I have an issue with hiding text fields - ios

I created a bar button item. Which will toggle 12 text fields' visibilty. I have tried the method below but even if I click the button while it's title is = Hide, It still calls the first method.
- (IBAction)namesButton:(id)sender {
if ((self.namesButton.title = #"Names")) {
_text1.hidden = FALSE;
_text2.hidden = FALSE;
_text3.hidden = FALSE;
_text4.hidden = FALSE;
_text5.hidden = FALSE;
_text6.hidden = FALSE;
_text7.hidden = FALSE;
_text8.hidden = FALSE;
_text9.hidden = FALSE;
_text10.hidden = FALSE;
_text11.hidden = FALSE;
_text12.hidden = FALSE;
self.namesButton.title = #"Hide";
NSLog(#"Now Showing");
return;
}
else if ((_namesButton.title = #"Hide")) {
_text1.hidden = TRUE;
_text2.hidden = TRUE;
_text3.hidden = TRUE;
_text4.hidden = TRUE;
_text5.hidden = TRUE;
_text6.hidden = TRUE;
_text7.hidden = TRUE;
_text8.hidden = TRUE;
_text9.hidden = TRUE;
_text10.hidden = TRUE;
_text11.hidden = TRUE;
_text12.hidden = TRUE;
self.namesButton.title = #"Names";
NSLog(#"Now Hidden");
}
}

That is because (self.namesButton.title = #"Names") assign a value to the title and does not check it.
If you want to compare values in a if use == but you can not use the == from strings object.
The == compares the pointer of the object and it's value, thus for NSString compare you should use ([self.namesButton.title isEqualToString:#"Names"]) to check the string is equal.

Dont use = , use isEqualToString instead like following:
[self.namesButton.title isEqualToString:#"Names"]

Use this :
- (IBAction)namesButton:(id)sender {
if ([self.namesButton.titleLabel.text isEqualToString: #"Names"]) {
[self.namesButton setTitle: #"Hide" forState:UIControlStateNormal];
_text1.hidden = FALSE;
_text2.hidden = FALSE;
_text3.hidden = FALSE;
_text4.hidden = FALSE;
_text5.hidden = FALSE;
_text6.hidden = FALSE;
_text7.hidden = FALSE;
_text8.hidden = FALSE;
_text9.hidden = FALSE;
_text10.hidden = FALSE;
_text11.hidden = FALSE;
_text12.hidden = FALSE;
NSLog(#"Now Showing");
return;
}
else if ([self.namesButton.titleLabel.text isEqualToString: #"Hide"]) {
[self.namesButton setTitle: #"Names" forState:UIControlStateNormal];
_text1.hidden = TRUE;
_text2.hidden = TRUE;
_text3.hidden = TRUE;
_text4.hidden = TRUE;
_text5.hidden = TRUE;
_text6.hidden = TRUE;
_text7.hidden = TRUE;
_text8.hidden = TRUE;
_text9.hidden = TRUE;
_text10.hidden = TRUE;
_text11.hidden = TRUE;
_text12.hidden = TRUE;
NSLog(#"Now Hidden");
}
}

Related

How use custom dkim selector on mailu?

I have a server with mailu installed and would like to know how to use a specific dkim selector.
I tried putting a file inside mailu/overrides/rspamd/dkim.conf
selector = "dkim1";
path = "/var/lib/rspamd/dkim/$domain.$selector.key";
and also mailu/overrides/rspamd/dkim_signing.conf
dkim_signing {
allow_envfrom_empty = true;
allow_hdrfrom_mismatch = false;
allow_hdrfrom_multiple = false;
allow_username_mismatch = false;
path = "/var/lib/rspamd/dkim/$domain.$selector.key";
selector = "dkim1";
sign_authenticated = true;
sign_local = true;
symbol = "DKIM_SIGNED";
try_fallback = true;
use_domain = "header";
use_esld = true;
use_redis = true;
key_prefix = "DKIM_KEYS";
}
but apparently I was not successful
I found the answer, just set the variable "DKIM_SELECTOR" in "mailu.env"

1151: A conflict exists with definition i in namespace internal

im new in action scripts and flash, i need some help with this code i couldnt find whats wrong with it, it gives this error:1151: A conflict exists with definition i in namespace internal.(var i:Number = 0;)
stop();
menu_item_group.menu_item._visible = false;
var spacing:Number = 5;
var total:Number = menu_label.length;
var distance_y:Number = menu_item_group.menu_item._height + spacing;
var i:Number = 0;
for( ; i < total; i++ )
{
menu_item_group.menu_item.duplicateMovieClip("menu_item"+i, i);
menu_item_group["menu_item"+i]._x = menu_item._x;
menu_item_group["menu_item"+i]._y = i * distance_y;
menu_item_group["menu_item"+i].over = true;
menu_item_group["menu_item"+i].item_text.text = menu_label[i];
menu_item_group["menu_item"+i].item_url = menu_url[i];
menu_item_group["menu_item"+i].onRollOver = function()
{
this.over = false;
}
menu_item_group["menu_item"+i].onRollOut = menu_item_group["menu_item"+i].onDragOut = function()
{
this.over = true;
}
menu_item_group["menu_item"+i].onRelease = function()
{
getURL(this.item_url);
}
menu_item_group["menu_item"+i].onEnterFrame = function()
{
if( this.over == true ) this.prevFrame();
else this.nextFrame();
}
}
thanks for your help!
Check your code. The variable i has been declared in the code already.

view picture timer actionscript3,0(FLASH BUILDER)

I want to view each picture after a few seconds.
function display is rolling in program.
please add necessary code.
I could not understand timer function of actionscript.
function display(q:int):void{
if(q ==0)
{
ue.visible= true;
migi.visible= false;
shita.visible= false;
hidari.visible= false;
}
else if(q ==1)
{
ue.visible= false;
migi.visible= true;
shita.visible= false;
hidari.visible= false;
}
else if(q ==2)
{
ue.visible= false;
migi.visible= false;
shita.visible= true;
hidari.visible= false;
}
else
{
ue.visible= false;
migi.visible= false;
shita.visible= false;
hidari.visible= true;
}
}
Give the following a try. I've tried to include comments to explain what I'm doing:
import flash.utils.Timer;
import flash.events.TimerEvent;
// Put all the clips in an array to manage
var pictures:Array = [this.ue, this.migi, this.shita, this.hidari];
// Store the current image index
var currentPicture = 0;
// Delay in milliseconds to wait between each image
var delay = 1000;
// We can reuse the same timer instance throughout cycle
var timer:Timer = new Timer(this.delay, 1);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, timerCompleteHandler);
// Hide all the pictures in the array
function hidePictures():void
{
for (var i:int = 0; i < this.pictures.length; i ++)
{
MovieClip(this.pictures[i]).visible = false;
}
}
function showPicture():void
{
// Show the current image
MovieClip(this.pictures[this.currentPicture]).visible = true;
// Now start the pause on the current image
timer.start();
}
function timerCompleteHandler(event:TimerEvent):void
{
// Hide the old image
MovieClip(this.pictures[this.currentPicture]).visible = false;
// Increment current picture index unless we're at the end in which case loop
this.currentPicture = (this.currentPicture < this.pictures.length - 1)
? this.currentPicture + 1 : 0;
// Show the next picture
showPicture();
}
hidePictures();
showPicture();

Actionscript3 ArgumentError: Error #2109:

Making a touch based platform game based in actionscript 3 using Gary Rosenzweig's game as a basis, all was going well until today, I've been trying to swap out floor objects etc without changing much of the actionscript at all and I have the following error.
ArgumentError: Error #2109: Frame label jump not found in scene jump.
at flash.display::MovieClip/gotoAndStop()
at PlatformGame/moveCharacter()[C:\Users\Michael\Desktop\platformGame\PlatformGame.as:418]
at PlatformGame/moveEnemies()[C:\Users\Michael\Desktop\platformGame\PlatformGame.as:314]
at PlatformGame/gameLoop()[C:\Users\Michael\Desktop\platformGame\PlatformGame.as:303]
This also seems to cause problems with collision detection.
The code is as follows. (not i have not changed the scene or label names from the originals but it still shows the error).
package {
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.utils.getTimer;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
public class PlatformGame extends MovieClip {
// movement constants
static const gravity:Number = .004;
// screen constants
static const edgeDistance:Number = 100;
public var rightButton:SimpleButton;
// object arrays
private var fixedObjects:Array;
private var otherObjects:Array;
// hero and enemies
private var hero:Object;
private var enemies:Array;
// game state
private var playerObjects:Array;
private var gameScore:int;
private var gameMode:String = "start";
private var playerLives:int;
private var lastTime:Number = 0;
// start game
public function startPlatformGame() {
playerObjects = new Array();
gameScore = 0;
gameMode = "play";
playerLives = 3;
}
// start level
public function startGameLevel() {
// create characters
createHero();
addEnemies();
// examine level and note all objects
examineLevel();
// add listeners
this.addEventListener(Event.ENTER_FRAME,gameLoop);
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
gamelevel["rButton"].addEventListener(TouchEvent.TOUCH_BEGIN,touchRight);
gamelevel["rButton"].addEventListener(TouchEvent.TOUCH_END,touchRightReleased);
gamelevel["lButton"].addEventListener(TouchEvent.TOUCH_BEGIN,touchLeft);
gamelevel["lButton"].addEventListener(TouchEvent.TOUCH_END,touchLeftReleased);
gamelevel["jButton"].addEventListener(TouchEvent.TOUCH_BEGIN,jump);
gamelevel["jButton"].addEventListener(TouchEvent.TOUCH_END,jumpReleased);
trace("hi"+gamelevel["rButton"]);
// set game state
gameMode = "play";
addScore(0);
showLives();
}
// start level
public function startGameLevelHarder() {
// create characters
createHero();
addHardEnemies();
// examine level and note all objects
examineLevel();
// set game state
gameMode = "play";
addScore(0);
showLives();
}
// start level
public function startGameLevelHardest() {
// create characters
createHero();
addHardestEnemies();
// examine level and note all objects
examineLevel();
// set game state
gameMode = "play";
addScore(0);
showLives();
}
// creates the hero object and sets all properties
public function createHero() {
hero = new Object();
hero.mc = gamelevel.hero;
hero.dx = 0.0;
hero.dy = 0.0;
hero.inAir = false;
hero.direction = 0;
hero.animstate = "stand";
hero.walkAnimation = new Array(2,3,4,5,6,7,8);
hero.animstep = 0;
hero.jump = false;
hero.moveLeft = false;
hero.moveRight = false;
hero.jumpSpeed = .8;
hero.walkSpeed = .15;
hero.width = 15.0;
hero.height = 35.0;
hero.startx = hero.mc.x;
hero.starty = hero.mc.y;
}
// finds all enemies in the level and creates an object for each
public function addEnemies() {
enemies = new Array();
var i:int = 1;
while (true) {
if (gamelevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.mc = gamelevel["enemy"+i];
enemy.dx = 0.0;
enemy.dy = 0.0;
enemy.inAir = false;
enemy.direction = 1;
enemy.animstate = "stand"
enemy.walkAnimation = new Array(2,3,4,5);
enemy.animstep = 0;
enemy.jump = false;
enemy.moveRight = true;
enemy.moveLeft = false;
enemy.jumpSpeed = 1.0;
enemy.walkSpeed = .08;
enemy.width = 30.0;
enemy.height = 30.0;
enemies.push(enemy);
i++;
}
}
// finds all enemies in the level and creates an object for each
public function addHardEnemies() {
enemies = new Array();
var i:int = 1;
while (true) {
if (gamelevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.mc = gamelevel["enemy"+i];
enemy.dx = 0.0;
enemy.dy = 0.0;
enemy.inAir = false;
enemy.direction = 1;
enemy.animstate = "stand"
enemy.walkAnimation = new Array(2,3,4,5);
enemy.animstep = 0;
enemy.jump = false;
enemy.moveRight = true;
enemy.moveLeft = false;
enemy.jumpSpeed = 1.0;
enemy.walkSpeed = .15;
enemy.width = 56.0;
enemy.height = 80.0;
enemies.push(enemy);
i++;
}
}
// finds all enemies in the level and creates an object for each
public function addHardestEnemies() {
enemies = new Array();
var i:int = 1;
while (true) {
if (gamelevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.mc = gamelevel["enemy"+i];
enemy.dx = 0.0;
enemy.dy = 0.0;
enemy.inAir = false;
enemy.direction = 1;
enemy.animstate = "stand"
enemy.walkAnimation = new Array(2,3,4,5);
enemy.animstep = 0;
enemy.jump = false;
enemy.moveRight = true;
enemy.moveLeft = false;
enemy.jumpSpeed = 1.0;
enemy.walkSpeed = .25;
enemy.width = 40.0;
enemy.height = 40.0;
enemies.push(enemy);
i++;
}
}
// look at all level children and note walls, floors and items
public function examineLevel() {
fixedObjects = new Array();
otherObjects = new Array();
for(var i:int=0;i<this.gamelevel.numChildren;i++) {
var mc = this.gamelevel.getChildAt(i);
// add floors and walls to fixedObjects
if ((mc is Floor) || (mc is Wall) || (mc is ground1) || (mc is wall1) || (mc is ledge1) || (mc is ledge2) || (mc is rock) ||(mc is rocktip)) {
var floorObject:Object = new Object();
floorObject.mc = mc;
floorObject.leftside = mc.x;
floorObject.rightside = mc.x+mc.width;
floorObject.topside = mc.y;
floorObject.bottomside = mc.y+mc.height;
fixedObjects.push(floorObject);
// add treasure, key and door to otherOjects
} else if ((mc is Treasure) || (mc is Key) || (mc is Door) || (mc is Chest)) {
otherObjects.push(mc);
}
}
}
// note key presses, set hero properties
public function touchRight(event:TouchEvent) {
trace("touchRight");
hero.moveRight = true;
}
public function touchRightReleased(event:TouchEvent) {
hero.moveRight = false;
}
public function touchLeft(event:TouchEvent) {
hero.moveLeft = true;
}
public function touchLeftReleased(event:TouchEvent) {
hero.moveLeft = false;
}
public function jump(event:TouchEvent) {
if (!hero.inAir) {
hero.jump = true;
}
}
public function jumpReleased(event:TouchEvent) {
if (!hero.inAir) {
hero.jump = false;
}
}
// note key presses, set hero properties
//public function keyDownFunction(event:KeyboardEvent) {
//if (gameMode != "play") return; // don't move until in play mode
//if (event.keyCode == 37) {
//hero.moveLeft = true;
//} else if (event.keyCode == 39) {
//hero.moveRight = true;
//} else if (event.keyCode == 32) {
//if (!hero.inAir) {
//hero.jump = true;
//}
//}
//}
//public function keyUpFunction(event:KeyboardEvent) {
//if (event.keyCode == 37) {
//hero.moveLeft = false;
//} else if (event.keyCode == 39) {
//hero.moveRight = false;
//}
//}
// perform all game tasks
public function gameLoop(event:Event) {
// get time differentce
if (lastTime == 0) lastTime = getTimer();
var timeDiff:int = getTimer()-lastTime;
lastTime += timeDiff;
// only perform tasks if in play mode
if (gameMode == "play") {
moveCharacter(hero,timeDiff);
moveEnemies(timeDiff);
checkCollisions();
scrollWithHero();
}
}
// loop through all enemies and move them
public function moveEnemies(timeDiff:int) {
for(var i:int=0;i<enemies.length;i++) {
// move
moveCharacter(enemies[i],timeDiff);
// if hit a wall, turn around
if (enemies[i].hitWallRight) {
enemies[i].moveLeft = true;
enemies[i].moveRight = false;
} else if (enemies[i].hitWallLeft) {
enemies[i].moveLeft = false;
enemies[i].moveRight = true;
}
}
}
// primary function for character movement
public function moveCharacter(char:Object,timeDiff:Number) {
if (timeDiff < 1) return;
// assume character pulled down by gravity
var verticalChange:Number = char.dy*timeDiff + timeDiff*gravity;
if (verticalChange > 15.0) verticalChange = 15.0;
char.dy += timeDiff*gravity;
// react to changes from key presses
var horizontalChange = 0;
var newAnimState:String = "stand";
var newDirection:int = char.direction;
if (char.moveLeft) {
// walk left
horizontalChange = -char.walkSpeed*timeDiff;
newAnimState = "walk";
newDirection = -1;
} else if (char.moveRight) {
// walk right
horizontalChange = char.walkSpeed*timeDiff;
newAnimState = "walk";
newDirection = 1;
}
if (char.jump) {
// start jump
char.jump = false;
char.dy = -char.jumpSpeed;
verticalChange = -char.jumpSpeed;
newAnimState = "jump";
}
// assume no wall hit, and hanging in air
char.hitWallRight = false;
char.hitWallLeft = false;
char.inAir = true;
// find new vertical position
var newY:Number = char.mc.y + verticalChange;
// loop through all fixed objects to see if character has landed
for(var i:int=0;i<fixedObjects.length;i++) {
if ((char.mc.x+char.width/2 > fixedObjects[i].leftside) && (char.mc.x-char.width/2 < fixedObjects[i].rightside)) {
if ((char.mc.y <= fixedObjects[i].topside) && (newY > fixedObjects[i].topside)) {
newY = fixedObjects[i].topside;
char.dy = 0;
char.inAir = false;
break;
}
}
}
// find new horizontal position
var newX:Number = char.mc.x + horizontalChange;
// loop through all objects to see if character has bumped into a wall
for(i=0;i<fixedObjects.length;i++) {
if ((newY > fixedObjects[i].topside) && (newY-char.height < fixedObjects[i].bottomside)) {
if ((char.mc.x-char.width/2 >= fixedObjects[i].rightside) && (newX-char.width/2 <= fixedObjects[i].rightside)) {
newX = fixedObjects[i].rightside+char.width/2;
char.hitWallLeft = true;
break;
}
if ((char.mc.x+char.width/2 <= fixedObjects[i].leftside) && (newX+char.width/2 >= fixedObjects[i].leftside)) {
newX = fixedObjects[i].leftside-char.width/2;
char.hitWallRight = true;
break;
}
}
}
// set position of character
char.mc.x = newX;
char.mc.y = newY;
// set animation state
if (char.inAir) {
newAnimState = "";
}
char.animstate = newAnimState;
// move along walk cycle
if (char.animstate == "walk") {
char.animstep += timeDiff/60;
if (char.animstep > char.walkAnimation.length) {
char.animstep = 0;
}
char.mc.gotoAndStop(char.walkAnimation[Math.floor(char.animstep)]);
// not walking, show stand or jump state
} else {
char.mc.gotoAndStop(char.animstate);
}
// changed directions
if (newDirection != char.direction) {
char.direction = newDirection;
char.mc.scaleX = char.direction*1.35;
}
}
// scroll to the right or left if needed
public function scrollWithHero() {
var stagePosition:Number = gamelevel.x+hero.mc.x;
var rightEdge:Number = stage.stageWidth-edgeDistance;
var leftEdge:Number = edgeDistance;
if (stagePosition > rightEdge) {
gamelevel.x -= (stagePosition-rightEdge);
gamelevel["rButton"].x += (stagePosition-rightEdge);
gamelevel["lButton"].x += (stagePosition-rightEdge);
gamelevel["jButton"].x += (stagePosition-rightEdge);
if (gamelevel.x < -(gamelevel.width-stage.stageWidth)) gamelevel.x = -(gamelevel.width-stage.stageWidth);
}
if (stagePosition < leftEdge) {
gamelevel.x += (leftEdge-stagePosition);
gamelevel["rButton"].x -= (leftEdge-stagePosition);
gamelevel["lButton"].x -= (leftEdge-stagePosition);
gamelevel["jButton"].x -= (leftEdge-stagePosition);
if (gamelevel.x > 0) gamelevel.x = 0;
}
}
// check collisions with enemies, items
public function checkCollisions() {
// enemies
for(var i:int=enemies.length-1;i>=0;i--) {
if (hero.mc.hitTestObject(enemies[i].mc)) {
// is the hero jumping down onto the enemy?
if (hero.inAir && (hero.dy > 0)) {
enemyDie(i);
} else {
heroDie();
}
}
}
// items
for(i=otherObjects.length-1;i>=0;i--) {
if (hero.mc.hitTestObject(otherObjects[i])) {
getObject(i);
}
}
}
// remove enemy
public function enemyDie(enemyNum:int) {
var pb:PointBurst = new PointBurst(gamelevel,"Got Em!",enemies[enemyNum].mc.x,enemies[enemyNum].mc.y-20);
gamelevel.removeChild(enemies[enemyNum].mc);
enemies.splice(enemyNum,1);
}
// enemy got player
public function heroDie() {
// show dialog box
var dialog:Dialog = new Dialog();
dialog.x = 175;
dialog.y = 100;
addChild(dialog);
if (playerLives == 0) {
gameMode = "gameover";
dialog.message.text = "Game Over!";
} else {
gameMode = "dead";
dialog.message.text = "He Got You!";
playerLives--;
}
hero.mc.gotoAndPlay("die");
}
// player collides with objects
public function getObject(objectNum:int) {
// award points for treasure
if (otherObjects[objectNum] is Treasure) {
var pb:PointBurst = new PointBurst(gamelevel,100,otherObjects[objectNum].x,otherObjects[objectNum].y);
gamelevel.removeChild(otherObjects[objectNum]);
otherObjects.splice(objectNum,1);
addScore(100);
// got the key, add to inventory
} else if (otherObjects[objectNum] is Key) {
pb = new PointBurst(gamelevel,"Got Key!" ,otherObjects[objectNum].x,otherObjects[objectNum].y);
playerObjects.push("Key");
gamelevel.removeChild(otherObjects[objectNum]);
otherObjects.splice(objectNum,1);
// hit the door, end level if hero has the key
} else if (otherObjects[objectNum] is Door) {
if (playerObjects.indexOf("Key") == -1) return;
if (otherObjects[objectNum].currentFrame == 1) {
otherObjects[objectNum].gotoAndPlay("open");
levelComplete();
}
// got the chest, game won
} else if (otherObjects[objectNum] is Chest) {
otherObjects[objectNum].gotoAndStop("open");
gameComplete();
}
}
// add points to score
public function addScore(numPoints:int) {
gameScore += numPoints;
scoreDisplay.text = String(gameScore);
}
// update player lives
public function showLives() {
livesDisplay.text = String(playerLives);
}
// level over, bring up dialog
public function levelComplete() {
gameMode = "done";
var dialog:Dialog = new Dialog();
dialog.x = 175;
dialog.y = 100;
addChild(dialog);
dialog.message.text = "Level Complete!";
}
// game over, bring up dialog
public function gameComplete() {
gameMode = "gameover";
var dialog:Dialog = new Dialog();
dialog.x = 175;
dialog.y = 100;
addChild(dialog);
dialog.message.text = "You Got the Treasure!";
}
// dialog button clicked
public function clickDialogButton(event:MouseEvent) {
removeChild(MovieClip(event.currentTarget.parent));
// new life, restart, or go to next level
if (gameMode == "dead") {
// reset hero
showLives();
hero.mc.x = hero.startx;
hero.mc.y = hero.starty;
gameMode = "play";
} else if (gameMode == "gameover") {
cleanUp();
gotoAndStop("start");
} else if (gameMode == "done") {
cleanUp();
nextFrame();
}
// give stage back the keyboard focus
stage.focus = stage;
}
// clean up game
public function cleanUp() {
removeChild(gamelevel);
this.removeEventListener(Event.ENTER_FRAME,gameLoop);
}
}
}
The error is with the following line and is occurring because the referenced MovieClip does not have a frame labelled "jump":
char.mc.gotoAndStop(char.animstate);
My guess is that you made a change to the MovieClip which contains your character and, in doing so, removed the label which the code above references.

Loading Resources in background mode at DirectX 9.0

I have made an 3D Game with DirectX9.0.
I want to load resources in background mode by use thread.
Here is my code.
----------------Attakc.h---------------------------
#define AFXBEGINTHREAD(pfnThreadProc,pParam) AfxBeginThread(pfnThreadProc, pParam, THREAD_PRIORITY_NORMAL,0,CREATE_SUSPENDED,NULL)
CWinThread* g_pThread = NULL;
volatile bool g_bExitThread = true;
CCriticalSection g_csExitThread;
----------------Attakc.cpp---------------------------
...
case WM_START:
if(wParam >= 0 && wParam < 18)
{
g_csExitThread.Lock();
g_bExitThread = false;
g_csExitThread.Unlock();
g_pThread = AFXBEGINTHREAD(ThreadFunc,0);
if(NULL == g_pThread)
{
MessageBoxW(0,L"Failed to Create Thread",0,0);
}
g_pThread->m_bAutoDelete = TRUE;
g_pThread->ResumeThread();
wParamTemp = wParam;
lParamTemp = lParam;
uMsgTemp = uMsg;
}
....
UINT ThreadFunc(LPVOID lpParam)
{
while(true)
{
Sleep(1);
g_csExitThread.Lock();
if(true == g_bExitThread)
{
g_csExitThread.Unlock();
break;
}
else
{
g_csExitThread.Unlock();
g_pApp->GotoHole(wParamTemp, lParamTemp);
g_bExitThread = true;
g_pApp->m_nRenderMode = RENDERMODE_SCENE;
g_pApp->StartFlyOver();
g_pApp->m_flyOver.bFirstTime = TRUE;
g_pApp->m_uiLoadingMenu.m_bStart = FALSE;
g_pApp->m_uiLoadingMenu.nTime = 0;
g_pApp->m_uiLoadingMenu.count = 0;
}
}
return 0L;
}
Then, When I run this project, E_OUTOFMEMORY error appear.(D3DXCreateTextureFromFile)
I think it belong about the thread's synchronization.
I have no experience to load resource by use thread.
Please help me.
Did you used D3DCREATE_MULTITHREADED flag when initializing d3d?

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