Category: Visual Programming

Device Context (DC) – Display Device Context Defaults

Device Context (DC) – Display Device Context Defaults

| April 16, 2010 | Comments (0)

Device Context (DC) We have studied a lot about GDI and its objects and now, we will know how to display  GDI objects using Device context.   A device context is a structure that defines a set of graphic objects and their associated  attributes, as well as the graphic modes that affect output. The graphic objects [...]

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UNREALIZEOBJECT and special cases

UNREALIZEOBJECT and special cases

| April 16, 2010 | Comments (0)

UNREALIZEOBJECT The  UnrealizeObject function affects only brushes and palettes. As its name implies, the  UnrealizeObject unction lets an application force GDI to re-realize an object from  scratch when the object is next realized in a DC.  The  UnrealizeObject function lets an application reset the origin of the brush. When a  patterned, hatched, or dithered brush [...]

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Deletion of GDI Objects

Deletion of GDI Objects

| April 16, 2010 | Comments (0)

Deletion of GDI Objects All applications should delete objects when they are no longer needed. To delete an  object properly, first deselect it from any DC into which it was previously selected. To  deselect an object, an application must select a different object of the same type into the DC. Common practice is to track [...]

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Error Handling in GDI

Error Handling in GDI

| April 16, 2010 | Comments (0)

Error Handling The two common types of errors associated with objects are failure to create and failure  to select. Both are most commonly associated with low-memory conditions.  During the creation process, GDI allocates a block of memory to store the logical object  information. When the heap is full, applications cannot create any more objects until  [...]

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Creating vs. Recreating and Stock Objects in GDI

Creating vs. Recreating and Stock Objects in GDI

| April 16, 2010 | Comments (0)

Creating vs. Recreating If an application uses an object repeatedly, should the object be created once and cached  by the application, or should the application recreate the object every time it is needed  and delete it when that part of the drawing is complete? Creating on demand is simpler  and saves memory in GDIs heap [...]

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Memory Usage in GDI

Memory Usage in GDI

| April 14, 2010 | Comments (0)

Memory Usage The amount of memory each object type consumes in GDIs heap and in the global  memory heap depends on the type of the object.   This topic is discussed in Microsoft Documentation 2003 Release.  The following table describes memory used for storing logical objects.  Object type GDI heap use (in bytes) Global memory use [...]

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What Happens During Selection – Graphics Interface

What Happens During Selection – Graphics Interface

| April 14, 2010 | Comments (0)

What Happens During Selection Selecting a logical object into a DC involves converting the logical object into a physical  object that the device driver uses for output. This process is called realization. The  principle is the same for all objects, but the actual operation is different for each object  type. When an application changes the [...]

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GDI Objects and its API’s – GDI objects Creation

GDI Objects and its API’s – GDI objects Creation

| April 14, 2010 | Comments (0)

GDI Objects and its API’s This topic will discuss Graphics Device Objects and the API ‘s used to create, select, get,  release, draw and delete GDI objects. GDI objects Creation  Each type of object has a routine or a set of routines that is used to create that object.  Pens are created with the CreatePen [...]

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GDI (Graphics Device Interface) – Description Windows Classes

GDI (Graphics Device Interface) – Description Windows Classes

| April 14, 2010 | Comments (0)

GDI (Graphics Device Interface)  In previous lectures we have got some understanding about GDI. In this lecture, we will  take a detail look on Graphics Device Interface and its Device independency. The graphical component of the Microsoft® Windows™ graphical environment is the  graphics device interface (GDI). It communicates between the application and the device  driver, [...]

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Supper – classing and example of supper – classing

Supper – classing and example of supper – classing

| April 12, 2010 | Comments (0)

Supper-Classing Super-classing defines a class that adds new functionality to a predefined window class,  such as the button or list box controls. Superclassing involves creating a new class that uses the window procedure of an existing  class for basic functionality. Super-Classing (Example) Super-classing defines a class that adds new functionality to a predefined window class,  [...]

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Sub-Classing (Elaboration) – windows classes

Sub-Classing (Elaboration) – windows classes

| April 12, 2010 | Comments (0)

Sub-Classing (Elaboration) We elaborate sub-classing by using following examples. DLGPROC oldWindowProc;  hWnd = CreateWindow(“BUTTON”, “Virtual University”,    BS_AUTOCHECKBOX | WS_VISIBLE |    WS_OVERLAPPEDWINDOW,   50, 50, 200, 100,   NULL, NULL, hInstance, NULL);  oldWindowProc = (WNDPROC) SetWindowLong ( hWnd,   GWL_WNDPROC, (LONG) myWindowProc);  while(GetMessage(&msg, NULL, 0, 0)  >  0)  {  DispatchMessage(&msg);  }  return msg.wParam; New Window Procedure LRESULT CALLBACK myWindowProc(HWND [...]

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Get or Set ClassLong , Return Value

Get or Set ClassLong , Return Value

| April 12, 2010 | Comments (0)

Get or Set ClassLong The GetClassLong() function retrieves the specified 32-bit (LONG) value from the  WNDCLASS structure associated with the specified window. This will can be back ground  brush, handle to instance, handle to windows procedure and handle to Icon etc. LONG SetClassLong(  HWND hWnd,      // handle to window  int nIndex,      // offset of value [...]

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