Thanks Nagy! It's been a very long while that I've been around here ;P
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Thanks Nagy! It's been a very long while that I've been around here ;P
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
:confused: WTF ?? This was posted more than 3 years ago !! Furthermore, you are replying to me and not to the OP.
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Could you also post the code of the thread in which the m_bStopPushThread variable is accessed ?
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Hi, Rajesh already pointed out to my chart control article, but just to let you know that I think it will fit perfectly with your case: it was originaly developed for medical applications (one of the use was for ECG).
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
For the same reason why you can't put code directly in a class: it is by design. If you would be able to put code directly in your class (not in a method), what would that mean ? A try/catch block is meant to surround code that could potentially fail. If you put it directly in a class, it doesn't surround any code.
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
No, a try/catch block has to be inside a method. What are you trying to achieve exactly ?
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Please ask in the C# forum.
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
What do you mean exactly by "sort the list of files in a folder" ? There is no such thing as that. You can view them sorted in the explorer but they still are not "sorted" on your hard disk. What are you trying to achieve ? Do you want to modify the sort order for a specific folder within the explorer ? Do you want to retrieve a sorted list of files to use within your application ? Which kind of sorting do you need ? Well, you really need to describe your problem in more details...
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
He was not talking about indentation, but about this[^]
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Take a look at my charting control[^]High-speed Charting Control[^] article. It has support for Gantt series too.
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
What do you mean exactly ? :confused: Could you please give more information about what you are trying to do ?
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
You can't iterate this way over your list (Seznam) while removing elements at the same time. Instead you should you use an iterator and call remove on the iterator:
Iterator iter = Seznam.iterator();
while (Seznam.hasNext()) {
Zivali element = iter.next();
...
...
if (.....) {
iter.remove();
}
}
BTW: this is a forum not a chat, so you can't request "URGENT HELP!". Your question is not more urgent than other questions. If it is really urgent, then you should pay somebody to fix the problem for you. And please, use a better title next time you ask a question, everybody knows that if you ask a question, you want some help... Please, read the posting guidelines at the top of this message board.
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
You are putting a pointer to a CStringArray in your map, which means that it always points to the same instance of CStringArray that you were originally using (it's not a copy). And you do something like this:
psaTest->RemoveAll();
just after adding the pointer to the map. So, your CStringArray will be empty. By the way, you shouldn't do something like this:
CStringArray* psaRes = new CStringArray;
...
...
m_mapType.Lookup(_T("index"),psaRes);
Because in that case you will have a memory leak. There's no need to make a new CStringArray: if the pointer is found in the map, it will be copied into the psaRes pointer (the address will be copied, not the content of course). BTW, I suggest you take a look at the STL containers (map, list, ...) they are much easier to use (once you are confortable with the syntax).
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Without snippet of code, this will be very difficult to answer (and please don't post the full code, only relevant snippets). Did you try to use your debugger ?
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
shashankacharya wrote:
::TerminateThread (m_Thread->m_hThread,1);
Never use TerminateThread, this is a very bad approach. I suggest you read this article[^] from which you will learn a lot for threads. This is a long article but it's definitively worth reading it.
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
I totally agree with Rajesh, and I would like to point you to this great article[^]. It will really help you understand how to work with threads.
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Shatha88 wrote:
to a file (zero & one)
How do you think your image is stored on the hard disk ? You really think that on your hard disk there's a small image drawn there somewhere ? Your image is stored as any other file: a bunch of bits. Could you please elaborate your question ?
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Are you loading your objects (or textures, or anything) from a file ? If yes, are you loading the file once or for every frame ? If you are loading the files for every frame, you should load them once at the beginning of your program. File I/O is very slow. It's the only thing I can think that could slow down performance and that has a quick fix. If you already do that, then you will have to look for yourself how you can increase the performances of your program. Your question is so vague that there's no way to give you a correct answer.
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Yes sure, you can always print a floating point with the precision you want, but it doesn't mean that the float stored in memory is rounded properly. I simply wanted to make sure that he is aware of that.
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++
Are you aware that floating points number have a rounding error ? You'll never be able to represent perfectly a float in memory. For more information google for "floating point precision".
Cédric Moonen Software developer
Charting control [v3.0] OpenGL game tutorial in C++