Im trying to create toolBar. I added resource file to the Visual Studio project, then added to that resource png file.
Now the question is how to use it as a icon for the button?
this is my code:
wxBitmap exit(wxT("cross.png"));
and when I run application I have error:
Cant load "cross.png" bitmap from resource. Please check .rc file
thanks for help
First you need to make sure you use the actual name of the resource as defined in your RC file (maybe just "cross" instead of "cross.png", as the error states - check your RC file). Second, you'll also need to make sure you have initialized all image handlers if you haven't already (just call wxInitAllImageHandlers()). Third, you'll need to specify the image format type when you call the wxBitmap constructor, for example:
wxBitmap exit(wxT("cross"), wxBITMAP_TYPE_PNG);
Related
I created a sample holographic application in Visual Studio 2015 with C++/CX (or whatever they call that fancy C++ with hats and ref new). It builds, deploys and runs fine, rendering a rotating colored cube, just as it's supposed to. Now I am trying to add a jpeg image and use it as a texture on the cube. The question is, where shall I put the image, how do I add it to the project, how do I make VS to deploy it along with the rest of the project, and how do I load it in my application?
I have literally zero experience with both DirectX and UWP. I've done this tutorial on textures on my desktop Windows 10 (a regular C++ app, not managed, not UWP), although the way they load a file into a texture in the tutorial didn't work for me. After some googling I downloaded this library, built it for desktop Windows 10 (DirectXTex_Desktop_2015_Win10.sln) and used in my project as follows:
DirectX::ScratchImage image;
LoadFromWICFile(L"myimage.jpg", DirectX::WIC_FLAGS_NONE, nullptr, image);
CreateShaderResourceView(d3d11Device, image.GetImages(), image.GetImageCount(), image.GetMetadata(), &CubesTexture);
It worked. Now, for Hololens I built their DirectXTex_Windows10.sln solution (assuming that if the other one was for desktop, this one must be for non-desktop) and tried (unsuccessfully) using it like this:
DirectX::ScratchImage image;
HRESULT hr = LoadFromWICFile(L"ms-appx:///myimage.jpg", DirectX::WIC_FLAGS_NONE, nullptr, image);
CreateShaderResourceView(m_deviceResources->GetD3DDevice(), image.GetImages(), image.GetImageCount(), image.GetMetadata(), &m_cubesTexture);
I also tried ms-appdata instead of ms-appx. In both cases LoadFromWICFile does not return S_OK. It gives ERROR_INVALID_NAME: The filename, directory name or volume label syntax is incorrect. As for myimage.jpg, I put it into the Assets subfolder and added to the solution through Add->Existing Item. Is that enough to get it deployed to Hololens? How do I check if it gets deployed? Where on the device is it going to be located, if deployed?
It seems I over-complicated things.
To add a file like that into a project, simply use right click (on the Assets sub-folder in the solution explorer) -> Add -> Existing Item. To get it deployed on the device or emulator, right click on the file -> Properties, set Content to Yes and Item Type to Image or Does not participate in build (for something that doesn't get recognized correctly, for example, Wavefront .OBJ file, which VS would otherwise try and fail to link).
To check if (and where) the file is going to be on the device or emulator, you can build an actual package: right click on the project, choose Store->Create App Packages... It creates an .appx file, which is actually a zip-archive. You can explore it with an archiver like 7zip, or rename it from .appx to .zip and open with Windows File Explorer. In my case the image file was there, in the Assets subfolder. I was able to read it by its simple relative path, like this (no ms-appx:/// or other such prefixes):
HRESULT hr = LoadFromWICFile(L"Assets/myimage.jpg", DirectX::WIC_FLAGS_NONE, nullptr, image);
For some other functions (std::fopen, std::ifstream etc.) this relative path didn't work, I had to use the full path as follows:
Platform::String^ appInstallFolder = Windows::ApplicationModel::Package::Current->InstalledLocation->Path;
std::wstring folderNameW(appInstallFolder->Begin());
std::string folderNameA(folderNameW.begin(), folderNameW.end());
std::string fname = folderNameA + std::string("/Assets/model.obj");
std::FILE *f = std::fopen(fname.c_str(), "r");
This textured cube project might give you some insight. I think is based on the C# VS2015 Holographic template.
https://github.com/dngoins/HololensDXTutorials
enter image description hereI want to create model: add > class > ado.net entity, for my db first project and also want to create CRUD operation by asp.netscaffolding, but failed to create a model with necessary code.and thus i failed to create scaffolding .
in my model file AllahHelp.Context.cs, there is no code, only the text "ErrorGeneratingOutput".
Error 1:
A namespace cannot directly contain members such as fields or methods F:\project\WebApplication8\WebApplication8\Models\AllahHelp.Context.cs 1 1 WebApplication8
Error 2:
Compiling transformation: Metadata file 'C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\EntityFramework.dll' could not be found F:\project\WebApplication8\WebApplication8\Models\AllahHelp.tt 1 1 WebApplication8
If there is an error transforming your .tt files into class files, your class files will just have "ErrorGeneratingOutput" in the source file, which causes a "namespace cannot directly contain members such as fields" error, but doesn't really have anything to do with that.
Your actual error sounds like you're missing a reference to EntityFramework.dll. Right click the project, choose "Manage NuGet Packages..." and find and install EntityFramework to your project.
In some situations I've also run into a problem where since the transformation occurs before files are copied, referenced dlls don't ever get copied since the error occurs and stops the process. In this case you would need to remove the model from your project temporarily, successfully compile the project, and then add the model back.
According to this similar question it could also be because of your install path. If that is your issue, try to find where the dll is, and correct the environment variable VS120COMNTOOLS (Control Panel -> System -> Advanced System Settings -> Environment Variables -> System Variables)
(Be careful changing system variables, though.)
I was getting this error when attempting to build a project using .tt templates. I fixed the issue by checking everywhere that I used C# code injection and making sure that I closed each section of C# code by including #>.
Example:
Problematic code:
{
"find": "__LOCATION__",
"replaceWith": "<#= deployment.Location"
},
Fixed code:
{
"find": "__LOCATION__",
"replaceWith": "<#= deployment.Location #>"
},
I came here with a little problem, i can't use any local .gif in my code.
I work on Linux with QtCreator and the Sailfish VM to make a Sailfish-os application.
I tried first this example, without any success.
Rectangle {
width: animation.width
height: animation.height
AnimatedImage { id: animation; source: "../images/animatedimageitem.gif"}
}
The execution return :
QML AnimatedImage: Error Reading Animated Image File file:///bla/bla/.....
Same problem with other permissions on the gif and with an other gif.
After some researches I found this page where someone indicate to download a plugin, but Qt declare (I wish i could put a link but i'm new -_-', see comments) that gifs are already support by default.
The plugin was finally unobtainable and I found this Sailfish/bin/plugins/imageformats/libqgif.so in my directories.
So what can i do to show a gif on this damn thing ?
The error you are seeing is probably related to filepaths. Gifs are supported, AFAIK.
Instead of coding the path that way, consider the usage of a resource file to improve portability and platform independence.
Create a new resource file (File -> New File or project -> Qt -> Qt Resource File)
The property editor opens, click Add in the bottom then Add prefix and set a prefix such as / (or whatever you like!)
Click again to select Add files and insert your image
Right-click the newly added image entry and copy resource path to Clipboard
Build -> Run qmake (fundamental to ensure correct compilation)
The path you copied in the clipboard should be of the form:
://PATH_TO_IMAGE.gif
Now, given your QML code, I can guess the image folder is inside source code at the same level as the QML folder. Hence, if you added the .gif file from that folder you would have the following path in the clipboard:
://images/name.gif
This can be prepended with the prefix to obtain the final path. If your prefix is set to /, as we did above, the final string to be set in the source property of your AnimatedImage would be:
"qrc:///images/name.gif"
Obviously, a different prefix or a different path would result in a different final path.
Well..... I just put it on my phone (Jolla) and the gif works well. So this is the VM who doesn't seems to like gifs ...
Thanks for help though,
Psycho.
I would like to include common resources into two of my applications. Rather than using a DLL, I figured I could include common resources at compile/link time by making use of a .RC2 file.
I've added a load of BITMAP entries as follows to my .RC2 file
IDB_CHECK BITMAP DISCARDABLE "\NewGUILib\res\bmpCheck.bmp"
My .EXE definitely increases in size when the .RC2 file contains these bitmaps. However, when I try to use the resource IDs in my application (CBitmap::LoadBitmap( id )), the functions fail. LoadBitmap( IDB_CHECK ) returns zero. However, if I use a resource added to the .RC1 file via Visual Studio, that works.
Is there something else I need to do to use these .RC2 resources??
OK, I found the answer to my problem. The problem is that I didn't have any resource ID's included in the .RC2 file. In the example above IDB_CHECK was not defined. An error or warning during resource compilation would have been useful.. but.. I guess I expect too much.. All sorted.
When I download my program from my website to my windows 2003 machine, it has a block on it and you have to right click on the exe, then properties, then select the button "Unblock".
I would like to add detection in my installer for when the file is blocked and hence doesn't have enough permissions.
But I can't eaisly reproduce getting my exe in this state where it needs to be unblocked.
How can I get the unblock to appear on my exe so I can test this functionality?
This is done using NTFS File Streams. There is a stream named "Zone.Identifier" added to downloaded files. When IE7 downloads certain types of file that stream contains:
[ZoneTransfer]
ZoneId=3
The simplest way to set it is to create a text file with those contents in it, and use more to add it to the alternate stream.
Zone.Identifier.txt:
[ZoneTransfer]
ZoneId=3
Command:
more Zone.Identifier.txt > file.exe:Zone.Identifier
Then, the way for you to check it would be to try to open the Zone.Identifier stream and look for ZoneId=3, or simply assume that if the stream exists at all that your user will receive that warning.
It's also important to note that this has nothing to do with permissions. Administrators see the same warning; it's to do entirely with the source and type of file. The entire stream goes away when users uncheck the "Always ask before opening this file" box and then click Run.
There is a supported API for this, documented on MSDN. Search on MSDN for "Persistent Zone Identifier Object". Basically you CoCreateInstance with CLSID_PersistentZoneIdentifier and request an IPersistFile interface. You then call IPersistFile::Load with the name of the file in question. Next, QI for an IZoneIdentifier interface and use IZoneIdentifier::GetId to obtain the zone of the file. If there was no "mark of the web", you should get URLZONE_LOCAL_MACHINE. The ZoneId of 3 mentioned in the other reply is URLZONE_INTERNET. (The enumeration is called URLZONE and is also documented on MSDN, or see sdk\inc\urlmon.h.) You can remove or change the "mark of the web" by calling IZoneIdentifier::Remove or IZoneIdentifier::SetId and then call IPersistFile::Save. There are more details about all of this on MSDN. Good luck!
Thanks for this it helped me a lot.
You can make the process even easier if you create a batch file with the contents.
echo [ZoneTransfer] > Zone.Identifier
echo ZoneId=3 >> Zone.Identifier
more Zone.Identifier > %1:Zone.Identifier
This will generate the Zone.Identifier for you and mark the file accordingly.
To run it just supply the file name e.g. if the file is called mark.bat
mark.bat myfile.txt