C++ :: Compile Images (PNG Files) Into Application
Jun 19, 2014
I am currently coding a 2D game in Visual Studio 2013. All of the .png graphics are saved in an absolute directory (for example, "C:/gfx/example.png"). Although this works for testing the application on my own system, I would one day like to release it (although it won't be commercial, as I am just learning). I could put all the of the image files in a relative folder, but I do not like the idea of my graphics being out in the open like that.
Is it possible to compile these images into the application itself? I had been researching resource files on Google, but I am still not completely sure if this is what I need to be using. Even if it is, I am using the express version of VS, so I do not have access to the editor. If resource files are what I am looking for, do I have to purchase an upgraded version of Visual Studio, or can I use another editor?
Its to extract some images from .adf files, I have had it working about 2 years ago but now i cant figure out the right directory.
Code:
using System; using System.Collections.Generic; using System.Drawing; using System.IO; using System.Linq; using System.Text; namespace ADFReader{ class Program { public static int ApplyOffset(int data, int offset) [Code] ...
I need to transfer files(mainly images) between 2 computers using their RAM with some kind of FTP. I'm using C++. I guess it's pretty a lot to explain so if you have a clear and detailed articles/videos
My program needs to compile various source files at runtime.What is the most elegant way to compile cross platform with g++ from within my program? Is there a gcc-library I can use? I know that I could use popen() to open a Unix pipe and call g++ as command line tool. But first it isn't really cross platform and second it doesn't seem elegant to me.
I am making an application that processes multiple files (typically > 500) through a command prompt call. The way I start the command prompt app is by looping using a call to CreateProcess for each file that is to be processed. It works fine, except that I somehow loose 'connection' to my app so that
1: Windows says that the app. is 'Not Responding' 2: The Cprogress bar in my app is not updated before all files have been processed, even though there is a CreateProcess call and a Cprogress.StepIt() from the app for each file that needs processing.
I somehow suspect that the CPU gets swamped... I do not want that Windows starts to say that my app is 'not responding' and I want my Cprogress dialog bar to update according to the number of files that are progressed through.
I wonder if multithreading is the OK way to go instead of just kicking of series of CreateProcess calls? Maybe my CreateProcess is not ending correctly? It seems as if my app is 'not regaining control' before very late. The app never crashes though.
My CreateProcess code is listed below, maybe there can be a problem with it, or maybe I should do things in a different way? My app basicaly works as it never crashes, but with above mentioned problems it is NOT a pro solution...
void CMultiFilerDlg::ProcessFile(CString pdfFile) { int i=0; DWORD ProcID; // Open file in text mode: STARTUPINFO si; PROCESS_INFORMATION pi; char cmdArgs[2052];
What happens if I make a server application using tcp protocol and then establish connection with a client application but the server crash and then the client send data. Will the data be lost or the system will continue trying to send it?
I want to create an application that starts an application and passes input to that application. I know how to start a process using the classes in System.Diagnostics, but I don't know how to pass data to the process.
For example, and this is just an example, I would like to be able to automatically start an application that requires a username and password and automatically enter the username and password. Of course, that might open the door to security vulnerabilities, but that's not the point of the exercise.
How to implement the functionality I described? Is there a general way to go about doing this or does it depend entirely on the idiosyncrasies of the application in question?
Since SDL doesn't have it's own function for rotating images and I'm tired of storing multiple angles of the same sprite in a file, I created my own function for doing so:
//XY Class class XY { public: XY(){} XY(float x, float y);
[Code] ....
The problem is while Spin does spin the surface correctly, some pixels are rotated to the same new position so gaps appear in the returned surface. I need a way of filling in the gaps so the returned image looks better. A link to a program I made that uses this function is below so you can see the problem that I'm talking about. [URL] ....
I currently use SDL 1.2. Could my problem be fixed if I used 2.0? For example, does SDL 2.0 have a built in function for rotating surfaces?
I have a database of images and I want to store paths of all those images to a text file (lets say "images.txt"). I can then use this text file in c++ to extract images one by one by using getline() in a loop.
I don't know how to store image paths to a text file.
I have written a socket witch send an image 256x256 and now i want to send many images and i don't know what loop to write to make the socket after have sent the first image to send another and not to write the same program many times for every image ......
this is the part that read the binary image
if( !(fp=fopen("Anemos.bmp","rb"))) { printf("Unable to load bin file: %s... ","Anemos.bmp");
I am working on application to work with images. How to open/read images, whether it is jpeg, png, bmp or tiff and get it to bitmap. Is there some universal command for this or I will need more commands, every time testing the extension or format and then to use different method to read the image? Best would be to do it automatically, but I don't know such command.
I am making a game Pong, and have been struggling with the collision aspect between the baal hitting off the paddle. I have created a Class, to draw a rectangle, to work with collision however I dont know how to assign the rectangle to the images of the ball and paddle.
storing images in database as well as in folder...Images are loaded FROM URL...and after that i want to display Images from folder which is in given below code: but this code is not running...it shows sql connection problem.....but connection is perfect...This code runs properly but it doesn't shows the images from folder...and It doesn't save the images...
using System.Data; using System.Configuration; using System.Collections; using System.Web; using System.Web.Security; using System.Web.UI;
Which is best option to save images in database or file system, I am developing c++ server client app. I want to save the images in server using file system or database. I am confusing to choose which option?