Visual C++ :: Bitmap Display From Buffer Received By TCP Socket
Feb 6, 2013
I want to display my image on window without saving it.
When data is received window size changes but there is no display on window.
My Code is:
Code:
int iBufferLength;
int iEnd;
int iSpaceRemaining;
int i;
iBufferLength = iSpaceRemaining = sizeof(chIncomingDataBuffer);
iEnd = 0;
iSpaceRemaining -= iEnd;
I am trying to repetitively send the screen bitmap buffer of a client to a server. The program works perfect when the client and server are running on the same machine, otherwise the server receives a distorted buffer. The distorted buffer received by the server seems to start from a byte which was not the starting byte of a buffer sent by the client (I am not sure). w=1366 and h=768 are the screen width and height respectively of both the server and the client.
Client code:
while (connect(sSocket,(sockaddr*)&addr,sizeof(addr))!=0) {} while (!GetAsyncKeyState(VK_ESCAPE)) { s=4*w*h; while (s>0) { n=send(sSocket,buf,s,0); s-=n; for (i=0; i<s; i++) {buf[i]=buf[i+n];} } BitBlt(MemDC,0,0,w,h,hdc,0,0,SRCCOPY); GetDIBits(MemDC,hBit,0,h,buf,&bmi,DIB_RGB_COLORS); }
Server code:
do {rSocket=accept(hSocket,(sockaddr*)&addr,&addrlen);} while (rSocket==INVALID_SOCKET); while (!GetAsyncKeyState(VK_ESCAPE)) { s=4*w*h; while (s>0) {n=recv(rSocket,buf,s,0); s-=n;} SetDIBitsToDevice(hdc,0,0,w,h,0,0,0,h,buf,&bmi,DIB_RGB_COLORS); }
I have a function that essentially takes a screen shot and saves a pointer to it as a structure. I would like to use the same structure for bitmaps that I load from files.
Code: typedef struct _BITMAPCAPTURE { HBITMAP hbm; LPDWORD pixels; INT width; INT height; } BITMAPCAPTURE; BOOL CaptureScreen(BITMAPCAPTURE* bmpCapture) {
[code].....
The handle to the bitmap, as well as the width and height are all easy enough to get but I'm unsure of how to get the pixels.
I'm trying to create a dialog where some of the buttons have pictures on them, rather than plain text. I notice that under the button's properties, under the "styles" tab there's a checkbox "bitmap". I can't seem to find any easy way of setting a bitmap.
while(1) { CaptureScreenshot (as BMP) Convert screenshot to 24 bit instead of 32 bit Resize screenshot size Get the BMP bits array of the resized screenshot }
I have it working but the best i could get is 18 iteration (screenshots) per second. This is what i do:
Here i do things with piRGB but these things are not counted it the timer so you can assume here the code ends . As said as the code looks now, i can fill piRGB ~18 times (18loops) in 1 second. I must improve that...
I have this code, where I capture window and make copy to bitmap of it. I am working on rotation of bitmap. But my problem is that when I save the image to file the result is just a black screen. It looks like there could be some problem either in GdipCreateBitmapFromHBITMAP() or GdipGetImageGraphicsContext()
How to fix it and to get the rotated image?
Code: // CODE 81 and 82 de facto no difference #defineCODE85 // 81 #defineWINDOW_MIN_HEIGHT200
Now I got rid off the white border but everytime I draw a text it write on top of the previous text so after few seconds everything is a mess and the time is no longer readable.
I have an SDI / CView app (VS 2010). All works well until I minimize the app using the minimize button or drag it partially off of the screen. In the former instance, any attempt to restore the app results in an appcrash with a tight freeze up of the machine. In the later instance the same happens immediately.
In building the app, I scoured the web for code to accomplish the loading and display of the bitmap. After some experimentation I settled on overriding the OnPaint. Below is the code. Note that m_Map is a CBitmap member and IDB_BITMAP1 is a loaded bitmap resource.
Code:
void CMyDragViewView::OnPaint() { // CPaintDC dc(this); // device context for painting // TODO: Add your message handler code here // Do not call CView::OnPaint() for painting messages // http://msgroups.net/microsoft.public.vc.mfc/loading-bitmaps-into-main-window/563285 int x = m_Map.LoadBitmap(IDB_BITMAP1); TRACE1(" x = %d ", x); CPaintDC* dc = new CPaintDC(this);
[code]....
I suspect that the problem is OnPaint trying to repaint the bitmap which requires reloading it, but I don't know how to work around this.
I have a CScrollView that displays a bitmap and I'm trying to draw a grid that I can turn off and on by check box and when the mouse is over a section of the grid that square highlights... I do all the drawing in the ondraw function... But when I have many grid squares it becomes slow to scroll and to highlight the square the mouse is over... I'm not sure the best way to go about this and where to place code to speed it up... The bitmap is only loaded once... But in ondraw the grid has to redraw every time scrolled and when mouse moved over a square.. In onmousemove I call invalidate so the square under mouse changes...
Read *.bmp image and displaying bitmap image with scrollbar in a MFC dialog application.
I was done using this
I was read the *.bmp image as a pixel data and stored by 2D Array,
Now i want to Display this 2D array as bitmap image with scrollbar separately in the same dialog. How can i display bitmap with scrollbar using 2D array?
I would like to create program which will analyse bitmap so would need good concept to save data. I am interested about the theory and I realize that i must to think this carefully because bad concept could create insufficient memory or inefficient program. Basically I want my program work with HSV or HSL model so I would need to convert the bitmap to HSL, but I am not sure if I should convert it first and then analyse all pixels or should I start to analyse the bitmap and make the conversion to HSL during it. But my main question is what method to choose to save the data in memory.
Even that I would start with very small, it should work also with bigger image like image having 1200 or even 4200 px on height. So the program should first analyse all columns of pixels in the image so for example 1200x800 px image has 1200 columns. So I would like to know if is it possible to create such object which would have such structure like this
Obj->basicColumnData->black->columns[name]->group
and in the place of columns should be placed data for every column. I would look for groups of pixels in the column, so in the result the column x could bear e.g. 500 groups of information and every group should contain the range of pixels e.g. group 1 should contain y value from 0 to 20, group 2 should contain value from 25-27 and so on. So I would create 1200 columns bear many of groups. This would be contained in "black" or "white" member to contain the data. This is just simplified idea, but the whole object should contain next data not just basicColumnData... So there should be another members bearing information calculated from the selected data.
So my question is what kind of method of saving data use for this? Should I use heap and dynamic allocated memory or should I create custom class, which will define every member, but these members will have to be dynamic memory? With the dynamic memory is there problem that there could be not enough memory to create such big object?
Is it possible to pass a class pointer as memory buffer across the socket? The above code is just an example. My question in general is, whether it's possible to pass any Classes pointer as a memory buffer across sockets.
how to create, initialize, and maintain a memory device context that works as a local buffer for images? The idea is to maintain some large images in local DCs and bitmaps, and only bitblt them to screen in OnDraw().
What I did so far was was to define CDC and CBitmap objects as members of my View class, and then tried to initialize them with the sequence that begins at "// Initialize buffer". I placed that sequence in either OnInitialUpdate, or PreCreateWindow, or OnPrepareDC, or the view constructor, to no avail. The code always crashes in OnDraw, and I've noticed that the m_hDC member of myDevice is zero at that point.
Obviously, the initialization is wrong and MFC does (too many) things in the background which I'm not aware of.... My question was where can I read about that?
Code: class CMyView : public CScrollView { // ... CDC myDevice; CBitmap bmp; CBitmap *oldbmp;
I am using C++ new/delete operators to allocate/deallocate the buffers. I think for each allocated buffer, there should be an additional info block stores the size and other info about the buffer. How to know more details about this info block? I need to override these two operators and find such an info block is useful to my implementation.
I want to send data from a laptop (windows 7, processor 2.60GHz) to a desktop (windows xp, processor 3.10GHz) using serial communication (using a USB to RS232 convertor). The WriteFile function is able to send the data from the laptop (NumberOfBytesWritten is correct). But on the desktop side, ClearCommError detects no data in the read buffer.
This is the relevant code in my desktop:
while(1) { ClearCommError(hPort,&dwErrors,&commStatus); if (commStatus.cbInQue != 0) ReadFile(hPort,&data,1,&dwBytesRead,NULL); Sleep(10); }
The if condition is never satisfied. The baudrate and other parameters in the DCB struct are the same on both sides.
The same code works when I write and read in the same system by shorting the RX and TX pins in the RS232 connector.
I'm having some issues with my code. For the produce function i am getting an error saying 'no instance of overload function produce() matches the argument list' and also for the lines buffer[head].data = message; buffer[head].time = current_time i get an error saying 'expression must have pointer to object type.
In the code i'm not sure if i passed the variables to the function correctly. I have attached the code .....
What is the efficiency of the two assignments (line 1 and 2), i.e. (function calls, number of copies made, etc), also the Big O notation. I know there are function calls for retrieving the size of each string in order to produce a new buffer for the concatenated string...any difference between line 1 and 2 in terms of efficiency?
String s("Hello"); String t("There"); 1. s = s + t; 2. s += t;
Questions : I am running a client Server Program whose Sender and Receiver loop is given below .I have multi threaded Sender using OMP .As per My logic Receive should receive same amount of data send by Sender ,But its receiving more packet than Sender sent .I am not able to identify the Bug !!
Code: Program received signal SIGSEGV, Segmentation fault. isoc99_fscanf (stream=0x0, format=0x4014e0 "%u %u %u %u") at isoc99_fscanf.c:30 30 isoc99_fscanf.c: No such file or directory. Code:
I made a simple little program that takes text from the clipboard, and spits out all the lines I've copied one at a time (so my program can analyze it).
everything works perfectly, except, it spits it own in the wrong order, I want it to spit out from bottom to top. but currently it spits out the data from top to bottom. here is my code :
Code: #include <iostream> #include <Windows.h> #include <string> #include <sstream> using namespace std; int main() { HANDLE clip; // assigns the var. clip to hold a handle ID.
[Code] .....
I want this loop to run backwards! Like it say's what I want to work backwards. Where as I know how to flip a while loop like this: while(x < 5), how to flip a loop like the one I'm using. how I can do this?