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hi all,
i am change my exe icon its working fine with icon which have single stage icon.
but if i select a icon file that have multiple size stages in icon file, icon not reflect on exe.
HANDLE handle = BeginUpdateResource(exe_file, FALSE);
char *buffer; // buffer to store raw icon data
long buffersize; // length of buffer
int hFile; // file handle
hFile = open(ico_file, O_RDONLY | O_BINARY);
if (hFile == -1)
return; // if file doesn't exist, can't be opened etc.
// calculate buffer length and load file into buffer
buffersize = filelength(hFile);
buffer = (char *)malloc(buffersize);
read(hFile, buffer, buffersize);
close(hFile);
int icon_id=1;
UpdateResource(
handle, // Handle to executable
RT_ICON, // Resource type - icon
MAKEINTRESOURCE(icon_id), // Make the id 1
MAKELANGID(LANG_NEUTRAL, SUBLANG_NEUTRAL),
(buffer+22),
// skip the first 22 bytes because this is the
// icon header&directory entry (if the file
// contains multiple images the directory entries
// will be larger than 22 bytes
buffersize-22 // length of buffer
);
/////////////////////
// Again, we use this structure for educational purposes.
// The icon header and directory entries can be read from
// the file.
GROUPICON grData;
icon_id=1;
// This is the header
grData.Reserved1 = 0; // reserved, must be 0
grData.ResourceType = 1; // type is 1 for icons
grData.ImageCount = 1; // number of icons in structure (1)
// This is the directory entry
grData.Width = 32; // icon width (32)
grData.Height = 32; // icon height (32)
grData.Colors = 0; // colors (256)
grData.Reserved2 = 0; // reserved, must be 0
grData.Planes = 2; // color planes
grData.BitsPerPixel = 32; // bit depth
grData.ImageSize = buffersize - 22; // size of image
grData.ResourceID = icon_id; // resource ID is 1
UpdateResource(
handle,
RT_GROUP_ICON,
MAKEINTRESOURCE(icon_id),
// MAINICON contains information about the
// application's displayed icon
MAKELANGID(LANG_NEUTRAL, SUBLANG_NEUTRAL),
&grData,
// Pointer to this structure
sizeof(GROUPICON)
);
delete buffer; // free memory
// Perform the update, don't discard changes
// Write changes then close it.
if (!EndUpdateResource(handle, FALSE))
{
return ;
}
please help me where i am doing mistake.
thanks in advance.
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Le@rner wrote: buffer = (char *)malloc(buffersize);
...
delete buffer; // free memory
let's begin with the basics: Why do you use malloc to allocate buffer and then use delete to free the memory?
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To make life more exciting?
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Quote: (buffer+22),
// skip the first 22 bytes because this is the
// icon header&directory entry (if the file
// contains multiple images the directory entries
// will be larger than 22 bytes
buffersize-22 // length of buffer
);
The above remark is a hint, isn't it?
"In testa che avete, Signor di Ceprano?"
-- Rigoletto
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Thank you!
"In testa che avete, Signor di Ceprano?"
-- Rigoletto
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SOLVED
Never mind - found how to "convert " picture to text.
Is there an acceptable way to post a picture or attach a file to a post ?
I have a "debug view" I like to post.
Cheers
modified 30-Apr-24 11:57am.
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use imgur.
CI/CD = Continuous Impediment/Continuous Despair
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And how about copy/paste the eliable code snippet together with "debug assertion failed" message text?
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Is here somebody ON THIS forum to help me navigate - using C++ code - thru the debug message?
and using Qt?
I am NOT going to post more just to get " do not post Qt questions here ..." ,
hence wasting my time.
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Salvatore Terress wrote: to help me navigate - using C++ code - thru the debug message?
Please, define "navigate - using C++ code - thru the debug message".
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Please answer FIRST
are you willing to help using Qt ?
If not
thanks
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Salvatore Terress wrote: are you willing to help using Qt ?
If not
thanks
You are welcome!
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Probably not since we have no idea what the problem may be. The debugger is there to help you to find the point at or near where your code has a problem. So make use of it, and when you have some proper details then post a proper question.
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Voluntarily removed
modified 6-May-24 20:58pm.
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This is what I understand from the above:
1. MainWindow_Bluetooth is a class that contains various properties including m_settings . When instantiated m_settings is set to point to a new SettingsDialog .
2. SD is a pointer to a new SettingsDialog . No idea where it is created or why, since this appears to be a duplicate of m_settings .
3. In the closeEvent of SettingsDialog you create some text and pass it to m_TAB_Connect , presumably to be displayed somewhere. It is not possible to say whether this is called by SD or m_settings since other parts of the code are not present.
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UPDATE / closed - no solution found.
This was pretty futile task, there are few "private" objects I did not see until
each "parent" level was expanded.
This is an offshoot of my other post
AND
if it is NOT OK for me to continue posting - there are others who are commenting negatively
about my too many posts"
PLEASE
DO NOT REPLY
I do not want to waste "volunteers time ".
I am currently working on nested objects
main object ( patent _)
secondary object ( child )
next object ( child )
I am trying to pass correct parameters between them
I am debugging the flow using constructors and
it looks as the compiler / linker access / flow in sort of backwards
First trace is "next object " constructor ....
and then I get lost tracing....UP next object
is that normal ?
That is all I wanted to ask.
Thanks
modified 6-May-24 21:04pm.
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I assume your question is about the order of initialization of compound objects.
#include <iostream>
using std::cout;
class level3 {
public:
level3(const std::string& name);
};
class level2 {
public:
level2(const std::string& name);
private:
level3 grandchild;
level3 favourite_grandchild;
};
class top_level {
public:
top_level(const std::string& name);
private:
level2 child;
level2 other_child;
};
top_level::top_level(const std::string& name)
: other_child("other_child") , child("child") {
cout << name << " constructor\n";
}
level2::level2(const std::string& name)
: favourite_grandchild("favourite_grandchild") , grandchild("grandchild") {
cout << name << " level2 constructor\n";
}
level3::level3(const std::string& name)
{
cout << name << " level3 constructor\n";
}
int main()
{
top_level t("top");
}
The result is this:
grandchild level3 constructor
favourite_grandchild level3 constructor
child level2 constructor
grandchild level3 constructor
favourite_grandchild level3 constructor
other_child level2 constructor
top constructor
In words: aggregate objects initialize their members in the order in which the members are declared, not in the order of initializers in the constructor of the aggregate. After initializing all members, the constructor code is run.
Mircea
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Many thanks for helping me to analyze the problem.
I now have a better understanding what is going on and have found a part of the problem.
Here my current partial trace
19:45:53: Debugging /mnt/A_BT_DEC10/A_APR13_APR15/A_APR9_MAR7_MAR19_CLEAN/A_BT_LIBRARY/mdi/mdi ...
Warning: Ignoring XDG_SESSION_TYPE=wayland on Gnome. Use QT_QPA_PLATFORM=wayland to run on Wayland anyway.
" #ifdef CONNECT START constructor A_BT_TAB_DIALOG::A_BT_TAB_DIALOG(QWidget *)"
" #ifdef CONNECT END constructor A_BT_TAB_DIALOG::A_BT_TAB_DIALOG(QWidget *)"
" #ifdef CONNECT ZTART CONSTRUCTOR SettingsDialog::SettingsDialog(QWidget *) @ line # 88"
" #ifdef CONNECT END CONSTRUCTOR SettingsDialog::SettingsDialog(QWidget *) @ line # 229"
" #ifdef CONNECT START constructor A_BT_TAB_DIALOG::A_BT_TAB_DIALOG(QWidget *)"
" #ifdef CONNECT END constructor A_BT_TAB_DIALOG::A_BT_TAB_DIALOG(QWidget *)"
" #ifdef CONNECT ZTART CONSTRUCTOR SettingsDialog::SettingsDialog(QWidget *) @ line # 88"
" #ifdef CONNECT END CONSTRUCTOR SettingsDialog::SettingsDialog(QWidget *) @ line # 229"
and it shows that both objects are "constructed " twice...
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ADDENDUM
I am still trying to learn how to pass parameters to object.
My current "duplicating constructor" is because I am doing
it wrong.
My main object constructor is defined this way:
MainWindow_Bluetooth::MainWindow_Bluetooth(QWidget *parent) :
QMainWindow(parent),
m_ui(new Ui::MainWindow_Bluetooth),
m_status(new QLabel),
m_console(new Console),
m_mdiarea(new QMdiArea),
m_settings(new SettingsDialog),
m_serial(new QSerialPort(this))
{
hence I am passing settings(new SettingsDialog),
as a parameter.
SettingsDialog constructor:
SettingsDialog::SettingsDialog(QWidget *parent) :
QDialog(parent),
m_ui(new Ui::SettingsDialog),
m_status(new QLabel),
m_TAB_Connect(new A_BT_TAB_DIALOG),
m_TAB_Ext(new A_BT_TAB_DIALOG_EXT),
m_intValidator(new QIntValidator(0, 4000000, this))
{
its in question / problem passed parameter is
m_TAB_Connect(new A_BT_TAB_DIALOG),
now for the source of this problem
I have TWO instances of SettingsDialog
and they point to TWO instances of A_BT_TAB_DIALOG
hence I end up with WRONG instances of A_BT_TAB_DIALOG
Can I modify my code to have TWO instances of A_BT_TAB_DIALOG
and make sure I point to the CORRECT instance ?
In my not so technical terminology
can I pass a parameter to
have something like
m_TAB_Connect(new A_BT_TAB_DIALOG),
m_TAB_Connect_Ext(new A_BT_TAB_DIALOG),
I am looking for a solution and I am open tor suggestions
leading to proper C++ solution.
Thanks
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Salvatore Terress wrote: Can I modify my code to have TWO instances of A_BT_TAB_DIALOG
and make sure I point to the CORRECT instance ? What do you mean by "correct"?
In your code:
SettingsDialog::SettingsDialog(QWidget *parent) :
m_TAB_Connect(new A_BT_TAB_DIALOG), m_TAB_Ext(new A_BT_TAB_DIALOG_EXT), { If you have somewhere:
SettingsDialog obj1(parent);
SettingsDialog obj2(parent); each one of them will have their own TAB_Connect and TAB_Ext . In other words obj1.m_TAB_Connect != obj2.m_TAB_Connect .
Do you want both of them to point to the same TAB object?
Mircea
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I am sorry - I should have deleted the _Ext .
Currently I am asking about the
variable( new object )
syntax
elsewhere.
I have a hard time finding /searching for it
I just need a verbal expiation of THIS specific form / syntax
or real reference to it.
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If you have an object like this:
class Thing1 {
public:
Thing1 ();
} You can use it in another object:
class Composite {
public:
Composite ();
private:
Thing1* part;
};
Composite::Composite()
: part (new Thing1)
{
} In Composite , the member part is a pointer to a Thing1 . When a composite is constructed, first the program allocates on heap a new object of type Thing1 and invokes it constructor. Because constructor for Thing1 does not have any parameters there is no need for a list of parameters.
Next step:
You have another type of object Thing2 declared like:
class Thing2 {
public:
Thing2 (int param=42);
}; and the Composite object has 2 members:
class Composite {
public:
Composite ();
private:
Thing1* part;
Thing2* other_part;
}; The constructor of Composite could be:
Composite::Composite ()
: part (new Thing1) , other_part (new Thing2) {} because now the constructor for Thing1 needs a parameter but the parameter has a default value and the compiler will call the constructor with said value. Obviously, if you need a different value for the parameter, you will have to add it:
Composite::Composite ()
: part (new Thing1) , other_part (new Thing2(24) {}
Going back to the original question (which you seem to have deleted)
What you want to have is it something like:
class Composite{
public:
Composite ();
private:
Thing1 *part;
Thing1 *other_part;
{} ? Try to rephrase your question it terms of simple objects to make it easier for us to understand.
Mircea
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Lets break this down:
1) The expression new Object creates a new instance of Object on the heap, and provides a pointer to the new object.
2) The expression foo( something ) makes a function call. We might be able to deduce that m_status() is a member function to some object, both from your descriptions elsewhere and the use of the m_ decoration, but that's not necessarily the case. It could be you are using m_ as a decoration for a menu object or a motorhome object or some other mystery object....
Together we have f(new Object) which (1) constructs a new Object on the heap, and then (2) calls a function f with a pointer to the newly constructed Object . What we don't know is if Object has a default constructor. It might not, in which case, as you observe over in the lounge, you must use f(new Object(param, ...) . There may be multiple constructors, so you'll need to check the documentation for the Object to see which one is most appropriate.
If you create an object with new , at some point delete Object should to be used to recover the allocated memory1. It's seems unlikely the the called function would do that, as it cannot know whether the pointer to Object is a pointer to a stack or heap object. Trying to delete a stack object is almost certainly going to cause Bad Things™ to happen. Maybe an immediate abort, maybe an exception gets thrown or maybe just a silent mess up of your data, with no indication that bad things have happened until some time later in the program. So you're probably better off to not use new Object as a parameter to a function. In general you should prefer a smart pointer ( Dynamic memory management - cppreference.com ) to new/delete in new development. But maybe the function does expect its parameter to be newly constructed within the parameter list and will delete before it returns? We don't know.
Footnotes:
1 This isn't strictly true. If you only create one instance of an object, the memory will be recovered when the program exits. A number of GNU C stdlib routines do this, allocating a block of memory when first called and re-using it as needed. The allocated memory is only "lost" to the executing program - assuming virtual memory and one of the usual operating systems (e.g. window, linux, macos, etc). That might not be true for some specialized use operating systems or for "stand-alone" programming environments.
"A little song, a little dance, a little seltzer down your pants"
Chuckles the clown
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Thank you, that is exactly what I was asking about.
Plain explanation,,,,
I need to digest the "pointer to the object ".
My program just broke big time , so I am busy trying find where...
I have backup , but not up - to date...
Thanks again...
PS
I need to stay away from lounge, those folks are in their own world ,,,
definitely not same as mine
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