my opinion, so i wanted to separate it into several files for cleaner code. so i have my main .cpp file and two header files holding my classes. well the header files dont hold strings, it aboslutely wont budge. i call the library in both my .cpp file and even tried it in my header file. another issue i ran into is using strings to make switches function, reason being if i use integers in a switch if the user inputs a alphabetical character the program goes into an endless loop. string choice; switch (choice) { case "1" : //... break; case "2" : //... break; } and my last issue is when i create an object in a case it gives an error. says cross initialization of object. string choice; switch (choice) { case "1" : Class object; break; case "2" : //... break; }

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  • Trouble managing events in Flex/actionscript

    - by Zaka
    Hello all, I'm doing some newbie tests, so I decided to capture the keyboard events to move a rectangle. But I don't get the desired result. Unless I click on the TextArea box, I'm not able to capture the event key code. After that, all goes pretty well. I'm using Eclipse 3.3 + Flex 3.0 on Linux. Here's my code: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" enterFrame="enterFrame(event)" keyDown="onKeyDown(event)"> <mx:TextArea id="myText" x="200" y="200" width="100" height="100" /> <mx:Canvas id="myCanvas" x="0" y="0" width="100" height="100" /> <mx:Script> <![CDATA[ public var clearColor : uint = 0xFF456798; public var myPoint : Point = new Point(0,0); public function enterFrame(event:Event):void { myCanvas.graphics.clear(); myCanvas.graphics.beginFill(0xFF344ff0); myCanvas.graphics.drawRect(myPoint.x,myPoint.y,40,40); myCanvas.graphics.endFill(); } public function onKeyDown(event:KeyboardEvent):void { myText.text = "Keycode is: " + event.keyCode + "\n"; switch(event.keyCode) { case 37: //Left myPoint.x -= 1; break; case 38: //Up myPoint.y -= 1; break; case 39: //Right myPoint.x += 1; break; case 40: //Down myPoint.y += 1; break; } } ]]> </mx:Script> </mx:Application>

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  • question about siftdown operation on heap

    - by davit-datuashvili
    i have following pseudo code which execute siftdown operation on heap array suppose is x void siftdown(int n) pre heap(2,n) && n>=0 post heap(1,n) i=1; loop /*invariant heap(1,n) except perhaps between i and it's (0,1,or 2) children*/ c=2*i; if (c>n) break; // c is left child of i if (c+1)<=n /* c+1 is rigth child of i if (x[c+1]<x[c]) c++ /* c is lesser child of i if (x[i]<=x[c]) break; swap(c,i) i=c; i have wrote following code is it correct? public class siftdown{ public static void main(String[]args){ int c; int n=9; int a[]=new int[]{19,100,17,2,7,3,36,1,25}; int i=1; while (i<n){ c=2*i; if (c>n) break; //c is the left child of i if (c+1<=n) //c+1 ir rigth child of i if (a[c+1]<a[c]) c++; if (a[i]<=a[c]) break; int t=a[c]; a[c]=a[i]; a[i]=t; i=c; } for (int j=0;j<a.length;j++){ System.out.println(a[j]); } } } // result is 19 2 17 1 7 3 36 100 25

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  • Need help: input int from console and pass it into method in different class and do math

    - by christophe
    i'm a beginner, Need help, Please!!! I want to read optional number "a" from console and then store it in variable to use as passing to a different class (different .java file). and pint the sum separetely by optional inputting. How do i code the 2 classes? thanks /* * DemoApp.java */ public class DemoApp { public static void main(String[] args) { Scanner input = new Scanner(System.in); int a; System.out.println("Input one of the following 3 numbers: 100, 200, 300"); System.out.print("Enter: "); a = input.nextInt(); TestApplication testapp = new TestApplication(); testapp.test(a); } } /* * TestApplication.java * */ public class TestApplication { private int a; public void test(int a) { this.a = a; // TODO: where to get the "a"? (entered by users from console) System.out.println("The number_a was passed in: "+a); } protected void printNum() throws Exception { int num; switch (a) { case 100: num = num + 10; break; case 200: num = num + 20; break; case 300: num = num + 30; break; default: // TODO: unexpected number input. throw(); break; } System.out.println("I got a sum number"+num); } }

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  • Variable from block is put into a calculation but throws off wrong reading

    - by user2926620
    I am having troubles with trying to retrieve a double variable that is already established outside the block and called inside but I want to return the value of the same variable so that I can apply it to a calculation. the variable that I want returned is: double quarter = 0; but when I plug it into quarter in my first else/if statement, it plugs in 0 and not the value in my switch block. What can I do to retrieve the value? double quarter = 0; //Date entry will be calculated by how much KW user enters switch (input) { case "2/15/13": quarter = kwUsed * 0.10; break; case "4/15/13": quarter = kwUsed * 0.12; break; case "8/15/13": quarter = kwUsed * 0.15; break; case "11/15/13": quarter = kwUsed * 0.15; break; default: System.out.println("Invalid date"); } //Declaring variables for calculations double base = 0; double over = 0; double excess = 0; double math1 = 0; double math2 = 0; //KW Calculations if (kwUsed <= 350) { base = quarter; }else if (kwUsed <= 500) { math1 = ((kwUsed - 350) * quarter); base = ((kwUsed * quarter) - math1); over = ((math1 * 0.1) + math1); }else if (kwUsed > 500) { math2 = ((kwUsed - 350) * 0.1); base = ((kwUsed * 0.1) - math2); math2 = ((kwUsed -350) - 50); over = ((math2 * 0.1) + (15 * 0.1)); double math3 =((kwUsed - 500) * 0.1); excess = ((math3 * 0.25) + math3); } Edited to clarify question.

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  • Just a small help about switch's use

    - by Laurent Fournier
    If an answer on this already exist, my apologies i've not found on this question... is this statement correct if i want presice actions on integers from -2 to 0, and for those between 1 and 6 apply the same methods with only my integer who'll change ? Like this: public void setCaseGUI(Point pt, int i, boolean b){ plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setSelected(b); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setIcon(null); switch(i) { case -2: plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setText("F"); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setForeground(Color.red); break; case -1: plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setText("B"); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setForeground(Color.red); break; case 0: plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setText(""); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setForeground(null); break; case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setText(String.valueOf(i)); plateau.cellule[(int)pt.getAbs()][(int)pt.getOrd()].setForeground(null); break; default: System.out.println("Erreur de changement d'état/case !"); } } Please don't be too harsh on me i've started to learn dev only a few month ago

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  • Help with enum values in registry c++

    - by vBx
    DWORD type = REG_NONE; int i = 0; size = sizeof(ValueName); size2 = sizeof(ValueData); BOOL bContinue = TRUE; do { lRet = RegEnumValue(Hkey , i , ValueName , &size , 0 , &type , ValueData , &size2); switch(lRet) { case ERROR_SUCCESS: print_values(ValueName , type , ValueData , size2); i++; size = sizeof(ValueName); size2 = sizeof(ValueData); break; case ERROR_MORE_DATA: size2 = sizeof(ValueData); if(NULL != ValueData) delete [] ValueData; ValueData = new BYTE[size2]; break; case ERROR_NO_MORE_ITEMS: bContinue = false; break; default: cout << "Unexpected error: " << GetLastError() << endl; bContinue = false; break; } }while(bContinue); it always goes to ERROR_NO_MORE_DATA ,why is that ? :-/

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  • What encoding does c32rtomb convert to?

    - by R. Martinho Fernandes
    The functions c32rtomb and mbrtoc32 from <cuchar>/<uchar.h> are described in the C Unicode TR (draft) as performing conversions between UTF-321 and "multibyte characters". (...) If s is not a null pointer, the c32rtomb function determines the number of bytes needed to represent the multibyte character that corresponds to the wide character given by c32 (including any shift sequences), and stores the multibyte character representation in the array whose first element is pointed to by s. (...) What is this "multibyte character representation"? I'm actually interested in the behaviour of the following program: #include <cassert> #include <cuchar> #include <string> int main() { std::u32string u32 = U"this is a wide string"; std::string narrow = "this is a wide string"; std::string converted(1000, '\0'); char* ptr = &converted[0]; std::mbstate_t state {}; for(auto u : u32) { ptr += std::c32rtomb(ptr, u, &state); } converted.resize(ptr - &converted[0]); assert(converted == narrow); } Is the assertion in it guaranteed to hold1? 1 Working under the assumption that __STDC_UTF_32__ is defined.

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  • How to move image in Applet?

    - by user1609804
    I want to move the character left, right up, and down in applet, but it is not moving at all. here is my code, help please import javax.swing.JPanel; import java.awt.image.BufferedImage; import java.io.*; import javax.imageio.ImageIO; import java.applet.*; import java.awt.event.*; import java.awt.*; public class drawCenter extends Applet { private int x,y;// the x and y of the position of the player private BufferedImage image, pos; public void init( ) { try { image = ImageIO.read(new File("pokemonCenter.png")); pos = ImageIO.read(new File("player/maleInGame.png")); } catch (IOException ex) { } x = 150; y = 171; } public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); switch( keyCode ) { case KeyEvent.VK_UP: if( y>0 ) { y=y-19; repaint(); } break; case KeyEvent.VK_DOWN: if( y<171 ) { y=y+19; repaint(); } break; case KeyEvent.VK_LEFT:if( x>0 ) { x=x-15; repaint(); } break; case KeyEvent.VK_RIGHT:if( x<285 ) { x=x+15; repaint(); } break; } e.consume(); } public void keyReleased(){ } public void paint( Graphics g ) { g.drawImage(image, 0, 0, null); g.drawImage(pos, x, y, null); } }

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  • Solution to Jira web service getWorklogs method error: Object of type System.Xml.XmlNode[] cannot be stored in an array of this type

    - by DigiMortal
    When using Jira web service methods that operate on work logs you may get the following error when running your .NET application: Object of type System.Xml.XmlNode[] cannot be stored in an array of this type. In this posting I will show you solution to this problem. I don’t want to go to deep in details about this problem. I think it’s enough for this posting to mention that this problem is related to one small conflict between .NET web service support and Axis. Of course, Jira team is trying to solve it but until this problem is solved you can use solution provided here. There is good solution to this problem given by Jira forum user Kostadin. You can find it from Jira forum thread RemoteWorkLog serialization from Soap Service in C#. Solution is simple – you have to use SOAP extension class to replace new class names with old ones that .NET found from WSDL. Here is the code by Kostadin. public class JiraSoapExtensions : SoapExtension {     private Stream _streamIn;     private Stream _streamOut;       public override void ProcessMessage(SoapMessage message)     {         string messageAsString;         StreamReader reader;         StreamWriter writer;           switch (message.Stage)         {             case SoapMessageStage.BeforeSerialize:                 break;             case SoapMessageStage.AfterDeserialize:                 break;             case SoapMessageStage.BeforeDeserialize:                 reader = new StreamReader(_streamOut);                 writer = new StreamWriter(_streamIn);                 messageAsString = reader.ReadToEnd();                 switch (message.MethodInfo.Name)                 {                     case "getWorklogs":                     case "addWorklogWithNewRemainingEstimate":                     case "addWorklogAndAutoAdjustRemainingEstimate":                     case "addWorklogAndRetainRemainingEstimate":                         messageAsString = messageAsString.                             .Replace("RemoteWorklogImpl", "RemoteWorklog")                             .Replace("service", "beans");                         break;                 }                 writer.Write(messageAsString);                 writer.Flush();                 _streamIn.Position = 0;                 break;             case SoapMessageStage.AfterSerialize:                 _streamIn.Position = 0;                 reader = new StreamReader(_streamIn);                 writer = new StreamWriter(_streamOut);                 messageAsString = reader.ReadToEnd();                 writer.Write(messageAsString);                 writer.Flush(); break;         }     }       public override Stream ChainStream(Stream stream)     {         _streamOut = stream;         _streamIn = new MemoryStream();         return _streamIn;     }       public override object GetInitializer(Type type)     {         return GetType();     }       public override object GetInitializer(LogicalMethodInfo info,         SoapExtensionAttribute attribute)     {         return null;     }       public override void Initialize(object initializer)     {     } } To get this extension work with Jira web service you have to add the following block to your application configuration file (under system.web section). <webServices>   <soapExtensionTypes>    <add type="JiraStudioExperiments.JiraSoapExtensions,JiraStudioExperiments"           priority="1"/>   </soapExtensionTypes> </webServices> Weird thing is that after successfully using this extension and disabling it everything still works.

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  • A star algorithm implementation problems

    - by bryan226
    I’m having some trouble implementing the A* algorithm in a 2D tile based game. The problem is basically that the algorithm gets stuck when something gets in its direct way (e.g. walls) Note that it only allows Horizontal and Vertical movement. Here's a picture as it works fine across the map without something in its direct way: (Green tile = destination, Blue = In closed list, Green = in open list) This is what happens if I try to walk 'around' a wall: I calculate costs with the F = G + H formula: G = 1 Cost per Step H = 10 Cost per Step //Count how many tiles are between current-tile & destination-tile The functions: short c_astar::GuessH(short Startx,short Starty,short Destinationx,short Destinationy) { hgeVector Start, Destination; Start.x = Startx; Start.y = Starty; Destination.x = Destinationx; Destination.y = Destinationy; short a = 0; short b = 0; if(Start.x > Destination.x) a = Start.x - Destination.x; else a = Destination.x - Start.x; if(Start.y > Destination.y) b = Start.y - Destination.y; else b = Destination.y - Start.y; return (a+b)*10; } short c_astar::GuessG(short Startx,short Starty,short Currentx,short Currenty) { hgeVector Start, Destination; Start.x = Startx; Start.y = Starty; Destination.x = Currentx; Destination.y = Currenty; short a = 0; short b = 0; if(Start.x > Destination.x) a = Start.x - Destination.x; else a = Destination.x - Start.x; if(Start.y > Destination.y) b = Start.y - Destination.y; else b = Destination.y - Start.y; return (a+b); } At the end of the loop I check which tile is the cheapest to go according to its F value: Then some quick checks are done for each tile (UP,DOWN,LEFT,RIGHT): //...CX are holding the F value of the TILE specified // Info: C0 = Center (Current) // C1 = UP // C2 = DOWN // C3 = LEFT // C4 = RIGHT //Quick checks if(((C1 < C2) && (C1 < C3) && (C1 < C4))) { Current.y -= 1; bSimilar = false; if(DEBUG) hge->System_Log("C1 < ALL"); } //.. same for C2,C3 & C4 If there are multiple tiles with the same F value: It’s actually a switch for DOWNLEFT,UPRIGHT.. etc. Here’s one of it: case UPRIGHT: { //UP Temporary = Current; Temporary.y -= 1; bTileStatus[0] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[0]) { //Proceed normal we are OK & walkable Tilex.Tile = map.at(Temporary.y).at(Temporary.x); //Search in lists if(SearchInClosedList(Tilex.Tile.ID,C0)) bFoundInClosedList[0] = true; if(SearchInOpenList(Tilex.Tile.ID,C0)) bFoundInOpenList[0] = true; //RIGHT Temporary = Current; Temporary.x += 1; bTileStatus[1] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[1]) { //Proceed normal we are OK & walkable Tilex.Tile = map.at(Temporary.y).at(Temporary.x); //Search in lists if(SearchInClosedList(Tilex.Tile.ID,C0)) bFoundInClosedList[1] = true; if(SearchInOpenList(Tilex.Tile.ID,C0)) bFoundInOpenList[1] = true; //************************************************* // Purpose: ClosedList behavior //************************************************* if(bFoundInClosedList[0] && !bFoundInClosedList[1]) { //UP found in ClosedList. Go RIGHT return RIGHT; } if(!bFoundInClosedList[0] && bFoundInClosedList[1]) { //RIGHT found in ClosedList. Go UP return UP; } if(bFoundInClosedList[0] && bFoundInClosedList[1]) { //Both found in ClosedList. Random value switch(hge->Random_Int(8,9)) { case 8: return UP; break; case 9: return RIGHT; break; } } //************************************************* // Purpose: OpenList behavior //************************************************* if(bFoundInOpenList[0] && !bFoundInOpenList[1]) { //UP found in OpenList. Go RIGHT return RIGHT; } if(!bFoundInOpenList[0] && bFoundInOpenList[1]) { //RIGHT found in OpenList. Go UP return UP; } if(bFoundInOpenList[0] && bFoundInOpenList[1]) { //Both found in OpenList. Random value switch(hge->Random_Int(8,9)) { case 8: return UP; break; case 9: return RIGHT; break; } } } else if(!bTileStatus[1]) { //RIGHT is not walkable OR out of range //Choose UP return UP; } } else if(!bTileStatus[0]) { //UP is not walkable OR out of range //Fast check RIGHT Temporary = Current; Temporary.x += 1; bTileStatus[1] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[1]) { return RIGHT; } else return FAILED; //Failed, no valid path found! } } break; A log for the second picture: (Cut down to ten passes, because it’s just repeating itself) ----------------------------------------------------- PASS: 1 | C1: 211 | C2: 191 | C3: 211 | C4: 191 DOWN + RIGHT SIMILAR Going DOWN ----------------------------------------------------- PASS: 2 | C1: 200 | C2: 182 | C3: 202 | C4: 182 DOWN + RIGHT SIMILAR Going DOWN ----------------------------------------------------- PASS: 3 | C1: 191 | C2: 193 | C3: 193 | C4: 173 C4 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 4 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going UP Tile(12.000000,5.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 5 | C1: 191 | C2: 173 | C3: 191 | C4: 999 C2 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 6 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going UP Tile(12.000000,5.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 7 | C1: 191 | C2: 173 | C3: 191 | C4: 999 C2 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 8 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going LEFT ----------------------------------------------------- PASS: 9 | C1: 191 | C2: 193 | C3: 193 | C4: 173 C4 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 10 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going LEFT ----------------------------------------------------- Its always going after the cheapest F value, which seems to be wrong. If someone could point me to the right direction I'd be thankful. Regards, bryan226

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  • JBox2D Polygon Collisions Acting Strange

    - by andy
    I have been playing around with JBox2D and Slick2D and made a little demo with a ground object, a box object, and two different polygons. The problem I am facing is that the collision-detection for the polygons seems to be off (see picture below), but the box's collision works fine. My Code: Main Class package main; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.World; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import shapes.Box; import shapes.Polygon; public class State1 extends BasicGameState{ World world; int velocityIterations; int positionIterations; float pixelsPerMeter; int state; Box ground; Box box1; Polygon poly1; Polygon poly2; Renderer renderer; public State1(int state) { this.state = state; } @Override public void init(GameContainer gc, StateBasedGame game) throws SlickException { velocityIterations = 10; positionIterations = 10; pixelsPerMeter = 1f; world = new World(new Vec2(0.f, -9.8f)); renderer = new Renderer(gc, gc.getGraphics(), pixelsPerMeter, world); box1 = new Box(-100f, 200f, 40, 50, BodyType.DYNAMIC, world); ground = new Box(-14, -275, 50, 900, BodyType.STATIC, world); poly1 = new Polygon(50f, 10f, new Vec2[] { new Vec2(-6f, -14f), new Vec2(0f, -20f), new Vec2(6f, -14f), new Vec2(10f, 10f), new Vec2(-10f, 10f) }, BodyType.DYNAMIC, world); poly2 = new Polygon(0f, 10f, new Vec2[] { new Vec2(10f, 0f), new Vec2(20f, 0f), new Vec2(30f, 10f), new Vec2(30f, 20f), new Vec2(20f, 30f), new Vec2(10f, 30f), new Vec2(0f, 20f), new Vec2(0f, 10f) }, BodyType.DYNAMIC, world); } @Override public void update(GameContainer gc, StateBasedGame game, int delta) throws SlickException { world.step((float)delta / 180f, velocityIterations, positionIterations); } @Override public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { renderer.render(); } @Override public int getID() { return this.state; } } Polygon Class package shapes; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.BodyDef; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.FixtureDef; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; public class Polygon { public float x, y; public Color color; public BodyType bodyType; org.newdawn.slick.geom.Polygon poly; BodyDef def; PolygonShape ps; FixtureDef fd; Body body; World world; Vec2[] verts; public Polygon(float x, float y, Vec2[] verts, BodyType bodyType, World world) { this.verts = verts; this.x = x; this.y = y; this.bodyType = bodyType; this.world = world; init(); } public void init() { def = new BodyDef(); def.type = bodyType; def.position.set(x, y); ps = new PolygonShape(); ps.set(verts, verts.length); fd = new FixtureDef(); fd.shape = ps; fd.density = 2.0f; fd.friction = 0.7f; fd.restitution = 0.5f; body = world.createBody(def); body.createFixture(fd); } } Rendering Class package main; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.collision.shapes.ShapeType; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.Fixture; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.geom.Polygon; import org.newdawn.slick.geom.Transform; public class Renderer { World world; float pixelsPerMeter; GameContainer gc; Graphics g; public Renderer(GameContainer gc, Graphics g, float ppm, World world) { this.world = world; this.pixelsPerMeter = ppm; this.g = g; this.gc = gc; } public void render() { Body current = world.getBodyList(); Vec2 center = current.getLocalCenter(); while(current != null) { Vec2 pos = current.getPosition(); g.pushTransform(); g.translate(pos.x * pixelsPerMeter + (0.5f * gc.getWidth()), -pos.y * pixelsPerMeter + (0.5f * gc.getHeight())); Fixture f = current.getFixtureList(); while(f != null) { ShapeType type = f.getType(); g.setColor(getColor(current)); switch(type) { case POLYGON: { PolygonShape shape = (PolygonShape)f.getShape(); Vec2[] verts = shape.getVertices(); int count = shape.getVertexCount(); Polygon p = new Polygon(); for(int i = 0; i < count; i++) { p.addPoint(verts[i].x, verts[i].y); } p.setCenterX(center.x); p.setCenterY(center.y); p = (Polygon)p.transform(Transform.createRotateTransform(current.getAngle() + MathUtils.PI, center.x, center.y)); p = (Polygon)p.transform(Transform.createScaleTransform(pixelsPerMeter, pixelsPerMeter)); g.draw(p); break; } case CIRCLE: { f.getShape(); } default: } f = f.getNext(); } g.popTransform(); current = current.getNext(); } } public Color getColor(Body b) { Color c = new Color(1f, 1f, 1f); switch(b.m_type) { case DYNAMIC: if(b.isActive()) { c = new Color(255, 123, 0); } else { c = new Color(99, 99, 99); } break; case KINEMATIC: break; case STATIC: c = new Color(111, 111, 111); break; default: break; } return c; } } Any help with fixing the collisions would be greatly appreciated, and if you need any other code snippets I would be happy to provide them.

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  • Smooth animation on a persistently refreshing canvas

    - by Neurofluxation
    Yo everyone! I have been working on an Isometric Tile Game Engine in HTML5/Canvas for a little while now and I have a complete working game. Earlier today I looked back over my code and thought: "hmm, let's try to get this animated smoothly..." And since then, that is all I have tried to do. The problem I would like the character to actually "slide" from tile to tile - but the canvas redrawing doesn't allow this - does anyone have any ideas....? Code and fiddle below... Fiddle with it! http://jsfiddle.net/neuroflux/n7VAu/ <html> <head> <title>tileEngine - Isometric</title> <style type="text/css"> * { margin: 0px; padding: 0px; font-family: arial, helvetica, sans-serif; font-size: 12px; cursor: default; } </style> <script type="text/javascript"> var map = Array( //land [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]] ); var tileDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/land.png"); var charDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/mario.png"); var objectDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/rock.png"); //last is one more var objectImg = new Array(); var charImg = new Array(); var tileImg = new Array(); var loaded = 0; var loadTimer; var ymouse; var xmouse; var eventUpdate = 0; var playerX = 0; var playerY = 0; function loadImg(){ //preload images and calculate the total loading time for(var i=0;i<tileDict.length;i++){ tileImg[i] = new Image(); tileImg[i].src = tileDict[i]; tileImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<charDict.length;i++){ charImg[i] = new Image(); charImg[i].src = charDict[i]; charImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<objectDict.length;i++){ objectImg[i] = new Image(); objectImg[i].src = objectDict[i]; objectImg[i].onload = function(){ loaded++; } } } function checkKeycode(event) { //key pressed var keycode; if(event == null) { keyCode = window.event.keyCode; } else { keyCode = event.keyCode; } switch(keyCode) { case 38: //left if(!map[playerX-1][playerY][1] > 0){ playerX--; } break; case 40: //right if(!map[playerX+1][playerY][1] > 0){ playerX++; } break; case 39: //up if(!map[playerX][playerY-1][1] > 0){ playerY--; } break; case 37: //down if(!map[playerX][playerY+1][1] > 0){ playerY++; } break; default: break; } } function loadAll(){ //load the game if(loaded == tileDict.length + charDict.length + objectDict.length){ clearInterval(loadTimer); loadTimer = setInterval(gameUpdate,100); } } function drawMap(){ //draw the map (in intervals) var tileH = 25; var tileW = 50; mapX = 80; mapY = 10; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile= map[i][j][0]; var xpos = (i-j)*tileH + mapX*4.5; var ypos = (i+j)*tileH/2+ mapY*3.0; ctx.drawImage(tileImg[drawTile],xpos,ypos); if(i == playerX && j == playerY){ you = ctx.drawImage(charImg[0],xpos,ypos-(charImg[0].height/2)); } } } } function init(){ //initialise the main functions and even handlers ctx = document.getElementById('main').getContext('2d'); loadImg(); loadTimer = setInterval(loadAll,10); document.onkeydown = checkKeycode; } function gameUpdate() { //update the game, clear canvas etc ctx.clearRect(0,0,904,460); ctx.fillStyle = "rgba(255, 255, 255, 1.0)"; //assign color drawMap(); } </script> </head> <body align="center" style="text-align: center;" onload="init()"> <canvas id="main" width="904" height="465"> <h1 style="color: white; font-size: 24px;">I'll be damned, there be no HTML5 &amp; canvas support on this 'ere electronic machine!<sub>This game, jus' plain ol' won't work!</sub></h1> </canvas> </body> </html>

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  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

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