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Actually orasql9.lib is a sql file,which is present in the Oracle 9i client I have installed.
So for 64 bit I am not getting which lib file to link.
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.LIB files are usually the same for 32-bit and 64-bit.
It's only the corresponding DLLs that are different.
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So do i need to install oracle 9i client for 64 bit?
or is there any way to use 32 bit dll?
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You will need to install the 64-bit client if there is one.
64-bit applications cannot load 32-bit DLLs and vice-versa.
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ok got it....
Thanks -Superman- for your replies
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i lost one of my key c++ file
i m not able to recover
i have my dll file
so please help me out to get a proper decompiler
very urgent
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There are a few C++ decompilers available, but it is highly unlikely that you will get the exact source back.
Most of the C++ compilers available today especially Visual C++ does heavy optimization on the code and so when you get back the code, it will be very different from the original.
However, here are a few links that may help you.
http://www.backerstreet.com/rec/rec.htm[^]
http://www.itee.uq.edu.au/~cristina/dcc.html[^]
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thanks i will
try its not necessary for me to get the exact code...
but very urgent... atleast 10% will help me a lot
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Hi,
I am using MS access database for storing values.
while retrieving records from a table sequentially by record set
first two records are coming sequentially
and then last record is coming again 3rd, 4th are coming.
what is the problem?
I am using record set class for retrieving values.
I am using MoveNext() function.
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You can use an ORDER BY statement when fetching the records to arrange it in the order that you need.
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You should never assume anything about the order of records in a record set unless you use ORDER BY as superman wrote. The order is unspecified and is affected by a lot of parameters like sql engine implementation, order of insertion, indexes, etc.
SELECT a, b FROM TableC ORDER BY a ASC;
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yaah fine ORDER BY clause is working.
thank you.
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Hi you all
I'm struggling with this for a week now:
I need template class ,which receives 2 template parameters:
a) T- data type
b) container<t*> - STL container ( vector or list ) – elements of container are of type T*
tContainer_t<T, vector<T*> > or
tContainer_t<T, list<T*> >
how can i define this class???
i think it should be something like this?
template <class T, container< T*> >
class tContainer_t
{
public:
tContainer_t(void);
~tContainer_t(void);
};
can one help me please
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Explain in a bit more detail what you want to do please.
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Computers are evil, EVIL i tell you!! <
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You don't need to specify any template parameter list for the container.
Just write template <class T, class container>
Go ahead and use container as if it was list<T*> or vector<T*>
If someone tries to instantiate your class with something else, they will get a compilation error if it has a different interface.
template <class T, class container>
class tContainer_t
{
public:
tContainer_t(void)
{
container c;
T t;
c.push_back(&t);
}
~tContainer_t(void);
};
void main()
{
tContainer_t<int, std::vector<int*> > cont1;
tContainer_t<int, std::vector<int> > cont2;
}
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Remember that the most common template parameters are types.
template <class T, class containerType >
class tContainer_t
{
containerType m_container;
public:
tContainer_t();
~tContainer_t();
};
tContainer_t<char, vector<char*> > vc;
tContainer_t<char, list<char*> > lc;
template <class T, class containerType = std::vector<T*> >
class tContainer_t
{
containerType m_container;
public:
tContainer_t();
~tContainer_t();
};
tContainer_t<char> vc;
tContainer_t<char, list<char*> > lc;
INTP
"Program testing can be used to show the presence of bugs, but never to show their absence." - Edsger Dijkstra
"I have never been lost, but I will admit to being confused for several weeks. " - Daniel Boone
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Thank you!!! It was very helpful
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Why do you need the two types?
You could specify your template as:
template <typename container>
class pointer_container
{
};
and check that it really contains pointers (or something dereferenceable) in the constructor:
pointer_container()
{
container::value_type ptr;
*ptr;
};
then:
pointer_container<std::vector<int> > int_container;
pointer_container<std::vector<int *> > int_ptr_container;
Now the sermon:
IF you want to maintain a collection of pointers and delete what they're pointing to when the object dies, how about using the magic of smart pointers instead?
std::vector< std::shared_ptr< my_class> > my_class_v;
or use Thorsten Ottosen's pointer containers from Boost[^].
If you're not, please disregard the second half of this message!
Cheers,
Ash
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Buenas, busco programadores de C++ para un proyecto relativamente pequeño, el cual consiste en desarrollar un Motor para creación de videojuegos, basado en DirectX 10.1 para Windows 7. El framework pretende abarcar las 4 grandes ramas de DirectX: Gráficos (Direct3D), Sonido (DirectSound), Comunicaciones (DirectPlay) y Entrada/Salida de periféricos (DirectInput). Aunque se diseñará en tal sentido, no se contempla su portabilidad, lo cual permite una mayor especialización, mayor velocidad de avance y mejor soporte. El proyecto será Open Source en cuanto alcance cierto grado de madurez que facilite la integración de aportaciones externas.
Se requiere:
- Nivel alto de inglés leído / escrito. La documentación y la nomenclatura de los elementos del framework serán en inglés; además, eventualmente será necesario leer algún libro o documentación en tal idioma.
- Conocimiento "a fondo" de C++.
- Gran capacidad autodidacta. Esto es muy importante, quizá lo más valioso.
- Pasión por la programación, el diseño de sistemas o los videojuegos.
- Seriedad y constancia.
- Alguna experiencia desarrollando con Microsoft Visual Studio (se usará 2010 express... ejem ).
- Alguna experiencia con Subversion (quizá se use Mercurial).
- No se requiere alto control del SDK de DirectX 10.1, puede aprenderse sobre la marcha. Se apreciará experiencia con cualquier versión de DirectX, incluso con cualquier versión de OpenGL.
- Preferible residencia en España, cuanto más próxima a Málaga mejor.
- Capacidad de autocrítica. Vital para la fluidez de equipo de trabajo.
- Tiempo. Aunque cualquiera pueda dejar el proyecto cuando le plazca, no es plato de buen gusto que asegure su disponibilidad sabiendo que no la va a tener.
Se ofrece:
- Dinero no, desde luego. Es un "trabajo" vocacional, aquella persona que prentenda subir al barco debe disfrutar participando, trabajando en equipo, aprendiendo, aportando ideas, viendo crecer el proyecto.
- Todos los puntos que se requieren.
- Aporto gran conocimiento de C++ y sus entresijos (particularidades de diseño, trucos de optimización, etc.).
- Conozco a fondo el SDK de DirectX 9.0c (de ahí que prefiera dar el salto a DX10 y no a DX11 directamente, aunque todo se andará) y tengo a mano una buena biblioteca cuya lectura aconsejar.
- No tengo inconveniente en ayudar a autoformarse a los integrantes del equipo.
- Capacidad de gestión. Tengo ya pensada y a medio montar la plataforma de desarrollo. Aunque en principio actúe como director, más tarde mi rol se disipará hasta quedar como un desarrollador/diseñador más, con la carga adicional de mantener la calidad y cohesión del proyecto.
- Tengo ya trazadas las líneas maestras del proyecto y sus objetivos, se aceptarán opiniones y cambios al respecto.
- Compromiso.
Un saludo, espero formar algún día un equipo capaz de crear una obra cada vez más ambiciosa y de cuyos integrantes aprender tanto como les haya podido enseñar.
Thund.
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This type of advertisement is not appropriate in this area. You should post to the job board instead.
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Hi
I have set up a video and connected it to a sample grabber correctly, so that I can see the image, but I cant get sound out, I have tried to render sound, but dont know how to connect it up, any help would be greatly appreciated.
I have attached the following code snippet that shows what I have.
HRESULT hr = CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC_SERVER, IID_IGraphBuilder, (void **)&pGraph);
hr = pGraph->QueryInterface(IID_IMediaControl, (void **)&pControl);
hr = pGraph->QueryInterface(IID_IMediaEventEx, (void **)&pEvent);
hr = pGraph->QueryInterface(IID_IBasicAudio, reinterpret_cast<void**>(&m_pAudio));
hr = pGraph->QueryInterface(IID_IMediaSeeking, reinterpret_cast<void**>(&pSeeking));
hr = CoCreateInstance(CLSID_SampleGrabber, NULL, CLSCTX_INPROC_SERVER, IID_IBaseFilter, (void**)&pGrabberF);
if (FAILED(hr))
{
// Return an error.
}
hr = pGraph->AddFilter(pGrabberF, L"Sample Grabber");
CoCreateInstance(CLSID_DSoundRender, NULL, CLSCTX_INPROC_SERVER, IID_IBaseFilter, (void**)&g_pSoundRenderer);
hr = pGraph->AddFilter(g_pSoundRenderer, NULL);
// hr = CoCreateInstance(CLSID_SampleGrabber, NULL, CLSCTX_INPROC_SERVER, IID_IBaseFilter, (void**)&pGrabberF);
// hr = pGraph->AddFilter(
if (FAILED(hr) )
{
// Return an error.
}
pGrabberF->QueryInterface(IID_ISampleGrabber, (void**)&pGrabber);
//ZeroMemory(&mt, sizeof(AM_MEDIA_TYPE));
mt.majortype = MEDIATYPE_Stream;
//mt.subtype = GUID_NULL;//MEDIASUBTYPE_RGB24;
hr = pGrabber->SetMediaType(&mt);
hr = pGraph->AddSourceFilter(fileName.AllocSysString(), L"Source", &pSrc);
if (FAILED(hr))
{
// Return an error code.
}
hr = ConnectFilters(pGraph, pSrc, pGrabberF);
// Create the NULL renderer and connect
hr = CoCreateInstance(CLSID_NullRenderer, NULL, CLSCTX_INPROC_SERVER,
IID_IBaseFilter, reinterpret_cast<void**>(&m_pNullRenderer));
hr = pGraph->AddFilter(m_pNullRenderer, L"NullRenderer");
hr = ConnectFilters(pGraph, pGrabberF, m_pNullRenderer);
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I would recommend you to test your graph using Graphedit and the construct it programatically.There is are a lot of reasons that could cause errors in your code.
Life is a stage and we are all actors!
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How do I set up project wide settings. All of my sub-projects need to access the same #include paths. Can I set this up somewhere for solution instead of every project
Same question for pre-processor defines. where do I set up some constants to be used by every project?
ES
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