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Numbers of email clients can be installed under
same OS login. Therefore in the second parameter
user should specify path to the files with his profile.
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sorry for the trouble!
which email client do u mean?
andd what is the use of specifu=ying the path in the mapilogon function??
kindly help me ..
thanxx
ranjani
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Microsoft Outlook Internet Settings is the profile setup on my computer.,with the information services..outlook address book and microsfot exchange server..how do i know the path of the file where it's stored!!
ranjani
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Hi,
Don't worry.
If you specify this parameter as NULL MS Outlook Express
will show login dialog if it neccessry( in case if login
requed user name and password).
Vitali
http://www.creative-case.com
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Hi,
I have an MFC application build on win2k.Both the Release and Debug versions work fine.But the exe crashes on the XP machine.What could be the problem
Pls help.
Thanks
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Hi,
Perform check all libs and components on XP that your App used.
All of them shoul be instlled and on the new XP computer.
Vitali
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Hello all
I am trying to develope a proxy server for shoutcast server . Usually the DFP Plug In of winAmp enables connection to a shoutcast server and streams the voice data in mp3 format to it . The listeners connect to the Shoutcast server at its port and ip and listen to the broadcast coming out of the shoutcast server .
In order to reduce the latency in trnasmission I am trying to write a simple proxy server that will take the stream from the DSP plugin and redirect the stream to the shoutcast server but the problem is the DSP plugin is not connecting to the server . I am not able to figure out how to create appropriate server and with what type? I found out that the DSP Plug in is a TCP type so in server side what kind oof sockets should be created is it CSocket or CAsyncSocket ot SOCKET type ? How will it get the connection esablished from another application like DSP plugin ? please help me
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Hi,
I am writing a third-party filepacker/launcher for a game engine. I have no access to the game code so everything has to be done externally. Because of this, at the moment I have had to resort to zipping the files (all game files, executable and all) up with password protection (using the excellent ZipArchive library from www.artpol-software.com), and then having the launcher extract the files to a temporary directory on the hard-drive when started and run the game from there (the files are deleted when the game closes). This means that anybody can easily find the files by alt-tabbing out of the game and searching the hard-drive (and it also means that more hard-drive space is required).
I was wondering if anybody here had any suggestions of how I could better protect these files. I had thought of trying to extract and run them from memory, but this seems an almost impossible task, and besides which, it would consume precious memory that the game requires to run (as I understand it).
There is a tool that does something similar to what I want to do, called Thinstall (from www.thinstall.com). It compresses all files into a single EXE and runs them without having to extract them anywhere. (I don't want to use Thinstall because 1) I don't want a single EXE but want a resource file too, and 2) my program does a lot of stuff very specific to the game engine I'm using, whereas Thinstall is a general tool not designed with just games in mind anyway.) This is how the creator of Thinstall describes how it works:
"Thinstall works by compressing all of your files, including the [main game/program] EXE into a single EXE. Thinstall also inserts a small 75k program in front of everything, which is what is actually loaded when the user double-clicks your exe. The thinstall-loader then decompresses the [main game/program] EXE directly into memory and patches it up so that it no longer makes calls to the operating system for file loading, DLL loading, Process creation, Threads, Resource Loading, Directory operations, etc. Thinstall then runs [the game/program] in memory. When [the game/program] tries to read a file or load a DLL, it will go through Thinstall. Thinstall loads the file or DLL directly from the archive built into the EXE. Thinstall decompresses small blocks of the file at a time directly into memory as the application reads it, so nothing ever goes to disk and the memory required is very small."
(Of course, the programmer of Thinstall is way out of my league when it comes to coding.). The packer and launcher have been written using the Windows API, the ZipArchive library, and *no* MFC. I have hacked my way through the programming (with a lot of help from people here), but I am still a novice at C++, so if anybody does have any suggestions, I would be really grateful if you could explain it as simply as possible and tell me where to look for examples of what I need to do if there are any, or suggest which functions I should look into using.
This is probably a lot to ask, but it's worth a go.
Any suggestions would be really appreciated.
Many thanks,
KB
P.S. I have asked this question before - I am not trying to "spam", I am just hoping that I have explained what I want to do better this time around now that I have seen what Thinstall does.
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Kayembi wrote:
I have asked this question before - I am not trying to "spam", I am just hoping that I have explained what I want to do better this time around now that I have seen what Thinstall does.
Don't worry about that This is one of the best-explained questions I have seen. If every question was like this, we would certainly not be upset
As for Thinstall, obviously, the application must still be able to access the disk for loading/saving documents etc... My guess (and I haven't looked at it, so I'm not sure) is that when it traps the file loading, it checks to see if the requested file is actually in the archive. If it is, it loads it from the archive. But if it's not, it allows the request to go through to the disk. If your resource file is not given to Thinstall, then you should be able to access it as per usual.
If I'm way off the mark here, please let me know
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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Hi,
Many thanks for you reply. That sounds about right, as Thinstall allows saving and loading from disk, so if I can work out any of the rest of it I will have to do as you say, and check the contents of the archive for files first, then check the disk...
My main problem, though, is how to get my launcher EXE to tell the game engine (or game EXE) to load the files it needs to run from my .pak file instead of from the hard-drive. Currently the Game EXE looks on the hard-drive in its own directory or in any other directories that have been defined. The reason I mention Thinstall is that it seems to be the only program anywhere that does something similar to what I would like to do - ie. tell the game not to look on the hard-drive, but in an archived file and run from there.
I guess what I need to do is pretty much what the author of Thinstall said that his program does - somehow patch up the game EXE so that whenever it needs to load a file, it gets it from the archive/loads it into memory and somehow accesses it from there.
I'm probably trying to do something that is way past my ability here, as I am not a very proficient coder. But any other suggestions (or even better, pointers to example projects/code that do something similar - I have looked everywhere and can find none) will be much appreciated. And please feel free to over-explain and stress the functions you are thinking of (if any), because I'm still learning all this stuff.
Thanks again,
KB
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I've just read that the way Thinstall does it, is it has its launcher executable load a Virtual Operating System and a Virtual File System:
"The VOS is loaded into memory by Windows as a normal application, and does not require any special drivers, reboots, or adminstrator access to run. The VOS occupies about 90k of disk space and around 1MB of memory while running depending on which components are loaded. Once the VOS has been loaded it will load an EXE from the package archive into the same process. The VOS reroutes Windows API calls to itself before the application is run, giving the application new abilities."
So I guess that the game EXE and all its files are running together in what it thinks is just a normal directory, because the VOS has "tricked" it into "thinking" so... Now I'm getting very daunted.
Thanks,
KB
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I have the following problem.
I create a dialog box. After it is shown I want it to automatically perform some tasks. To keep it simple, in this example it only has to show a messagebox. If I use the OnSetFocus() Windows Message Handler the messagebox is shown the first time before the dialog is visible. Another problem with the OnSetFocus() is that it wil be putting a messagebox on the screen on and on because every time I click the OK button of the messagebox, the dialog gets his focus back again.
Does anybody know how to achieve this on such a way that I don't get the above mentioned problems?
Thnxx!
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You wan't the message box to be shown after the dialog box is displayed?
Well, in this case, use OnCreate() , and try this:
ShowWindow(SW_SHOW);
UpdateWindow();
Hope this helps,
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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I've tried it with OnCreate(), but it didn't work. The messagebox doesn't appear at all.
Does anybody have any other suggestions???
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harmendejong wrote:
I've tried it with OnCreate(), but it didn't work. The messagebox doesn't appear at all.
It did when I tried it. Post your OnCreate() function.
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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int CTestDialog::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CDialog::OnCreate(lpCreateStruct) == -1)
return -1;
ShowWindow(SW_SHOW);
UpdateWindow();
AfxMessageBox(_T("test"));
return 0;
}
I'm using Windows CE, so therefore I use the _T macro.
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That's exactly what I did, and it worked.
harmendejong wrote:
I'm using Windows CE
That may be the reason it doesn't work. I've never programmed for Windows CE, so there may be little differences in the way things work that I don't know about.
I can't really offer any other suggestions, other than disabling the dialog in OnCreate() (use EnableWindow(FALSE) ), set a timer for 10ms or so, and display your message box in the timer message handler. When the message box is closed, enable the window again.
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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Set a timer in OnInitDialog() - for example, SetTimer(1, 100, NULL) .
In OnTimer() , perform your operations. Don't forget to kill the timer first.
HPS HwndSpy - GUI developer's aid to visually
locate and inspect windows. For the month of August
only, use coupon code CP-81239 for 30% off.
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The dialog box will not be rendered until AFTER OnInitDialog() has completed. Therefore, you must call PostMessage() near the end of it, and in the handler for the posted message call AfxMessageBox() .
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I did following:
[code]
CMenu* pMenu = this->GetMenu();
CMenu* pFilterMenu =pMenu->GetSubMenu(1);// Filters
CCmdUI state;
state.m_pMenu = pFilterMenu;
state.m_nIndex = 0;/* 1 to nItems */
state.m_nID = pMenu->GetMenuItemID(state.m_nIndex); // now route to message maps
state.Enable(FALSE);
state.DoUpdate(this,false);
//not works
//------------------------
// 2) method
pFilterMenu->EnableMenuItem(ID_BT_AL_RISED, MF_BYCOMMAND | MF_DISABLED | MF_GRAYED);
//not works
[/code]
but not not works both methods,
why?
Or
How to do it correctly?
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Hi,
Use code similar this to enable/dissable menu item:
pPopup->EnableMenuItem(ID_..., MF_GRAYED);
and similar this to delete menu item (by command):
pPopup->DeleteMenu( ID_..., MF_BYCOMMAND );
Hope it help
Vitali
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I assume you're using the MFC MDI or SDI models. Insert an ON_UPDATE_COMMAND_UI() handler for your menu item, and call
pCmdUI->Enable(FALSE) to disable the menu item. Passing TRUE will enable the menu item.
Hope this helps,
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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I especially ask for manual disabling-
i.e. not responding to ON_UPDATE_COMMAND_UI() handler.
I dod analogous thing:
<br />
CMenu* pMenu = this->GetMenu();<br />
<br />
CMenu* pFilterMenu =pMenu->GetSubMenu(1);
<br />
CCmdUI state;<br />
state.m_pMenu = pFilterMenu;<br />
state.m_nIndex = 1;<br />
state.m_nIndexMax = 3;<br />
state.m_bEnableChanged = true;<br />
<br />
state.m_nID = pFilterMenu->GetMenuItemID(state.m_nIndex);
<br />
state.m_pSubMenu = pFilterMenu->GetSubMenu(state.m_nIndex );<br />
<br />
state.Enable(FALSE);<br />
<br />
state.SetCheck(1);
but state.Enable(FALSE); - not works
even state.SetCheck(1); - works fine
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You can't manually disable a menu item because MFC overrides your updating. The only way to do it is with an ON_UPDATE_COMMAND_UI() handler. SetCheck() works because MFC either enables/disables the menu item. It doesn't change its check state unless you've got a toolbar button with the same ID which is a checkbox. Enable() will not work unless you use an ON_UPDATE_COMMAND_UI() handler.
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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