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hi ,
thanks a lot for your all helped .
My edit control can limit the input characters. ^^
Thanks agian
i very appreciate it..
regards :
alice 
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I'm currently using the VMR-9 renderer to play a video in my game. Running when the game's in a window works perfectly fine. I create the filter graph and do all the set up right when I play the video and release the graph at the end of it. If I flip the game into fullscreen (true fullscreen, not a stretched window) before running the video, about 50% of the time the video will not render. When I press alt+enter (which the engine flips from fullscreen to windowed mode), I see the video image in fullscreen then when the game flips back to windowed, it's paused and it never hits any of my paused statements.
I've thrown in several logging statements in the WM_PAINT message handling and find that the HRESULT from the render returns S_OK every time. WM_PAINT is being called often enough that it should be painting just fine, as it does when not in fullscreen. Each update cycle of the game, I invalidate the entire window rect when the video's playing as well. The background color draws but not the video image. The renderer returns an S_OK from the repaint call, too.
I've tried with both compressed and uncompressed AVI files as well as WMV files, all with the same issue. They all run fine in a window, but fail 50% of the time in fullscreen and freeze when flipping between fullscreen and window.
Filter graph : I'm using the generic filter graph set up the default for AVI files. CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC, IID_IGraphBuilder, (void **)(&m_pGraphBuilder)); I'm primarily using WMV but I've also used the Cinepak Codec with AVIs. I haven't gotten any other decompression filters to work properly either.
I pulled all the code from MSDN to set this up. I create the graph and grab references to several interfaces to track the progress of the video (IMediaControl, IMediaSeeking, and IMediaEventEx). Then I initialize the windowless VMR-9 and inject it into the graph. Then I play the video. Works fine when the game's in a window, but not fullscreen. The sound plays all the time, just the video only shows up 50% of the time. Any suggestions?
Here's the system I'm using: Windows XP, sp2. Visual Studio 2005 professional. Windows SDK 6.0. VMR9 in windowless mode. I'm using VMR9 because I need this to run on both XP and Vista without requiring redist and the game runs using D3D9
modified on Thursday, November 5, 2009 3:03 PM
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hello, is there any way to declare an indexed array in base one on VC++?
thanks.
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AFAIK no.
Either make the array one element bigger and ignore element zero; or subtract one from every index.
Luc Pattyn
I only read code that is properly indented, and rendered in a non-proportional font; hint: use PRE tags in forum messages
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timbk wrote: hello, is there any way to declare an indexed array in base one on VC++?
thanks.
You can even use ten-based array: just remember to subract 10 to the index before using it inside the [] operator...
[added]
Hi, Mr.Univoter. Don't you like 10 -based arrays, do you?
[/added]
If the Lord God Almighty had consulted me before embarking upon the Creation, I would have recommended something simpler.
-- Alfonso the Wise, 13th Century King of Castile.
This is going on my arrogant assumptions. You may have a superb reason why I'm completely wrong.
-- Iain Clarke
[My articles]
modified on Wednesday, November 11, 2009 3:04 AM
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thanks, how can i do to declare a ten based array?
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timbk wrote: thanks, how can i do to declare a ten based array?
Do you understand irony music, Yoko?
If the Lord God Almighty had consulted me before embarking upon the Creation, I would have recommended something simpler.
-- Alfonso the Wise, 13th Century King of Castile.
This is going on my arrogant assumptions. You may have a superb reason why I'm completely wrong.
-- Iain Clarke
[My articles]
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ohh, sorry i'm learning english and VC++, and i don't study " how to understand jokes".
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I'm sorry for you.
C/C++ arrays are zero based.
While there's nothing wrong in liking better one-based arrays, it is wiser remaining stuck with zero-based ones, because:
- You need extra work to make your arrays alive (extra work is generally bad)
- Most people use the opposite convention: that means you have to adapt your data to any time you've to deal with other people code, like libraries, etc..
Neverthless, there are few examples of consistently used one-based arrays, for instance, all "Numerical Recipes" book source code uses it (the authors simply ignore array item 0 ).
Like all 'alien' conventions it's a bit difficult to grasp immediately, but after some experience with, becomes 'natural'.
If the Lord God Almighty had consulted me before embarking upon the Creation, I would have recommended something simpler.
-- Alfonso the Wise, 13th Century King of Castile.
This is going on my arrogant assumptions. You may have a superb reason why I'm completely wrong.
-- Iain Clarke
[My articles]
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As they said, no, but you could write your own 1 based array class in C++ and overload the [] operator and whatever else is necessary to do the index adjustment for you.
You measure democracy by the freedom it gives its dissidents, not the freedom it gives its assimilated conformists.
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thanks, well i was trying to make the app more easy to follow, because 0 based arrays are not so intuitive, we starts count in one, i think that the easy way is make the array one element bigger but when you have many arrays is a waste of memo, so i would try with your seggest.
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If you search around, you probably can find example code. I think I once saw it as an example in a C++ book.
You measure democracy by the freedom it gives its dissidents, not the freedom it gives its assimilated conformists.
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timbk wrote: i was trying to make the app more easy to follow, because 0 based arrays are not so intuitive
you will confuse any C/C++ programmer who has to maintain the code, if you start doing things like that.
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How is that any different than most of the code I had to maintain in my career?
You measure democracy by the freedom it gives its dissidents, not the freedom it gives its assimilated conformists.
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Hi
I have Unicode application which uses "wistream" to read a unicode file. But there is a ANSI file I need to read also.
Is there a way to convert "wistream" to "istream"?
Thanks,
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Use an istream object to read the ANSI file.
istream will work irrespective of whether the application in unicode or not.
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I have "wistream" instance like
wistream wis;
I have another function which parameter data type is "istream". So how to convert "wis" to "istream" object?
Thanks
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Create a new istream instance.
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I'm using g++ version 4.4.1 in Ubuntu and I am trying to use the SSE3 intrinsic for the HADDPS instruction. I have included the header file:
xmmintrin.h,
and I have in my code:
num3 = _mm_hadd_ps(num3, num3);
where num3 is of type __m128.
Unfortunately, when I go to compile, I get the error message:
error: ‘_mm_hadd_ps’ was not declared in this scope
Other SSE intrinsics, such as _mm_setzero_p or _mm_mul_ps, work fine. Those are SSE or SSE2 intrinsics though...
Does anyone know if g++ supports the _mm_hadd_ps intrinsic? Or maybe there is another intrinsic for this instruction? Any help is much appreciated.
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I found it. In g++ the _mm_hadd_ps intrinsic is found in
<pmmintrin.h>
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the suspense is killing me.
Luc Pattyn
I only read code that is properly indented, and rendered in a non-proportional font; hint: use PRE tags in forum messages
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Ooops. It didn't paste the header file name! The name is:
pmmintrin.h
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In my CSocket client program, when I repeatedly relogon from one client, I see "Socket Notification Sink" exception.
I read some posts on the forum about this error, which said: dummy window and something else - anyway, it is bad design of CSocket.
In my case, I guess the exception is around function CSocket::Close(), CSockt::Connect() and CSocket::Send() for sending first message. I also guess the exception is caused by if CSocket is not ready for use.
I used try-catch, but the exception can not be catched.
Do you have any comments to avoid the exception?
BTW: do raw socekt functions have the problem?
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You could always use Winsock functions directly, and avoid CSocket altogether.
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Have you noticed that he's just posted the same thing below? He's given it one hours time, and after not responding to any queries that David asked, he deleted his previous query and started a new thread (same title, same contents, no more information).
Ignore that idiot.
“Follow your bliss.” – Joseph Campbell
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