MS에서 프로젝트 복잡성을 해결하기 위해서 개발도구 + 프로젝트 관리 도구를 포함한 제품을 출시했다.

보통 대형조직에서 의사결정과 의사소통이 어려운 편이다. 특히 말없이 작업하는 사람들에게 관리자가 일일히 체크하기도 힘들고, 역시 관리자에게는 항상 중요한 일정관리라는 관리포인트가 존재하기 때문에 일정이 현재 어느정도까지 왔는지 보면 상당히 좋을 수 있다.

또한, 문서작업용으로 잘 쓰는 엑셀을 통해서 관리자가 관리를 쉬울 수 있도록 해야 했었다.
여러가지 사용하고 있는 개발 툴과 1-n의 의사소통 문제로 개발 생산성은 떨어지고, 프로젝트의 관리는 어렵게 되었다.

이에 MS는 비주얼 스튜디오 팀 파운데이션 서버는 작업관리, 형상관리, 빌드 자동화, 프로젝트 관리 지원을 지원한다. 기존의 비주얼 소스 세이프 및 프로젝트 서버는 존해했었지만, 통합되진 않았다.
이를 자연스럽게 통합하여 어플리케이션 수명주기 관리를 지원 도구를 하나의 환경으로 통합하였다.
엑셀과 프로젝트로 연결이 되고, XML로 변환될 수 있고, SQL 서버와 연동이 쉽게 되며, 형상관리와 리포팅 기능이 제공되었으며, 매니저에게 현재 프로젝트의 상황을 보여줄 수 있도록 하였다.

장점
1. 개발 프로세스 전반에 걸친 커뮤니케이션과 협업의 가치 증대
2. 검증된 베스트 프랙티스와 방법론의 적용
3. 프로젝트 전반에 걸친 통찰론과 가시성 제공
4. 상대적으로 낮은 설치/운영/관리 비용
(위의 장점은 2006년 2월 마소에서 가져왔음)

단점
1. 높은 비용
2. 특정 운영체제와 특정 언어, 특정 DB와 결부
3. 다른 툴과의 결합하기 어려움

MS에서 이렇게 새롭게 시도하고 있는 모습에는 찬사를 보내며, 앞으로 많은 이들이 사용될꺼라 믿는다. GNU 쪽에서도 먼가 당찬 계획을 세울 수 있겠지만, 역시 표준화 문제가 존재하고, 이를 합치는 문제가 있다.
또한 현실의 프로젝트는 항상 하나의 툴로 다 표현하기 힘든 부분이 있다라는 사실이다. 개인적인 선호도 존재하고..

MS의 정책! 멋지다!
Posted by '김용환'
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원문 : MAX SDK6 도움말, General Terminology

Abstract Class

추상 클래스는 적어도 하나의 순수 가상 함수를 포함한다. 추상 기저 클래스의 인스턴스를 선언할 수 없다; 그것은 다른 클래스를 선언하고 있을 때 기저 클래스로서만 사용될 수 있다.

Affine Transformation

기하학적 변환 -- 이동, 회전, 스케일링 -- 이것은 점 사이의 거리나 라인 사이의 각도를 수정할 수 있지만, 직선(straight line) 및 평행선(parallel line) 사이의 평행 관계는 유지한다. 3ds 맥스 Transform 연산은 아핀(affine) 변환이다.

Apparatus

이것은 (3ds max 사용자 인터페이스에서 불리는 것으로서의) Gizmo 의 다른 이름이다. gizmo 는 샘플 C++ 소스 코드에서는 종종 "apparatus"라고 불린다. sub-object 모드에서 Modifier, Controllers 그리고 Procedural Objects 는 아마도 모두 gizmo 들을 가지고 있을 것이다.

Base Object

base object는 기하학적 파이프라인의 시작점이다. 그것은 절차적(procedural) 오브젝트이거나 메시(mesh) 오브젝트일 것이다.

Callback

콜백은 함수에 대한 포인터이거나 함수 개체인데, 서비스를 요청하는 코드를 '다시' 호출하기 위해서 서버에 의해 사용된다. 3ds 맥스에서의 예는 Deformer 로부터 상속된 클래스이다. 이것은 콜백 오브젝트이다. 시스템은 자신이 호출할 수 있는 플러그인에 의해 구현된 함수에 대한 포인터를 필요로 한다.

Class

사용자 정의 데이터형인데, 이는 데이터 멤버와 멤버 함수로 구성된다.

Class Hierarchy

기저 클래스 및 상속 클래스의 체계이다.

Class Variable

C++에서 클래스 선언에서 데이터 멤버를 지정할(modifying) 때, 멤버에 대한 하나의 복사본을 가리키는 정적(static) 키워드는 클래스의 모든 인스턴스에 의해 공유된다. (역주 : type modifier 를 의미한다. 이를 우리 말로는 '형 수정자'라고 부른다. 의미의 명확함을 위해 '지정할 때'라고 표현했다.)

Controller

요소(item)의 애니메이션을 지정하거나 제어하는 플러그인 유형이다. 여러 가지 컨트롤러 유형이 존재한다. 예를 들어 변환 컨트롤러는 씬 내의 노드 배치를 결정하는 반면, 표현식 컨트롤러는 요소의 매개변수가 수학적 표현식에 의해 제어될 수 있도록 허용한다.

Cache System

속도를 최대화하기 위해서 시스템은 노드의 상태를 평가한다. 시스템은 씬 내의 각 노드를 위한 World Space Cache를 유지한다. 이 월드 공간 캐쉬는 노드 파이프라인의 결과물이다. 그것은 월드 공간에 있는 오브젝트에 모든 연산이 적용된 이후에 그것의 상태를 반영한다. 캐시를 사용하면 시스템은 Validity Interval 을 유지한다. 유효화 간격은 캐쉬가 정확하게 노드의 상태를 반영하게 되는 시간 간격을 지정한다.

Class Descriptor

class descriptor 는 플러그인 클래스에 대한 정보를 제공한다. 이 클래스에서 정의된 메서드는 ClassID, SuperClassID 와 같은 정보에 접근한다.

ClassID

플러그인 클래스에 의해 요구되는 단일 식별자(ID)이다. SDK 는 이러한 Class_ID 들을 생성하기 위한 프로그램을 제공한다.

Channel

채널은 MAX에 의해 사용되는 Cache 시스템의 일부이다. 기하학적 파이프라인은 채널로 쪼개지며, modifier 들은 단지 지정된 채널을 수정하기 위한 옵션을 가진다. 채널의 예는 TOPO_CHANNEL(면이나 폴리곤 구조체) 과 GEOM_CHANNEL(정점들)이다.

Deep Copy

오브젝트에 대한 완벽한(complete) 복사본을 만든다(그것의 데이터 구조체들과 이들 구조체들의 모든 데이터를 복사한다). Shallow Copy 도 참조하라.

Device Context

Windows API 로부터 온 개념이다. 장치 문맥은 그래픽 오브젝트와 그것의 관련 속성(attribute), 그리고 출력에 영향을 주는 그래픽 모드들의 집합을 정의하는 구조체이다. 그래픽 오브젝트는 라인 그리기를 위한 펜, 페인팅과 채우기를 위한 브러시, 복사나 스크린의 일부를 스크롤링하기 위한 비트맵, 이용 가능한 색상 집합을 정의하는 팔레트, 클리핑 및 다른 연산을 위한 영역(region), 그리고 페인팅과 그리기 연산을 위한 경로(path) 등을 포함한다. 대부분의 Win32 구조체와는 달리 응용프로그램은 장치 문맥에 결코 직접적으로 접근하지 않는다; 대신에 그것은 다양한 함수를 호출함으로써 간접적으로 구조체에 대한 연산을 수행한다.

Deformable

deformable(변형가능한) 오브젝트는 단순히 수정될 수 있는 점을 가진 오브젝트일 뿐이다. 모든 오브젝트는 Object 클래스의 IsDeformable() 메서드를 TRUE 로 설정함으로써 "deformable" 이 될 수 있다. deformable 오브젝트는 반드시 다음의 Object 메서드를 지원해야만 한다; NumPoints(), GetPoints(), SetPoints(), Deform().

Derived Object

상속 클래스는 오브젝트(혹은 다른 상속 오브젝트)에 대한 포인터를 포함하며, 하나 이상의 modifier 응용프로그램을 포함한다.

Dialog Proc

다이얼로그 박스로 보내지는 메시지를 처리하는 응용프로그램 콜백 함수이다.

DLL

동적 연결 라이브러리는 다중의 프로그램이 코드, 데이터, 자원을 공유하게 하는 목적 코드 라이브러리이다. 3ds 맥스 플러그인은 DLL로 구현된다.

Geometric Pipeline

기하학적 파이프라인은 씬 내의 노드들이 modifier 응용프로그램을 통해서 반복적으로 수정될 수 있도록 허용하기 위해서 3ds 맥스에 의해 사용되는 시스템이다. 파이프라인의 처음에는 기저 오브젝트가 존재한다. 이것은 절차적 오브젝트(혹은 단순 메시)이다. 파이프라인의 마지막에는 그 오브젝트의 월드 공간 상태가 존재한다. 이 월드 공간 상태는 MAX의 3D 뷰포트에 나오는 것이다. 파이프라인은 오브젝트, 상속 오브젝트, modifier 리스트로 구성된다.

Hit Testing

마우스 포인터가 오브젝트, 하위 오브젝트 컴포넌트, modifier gizmo 혹은 controller gizmo를 간섭(intersect)하는지 확인하기 위한 검사이다.

Instance

이 개념은 MAX 에서 몇 가지 의미를 가진다. 하나는 C++의 인스턴스이다. 이것은 단지 클래스의 할당이다 -- 오브젝트. 다른 의미는 오브젝트, 수정자(modifier), 컨트롤러 등의 복사본과 관련된 사용자 인터페이스이다. 즉 개념적으로는 원본에 대한 단순한 포인터이다.

Interval

SDK 에서 정의된 클래스이다. 그것은 시작 시간과 끝 시간 사이의 시간 간격을 기술한다. 시작과 끝 시간을 설정하거나 검색하고, 간격을 계산하고, 지정된 시간이 인터벌 안에 있는지 검사하기 위한 클래스의 메서드들이 존재한다.

Metadata

이 개념은 데이터를 위한 데이터라는 자연스러운 의미이다. 그것은 단지 다른 데이터에 대한 레이아웃, 위치, 이름, 유형 등을 기술하는 머신이 읽어들일 수 있는 데이터 집합에 대한 다른 이름이다. 예를 들어 매개변수 블록 메타데이터는 ParamBlockDesc2 에 저장된다. 이 경우 주어진 매개변수 블록과 그것의 매개변수에 대한 모든 정보는 그것의 관련 ParamBlockDesc2 인스턴스에 저장된다. 이 메타데이터는 실시간에 누구든지 읽을 수 있으며, 그것은 매개변수 블록에 어떤 데이터가 존재하는지를 표현하기 위해서 사용될 수 있다.

Modifier

수정자는 오브젝트를 특정 방식으로 수정하는 플러그인 유형이다. 수정자의 다른 이름은 오브젝트 공간 수정자(object space modifier)이다. 그것은 종종 소스코드에서 OSM 으로 불린다.

Modifier Application

이것은 기하도형 파이프라인 시스템의 일부를 기술하기 위해서 사용되는 개념이다. 이것은 ModApp의 다른 이름이다. 그것은 수정자 응용프로그램의 리스트이다. 그것은 주요하게는 수정자에 대한 참조로 구성된다.

Node

3ds 맥스 뷰포트에서 오브젝트에 대한 가시적 표현을 Node 라고 부른다. 뷰포트에서 선택되고 이동될 수 있는 것과 노드 사이에는 1 대 1 관계가 존재한다. 노드는 운동학(kinematic) 계층을 지원한다. 노드는 그것들의 부모에 대한 포인터와 그것의 자식들에 대한 포인터 리스트를 소유한다. 노드는 그것들의 변환 컨트롤러에 대한 포인터도 소유한다.

Object Space Modifier

오브젝트 공간 수정자는 자신의 지역(local) 변환의 공간에서 오브젝트에 적용되어 그것들을 특정 방식으로 수정한다. Bend, Taper, Twist 와 같은 변형이 오브젝트 공간 수정자 플러그인의 예이다. 그것은 소스코드에서 종종 OSM 이라고 불린다.

Orthonormal Matrix

직교 행렬은 각 축이 다른 축들에 대해서 90 도 각도를 가지는 좌표계 시스템이다(그것은 비스듬하지 않다). 직교 법선 행렬(orthonormal matrix)는 열 벡터들의 길이가 다른 것과 같고 직교이다.

PRS Controller

이것은 노드의 Position, Rotation, Scale을 지시하는 변환 컨트롤러이다.

Reentrant Function

함수가 호출될 때, 첫 번째 호출이 반환하기 전에 다시 호출되면, 그것은 재진입적이라고 불린다.

Reference Maker

참조를 생성하는 모든 엔터티(entity)는 반드시 이 클래스로부터 상속되어야만 한다. 참조는 ReferenceMarker 와 ReferenceTarget 사이의 의존성에 대한 공식적 기록을 생성한다.

Reference Target

이것은 레퍼런스 마커의 참조 대상이다. 레퍼런스 타겟은 그것을 참조하는 모든 오브젝트에 대한 포인터 리스트를 보유한다.

Shallow Copy

오브젝트의 데이터 구조체에 대한 복사본을 생성하지만, 그들 구조체의 데이터를 모두 복사하지는 않는다. 예를 들어 Mesh 오브젝트가 얕은 복사를 수행하면 verts, tVerts, tvFaces는 복사되지 않는다. 그러나 numFaces, numVerts, numTVerts 값들은 복사된다. Deep Copy 도 참조하라.

Space Warp

이 개념은 이 도움말과 C++ 소스 코드에서 월드 공간 수정자와 같은 의미로 사용된다. 이것은 월드 공간에서 오브젝트를 수정하는 플러그인 유형이다. 그 예는 Ripple Space Wrap 플러그인이다.

Sub-Object Selection

수정자가 편집되고 있을 때, 그것은 사용자가 하위 오브젝트 선택의 수준을 선택하도록 허용한다. Bend 수정자에 대해 그 옵션은 gizmo 와 center 이다. 이들은 모두 수정자 오브젝트의 하위 요소이다. Edit Mesh 수정자에 대해 하위 오브젝트 선택 수준은 점(vertex), 면(face), 모서리(edge)이다. 이들은 오브젝트의 하위집합이다.

SuperClassID

최상위 클래스 ID 는 클래스가 표현하는 오브젝트의 유형을 기술하는 시스템 정의 상수이다. 최상위 클래스 ID의 예를 들어 보자 : GEOMOBJECT_CLASS_ID, CAMERA_CLASS_ID, LIGHT_CLASS_ID, SHAPE_CLASS_ID, HELPER_CLASS_ID, SYSTEM_CLASS_ID.

TriObject

삼각형 메시 오브젝트. 모든 절차적 오브젝트들은 반드시 자신을 TriObject 들로 변환할 수 있어야만 한다. TriObjects 는 "변형가능(deformable)"하다. 이것은 그것(TriObject)들이 수정자가 기하도형을 변형하기 위해 연산을 수행할 수 있는 지점을 가진다는 것을 의미한다.

Transform Controller

변환 컨트롤러는 Matrix3를 제어하는 컨트롤러이다. 예를 들어 변환 컨트롤러는 씬 내의 노드 위치를 정의하기 위해서 사용되는 4x3 행렬을 제어한다.

Transformation Matrix

이동, 회전, 스케일의 2차원 변환은 3x2 행렬에 의해 표현된다. 3차원 변환은 4x3 행렬에 의해 표현된다. 이들 행렬을 변환 행렬이라고 부른다.

TimeValue

이것은 SDK 에서 사용되는 시간의 인스턴스이다.

Validity Interval

이것은 SDK에서 아이템이 유효화되는 시간 간격을 기술하기 위해서 사용되는 개념이다. 예를 들어 메시가 오브젝트에 대해 캐싱될 때, 보통 유효화 인터벌도 저장된다. 이것은 메시 캐쉬가 정확하게 오브젝트의 상태를 표현하기 위한 시간의 범위를 기술한다. 이 시간 범위 밖에서는 메시가 유효하지 않다.

Virtual Array

가상 배열의 개념은 SDK 전반에서 사용된다. 3ds 맥스가 플러그인에 의해 저장된 아이템의 그룹에 접근할 필요가 있을 때, 가상 배열 메커니즘이 종종 사용된다. 개발자는 각 아이템에 대해서 정수 배열 인덱스 {0, 1, 2, ...}를 할당한다. 3ds 맥스가 아이템을 검색하거나 저장할 필요가 있을 때, 그것은 플러그인에 인덱스를 넘김으로써 그 작업을 수행할 것을 요청한다. 개발자는 그 인덱스를 사용해 적절한 값을 검색하거나 설정한다. 예를 들어 3ds 맥스는 이러한 방식으로 플러그인 참조에 접근한다.

World Space Modifier

이것은 이 도움말과 C++ 소스 코드에서 Space Wrap 과 같은 의미로 사용된다. 이것은 월드 공간에서 오브젝트를 수정하는 플러그인 유형이다.

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Posted by '김용환'
,

multithreaded로 컴파일되는 것을 multithreaded dll 로 바꾸어도 컴파일이나 링크 모두 잘됩니다.

 

multithreaded dll을 multithreaded 로 바꾸면 에러가 나는경우가 생기는데...

fatal error C1189: #error :  Please use the /MD switch for _AFXDLL builds

_AFXDLL 을 정의해놓고 세팅은 왜 이따위로 했는냐 이런 의미인거 같은데... 정확하게 원리가 어떻게 되는것인지

 

/MD, /MT의 컴파일 옵션의 차이점은 컴파일 시 .obj 파일에 어떤 c runtime library를 삽입 하느냐의 차이입니다.

 

/MD compile option (multithreaded dll)

    c runtime library(MSVCPRT.LIB)를 컴파일 하는 .cpp파일의 .obj 파일에 삽입하여,

    external symbols와 MSVCP71.dll을 통하여 동적 연결(dinamic link)할 수 있게 하고,

    MSVCPRT.LIB는 MSVCP71.dll을 사용할 수 있도록 구성됩니다.

 

/MT compile option (multithreaded)

    c runtime library(LIBCPMT.LIB)를 컴파일 하는 .cpp파일의 .obj 파일에 삽입하여,

    external symbols와 정적 연결(static link)를 하게 합니다.

 

MFC의 APP wizard를 통하여 Project를 생성 시,

MFC를 static library를 사용하게 만들 경우 /MT compile option이 붙고

shared dll 모드로 만들 경우 /MD compile option이 붙는걸 확인했습니다.

Posted by '김용환'
,

CString Management

c++ 2006. 1. 7. 06:08

 

CString Management

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CStrings are a useful data type. They greatly simplify a lot of operations in MFC, making it much more convenient to do string manipulation. However, there are some special techniques to using CStrings, particularly hard for people coming from a pure-C background to learn. This essay discusses some of these techniques.

Much of what you need to do is pretty straightforward. This is not a complete tutorial on CStrings, but captures the most common basic questions. 

String Concatenation

One of the very convenient features of CString is the ability to concatenate two strings. For example if we have

CString gray("Gray");
CString cat("Cat");
CString graycat = gray + cat;

is a lot nicer than having to do something like:

char gray[] = "Gray";
char cat[] = "Cat";
char * graycat = malloc(strlen(gray) + strlen(cat) + 1);
strcpy(graycat, gray);
strcat(graycat, cat);

Note that the above code is not "Unicode-aware", that is, it only works in compilations of ANSI applications.  The correct Unicode-aware representation would be

CString gray(_T("Gray"));
CString cat(_T("Cat"));
CString graycat = gray + cat;

Formatting (including integer-to-CString)

Rather than using sprintf or wsprintf, you can do formatting for a CString by using the Format method:

CString s;
s.Format(_T("The total is %d"), total);

The advantage here is that you don't have to worry about whether or not the buffer is large enough to hold the formatted data; this is handled for you by the formatting routines.

Use of formatting is the most common way of converting from non-string data types to a CString, for example, converting an integer to a CString:

CString s;
s.Format(_T("%d"), total);

I always use the _T( ) macro because I design my programs to be at least Unicode-aware, but that's a topic for some other essay. The purpose of _T( ) is to compile a string for an 8-bit-character application as:

#define _T(x) x // non-Unicode version

whereas for a Unicode application it is defined as

#define _T(x) L##x // Unicode version

so in Unicode the effect is as if I had written

s.Format(L"%d", total);

If you ever think you might ever possibly use Unicode, start coding in a Unicode-aware fashion. For example, never, ever use sizeof( ) to get the size of a character buffer, because it will be off by a factor of 2 in a Unicode application. We cover Unicode in some detail in Win32 Programming. When I need a size, I have a macro called DIM, which is defined in a file dim.h that I include everywhere:

#define DIM(x) ( sizeof((x)) / sizeof((x)[0]) )

This is not only useful for dealing with Unicode buffers whose size is fixed at compile time, but any compile-time defined table.

class Whatever { ... };
Whatever data[] = {
   { ... },
    ...
   { ... },
};

for(int i = 0; i < DIM(data); i++) // scan the table looking for a match 

Beware of those API calls that want genuine byte counts; using a character count will not work.

TCHAR data[20];
lstrcpyn(data, longstring, sizeof(data) - 1); // WRONG!
lstrcpyn(data, longstring, DIM(data) - 1); // RIGHT
WriteFile(f, data, DIM(data), &bytesWritten, NULL); // WRONG!
WriteFile(f, data, sizeof(data), &bytesWritten, NULL); // RIGHT

This is because lstrcpyn wants a character count, but WriteFile wants a byte count. Also note that this always writes out the entire contents of data. If you only want to write out the actual length of the data, you would think you might do

WriteFile(f, data, lstrlen(data), &bytesWritten, NULL); // WRONG

but that will not work in a Unicode application. Instead, you must do

WriteFile(f, data, lstrlen(data) * sizeof(TCHAR), &bytesWritten, NULL); // RIGHT

because WriteFile wants a byte count. (For those of you who might be tempted to say "but that means I'll always be multiplying by 1 for ordinary applications, and that is inefficient", you need to understand what compilers actually do. No real C or C++ compiler would actually compile a multiply instruction inline; the multiply-by-one is simply discarded by the compiler as being a silly thing to do. And if you think when you use Unicode that you'll have to pay the cost of multiplying by 2, remember that this is just a bit-shift left by 1 bit, which the compiler is also happy to do instead of the multiplication).

Using _T does not create a Unicode application. It creates a Unicode-aware application. When you compile in the default 8-bit mode, you get a "normal" 8-bit program; when you compile in Unicode mode, you get a Unicode (16-bit-character) application. Note that a CString in a Unicode application is a string that holds 16-bit characters.

Converting a CString to an integer

The simplest way to convert a CString to an integer value is to use one of the standard string-to-integer conversion routines.

While generally you will suspect that _atoi is a good choice, it is rarely the right choice. If you play to be Unicode-ready, you should call the function _ttoi, which compiles into _atoi in ANSI code and _wtoi in Unicode code. You can also consider using _tcstoul (for unsigned conversion to any radix, such as 2, 8, 10 or 16) or _tcstol (for signed conversion to any radix). For example, here are some examples:

CString hex = _T("FAB");
CString decimal = _T("4011");
ASSERT(_tcstoul(hex, 0, 16) == _ttoi(decimal));

Converting between char * and CString

This is the most common set of questions beginners have on the CString data type. Due largely to serious C++ magic, you can largely ignore many of the problems. Things just "work right". The problems come about when you don't understand the basic mechanisms and then don't understand why something that seems obvious doesn't work.

For example, having noticed the above example you might wonder why you can't write

CString graycat = "Gray" + "Cat";

or

CString graycat("Gray" + "Cat");

In fact the compiler will complain bitterly about these attempts. Why? Because the + operator is defined as an overloaded operator on various combinations of the CString and LPCTSTR data types, but not between two LPCTSTR data types, which are underlying data types. You can't overload C++ operators on base types like int and char, or char *. What will work is 

CString graycat = CString("Gray") + CString("Cat");

or even

CString graycat = CString("Gray") + "Cat";

If you study these, you will see that the + always applies to at least one CString and one LPCSTR.

Note that it is always better to write Unicode-aware code, e.g.,

CString graycat = CString(_T("Gray")) + _T("Cat");

and so on. This makes your code immediately portable.

char * to CString

So you have a char *, or a string. How do you create a CString. Here are some examples:

char * p = "This is a test"

or, in Unicode-aware applications

TCHAR * p = _T("This is a test")

or

LPTSTR p = _T("This is a test");

you can write any of the following:

CString s = "This is a test";     // 8-bit only
CString s = _T("This is a test"); // Unicode-aware
CString s("This is a test");      // 8-bit only
CString s(_T("This is a test"));  // Unicode-aware
CString s = p;
CString s(p);

Any of these readily convert the constant string or the pointer to a CString value. Note that the characters assigned are always copied into the CString so that you can do something like

TCHAR * p = _T("Gray");
CString s(p);
p = _T("Cat");
s += p;

and be sure that the resulting string is "GrayCat".

There are several other methods for CString constructors, but we will not consider most of these here; you can read about them on your own.

Actually, it is a bit subtler than I show. For example

CString s = "This is a test"; 

is sloppy programming, but actually will compile correctly for Unicode. What it does is invoke the MultiByteToWideChar operation of the CString constructor to convert, at run-time, the 8-bit character string to a 16-bit Unicode character string. However, this can still be useful if the char * pointer refers, for example, to 8-bit data that just came in over the network.

CString to char * I: Casting to LPCTSTR

This is a slightly harder transition to find out about, and there is lots of confusion about the "right" way to do it. There are quite a few right ways, and probably an equal number of wrong ways.

The first thing you have to understand about a CString is that it is a special C++ object which contains three values: a pointer to a buffer, a count of the valid characters in the buffer, and a buffer length. The count of the number of characters can be any size from 0 up to the maximum length of the buffer minus one (for the NUL byte). The character count and buffer length are cleverly hidden.

Unless you do some special things, you know nothing about the size of the buffer that is associated with the CString. Therefore, if you can get the address of the buffer, you cannot change its contents. You cannot shorten the contents, and you absolutely must not lengthen the contents. This leads to some at-first-glance odd workarounds.

The operator LPCTSTR (or more specifically, the operator const TCHAR *), is overloaded for CString. The definition of the operator is to return the address of the buffer. Thus, if you need a string pointer to the CString you can do something like

CString s("GrayCat");
LPCTSTR p =  s;

and it works correctly. This is because of the rules about how casting is done in C; when a cast is required, C++ rules allow the cast to be selected. For example, you could define (float) as a cast on a complex number (a pair of floats) and define it to return only the first float (called the "real part") of the complex number so you could say

Complex c(1.2f, 4.8f);
float realpart = c;

and expect to see, if the (float) operator is defined properly, that the value of realpart is now 1.2.

This works for you in all kinds of places. For example, any function that takes an LPCTSTR parameter will force this coercion, so that you can have a function (perhaps in a DLL you bought):

BOOL DoSomethingCool(LPCTSTR s);

and call it as follows

CString file("c:\\myfiles\\coolstuff")
BOOL result = DoSomethingCool(file);

This works correctly because the DoSomethingCool function has specified that it wants an LPCTSTR and therefore the LPCTSTR operator is applied to the argument, which in MFC means that the address of the string is returned.

But what if you want to format it?

CString graycat("GrayCat");
CString s;
s.Format("Mew! I love %s", graycat);

Note that because the value appears in the variable-argument list (the list designated by "..." in the specification of the function) that there is no implicit coercion operator. What are you going to get?

Well, surprise, you actually get the string

"Mew! I love GrayCat"

because the MFC implementers carefully designed the CString data type so that an expression of type CString evaluates to the pointer to the string, so in the absence of any casting, such as in a Format or sprintf, you will still get the correct behavior. The additional data that describes a CString actually lives in the addresses below the nominal CString address.

What you can't do is modify the string. For example, you might try to do something like replace the "." by a "," (don't do it this way, you should use the National Language Support features for decimal conversions if you care about internationalization, but this makes a simple example):

CString v("1.00");  // currency amount, 2 decimal places
LPCTSTR p = v;
p[lstrlen(p) - 3] = ',';

If you try to do this, the compiler will complain that you are assigning to a constant string. This is the correct message. It would also complain if you tried

strcat(p, "each");

because strcat wants an LPTSTR as its first argument and you gave it an LPCTSTR

Don't try to defeat these error messages. You will get yourself into trouble!

The reason is that the buffer has a count, which is inaccessible to you (it's in that hidden area that sits below the CString address), and if you change the string, you won't see the change reflected in the character count for the buffer. Furthermore, if the string happens to be just about as long as the buffer physical limit (more on this later), an attempt to extend the string will overwrite whatever is beyond the buffer, which is memory you have no right to write (right?) and you'll damage memory you don't own. Sure recipe for a dead application.

CString to char * II: Using GetBuffer

A special method is available for a CString if you need to modify it. This is the operation GetBuffer. What this does is return to you a pointer to the buffer which is considered writeable. If you are only going to change characters or shorten the string, you are now free to do so:

CString s(_T("File.ext"));
LPTSTR p = s.GetBuffer();
LPTSTR dot = strchr(p, '.'); // OK, should have used s.Find...
if(p != NULL)
    *p = _T('\0');
s.ReleaseBuffer();

This is the first and simplest use of GetBuffer. You don't supply an argument, so the default of 0 is used, which means "give me a pointer to the string; I promise to not extend the string". When you call ReleaseBuffer, the actual length of the string is recomputed and stored in the CString. Within the scope of a GetBuffer/ReleaseBuffer sequene, and I emphasize this: You Must Not, Ever, Use Any Method Of CString on the CString whose buffer you have! The reason for this is that the integrity of the CString object is not guaranteed until the ReleaseBuffer is called. Study the code below:

CString s(...);
LPTSTR p = s.GetBuffer();
//... lots of things happen via the pointer p
int n = s.GetLength(); // BAD!!!!! PROBABLY WILL GIVE WRONG ANSWER!!!
s.TrimRight();         // BAD!!!!! NO GUARANTEE IT WILL WORK!!!!
s.ReleaseBuffer();     // Things are now OK
int m = s.GetLength(); // This is guaranteed to be correct
s.TrimRight();         // Will work correctly

Suppose you want to actually extend the string. In this case you must know how large the string will get. This is just like declaring

char buffer[1024];

knowing that 1024 is more than enough space for anything you are going to do. The equivalent in the CString world is

LPTSTR p = s.GetBuffer(1024);

This call gives you not only a pointer to the buffer, but guarantees that the buffer will be (at least) 1024 characters in length. (Note I said "characters", not "bytes", because CString is Unicode-aware implicitly).

Also, note that if you have a pointer to a const string, the string value itself is stored in read-only memory; an attempt to store into it, even if you've done GetBuffer, you have a pointer to read-only memory, so an attempt to store into the string will fail with an access error. I haven't verified this for CString, but I've seen ordinary C programmers make this error frequently.

A common "bad idiom" left over from C programmers is to allocate a buffer of fixed size, do a sprintf into it, and assign it to a CString:

char buffer[256];
sprintf(buffer, "%......", args, ...); // ... means "lots of stuff here"
CString s = buffer;

while the better form is to do

CString s;
s.Format(_T("%...."), args, ...);

Note that this always works; if your string happens to end up longer than 256 bytes you don't clobber the stack!

Another common error is to be clever and realize that a fixed size won't work, so the programmer allocates bytes dynamically. This is even sillier:

int len = lstrlen(parm1) + 13 + lstrlen(parm2) + 10 + 100;
char * buffer = new char[len];
sprintf(buffer, "%s is equal to %s, valid data", parm1, parm2);
CString s = buffer;
....
delete [] buffer;

Where it can be easily written as

CString s;
s.Format(_T("%s is equal to %s, valid data"), parm1, parm2);

Note that the sprintf examples are not Unicode-ready (although you could use tsprintf and put _T() around the formatting string, but the basic idea is still that you are doing far more work than is necessary, and it is error-prone.

CString to char * III: Interfacing to a control

A very common operation is to pass a CString value in to a control, for example, a CTreeCtrl. While MFC provides a number of convenient overloads for the operation, but in the most general situation you use the "raw" form of the update, and therefore you need to store a pointer to a string in the TVITEM which is included within the TVINSERTITEMSTRUCT:

TVINSERTITEMSTRUCT tvi;
CString s;
// ... assign something to s
tvi.item.pszText = s; // Compiler yells at you here
// ... other stuff
HTREEITEM ti = c_MyTree.InsertItem(&tvi);

Now why did the compiler complain? It looks like a perfectly good assignment! But in fact if you look at the structure, you will see that the member is declared in the TVITEM structure as shown below:

LPTSTR pszText;
int cchTextMax;

Therefore, the assignment is not assigning to an LPCTSTR and the compiler has no idea how to cast the right hand side of the assignment to an LPTSTR.

OK, you say, I can deal with that, and you write

tvi.item.pszText = (LPCTSTR)s; // compiler still complains!

What the compiler is now complaining about is that you are attempting to assign an LPCTSTR to an LPTSTR, an operation which is forbidden by the rules of C and C++. You may not use this technique to accidentally alias a constant pointer to a non-constant alias so you can violate the assumptions of constancy. If you could, you could potentially confuse the optimizer, which trusts what you tell it when deciding how to optimize your program. For example, if you do

const int i = ...;
//... do lots of stuff
     ... = a[i];  // usage 1
// ... lots more stuff
     ... = a[i];  // usage 2

Then the compiler can trust that, because you said const, that the value of i at "usage1" and "usage2" is the same value, and it can even precompute the address of a[i] at usage1 and keep the value around for later use at usage2, rather than computing it each time. If you were able to write

const int i = ...;
int * p = &i;
//... do lots of stuff
     ... = a[i];  // usage 1
// ... lots more stuff
     (*p)++;      // mess over compiler's assumption
// ... and other stuff
     ... = a[i];  // usage 2

The the compiler would believe in the constancy of i, and consequently the constancy of the location of a[i], and the place where the indirection is done destroys that assumption. Thus, the program would exhibit one behavior when compiled in debug mode (no optimizations) and another behavior when compiled in release mode (full optimization). This Is Not Good. Therefore, the attempt to assign the pointer to i to a modifiable reference is diagnosed by the compiler as being bogus. This is why the (LPCTSTR) cast won't really help.

Why not just declare the member as an LPCTSTR? Because the structure is used both for reading and writing to the control. When you are writing to the control, the text pointer is actually treated as an LPCTSTR but when you are reading from the control you need a writeable string. The structure cannot distinguish its use for input from its use for output.

Therefore, you will often find in my code something that looks like

tvi.item.pszText = (LPTSTR)(LPCTSTR)s;

This casts the CString to an LPCTSTR, thus giving me that address of the string, which I then force to be an LPTSTR so I can assign it. Note that this is valid only if you are using the value as data to a Set or Insert style method! You cannot do this when you are trying to retrieve data!

You need a slightly different method when you are trying to retrieve data, such as the value stored in a control. For example, for a CTreeCtrl using the GetItem method. Here, I want to get the text of the item. I know that the text is no more than MY_LIMIT in size. Therefore, I can write something like

TVITEM tvi;
// ... assorted initialization of other fields of tvi
tvi.pszText = s.GetBuffer(MY_LIMIT);
tvi.cchTextMax = MY_LIMIT;
c_MyTree.GetItem(&tvi);
s.ReleaseBuffer();

Note that the code above works for any type of Set method also, but is not needed because for a Set-type method (including Insert) you are not writing the string. But when you are writing the CString you need to make sure the buffer is writeable. That's what the GetBuffer does. Again, note that once you have done the GetBuffer call, you must not do anything else to the CString until the ReleaseBuffer call.

CString to BSTR

When programming with ActiveX, you will sometimes need a value represented as a type BSTR. A BSTR is a counted string, a wide-character (Unicode) string on Intel platforms and can contain embedded NUL characters. 

You can convert at CString to a BSTR by calling the CString method AllocSysString:

CString s;
s = ... ; // whatever
BSTR b = s.AllocSysString();

 The pointer b points to a newly-allocated BSTR object which is a copy of the CString, including the terminal NUL character. This may now be passed to whatever interface you are calling that requires a BSTR. Normally, a BSTR is disposed of by the component receiving it. If you should need to dispose of a BSTR, you must use the call

::SysFreeString(b);

to free the string.

The story is that the decision of how to represent strings sent to ActiveX controls resulted in some serious turf wars within Microsoft. The Visual Basic people won, and the string type BSTR (acronym for "Basic String") was the result.

BSTR to CString

 Since a BSTR is a counted Unicode string, you can use standard conversions to make an 8-bit CString. Actually, this is built-in; there are special constructors for converting ANSI strings to Unicode and vice-versa. You can also get BSTRs as results in a VARIANT type, which is a type returned by various COM and Automation calls.

For example, if you do, in an ANSI application,

BSTR b;
b = ...; // whatever
CString s(b == NULL ? L"" : b)

works just fine for a single-string BSTR, because there is a special constructor that takes an LPCWSTR (which is what a BSTR is) and converts it to an ANSI string. The special test is required because a BSTR could be NULL, and the constructors Don't Play Well with NULL inputs (thanks to Brian Ross for pointing this out!). This also only works for a BSTR that contains only a single string terminated with a NUL; you have to do more work to convert strings that contain multiple NUL characters. Note that embedded NUL characters generally don't work well in CStrings and generally should be avoided.

Remember, according to the rules of C/C++, if you have an LPWSTR it will match a parameter type of LPCWSTR (it doesn't work the other way!).

In UNICODE mode, this is just the constructor

CString::CString(LPCTSTR);

As indicated above, in ANSI mode there is a special constructor for

CString::CString(LPCWSTR); 

this calls an internal function to convert the Unicode string to an ANSI string. (In Unicode mode there is a special constructor that takes an LPCSTR, a pointer to an 8-bit ANSI string, and widens it to a Unicode string!). Again, note the limitation imposed by the need to test for a BSTR value which is NULL.

There is an additional problem as pointed out above: BSTRs can contain embedded NUL characters; CString constructors can only handle single NUL characters in a string. This means that CStrings will compute the wrong length for a string which contains embedded NUL bytes. You need to handle this yourself. If you look at the constructors in strcore.cpp, you will see that they all do an lstrlen or equivalent to compute the length. 

Note that the conversion from Unicode to ANSI uses the ::WideCharToMultiByte conversion with specific arguments that you may not like. If you want a different conversion than the default, you have to write your own.

If you are compiling as UNICODE, then it is a simple assignment:

CString convert(BSTR b)
   {
    if(b == NULL)
        return CString(_T(""));
    CString s(b); // in UNICODE mode
    return s;
   }

If you are in ANSI mode, you need to convert the string in a more complex fashion. This will accomplish it. Note that this code uses the same argument values to ::WideCharToMultiByte that the implicit constructor for CString uses, so you would use this technique only if you wanted to change these parameters to do the conversion in some other fashion, for example, specifying a different default character, a different set of flags, etc.

CString convert(BSTR b)
   {
    CString s;
    if(b == NULL)
       return s; // empty for NULL BSTR
#ifdef UNICODE
    s = b;
#else
    LPSTR p = s.GetBuffer(SysStringLen(b) + 1); 
    ::WideCharToMultiByte(CP_ACP,            // ANSI Code Page
                          0,                 // no flags
                          b,                 // source widechar string
                          -1,                // assume NUL-terminated
                          p,                 // target buffer
                          SysStringLen(b)+1, // target buffer length
                          NULL,              // use system default char
                          NULL);             // don't care if default used
    s.ReleaseBuffer();
#endif
    return s;
   }

Note that I do not worry about what happens if the BSTR contains Unicode characters that do not map to the 8-bit character set, because I specify NULL as the last two parameters. This is the sort of thing you might want to change.

VARIANT to CString  

Actually, I've never done this; I don't work in COM/OLE/ActiveX where this is an issue. But I saw a posting by Robert Quirk on the microsoft.public.vc.mfc newsgroup on how to do this, and it seemed silly not to include it in this essay, so here it is, with a bit more explanation and elaboration. Any errors relative to what he wrote are my fault.

A VARIANT is a generic parameter/return type in COM programming. You can write methods that return a type VARIANT, and which type the function returns may (and often does) depend on the input parameters to your method (for example, in Automation, depending on which method you call, IDispatch::Invoke may return (via one of its parameters) a VARIANT which holds a BYTE, a WORD, an float, a double, a date, a BSTR, and about three dozen other types (see the specifications of the VARIANT structure in the MSDN). In the example below, it is assumed that the type is known to be a variant of type BSTR, which means that the value is found in the string referenced by bstrVal.  This takes advantage of the fact that there is a constructor which, in an ANSI application, will convert a value referenced by an LPCWCHAR to a CString (see BSTR-to-CString). In Unicode mode, this turns out to be the normal CString constructor. See the caveats about the default ::WideCharToMultibyte conversion and whether or not you find these acceptable (mostly, you will).

VARIANT vaData;

vaData = m_com.YourMethodHere();
ASSERT(vaData.vt == VT_BSTR);

CString strData(vaData.bstrVal);

Note that you could also make a more generic conversion routine that looked at the vt field. In this case, you might consider something like:

CString VariantToString(VARIANT * va)
   {
    CString s;
    switch(va->vt)
      { /* vt */
       case VT_BSTR:
          return CString(vaData->bstrVal);
       case VT_BSTR | VT_BYREF:
          return CString(*vaData->pbstrVal);
       case VT_I4:
          s.Format(_T("%d"), va->lVal);
          return s;
       case VT_I4 | VT_BYREF:
          s.Format(_T("%d"), *va->plVal);
       case VT_R8:
          s.Format(_T("%f"), va->dblVal);
          return s;
       ... remaining cases left as an Exercise For The Reader
       default:
          ASSERT(FALSE); // unknown VARIANT type (this ASSERT is optional)
          return CString("");
      } /* vt */
   }

Loading STRINGTABLE values

If you want to create a program that is easily ported to other languages, you must not include native-language strings in your source code. (For these examples, I'll use English, since that is my native language (aber Ich kann ein bischen Deutsch sprechen). So it is very bad practice to write

CString s = "There is an error";

Instead, you should put all your language-specific strings (except, perhaps, debug strings, which are never in a product deliverable). This means that is fine to write

s.Format(_T("%d - %s"), code, text);

in your program; that literal string is not language-sensitive. However, you must be very careful to not use strings like

// fmt is "Error in %s file %s"
// readorwrite is "reading" or "writing"
s.Format(fmt, readorwrite, filename); 

I speak of this from experience. In my first internationalized application I made this error, and in spite of the fact that I know German, and that German word order places the verb at the end of a sentence, I had done this. Our German distributor complained bitterly that he had to come up with truly weird error messages in German to get the format codes to do the right thing. It is much better (and what I do now) to have two strings, one for reading and one for writing, and load the appropriate one, making them string parameter-insensitive, that is, instead of loading the strings "reading" or "writing", load the whole format:

// fmt is "Error in reading file %s"
//          "Error in writing file %s"
s.Format(fmt, filename);

Note that if you have more than one substitution, you should make sure that if the word order of the substitutions does not matter, for example, subject-object, subject-verb, or verb-object, in English.

For now, I won't talk about FormatMessage, which actually is better than sprintf/Format, but is poorly integrated into the CString class. It solves this by naming the parameters by their position in the parameter list and allows you to rearrange them in the output string. 

So how do we accomplish all this? By storing the string values in the resource known as the STRINGTABLE in the resource segment. To do this, you must first create the string, using the Visual Studio resource editor. A string is given a string ID, typically starting IDS_. So you have a message, you create the string and call it IDS_READING_FILE and another called IDS_WRITING_FILE. They appear in your .rc file as

STRINGTABLE
    IDS_READING_FILE "Reading file %s"
    IDS_WRITING_FILE "Writing file %s"
END

Note: these resources are always stored as Unicode strings, no matter what your program is compiled as. They are even Unicode strings on Win9x platforms, which otherwise have no real grasp of Unicode (but they do for resources!). Then you go to where you had stored the strings 

// previous code
   CString fmt;
      if(...)
        fmt = "Reading file %s";
     else
       fmt = "Writing file %s";
  ...
    // much later
  CString s;
  s.Format(fmt, filename);

and instead do

// revised code
    CString fmt;
        if(...)
           fmt.LoadString(IDS_READING_FILE);
        else
           fmt.LoadString(DS_WRITING_FILE);
    ...
      // much later
    CString s;
    s.Format(fmt, filename);

Now your code can be moved to any language. The LoadString method takes a string ID and retrieves the STRINGTABLE  value it represents, and assigns that value to the CString

There is a clever feature of the CString constructor that simplifies the use of STRINGTABLE entries. It is not explicitly documented in the CString::CString specification, but is obscurely shown in the example usage of the constructor! (Why this couldn't be part of the formal documentation and has to be shown in an example escapes me!). The feature is that if you cast a STRINGTABLE ID to an LPCTSTR it will implicitly do a LoadString. Thus the following two examples of creating a string value produce the same effect, and the ASSERT will not trigger in debug mode compilations:

CString s;
s.LoadString(IDS_WHATEVER);
CString t( (LPCTSTR)IDS_WHATEVER);
ASSERT(s == t);

Now, you may say, how can this possibly work? How can it tell a valid pointer from a STRINGTABLE ID? Simple: all string IDs are in the range 1..65535. This means that the high-order bits of the pointer will be 0. Sounds good, but what if I have valid data in a low address? Well, the answer is, you can't. The lower 64K of your address space will never, ever, exist. Any attempt to access a value in the address range 0x00000000 through 0x0000FFFF (0..65535) will always and forever give an access fault. These addresses are never, ever valid addresses. Thus a value in that range (other than 0) must necessarily represent a STRINGTABLE ID.

I tend to use the MAKEINTRESOURCE macro to do the casting. I think it makes the code clearer regarding what is going on. It is a standard macro which doesn't have much applicability otherwise in MFC. You may have noted that many methods take either a UINT or an LPCTSTR as parameters, using C++ overloading. This gets us around the ugliness of pure C where the "overloaded" methods (which aren't really overloaded in C) required explicit casts. This is also useful in assigning resource names to various other structures.

CString s;
s.LoadString(IDS_WHATEVER);
CString t( MAKEINTRESOURCE(IDS_WHATEVER));
ASSERT(s == t);

Just to give you an idea: I practice what I preach here. You will rarely if ever find a literal string in my program, other than the occasional debug output messages, and, of course, any language-independent string.

CStrings and temporary objects  

Here's a little problem that came up on the microsoft.public.vc.mfc newsgroup a while ago. I'll simplify it a bit. The basic problem was the programmer wanted to write a string to the Registry. So he wrote:

I am trying to set a registry value using RegSetValueEx() and it is the value that I am having trouble with. If I declare a variable of char[] it works fine. However, I am trying to convert from a CString and I get garbage. "ÝÝÝÝ...ÝÝÝÝÝÝ" to be exact. I have tried GetBuffer, typecasting to char*, LPCSTR. The return of GetBuffer (from debug) is the correct string but when I assign it to a char* (or LPCSTR) it is garbage. Following is a piece of my code:

char* szName = GetName().GetBuffer(20);
RegSetValueEx(hKey, "Name", 0, REG_SZ, 
                    (CONST BYTE *) szName,
                    strlen (szName + 1));


The Name string is less then 20 chars long, so I don't think the GetBuffer parameter is to blame.

It is very frustrating and any help is appreciated.

Dear Frustrated,

You have been done in by a fairly subtle error, caused by trying to be a bit too clever. What happened was that you fell victim to knowing too much. The correct code is shown below:

CString Name = GetName();
RegSetValueEx(hKey, _T("Name"), 0, REG_SZ, 
                    (CONST BYTE *) (LPCTSTR)Name,
                    (Name.GetLength() + 1) * sizeof(TCHAR));

Here's why my code works and yours didn't. When your function GetName returned a CString, it returned a "temporary object". See the C++ Reference manual §12.2. 

In some circumstances it may be necessary or convenient for the compiler to generate a temporary object. Such introduction of temporaries is implementation dependent. When a compiler introduces a temporary object of a class that has a constructor it must ensure that a construct is called for the temporary object. Similarly, the destructor must be called for a temporary object of a class where a destructor is declared. 

The compiler must ensure that a temporary object is destroyed. The exact point of destruction is implementation dependent....This destruction must take place before exit from the scope in which the temporary is created.

Most compilers implement the implicit destructor for a temporary at the next program sequencing point following its creation, that is, for all practical purposes, the next semicolon. Hence the CString existed when the GetBuffer call was made, but was destroyed following the semicolon. (As an aside, there was no reason to provide an argument to GetBuffer, and the code as written is incorrect since there is no ReleaseBuffer performed). So what GetBuffer returned was a pointer to storage for the text of the CString. When the destructor was called at the semicolon, the basic CString object was freed, along with the storage that had been allocated to it. The MFC debug storage allocator then rewrites this freed storage with 0xDD, which is the symbol "Ý". By the time you do the write to the Registry, the string contents have been destroyed.

There is no particular reason to need to cast the result to a char * immediately. Storing it as a CString means that a copy of the result is made, so after the temporary CString is destroyed, the string still exists in the variable's CString. The casting at the time of the Registry call is sufficient to get the value of a string which already exists.

In addition, my code is Unicode-ready. The Registry call wants a byte count. Note also that the call lstrlen(Name+1) returns a value that is too small by 2 for an ANSI string, since it doesn't start until the second character of the string. What you meant to write was lstrlen(Name) + 1 (OK, I admit it, I've made the same error!). However, in Unicode, where all characters are two bytes long, we need to cope with this. The Microsoft documentation is surprisingly silent on this point: is the value given for REG_SZ values a byte count or a character count? I'm assuming that their specification of "byte count" means exactly that, and you have to compensate.

CString Efficiency

One problem of CString is that it hides certain inefficiencies from you. On the other hand, it also means that it can implement certain efficiencies. You may be tempted to say of the following code

CString s = SomeCString1;
s += SomeCString2;
s += SomeCString3;
s += ",";
s += SomeCString4;

that it is horribly inefficient compared to, say

char s[1024];
lstrcpy(s, SomeString1);
lstrcat(s, SomeString2);
lstrcat(s, SomeString 3);
lstrcat(s, ",");
lstrcat(s, SomeString4);

After all, you might think, first it allocates a buffer to hold SomeCString1, then copies SomeCString1 to it, then detects it is doing a concatenate, allocates a new buffer large enough to hold the current string plus SomeCString2, copies the contents to the buffer and concatenates the SomeCString2 to it, then discards the first buffer and replaces the pointer with a pointer to the new buffer, then repeats this for each of the strings, being horribly inefficient with all those copies.

The truth is, it probably never copies the source strings (the left side of the +=) for most cases.

In VC++ 6.0, in Release mode, all CString buffers are allocated in predefined quanta. These are defined as 64, 128, 256, and 512 bytes. This means that unless the strings are very long, the creation of the concatenated string is an optimized version of a strcat operation (since it knows the location of the end of the string it doesn't have to search for it, as strcat would; it just does a memcpy to the correct place) plus a recomputation of the length of the string. So it is about as efficient as the clumsier pure-C code, and one whole lot easier to write. And maintain. And understand. 

Those of you who aren't sure this is what is really happening, look in the source code for CString, strcore.cpp, in the mfc\src subdirectory of your vc98 installation. Look for the method ConcatInPlace which is called from all the += operators.

Aha! So CString isn't really "efficient!" For example, if I create

CString cat("Mew!");

then I don't get a nice, tidy little buffer 5 bytes long (4 data bytes plus the terminal NUL). Instead the system wastes all that space by giving me 64 bytes and wasting 59 of them.

If this is how you think, be prepared to reeducate yourself. Somewhere in your career somebody taught you that you always had to use as little space as possible, and this was a Good Thing.

This is incorrect. It ignores some seriously important aspects of reality. 

If you are used to programming embedded applications with 16K EPROMs, you have a particular mindset for doing such allocation. For that application domain, this is healthy. But for writing Windows applications on 500MHz, 256MB machines, it actually works against you, and creates programs that perform far worse than what you would think of as "less efficient" code.

For example, size of strings is thought to be a first-order effect. It is Good to make this small, and Bad to make it large. Nonsense. The effect of precise allocation is that after a few hours of the program running, the heap is cluttered up with little tiny pieces of storage which are useless for anything, but they increase the storage footprint of your application, increase paging traffic, can actually slow down the storage allocator to unacceptable performance levels, and eventually allow your application to grow to consume all of available memory. Storage fragmentation, a second-order or third-order effect, actually dominates system performance. Eventually, it compromises reliability, which is completely unacceptable.

Note that in Debug mode compilations, the allocation is always exact. This helps shake out bugs.

Assume your application is going to run for months at a time. For example, I bring up VC++, Word, PowerPoint, FrontPage, Outlook Express, Forté Agent, Internet Explorer, and a few other applications, and essentially never close them. I've edited using PowerPoint for days on end (on the other hand, if you've had the misfortune to have to use something like Adobe FrameMaker, you begin to appreciate reliability; I've rarely been able to use this application without it  crashing four to six times a day! And always because it has run out of space, usually by filling up my entire massive swap space!) Precise allocation is one of the misfeatures that will compromise reliability and lead to application crashes.

By making CStrings be multiples of some quantum, the memory allocator will end up cluttered with chunks of memory which are almost always immediately reusable for another CString, so the fragmentation is minimized, allocator performance is enhanced, application footprint remains almost as small as possible, and you can run for weeks or months without problem.

Aside: Many years ago, at CMU, we were writing an interactive system. Some studies of the storage allocator showed that it had a tendency to fragment memory badly. Jim Mitchell, now at Sun Microsystems, created a storage allocator that maintained running statistics about allocation size, such as the mean and standard deviation of all allocations. If a chunk of storage would be split into a size that was smaller than the mean minus one s than the prevailing allocation, he didn't split it at all, thus avoiding cluttering up the allocator with pieces too small to be usable. He actually used floating point inside an allocator! His observation was that the long-term saving in instructions by not having to ignore unusable small storage chunks far and away exceeded the additional cost of doing a few floating point operations on an allocation operation. He was right.

Never, ever think about "optimization" in terms of small-and-fast analyzed on a per-line-of-code basis. Optimization should mean small-and-fast analyzed at the complete application level (if you like New Age buzzwords, think of this as the holistic approach to program optimization, a whole lot better than the per-line basis we teach new programmers). At the complete application level, minimum-chunk string allocation is about the worst method you could possibly use.

If you think optimization is something you do at the code-line level, think again. Optimization at this level rarely matters. Read my essay on Optimization: Your Worst Enemy for some thought-provoking ideas on this topic.

Note that the += operator is special-cased; if you were to write:

CString s = SomeCString1 + SomeCString2 + SomeCString3 + "," + SomeCString4;

then each application of the + operator causes a new string to be created and a copy to be done (although it is an optimized version, since the length of the string is known and the inefficiencies of strcat do not come into play).

Unicode and CStrings

There are two different issues in dealing with Unicode and CStrings.  In VS6, the CString takes on the data type of the TCHAR type; that is, in an "ANSI" application a CString holds only 8-bit characters and in a Unicode app a CString holds only Unicode (16-bit) characters.  If you have to "mix and match" you are out of luck. In some cases, this forces you to compile as a Unicode app, use Unicode everywhere, and "down-convert" the Unicode characters to 8-bit characters before sending them out, and "up-convert" incoming character streams to Unicode.

This isn't always a Bad Thing; for example, if the incoming characters were in UTF-7 or UTF-8 encoding, then Unicode is actually the "natural" representation of those characters, and only the transport layer is concerned about the transmittal as 8-bit characters.

In VS.NET, however, we have more degrees of flexibility. In addition to the CString data type, which follows the same rules as VS6, there are two new data types, CStringA and CStringW. A CStringA string always holds 8-bit characters independent of the compilation mode of the program, and a CStringW always holds Unicode characters, independent of the compilation mode of the program.

One of the questions that arises often is "How do I..." and followed by a question of how to handle 8-bit characters in a Unicode app or Unicode characters in an 8-bit app.

In VS6, this is not easy.  You will have to explicitly convert the strings to the form of your app.  I have found vastly fewer problems if I build the apps as Unicode apps and up-convert any 8-bit strings on input and down-convert if 8-bit output is required.  This allows me to keep everything internally in a single, uniform representation.  If you have coded your app "Unicode-aware" from the start, you can simply set the UNICODE/_UNICODE options and your app will come out Unicode-ready; then all you do is modify the 8-bit input and output locations to do the conversion. But if you require the app remain 8-bit, then the "not easy" part comes into play.  I have found that instead of using TCHAR * arrays which are explicitly allocated and freed, I prefer to use CArray, e.g., typedef CArray<WCHAR, WCHAR> CWCharArray, which gives me the advantages of CString in terms of allocation and deallocation but is still, frankly, a real pain to use the rest of the time if you need string operations; you will end up using the wcs... operations far too often.  But doing this I find fewer storage leaks occur, because the CArray is properly destroyed when its containing object is destroyed.

If you are forced to do wcsspy or wcscat, you should rethink what you are doing to use the strsafe.h library and use StringCchCopy or StringCchCat.  These are macros, like CreateFile, so the underlying functions have names like StringCchCopyA and StringCchCopyW which you can call explicitly.  You need a recent release of the Platform SDK to get these functions and their libraries.

You should also look into the ATL macros for character conversions.  In some cases, where the default codepage is all that is needed, these will suffice.  However, it seems more common, at least in the code I write, to need explicit UTF-8 conversions.

In VS.NET, it is easier; what the table below is going to show is some ways of doing conversions between input/output representations and internal representations.  I am going to write the table in terms of CStringA and CStringW.  For VS6, this will require knowing which mode you have compiled in, and select an alternate representation for the "other" format.  For example, if you are compiling an ANSI app, then CString represents 8-bit strings, and CWCharArray (see the earlier paragraph in this section) represents 16-bit strings.  If you are compiling Unicode app, then CString represents 16-bit strings and CByteArray represents 8-bit strings.  This is one reason that I don't try to build apps in VS6 that handle both 8-bit and 16-bit representations but could be compiled in either mode.  I just make them Unicode apps from the start, and that way I only have one conversion issue to deal with, and strings are easier to use.

Converting To ê Converting From è 8-bit ACP byte stream 8-bit non-ACP byte stream
CStringA
LPCSTR acp = ...;
CStringA s = acp;

or

LPCSTR acp;
CStringA s(acp);
LPCSTR acp = ...;
CStringA s = acp;

or

LPCSTR acp;
CStringA s(acp);
CStringW
LPCSTR acp = ...;
or
CStringA acp = ...;

then

int n = ::MultiByteToWideChar(CP_ACP, 0, acp, -1, NULL, 0);
CStringW s;
LPWSTR p = s.GetBuffer(n);
::MultiByteToWideChar(CP_ACP, 0, acp, -1, p, n);
s.ReleaseBuffer();
LPCSTR acp = ...;

or

CStringA acp = ...;

then

int n = ::MultiByteToWideChar(CP_OF_YOUR_CHOICE, 0, acp, -1, NULL, 0);
CString W s;
LPWSTR p = s.GetBuffer(n);
::MultiByteToWideChar(CP_ACP, 0, acp, -1, p, n);
s.ReleaseBuffer();
CString (VS6, ANSI mode)
LPCSTR acp = ...;
CString s = acp;

or

LPCSTR acp = ...;
CString s(acp);
LPCSTR acp = ...;
CString s = acp;

or

LPCSTR acp = ...;
CString s(acp);
CString (VS6, Unicode mode)
LPCSTR acp = ...;
int n = ::MultiByteToWideChar(CP_ACP, 0, acp, -1, NULL, 0);
CString s;
LPWSTR p = s.GetBuffer(n);
::MultiByteToWideChar(CP_ACP, 0, acp, -1, p, n);
s.ReleaseBuffer();
or
CArray<char, char> acp;
// e.g. 
// acp.SetSize(n);
// ReadFile(h, acp.GetBuffer(), n, NULL);

then

CString s(acp.GetData());

or

CString s;
int n = ::MultiByteToWideChar(CP_ACP, 0, acp.GetBuffer(), -1, NULL, 0);
LPWSTR p = s.GetBuffer(n);
::MultiByteToWideChar(CP_ACP, 0, acp.GetData(), -1, p, n);
s.ReleaseBuffer();
LPCSTR acp = ...;
int n = ::MultiByteToWideChar(CP_OF_YOUR_CHOICE, 0, acp, -1, NULL, 0);
CString W s;
LPWSTR p = s.GetBuffer(n);
::MultiByteToWideChar(CP_ACP, 0, acp, -1, p, n);
s.ReleaseBuffer();

or

CArray<char, char> acp;
// e.g. 
// acp.SetSize(n);
// ReadFile(h, acp.GetBuffer(), n, NULL);

then

CString s(acp.GetData());

or

CString s;
int n = ::MultiByteToWideChar(CP_ACP, 0, acp.GetData(), -1, NULL, 0);
LPWSTR p = s.GetBuffer(n);
::MultiByteToWideChar(CP_ACP, 0, acp.GetData(), -1, p, n);
s.ReleaseBuffer();

 

Converting To ê Converting From è Unicode character stream
CStringA (CP_ACP)
CStringW stream = ...;
CStringA s(stream);

or

LPCWSTR stream = ...;
CStringA s(stream);

or

LPCWSTR stream = ...;
int n = ::WideCharToMultiByte(CP_ACP, 0, stream, -1, NULL, 0, NULL, NULL);
CStringA s;
LPSTR p = s.GetBuffer(n);
::WideCharToMultiByte(CP_ACP, 0, stream, -1, p, n, NULL, NULL);
s.ReleaseBuffer();

or

CStringW stream = ...;
int n = ::WideCharToMultiByte(CP_ACP, 0, stream, -1, NULL, 0, NULL, NULL);
CStringA s;
LPSTR p = s.GetBuffer(n);
::WideCharToMultiByte(CP_ACP, 0, stream, -1, p, n, NULL, NULL);
s.ReleaseBuffer();
CStringA (non-CP_ACP)
LPCWSTR stream = ...;
int n = ::WideCharToMultiByte(CP_OF_YOUR_CHOICE, 0, stream, -1, NULL, 0, NULL, NULL);
CStringA s;
LPSTR p = s.GetBuffer(n);
::WideCharToMultiByte(CP_OF_YOUR_CHOICE, 0, stream, -1, p, n, NULL, NULL);
s.ReleaseBuffer();

or

CStringW stream = ...;
int n = ::WideCharToMultiByte(CP_OF_YOUR_CHOICE, 0, stream, -1, NULL, 0, NULL, NULL);
CStringA s;
LPSTR p = s.GetBuffer(n);
::WideCharToMultiByte(CP_OF_YOUR_CHOICE, 0, stream, -1, p, n, NULL, NULL);
s.ReleaseBuffer();

 

CStringW
LPCWSTR stream = ...;
CStringW s(stream)

or

LPCWSTR stream = ...;
CStringW s = stream;
CString (VS6, ANSI mode)
LPCWSTR stream = ...;
int n = ::WideCharToMultiByte(CP_ACP, 0, stream, -1, NULL, 0, NULL, NULL);
CStringA s;
LPSTR p = s.GetBuffer(n);
::WideCharToMultiByte(CP_ACP, 0, stream, -1, p, n, NULL, NULL);
s.ReleaseBuffer();

or

CArray<WCHAR, WCHAR> stream;
// e.g.,
// stream.SetSize(n);
// ReadFile(h, stream.GetData(), n * sizeof(WCHAR), NULL);
int n = ::WideCharToMultiByte(CP_ACP, 0, stream.GetData(), -1, NULL, 0, NULL, NULL);
CString s;
LPSTR p = s.GetBuffer(n);
::WideCharToMultiByte(CP_ACP, 0, stream.GetData(), -1, p, n, NULL, NULL);
s.ReleaseBuffer();
CString (VS6, Unicode mode)
LPCWSTR stream = ...;
CString s(stream);

or

LPCWSTR stream = ...;
CString s;
s = stream;

or

CString stream;
// e.g.
// ReadFile(h, stream.GetBuffer(n), n * sizeof(WCHAR), NULL);
// stream.ReleaseBuffer();

 

Converting To ê Converting From è CStringA CStringW
8-bit characters ACP
CStringA s = ...;
LPCSTR p = (LPCSTR)s;
CStringW stream;
CStringA s(stream);

or

CStringW stream;
CStringA s;
int n = ::WideCharToMultiByte(CP_ACP, 0, stream, -1, NULL, 0, NULL, NULL);
CStringA s;
LPCSTR p = s.GetBuffer();
::WideCharToMultiByte(CP_ACP, 0, stream, -1, p, n, NULL, NULL);
s.ReleaseBuffer();
8-bit characters non-ACP
CStringA s = ...;
LPCSTR p = (LPCSTR)s;
CStringW stream;
CStringA s;
int n = ::WideCharToMultiByte(CP_OF_YOUR_CHOICE, 0, stream, -1, NULL, 0, NULL, NULL);
CStringA s;
LPCSTR p = s.GetBuffer();
::WideCharToMultiByte(CP_OF_YOUR_CHOICE, 0, stream, -1, p, n, NULL, NULL);
s.ReleaseBuffer();
Unicode Characters
CStringA s = ...;
CStringW stream(s);

or

CStringA s = ...;
int n = MultiByteToWideChar(CP_ACP, 0, (LPCSTR)s, -1, NULL, 0);
CArray<WCHAR, WCHAR> stream;
stream.SetSize(n);
MultiByteToWideChar(CP_ACP, 0, (LPCTSTR)s, -1, stream.GetData(), 0);
CStringW stream;
...(LPCWSTR)stream...;

UTF-7 and UTF-8 in CStrings

In the above examples, the CP_OF_YOUR_CHOICE could be reasonable CP_UTF7 or CP_UTF8. In this case, life gets more than a little strange.  You are now working in the domain of Multi-byte Character Sets (MBCS).  The significance here is that you no longer have a 1:1 mapping between characters in the string and characters of the character set.  In MBCS, it might take two, three, or four characters to represent a single glyph.  You cannot predict in advance how many characters are used. 

In UTF-8, the most common representation used for Unicode-as-8-bit-sequences, the high-order bit is set on the first and subsequent characters of a multicharacter sequence. You cannot iterate across a string picking up "characters" because you might get the interior representation of a character sequence. Instead, you must iterate using the MBCS support.

Character value UTF-16 UTF-8 Byte 1 UTF-8 Byte 2 UTF-8 Byte 3 UTF-8 Byte 4
000000000x6x5x4x3x2x1x0 000000000x6x5x4x3x2x1x0 0x6x5x4x3x2x1x0      
00000y4y3y2y1y0x5x4x3x2x1x0 00000y4y3y2y1y0x5x4x3x2x1x0 110y4y3y2y1y0 10x5x4x3x2x1x0    
z3z2z1z0y5y4y3y2y1y0x5x4x3x2x1x0 z3z2z1z0y5y4y3y2y1y0x5x4x3x2x1x0 1110z3z2z1z0 10y5y4y3y2y1y0 10x5x4x3x2x1x0  
u4u3u2u1u0z3z2z1z0y5y4y3y2y1y0x5x4x3x2x1x0 110110w3w2w1w0z3z2z1z0y5y4 +
110111
y3y2y1y0x5x4x3x2x1x0
11110u4u3u2* 10u1u0z3z2z1z0 10y5y4y3y2y1y0 10x5x4x3x2x1x0
  *Note that u4u3u2u1u0 == w3w2w1w0 + 1.  Consult The Unicode Standard, Section 3.7, "Surrogates"

If you are simply assigning strings and manipulating them as entire entities, then UTF-8 and other MBCS encodings pose no problem.  However, these strings cannot be examined a character-at-a-time without using the special MBCS functions to "advance to next character", and they cannot be passed as arguments to kernel functions that expect LPC[T]STR values; instead you will have to convert them to Unicode and use that string as the argument.  Otherwise, filenames and other things that use string names will end up with erroneous representations. At the moment, I have declared that MBCS is outside the scope of this essay.

The ATL String Support Macros

There are two forms of ATL String support; those conversions supported by VS6, and those supported by VS.NET.  To get these, you must include the ATL support header in your compilation, most commonly in stdafx.h:

#include <afxpriv.h>

The functions are summarized as currenttype2newtype.  Thus A2W converts an ANSI string to a Unicode string; T2A converts whatever the current string type is to ANSI. These all allocate a new buffer for the string, which is why I did not use them in the section about Unicode-ANSI conversions.  Nonetheless, they are often easiest to use if performance is not a critical issue.  Note that conversions down to ANSI will use the current codepage selected for the running thread to do the conversion.

This table is not intended to be comprehensive; it s just the most commonly-used conversions.  Consult the MSDN for the complete set of rules. As usual, T is interpreted as A in ANSI applications and W in Unicode applications. The qualifier C indicates a const result.

A2T A2W A2CT A2CW
W2A W2T W2CA W2CT
T2A T2W T2CA T2CW

In VS6, the USES_CONVERSION macro must be called in any function that uses these to avoid compiler warnings.  This is not needed in VS.NET.  Consult also Microsoft's Technical Note TN059: Using MFC MBCS/Unicode Conversion Macros.

For example, in VS6, to convert a CString to an LPCWSTR, you could do

USES_CONVERSION
CString s = ...;
LPCWSTR p = T2W(s);
SomeAPIThatWantsW(p, ...);

The string that is created will be freed up when the function exits

Summary

These are just some of the techniques for using CString. I use these every day in my programming. CString is not a terribly difficult class to deal with, but generally the MFC materials do not make all of this apparent, leaving you to figure it out on your own.

 

http://www.flounder.com/cstring.htm#char%20*%20to%20CString

 

Posted by '김용환'
,

vc++ 팁

c++ 2005. 11. 8. 19:43

Visual C++ 팁

1. dll 파일을 만들기 위해서 다음과 같은 Project를 써야 한다.
- New Project - MFC AppWizard(dll) (mfc를 쓰고 있는 상황이라면)
- New Project - Dynamic-Link Library
- New Project - Static Libarary

2. MFC AppWizard(dll)을 선택, static? shared libary 선택
- Project-Setting-General
  Microsoft Foundation Classes : Use MFC in a Static Library 또는 Use MFC in a Shared Library 선택
  (static버젼을 선택하면, dll에 모든 모듈을 static하게 모은다. shared를 선택하면, 윈도우의 시스템 lib을 이용한다.)

3. Output Dir 선택
- Project-Setting-General-Output directories

4. 다른 프로세스를 이용하여 실행시키기
- Project-Setting-Debug
  Category를 General로 선택,
    Executable fo debug session에  C:\Program Files\Java\jre1.5.0_05\bin\java.exe
    Working directory에 debug
    Program argument에 -classpath dew.jar com.alticast.dmb.dew.factum.FactumRequestor

5. Unicode language 설치
- CD에서 setup.exe 선택
  Visual C++ 6.0 선택 - VC++ MFC and Template Libraries - MS Foundation Class Libraries - Static Libraries for Unicode, Shared Libraries for Unicode 선택

6. c++ 코드와 c 소스 컴파일할때 문제 해결.
- Project-Setting-C/C++
  Category를 Precompiled Headers에서 Not using precompiled headers

7. 이 프로젝트에서 어떤 모듈이 필요한지 알고 싶을때
- Project-Setting-C/C++
  Category를 General 선택, Preprocesser definitions 을 WIN32,_DEBUG,_WINDOWS,_MBCS,_USRDLL,_UNICODE,_WINDLL확인
  => unicode lib이 필요하구나..

8. link시 output 파일을 지정하고 싶을 때.
- Project-Setting-Link
  Category를 General로, Output file Name을 Debug/dls.dll로 선택

9. Include, library, executable 파일을 들어 있는 디렉토리 선택
  Tool - option - Directories 에서 추가

Posted by '김용환'
,

http://www.grasp.upenn.edu/~mcken/grasplab/hints/msvc.html

 

Microsoft Visual Studio and C++

Documentation

To build programs from a command shell

You can use the Visual C++ compiler cl.exe directly from a command shell, much as you would use a Unix compiler. First, set the shell's environment variables INCLUDE, LIB, and PATH to record the following directories:

Variable Path(s)
INCLUDE d:/pkg/VisualStudio/VC98/include
LIB d:/pkg/VisualStudio/VC98/lib
PATH d:/pkg/VisualStudio/VC98/bin
d:/pkg/VisualStudio/Common/MSDev98/bin

For a t-shell, add these to your Windows startup file .tcshrc-windows. For a bash shell, it seems you must set INCLUDE and LIB before starting bash. You can simply assign them via the Control Panel.

Use your favorite text editor, such as Emacs, to edit your source files. You'll probably want to add the GNU/Cygwin utilities to your path, too.

To see a list of options for cl.exe, open the Microsoft Visual C++ 6.0 IDE, select Help -> Index from the menubar, and type "CL options" for the keyword to find.

To build programs using a C/C++ API

The Lab provides several C/C++ APIs, including MIL, ImageMagick, Intel libraries, OpenGL/GLUT, and VTk. To build and run programs using an API, you usually need to specify the location of header and library files for the compiler and the system run-time linker. Here's the general procedure for a fictitious API, called "api." For clarity, let's suppose it is installed under p:/api and that our application requires its header file p:/api/api.h, LIB file p:/api/api.lib, and DLL file p:/api/api.dll. The big picture:

  1. Put the following line in each source file that uses the API: #include <api.h>
  2. Tell the compiler to look for the header file api.h in directory p:/api.
  3. Tell the linker to search p:/api/api.lib when resolving symbols.
  4. Add p:/api to your shell's PATH variable so the run-time system can find api.dll.

Here's an example for building program main.exe from main.c via the command line. The C source file calls functions from the API, which it declares by including api.h. To compile main.c into main.obj without linking:

   -> cl -c main.c -Ip:/api
The include directive in the source file tells the compiler to look for and use the header file aph.h of the API. The switch "-Ip:/api," in turn, tells the compiler to look in directory p:/api when searching for header files. Thus the compiler finds and includes p:/api/api.h.

Next, to build main.exe from main.obj:

   -> cl -Femain.exe main.obj p:/api/api.lib
This tells the linker to look in library file p:/api/api.lib when resolving symbols, like functions, not defined in main.obj. Thus the linker finds the functions provided by the API. (For static libraries, the linker finds and incorporates the object code into the executable. For dynamic libraries, the linker incorporates stub object code that loads the actual library object code at run time.) You can also specify the search path and the library separately, like so:
   -> cl -Femain.exe main.obj -LIBPATH:p:/api api.lib
The switch "-LIBPATH:p:/api" tells the compiler to look in directory p:/api when searching for libraries specified on the command line. Thus it finds and searches p:/api/api.lib. This approach is convenient when linking against multiple libraries from the same API.

Of course, you can combine these two steps into one:

   -> cl -Femain.exe main.c -Ip:/api p:/api/api.lib

If you prefer, you can add p:/api to your shell's INCLUDE variable and omit "-Ip:/api" above. Similarly, you can add p:/api to your shell's LIB variable and omit the path "p:/api" from "p:/api/api.lib" or omit "-LIBPATH:p:/api." Under a t-shell, for example:

   -> setenv INCLUDE "${INCLUDE};p:/api"
   -> setenv LIB "${LIB};p:/api"
   -> cl -Femain.exe main.c api.lib

When builing programs from within Visual Studio, you specify the header and library information under "Project -> Settings." For compiling, click the C/C++ tab, select Preprocessor from the Category box, and enter p:/api in the "Additional include directories" box. For linking, click the Link tab and enter p:/api/api.lib in the "Object/library modules" box. Alternatively, you can enter only api.lib in the this box, choose Input from the Category box, and list p:/api in the "Additional library path" box.

Finally, you need to adjust your shell's PATH variable if the API uses a DLL. If you run from a t-shell, for example, adjust your path like this.

   -> setenv PATH "${PATH};p:/api"
Or, add this path in the startup files. If you run your program from Visual Studio, use the System applet in the Control Panel as you would to set your HOME variable. Adjust your path before opening Visual Studio.

Generally, an API puts its header and library files in separate subdirectories include and lib of its main directory. The aggregate build command would look something like this:

   -> cl -Femain.exe main.c -Ip:/api/include -LIBPATH:/p:/api/lib api.lib
See the API's hints for details on what paths to list.

Trouble saving files

If Visual Studio reports that it cannot save files to the h: drive, make sure that you have sufficient quota. If it cannot save to a network drive mapped to a project directory, make sure that directory's disk has sufficient free space. If it cannot save to a local disk drive, make sure that disk has sufficient free space. In all cases, you must have suitable write access to the file or its directory, of course.

Use the i: drive in Visual Studio IDE (obsolete)

[The Lab's h: drive is no longer sensitive to case, so the \\grasp\homeci share and the i: drive are no longer necessray or supported. These notes are retained for the record.

When using the Visual Studio IDE (integrated development environment), specify the i: drive instead of the h: drive to access your Grasp home directory. To do so, you must map i: to \\grasp\homeci (just once).

The map to your home directory on Grasp through the h: drive is case-sensitive, in consistency with Grasp's unix file system. For some reason, Visual Studio does not preserve case in file names; it appears to change file names to upper case. Consequently, Visual Studio usually cannot find files you specify with the h: drive. To get around this foolishness, file requests through i: match different cases in file names if the original request is not found.

By the way, the i: drive is a convention for the map to \\grasp\homeci. (Mnemonics: "i" for "insensitive"; "i" follows "h"; "ci" for "case-insensitive") You can choose another letter if you prefer.]

Error spawning cl.exe (obsolete)

[The Lab PCs have been re-configured to prevent this error. These notes are retained for the record.

If you get this error, your roaming profile records an incorrect directory for the Microsoft Visual C++ installation on the PC. Consequently, Microsoft Visual C++ cannot locate the compiler executable. The problem occurs because Microsoft Visual C++ is not yet installed in a uniform directory across PCs. This inconsistency is being resolved actively, but slowly. In the mean time, here's a fix:

  1. Exit Microsoft Visual C++.
  2. Select Start -> Run... and enter regedit. This starts the registry editor.
  3. Carefully navigate down this path:
       H_KEY_CURRENT_USER
          Software
             Microsoft
                DevStudio
                   6.0
                      BuildSystem
                         Componenets
                            Platforms
                               Win32 (x86)
                                  Directories
    
  4. Carefully right-click on the Directories key and choose Delete.
  5. Exit from the registry editor.]

Posted by '김용환'
,