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John

C# pořád chyby i když dělám podle knížky

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Dobrý den, stále mi vypiuje chyby Microsoft Visual Studio C# 2005 :

Error	11	The name 'zarizeni' does not exist in the current context	C:\Documents and Settings\Zuben\My Documents\Visual Studio Projects\Konvicka\Konvicka.cs	152	13	Konvicka_2005
Error	12	'Microsoft.Samples.DirectX.UtilityToolkit.DeviceEventArgs.Device' is a 'field' but is used like a 'method'	C:\Documents and Settings\Zuben\My Documents\Visual Studio Projects\Konvicka\Konvicka.cs	152	26	Konvicka_2005
Error	13	The name 'zarizeni' does not exist in the current context	C:\Documents and Settings\Zuben\My Documents\Visual Studio Projects\Konvicka\Konvicka.cs	153	40	Konvicka_2005
...

 

a dál všechny stejného typu, nevím co s tím může být. Prosím pomoc, mockrát díky.

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Myslím si že nemáš deklarovanou proměnnou "zarizeni".

EDIT: Ne, teď jsem si to přečetl pořádně a napsal jsem blbost, to by bylo "name xxxx is not declared".

Nevím to jistě, ale myslím že voláš funkci z nějaké knihovny kterou nemáš includnutou.

Edited by Bugs

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Nevím to jistě, ale myslím že voláš funkci z nějaké knihovny kterou nemáš includnutou.

 

No to je taky fakt, to je dost možný, ale ještě zjistit jakou :)

EDIT: zjistil jsem že zarizeni není deklarovaní, pls jak ho deklaruju ? jsem teprv začátečník. Díky

Edited by John

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Není deklarovaná proměnná zarizeni, nebo si to prostě špatně napsal.

 

Postni celý kód, ne chyby...

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//-----------------------------------------------------------------------------
// File: Konvicka.cs
//
// Starting point for new Direct3D applications
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------


//#define DEBUG_VS   // Uncomment this line to debug vertex shaders 
//#define DEBUG_PS   // Uncomment this line to debug pixel shaders 

using System;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using Microsoft.Samples.DirectX.UtilityToolkit;



namespace KonvickaSample
{
   /// <summary>Konvicka Sample Class</summary>
   public class Konvicka : IFrameworkCallback, IDeviceCreation
   {
       #region Creation
       /// <summary>Create a new instance of the class</summary>
       public Konvicka(Framework f) 
       { 
           // Store framework
           sampleFramework = f; 
           // Create dialogs
           hud = new Dialog(sampleFramework); 
           sampleUi = new Dialog(sampleFramework); 
       }
       #endregion
       private Mesh konvickaMesh = null;
       private Material konvickaMaterial;
       // Variables
       private Framework sampleFramework = null; // Framework for samples
       private Font statsFont = null; // Font for drawing text
       private Sprite textSprite = null; // Sprite for batching text calls
       private Effect effect = null; // D3DX Effect Interface
       private ModelViewerCamera camera = new ModelViewerCamera(); // A model viewing camera
       private bool isHelpShowing = true; // If true, renders the UI help text
       private Dialog hud = null; // dialog for standard controls
       private Dialog sampleUi = null; // dialog for sample specific controls

       // HUD Ui Control constants
       private const int ToggleFullscreen = 1;
       private const int ToggleReference = 3;
       private const int ChangeDevice = 4;

       /// <summary>
       /// Called during device initialization, this code checks the device for some 
       /// minimum set of capabilities, and rejects those that don't pass by returning false.
       /// </summary>
       public bool IsDeviceAcceptable(Caps caps, Format adapterFormat, Format backBufferFormat, bool windowed)
       {
           // Skip back buffer formats that don't support alpha blending
           if (!Manager.CheckDeviceFormat(caps.AdapterOrdinal, caps.DeviceType, adapterFormat, 
               Usage.QueryPostPixelShaderBlending, ResourceType.Textures, backBufferFormat))
               return false;

           return true;
       }

       /// <summary>
       /// This callback function is called immediately before a device is created to allow the 
       /// application to modify the device settings. The supplied settings parameter 
       /// contains the settings that the framework has selected for the new device, and the 
       /// application can make any desired changes directly to this structure.  Note however that 
       /// the sample framework will not correct invalid device settings so care must be taken 
       /// to return valid device settings, otherwise creating the Device will fail.  
       /// </summary>
       public void ModifyDeviceSettings(DeviceSettings settings, Caps caps)
       {
           // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW 
           // then switch to SWVP.
           if ( (!caps.DeviceCaps.SupportsHardwareTransformAndLight) ||
               (caps.VertexShaderVersion < new Version(1,1)) )
           {
               settings.BehaviorFlags = CreateFlags.SoftwareVertexProcessing;
           }
           else
           {
               settings.BehaviorFlags = CreateFlags.HardwareVertexProcessing;
           }

           // This application is designed to work on a pure device by not using 
           // any get methods, so create a pure device if supported and using HWVP.
           if ( (caps.DeviceCaps.SupportsPureDevice) && 
               ((settings.BehaviorFlags & CreateFlags.HardwareVertexProcessing) != 0 ) )
               settings.BehaviorFlags |= CreateFlags.PureDevice;

           // Debugging vertex shaders requires either REF or software vertex processing 
           // and debugging pixel shaders requires REF.  
#if(DEBUG_VS)
           if (settings.DeviceType != DeviceType.Reference )
           {
               settings.BehaviorFlags &= ~CreateFlags.HardwareVertexProcessing;
               settings.BehaviorFlags |= CreateFlags.SoftwareVertexProcessing;
           }
#endif
#if(DEBUG_PS)
           settings.DeviceType = DeviceType.Reference;
#endif
           // For the first device created if its a REF device, optionally display a warning dialog box
           if (settings.DeviceType == DeviceType.Reference)
           {
               Utility.DisplaySwitchingToRefWarning(sampleFramework, "Konvicka");
           }

       }

       /// <summary>
       /// This event will be fired immediately after the Direct3D device has been 
       /// created, which will happen during application initialization and windowed/full screen 
       /// toggles. This is the best location to create Pool.Managed resources since these 
       /// resources need to be reloaded whenever the device is destroyed. Resources created  
       /// here should be released in the Disposing event. 
       /// </summary>
       private void OnCreateDevice(object sender, DeviceEventArgs e)
       {
           // Initialize the stats font
           statsFont = ResourceCache.GetGlobalInstance().CreateFont(e.Device, 15, 0, FontWeight.Bold, 1, false, CharacterSet.Default,
               Precision.Default, FontQuality.Default, PitchAndFamily.FamilyDoNotCare | PitchAndFamily.DefaultPitch
               , "Arial");

           // Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the 
           // shader debugger. Debugging vertex shaders requires either REF or software vertex 
           // processing, and debugging pixel shaders requires REF.  The 
           // ShaderFlags.Force*SoftwareNoOptimizations flag improves the debug experience in the 
           // shader debugger.  It enables source level debugging, prevents instruction 
           // reordering, prevents dead code elimination, and forces the compiler to compile 
           // against the next higher available software target, which ensures that the 
           // unoptimized shaders do not exceed the shader model limitations.  Setting these 
           // flags will cause slower rendering since the shaders will be unoptimized and 
           // forced into software.  See the DirectX documentation for more information about 
           // using the shader debugger.
           ShaderFlags shaderFlags = ShaderFlags.NotCloneable;
#if(DEBUG_VS)
           shaderFlags |= ShaderFlags.ForceVertexShaderSoftwareNoOptimizations;
#endif
#if(DEBUG_PS)
           shaderFlags |= ShaderFlags.ForcePixelShaderSoftwareNoOptimizations;
#endif
           // Read the D3DX effect file
           string path = Utility.FindMediaFile("Konvicka.fx");
           effect = ResourceCache.GetGlobalInstance().CreateEffectFromFile(e.Device,
               path, null, null, shaderFlags, null);
           //Mesh a material
           zarizeni = e.Device();
           konvickaMesh = Mesh.Teapot(zarizeni);
           konvickaMaterial = new Material();
           konvickaMaterial.DiffuseColor = new ColorValue(1.0f, 1.0f, 1.0f, 10f);

           // Setup the camera's view parameters
           camera.SetViewParameters(new Vector3(0.0f, 0.0f, -5.0f), Vector3.Empty);

       }

       /// <summary>
       /// This event will be fired immediately after the Direct3D device has been 
       /// reset, which will happen after a lost device scenario. This is the best location to 
       /// create Pool.Default resources since these resources need to be reloaded whenever 
       /// the device is lost. Resources created here should be released in the OnLostDevice 
       /// event. 
       /// </summary>
       private void OnResetDevice(object sender, DeviceEventArgs e)
       {
           SurfaceDescription desc = e.BackBufferDescription;
           // Create a sprite to help batch calls when drawing many lines of text
           textSprite = new Sprite(e.Device);

           // Setup the camera's projection parameters
           float aspectRatio = (float)desc.Width / (float)desc.Height;
           camera.SetProjectionParameters((float)Math.PI / 4, aspectRatio, 0.1f, 1000.0f);
           camera.SetWindow(desc.Width, desc.Height);

           // Setup UI locations
           hud.SetLocation(desc.Width-170, 0);
           hud.SetSize(170,170);
           sampleUi.SetLocation(desc.Width - 170, desc.Height - 350);
           sampleUi.SetSize(170,300);
       }

       /// <summary>
       /// This event function will be called fired after the Direct3D device has 
       /// entered a lost state and before Device.Reset() is called. Resources created
       /// in the OnResetDevice callback should be released here, which generally includes all 
       /// Pool.Default resources. See the "Lost Devices" section of the documentation for 
       /// information about lost devices.
       /// </summary>
       private void OnLostDevice(object sender, EventArgs e)
       {
           if (textSprite != null)
           {
               textSprite.Dispose();
               textSprite = null;
           }
       }

       /// <summary>
       /// This callback function will be called immediately after the Direct3D device has 
       /// been destroyed, which generally happens as a result of application termination or 
       /// windowed/full screen toggles. Resources created in the OnCreateDevice callback 
       /// should be released here, which generally includes all Pool.Managed resources. 
       /// </summary>
       private void OnDestroyDevice(object sender, EventArgs e)
       {
       }

       /// <summary>
       /// This callback function will be called once at the beginning of every frame. This is the
       /// best location for your application to handle updates to the scene, but is not 
       /// intended to contain actual rendering calls, which should instead be placed in the 
       /// OnFrameRender callback.  
       /// </summary>
       public void OnFrameMove(Device device, double appTime, float elapsedTime)
       {
           // Update the camera's position based on user input 
           camera.FrameMove(elapsedTime);
       }

       /// <summary>
       /// This callback function will be called at the end of every frame to perform all the 
       /// rendering calls for the scene, and it will also be called if the window needs to be 
       /// repainted. After this function has returned, the sample framework will call 
       /// Device.Present to display the contents of the next buffer in the swap chain
       /// </summary>
       public void OnFrameRender(Device device, double appTime, float elapsedTime)
       {
           bool beginSceneCalled = false;

           // Clear the render target and the zbuffer 
           device.Clear(ClearFlags.ZBuffer | ClearFlags.Target, 0x002D32AA, 1.0f, 0);
           try
           {
               device.BeginScene();
               beginSceneCalled = true;

               // Update the effect's variables.  Instead of using strings, it would 
               // be more efficient to cache a handle to the parameter by calling 
               // Effect.GetParameter
               effect.SetValue("worldViewProjection", camera.WorldMatrix * camera.ViewMatrix * camera.ProjectionMatrix);
               effect.SetValue("worldMatrix", camera.WorldMatrix);
               effect.SetValue("appTime", (float)appTime);

               // Show frame rate
               RenderText();

               // Show UI
               hud.OnRender(elapsedTime);
               sampleUi.OnRender(elapsedTime);
           }
           finally
           {
               if (beginSceneCalled)
                   device.EndScene();
           }
       }

       /// <summary>
       /// Render the help and statistics text. This function uses the Font object for 
       /// efficient text rendering.
       /// </summary>
       private void RenderText()
       {
           TextHelper txtHelper = new TextHelper(statsFont, textSprite, 15);

           // Output statistics
           txtHelper.Begin();
           txtHelper.SetInsertionPoint(5,5);
           txtHelper.SetForegroundColor(System.Drawing.Color.Yellow);
           txtHelper.DrawTextLine(sampleFramework.FrameStats);
           txtHelper.DrawTextLine(sampleFramework.DeviceStats);

           txtHelper.SetForegroundColor(System.Drawing.Color.White);
           txtHelper.DrawTextLine("Put some status text here.");

           // Draw help
           if (isHelpShowing)
           {
               txtHelper.SetInsertionPoint(10, sampleFramework.BackBufferSurfaceDescription.Height-15*6);
               txtHelper.SetForegroundColor(System.Drawing.Color.DarkOrange);
               txtHelper.DrawTextLine("Controls (F1 to hide):");

               txtHelper.SetInsertionPoint(40, sampleFramework.BackBufferSurfaceDescription.Height-15*5);
               txtHelper.DrawTextLine("Help Item Misc: X");
               txtHelper.DrawTextLine("Quit: Esc");
               txtHelper.DrawTextLine("Hide help: F1");
           }
           else
           {
               txtHelper.SetInsertionPoint(10, sampleFramework.BackBufferSurfaceDescription.Height-15*2);
               txtHelper.SetForegroundColor(System.Drawing.Color.White);
               txtHelper.DrawTextLine("Press F1 for help");
           }

           txtHelper.End();
       }

       /// <summary>
       /// As a convenience, the sample framework inspects the incoming windows messages for
       /// keystroke messages and decodes the message parameters to pass relevant keyboard
       /// messages to the application.  The framework does not remove the underlying keystroke 
       /// messages, which are still passed to the application's MsgProc callback.
       /// </summary>
       private void OnKeyEvent(object sender, System.Windows.Forms.KeyEventArgs e)
       {
           switch(e.KeyCode)
           {
               case System.Windows.Forms.Keys.F1:
                   isHelpShowing = !isHelpShowing;
                   break;
           }
       }

       /// <summary>
       /// Before handling window messages, the sample framework passes incoming windows 
       /// messages to the application through this callback function. If the application sets 
       /// noFurtherProcessing to true, the sample framework will not process the message
       /// </summary>
       public IntPtr OnMsgProc(IntPtr hWnd, NativeMethods.WindowMessage msg, IntPtr wParam, IntPtr lParam, ref bool noFurtherProcessing)
       {
           // Give the dialog a chance to handle the message first
           noFurtherProcessing = hud.MessageProc(hWnd, msg, wParam, lParam);
           if (noFurtherProcessing)
               return IntPtr.Zero;

           noFurtherProcessing = sampleUi.MessageProc(hWnd, msg, wParam, lParam);
           if (noFurtherProcessing)
               return IntPtr.Zero;

           // Pass all remaining windows messages to camera so it can respond to user input
           camera.HandleMessages(hWnd, msg, wParam, lParam);

           return IntPtr.Zero;
       }

       /// <summary>
       /// Initializes the application
       /// </summary>
       public void InitializeApplication()
       {
           int y = 10;
           // Initialize the HUD
           Button fullScreen = hud.AddButton(ToggleFullscreen,"Toggle full screen", 35, y, 125,22);
           Button toggleRef = hud.AddButton(ToggleReference,"Toggle reference (F3)", 35, y += 24, 125,22);
           Button changeDevice = hud.AddButton(ChangeDevice,"Change Device (F2)", 35, y += 24, 125,22);
           // Hook the button events for when these items are clicked
           fullScreen.Click += new EventHandler(OnFullscreenClicked);
           toggleRef.Click += new EventHandler(OnRefClicked);
           changeDevice.Click += new EventHandler(OnChangeDeviceClicked);

           // Now add the sample specific UI
           y = 10;
           const int ComboBox1 = ChangeDevice + 1;
           const int CheckBox1 = ChangeDevice + 2;
           const int CheckBox2 = ChangeDevice + 3;
           const int Radiobutton1 = ChangeDevice + 4;
           const int Radiobutton2 = ChangeDevice + 5;
           const int Radiobutton3 = ChangeDevice + 6;
           const int Button1 = ChangeDevice + 7;
           const int Button2 = ChangeDevice + 8;
           const int Radiobutton4 = ChangeDevice + 9;
           const int Radiobutton5 = ChangeDevice + 10;
           const int SliderControl = ChangeDevice + 11;

           ComboBox cb1 = sampleUi.AddComboBox(ComboBox1, 35, y +=24, 125, 22);
           for (int i = 0; i < 50; i++) cb1.AddItem("Item#" + i.ToString(), null);
           sampleUi.AddCheckBox(CheckBox1, "Checkbox1", 35, y+=24, 125,22, false);
           sampleUi.AddCheckBox(CheckBox2, "Checkbox2", 35, y+=24, 125,22, false);
           sampleUi.AddRadioButton(Radiobutton1, 1, "Radio1G1", 35, y+=24, 125, 22, true);
           sampleUi.AddRadioButton(Radiobutton2, 1, "Radio2G1", 35, y+=24, 125, 22, false);
           sampleUi.AddRadioButton(Radiobutton3, 1, "Radio3G1", 35, y+=24, 125, 22, false);
           sampleUi.AddButton(Button1, "Button1", 35, y+=24, 125, 22);
           sampleUi.AddButton(Button2, "Button2", 35, y+=24, 125, 22);
           sampleUi.AddRadioButton(Radiobutton4, 2, "Radio1G2", 35, y+=24, 125, 22, true);
           sampleUi.AddRadioButton(Radiobutton5, 2, "Radio2G2", 35, y+=24, 125, 22, false);
           sampleUi.AddSlider(SliderControl, 50,y+=24, 100, 22);

           // If you wanted to respond to any of these you would need to add an event hook here
       }

       /// <summary>Called when the change device button is clicked</summary>
       private void OnChangeDeviceClicked(object sender, EventArgs e)
       {
           sampleFramework.ShowSettingsDialog(!sampleFramework.IsD3DSettingsDialogShowing);
       }

       /// <summary>Called when the full screen button is clicked</summary>
       private void OnFullscreenClicked(object sender, EventArgs e)
       {
           sampleFramework.ToggleFullscreen();
       }

       /// <summary>Called when the ref button is clicked</summary>
       private void OnRefClicked(object sender, EventArgs e)
       {
           sampleFramework.ToggleReference();
       }

       /// <summary>
       /// Entry point to the program. Initializes everything and goes into a message processing 
       /// loop. Idle time is used to render the scene.
       /// </summary>
       static int Main() 
       {
           System.Windows.Forms.Application.EnableVisualStyles();
           using(Framework sampleFramework = new Framework())
           {
               Konvicka sample = new Konvicka(sampleFramework);
               // Set the callback functions. These functions allow the sample framework to notify
               // the application about device changes, user input, and windows messages.  The 
               // callbacks are optional so you need only set callbacks for events you're interested 
               // in. However, if you don't handle the device reset/lost callbacks then the sample 
               // framework won't be able to reset your device since the application must first 
               // release all device resources before resetting.  Likewise, if you don't handle the 
               // device created/destroyed callbacks then the sample framework won't be able to 
               // recreate your device resources.
               sampleFramework.Disposing += new EventHandler(sample.OnDestroyDevice);
               sampleFramework.DeviceLost += new EventHandler(sample.OnLostDevice);
               sampleFramework.DeviceCreated += new DeviceEventHandler(sample.OnCreateDevice);
               sampleFramework.DeviceReset += new DeviceEventHandler(sample.OnResetDevice);

               sampleFramework.SetWndProcCallback(new WndProcCallback(sample.OnMsgProc));

               sampleFramework.SetCallbackInterface(sample);
               try
               {

                   // Show the cursor and clip it when in full screen
                   sampleFramework.SetCursorSettings(true, true);

                   // Initialize
                   sample.InitializeApplication();

                   // Initialize the sample framework and create the desired window and Direct3D 
                   // device for the application. Calling each of these functions is optional, but they
                   // allow you to set several options which control the behavior of the sampleFramework.
                   sampleFramework.Initialize( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
                   sampleFramework.CreateWindow("Konvicka");
                   // Hook the keyboard event
                   sampleFramework.Window.KeyDown += new System.Windows.Forms.KeyEventHandler(sample.OnKeyEvent);
                   sampleFramework.CreateDevice( 0, true, Framework.DefaultSizeWidth, Framework.DefaultSizeHeight, 
                       sample);

                   // Pass control to the sample framework for handling the message pump and 
                   // dispatching render calls. The sample framework will call your FrameMove 
                   // and FrameRender callback when there is idle time between handling window messages.
                   sampleFramework.MainLoop();

               }
#if(DEBUG)
               catch (Exception e)
               {
                   // In debug mode show this error (maybe - depending on settings)
                   sampleFramework.DisplayErrorMessage(e);
#else
           catch
           {
               // In release mode fail silently
#endif
                   // Ignore any exceptions here, they would have been handled by other areas
                   return (sampleFramework.ExitCode == 0) ? 1 : sampleFramework.ExitCode; // Return an error code here
               }

               // Perform any application-level cleanup here. Direct3D device resources are released within the
               // appropriate callback functions and therefore don't require any cleanup code here.
               return sampleFramework.ExitCode;
           }
       }
   }
}

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Deklaraci jsem již vyřešil tímto - private Device zarizeni;

 

ale stále mi zůstává problém:

 

Error   12      'Microsoft.Samples.DirectX.UtilityToolkit.DeviceEventArgs.Device' is a 'field' but is used like a 'method'      C:\Documents and Settings\Zuben\My Documents\Visual Studio Projects\Konvicka\Konvicka.cs        152     26      Konvicka_2005

 

EDIT: Omlouvám se za double post, prosím, kdyžtak to spojte, mockrát díky.

EDIT 2: Tak vyřešeno :)

Edited by John

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