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;

[code].....

where I'm doing wrong?

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get some opinions on, or established methods on how your buffer size should be decided.

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Dec 16, 2013

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);
}

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Visual C++ :: Loading Bitmap In Particular Way?

May 25, 2013

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.

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Apr 17, 2014

I am trying to do this:

while(1)
{
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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:

Code:
Start() {
ULONG_PTR gdiplusToken=0;
HDC mhCompatibleDC;
HBITMAP mhCompatibleBitmap;
HWND mhDesktopWnd;
HDC mhDesktopDC;
byte*piRGB=new byte[1200*900*3]

[Code] .....

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...

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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

[Code].....

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I wrote a simple clock that shows the time over bitmap as follows:

Code:
void CMyClock::OnPaint()
{
CRect rect;
GetClientRect(&rect);

[Code]....

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.

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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);
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[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.

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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...

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My requirement is,

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I was done using this

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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.

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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?

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I have a function called,

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App 2:
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}

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.

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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 {
// ...
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[Code] .....

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while(1) {
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The same code works when I write and read in the same system by shorting the RX and TX pins in the RS232 connector.

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code produce.txt

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Code:
/*
Running As Follow :
gcc UTGen.c -o Sender
gcc UTGen.c -o Receiver

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*/

[Code] .....

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Code:
#include <iostream>
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using namespace std;
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[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?

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