Son_Gohan
Members-
Content count
85 -
Joined
-
Last visited
Never
Everything posted by Son_Gohan
-
Price of XP Pro? ......Hopefully not as much as Win2k Pro, L
Son_Gohan replied to Questionnaire's topic in Hardware
Well, I agree both with Questionaire and BladeRunner. It is not so easy to determinate what is a home user and what is a pro user. What if I work at home, and play games? What If I want to use my system for Image Retouching, and after that, code my programs (with a legal copy of VIsual C++ 5).? Bladerunner is also right when he says that: -
Price of XP Pro? ......Hopefully not as much as Win2k Pro, L
Son_Gohan replied to Questionnaire's topic in Hardware
Quote: <font face="Verdana, Arial" size="2"> clutch If the average person can afford a dual cpu box, then the average person can afford a dual cpu version of Windows. ------------------ Regards, clutch sapiens26 With all the money they spend on R&D especially on Xp 260 bucks isnt alot considering. I spend that 2 times a year on CPU's and Video Cards, and Ram. Thats over 1k just for upgrades I don't need. Most people get the Upgrade or get it with their new system. Besides, Win2k is only 0 or so for oem, with the purchase of a hard drive or motherboard. Just pick up an oem copy next time you upgrade. The only version thats 260 is the Full retail, which the people that need to buy it can afford it Just my 2 cents </font> Just one word: LINUX -
Quote: <font face="Verdana, Arial" size="2">I agree the wma format is much better then MP3. But it's not going to be easy replacing the MP3 format since MP3 is to music as AOL is to spam. </font> Or Hollywoord to Films :-) Quote: <font face="Verdana, Arial" size="2"> I must say one other thing. WMA8 encoded files at 256kbps sound BETTER than MP3 at 320kbps with any encoder except LAME. For many songs WMA can achieve the same quality at MP3 using HALF or less the size. For the average user LAME is out of the question, it is too complicated. Therefore to have good quality audio the general population will use WMA8. WMA8 is a great format, and will become the standard for the future. Its funtional, easy to use, economical, protected, and offers feature that nothing else has. I would place my bets that MP3 is going to die. Many of the good portable MP3 players will upgrade to support WMA too. </font> This is unlikely to happen. People don't like copy protected media files. I beleive Vorbis OGG ( http://www.x-filez.com/oggencoder.htm]ht.../oggencoder.htm ) Screenshot: or MP3Pro (http://www.mp3newswire.net/stories/2001/mp3pro.html) will replace MP3. THey work in many OS, not just Windows, have multichannel support and better quality than Mp3, and the best: there is NO COPY PROTECTION. PS: VQF, WMA...are too RIAA friendly. [This message has been edited by Son_Gohan (edited 14 April 2001).]
-
Well, Since I haven't reached 58 yet, I'll post some pointless C Code_ Code: #include <stdlib.h>#include <malloc.h>#include <memory.h>#include <tchar.h>#include <stdio.h>#include <windows.h> // Header File For Windows#include <commctrl.h>#include <gl\gl.h> // Header File For The OpenGL32 Library#include <gl\glu.h> // Header File For The GLu32 Library#include <gl\glaux.h> // Header File For The Glaux Library#include "resource.h"#include <fstream.h>#define NUMBUTTONS 5HDC hDC=NULL; // Private GDI Device ContextHGLRC hRC=NULL; // Permanent Rendering ContextHWND hWnd=NULL; // Holds Our Window HandleHWND hTBWnd;HINSTANCE hInstance; // Holds The Instance Of The ApplicationTBBUTTON TBButtons[5]; //The toolbar we're going to useTBBUTTON another;HBITMAP hBitmap;char szBMPName[]="DEFAULT_TEXTURE";bool keys[256]; // Array Used For The Keyboard Routinebool active=TRUE; // Window Active Flag Set To TRUE By Defaultbool fullscreen=TRUE;bool light; // Lighting ON / OFFbool lp; // L Pressed?bool fp; // F Pressed?BOOL OpenDialog(HWND hwndOwner, LPSTR filter, LPSTR fil, UINT iFilLen, LPSTR dlgtitle, LPSTR filtitle, UINT iFilTitleLen);GLuint texture[3]; // Storage For One Texture ( NEW )GLfloat xrot; // X RotationGLfloat yrot; // Y RotationGLfloat xspeed; // X Rotation SpeedGLfloat yspeed; // Y Rotation SpeedGLfloat z=-5.0f; // Depth Into The ScreenGLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };GLuint filter; // Which Filter To Usevoid DefToolBar(); //Toolbar initialationbool CreateMyWindow(char* title, int width, int height, int bits, bool fullscreenflag); //My Window InitialationLRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProcLRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM); //Declaration For Abot Dialog boxBOOL OpenDialog(HWND hwndOwner, LPSTR filter, LPSTR fil, UINT iFilLen, LPSTR dlgtitle, LPSTR filtitle, UINT iFilTitleLen){ OPENFILENAME opfil; memset((LPOPENFILENAME)&opfil,0,sizeof(opfil)); opfil.lStructSize = sizeof(opfil); opfil.hInstance = (HINSTANCE)GetWindowLong(hwndOwner,GWL_HINSTANCE); //application instance opfil.lpstrFilter = filter; //filter of files separated by \0 opfil.lpstrFile = fil; //absolute path of filename opfil.nMaxFile = iFilLen; //length of filename buffer opfil.lpstrFileTitle = filtitle; //filename with no path opfil.nMaxFileTitle = iFilTitleLen; //length of filename buffer opfil.lpstrTitle = dlgtitle; //title of dialog box opfil.Flags = OFN_HIDEREADONLY; //optional flags return GetOpenFileName(&opfil); }AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image{ FILE *File=NULL; // File Handle if (!Filename) // Make Sure A Filename Was Given { return NULL; // If Not Return NULL } File=fopen(Filename,"r"); // Check To See If The File Exists if (File) // Does The File Exist? { fclose(File); // Close The Handle return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer } return NULL; // If Load Failed Return NULL}int LoadGLTextures() // Load Bitmaps And Convert To Textures{ int Status=FALSE; AUX_RGBImageRec *TextureImage[1]; memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL /*int Status=FALSE; // Status Indicator char filname[MAX_PATH]; //buffer to hold the filename (with path) char filtitle[MAX_PATH]; //buffer to hold the filename (without path) char filter[] = "Texture Files (*.bmp)\0*.bmp\0All files (*.*)\0*.*"; //filename filter strcpy(filname,""); //make sure that the filename buffer is an empty string //if it's not, you will get a CDERR_INVALIDFILENAME HWND hwnd; //handle of parent window (i.e. main window) OpenDialog(hwnd,filter,filname,MAX_PATH,"Open file",filtitle,MAX_PATH);*///hBitmap=LoadBitmap(NULL, szBMPName); TextureImage[0] =auxDIBImageLoad(szBMPName); Status=TRUE; // Set The Status To TRUE // Create Storage Space For The Texture glGenTextures(3, &texture[0]); // Create Three Textures // Create Nearest Filtered Texture glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // Create Linear Filtered Texture (bilinear filter) glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // Create MipMapped Texture (AWESOME, SUPER CPU EATER, NINTENDO64 LIKE MIP-MAPPING glBindTexture(GL_TEXTURE_2D, texture[2]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); if (TextureImage[0]) // If Texture Exists { if (TextureImage[0]->data) // If Texture Image Exists { free(TextureImage[0]->data); // Free The Texture Image Memory } free(TextureImage[0]); // Free The Image Structure } return Status; // Return The Status}GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window{ if (height==0) // Prevent A Divide By Zero By { height=1; // Making Height Equal One } glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix}int InitGL(GLvoid) // All Setup For OpenGL Goes Here{ if (!LoadGLTextures()) // Jump To Texture Loading Routine { return FALSE; // If Texture Didn't Load Return FALSE } glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light glEnable(GL_LIGHT1); // Enable Light One return TRUE; // Initialization Went OK}int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing{ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(0.0f,0.0f,z); // Translate Into/Out Of The Screen By z glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis By xrot glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis By yrot glBindTexture(GL_TEXTURE_2D, texture[filter]); // Select A Texture Based On filter glBegin(GL_QUADS); // Front Face glNormal3f( 0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front) glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Point 2 (Front) glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Front) glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front) // Back Face glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Back) glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Point 2 (Back) glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Point 3 (Back) glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Point 4 (Back) // Top Face glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Point 1 (Top) glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Point 2 (Top) glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Top) glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Point 4 (Top) // Bottom Face glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Bottom) glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Point 2 (Bottom) glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Point 3 (Bottom) glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Point 4 (Bottom) // Right face glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Point 1 (Right) glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Point 2 (Right) glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Right) glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Point 4 (Right) // Left Face glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Left) glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Point 2 (Left) glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Point 3 (Left) glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Point 4 (Left) glEnd(); // Start Drawing Quads xrot+=xspeed; // Add xspeed To xrot yrot+=yspeed; // Add yspeed To yrot return TRUE; // Keep Going}GLvoid KillGLWindow(GLvoid) // Properly Kill The Window{ if (fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL }}/* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag){ GLuint PixelFormat; // Holds The Results After Searching For A Match fullscreen=fullscreenflag; // Set The Global Fullscreen Flag if (!CreateMyWindow(title,width,height,bits,fullscreen) ) { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"OpenGL Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success}LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information{int wmId, wmEvent; switch (uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_COMMAND: { wmId = LOWORD(wParam); //we create a menu Handler wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) //Switch to menu mesage dispatch { case ID_FILE_EXIT: PostQuitMessage(0); break; case ID_GLOPTIONS_TEXTUREFILTER_NOFILTER: CheckMenuRadioItem( (HMENU)GetMenu(hWnd), ID_GLOPTIONS_TEXTUREFILTER_NOFILTER, ID_GLOPTIONS_TEXTUREFILTER_MIPMAPMETHOD, ID_GLOPTIONS_TEXTUREFILTER_LINEARFILTERING, MF_BYPOSITION); //CheckMenuItem( (HMENU)GetMenu(hWnd), ID_GLOPTIONS_TEXTUREFILTER_NOFILTER, MF_CHECKED); filter=0; // filter set to 0 (no filtering) break; case ID_GLOPTIONS_TEXTUREFILTER_LINEARFILTERING: filter=1; break; case ID_GLOPTIONS_TEXTUREFILTER_MIPMAPMETHOD: filter=2; break; case ID_HELP_ABOUTGLWIN: DialogBox(hInstance, (LPCTSTR)LOGO_BOX, hWnd, (DLGPROC)About); break; case ID_GLOPTIONS_LIGHTS: { light=!light; // Toggle Light TRUE/FALSE if (!light) // If Not Light { glDisable(GL_LIGHTING); // Disable Lighting CheckMenuItem( (HMENU)GetMenu(hWnd), ID_GLOPTIONS_LIGHTS, MF_CHECKED); } else // Otherwise { glEnable(GL_LIGHTING); // Enable Lighting CheckMenuItem( (HMENU)GetMenu(hWnd), ID_GLOPTIONS_LIGHTS, MF_UNCHECKED); } break; } } } case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam);}int APIENTRY WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State{ MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer DialogBox(hInstance, (LPCTSTR)LOGO_BOX, hWnd, (DLGPROC)About); if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Test v 7.0",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if (active && keys[VK_ESCAPE]) // Active? Was There A Quit Received? { done=TRUE; // ESC or DrawGLScene Signalled A Quit } else // Not Time To Quit, Update Screen { DrawGLScene(); // Reduce Wasted Cycles While Minimized (Draw Scene) SwapBuffers(hDC); // Swap Buffers (Double Buffering) } // Swap Buffers (Double Buffering) if (keys['L'] && !lp) // L Key Being Pressed Not Held? { lp=TRUE; // lp Becomes TRUE light=!light; // Toggle Light TRUE/FALSE if (!light) // If Not Light { glDisable(GL_LIGHTING); // Disable Lighting } else // Otherwise { glEnable(GL_LIGHTING); // Enable Lighting } } if (!keys['L']) // Has L Key Been Released? { lp=FALSE; // If So, lp Becomes FALSE } if (keys['F']) // Is F1 Being Pressed? { fp=TRUE; // fp Becomes TRUE filter+=1; // filter Value Increases By One if (filter>2) // Is Value Greater Than 2? { filter=0; // If So, Set filter To 0 } } } if (!keys['F']) // Has F Key Been Released? { fp=FALSE; // If So, fp Becomes FALSE } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window ( Modified ) if (!CreateGLWindow("NEHE's OPENGL Test v 7.3. Aditional code by Son Gohan (son_gohan@hotmail.com)",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } if (keys[VK_PRIOR]) // Is Page Up Being Pressed? { z-=0.02f; // If So, Move Into The Screen } if (keys[VK_NEXT]) // Is Page Down Being Pressed? { z+=0.02f; // If So, Move Towards The Viewer } if (keys[VK_UP]) // Is Up Arrow Being Pressed? { xspeed-=0.01f; // If So, Decrease xspeed } if (keys[VK_DOWN]) // Is Down Arrow Being Pressed? { xspeed+=0.01f; // If So, Increase xspeed } if (keys[VK_RIGHT]) // Is Right Arrow Being Pressed? { yspeed+=0.01f; // If So, Increase yspeed } if (keys[VK_LEFT]) // Is Left Arrow Being Pressed? { yspeed-=0.01f; // If So, Decrease yspeed } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program}LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam){ switch (message) { case WM_INITDIALOG: return TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return TRUE; } if (LOWORD(wParam) == IDB_EXIT) { PostQuitMessage(0); } break; } return FALSE;}void DefToolBar(){ TBButtons[0].iBitmap=0; TBButtons[0].idCommand=ID_GLOPTIONS_LIGHTS; TBButtons[0].fsState=TBSTATE_ENABLED; TBButtons[0].fsStyle=TBSTYLE_BUTTON; TBButtons[0].dwData=0L; TBButtons[0].iString=0; TBButtons[1].iBitmap=1; TBButtons[1].idCommand=ID_GLOPTIONS_TEXTUREFILTER_NOFILTER; TBButtons[1].fsState=TBSTATE_ENABLED; TBButtons[1].fsStyle=TBSTYLE_BUTTON; TBButtons[1].dwData=0L; TBButtons[1].iString=0; TBButtons[2].iBitmap=2; TBButtons[2].idCommand=ID_GLOPTIONS_TEXTUREFILTER_MIPMAPMETHOD; TBButtons[2].fsState=TBSTATE_ENABLED; TBButtons[2].fsStyle=TBSTYLE_BUTTON; TBButtons[2].dwData=0L; TBButtons[2].iString=2; TBButtons[3].iBitmap=3; TBButtons[3].idCommand=ID_GLOPTIONS_TEXTUREFILTER_LINEARFILTERING; TBButtons[3].fsState=TBSTATE_ENABLED; TBButtons[3].fsStyle=TBSTYLE_BUTTON; TBButtons[3].dwData=0L; TBButtons[3].iString=3; TBButtons[4].iBitmap=4; TBButtons[4].idCommand=ID_FILE_EXIT; TBButtons[4].fsState=TBSTATE_ENABLED; TBButtons[4].fsStyle=TBSTYLE_BUTTON; TBButtons[4].dwData=0L; TBButtons[4].iString=3; }bool CreateMyWindow(char* title, int width, int height, int bits, bool fullscreenflag){ WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbCl***tra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; wc.hIcon = LoadIcon(hInstance, (LPCTSTR)ID_MAIN_ICON); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = (LPCSTR)MAIN_MENU; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE } } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size hWnd=CreateWindowEx(dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL ); // Create The Window DefToolBar(); //we initialize toolbar so that we can call createtoolbarex later... hTBWnd=CreateToolbarEx(hWnd,WS_VISIBLE|WS_CHILD|WS_BORDER |TBSTYLE_TOOLTIPS,IDTB_TOOLBAR, 5,hInstance,IDTB_BITMAP, TBButtons,NUMBUTTONS,0,0,16,16, sizeof(TBBUTTON));// Dont Pass Anything To WM_CREATE return TRUE; } [This message has been edited by Son_Gohan (edited 31 March 2001).]
-
a ver...hemos llegado al 58 de una vez?
-
Also...will ich dem 58 machen!
-
I've been reading this nice review from CNET.COM about windows XP beta 2, and I though... Wow! After all these changes, will windows 1.0 code still exist in Windows XP? :-D
-
Quote: <font face="Verdana, Arial" size="2">So, where's everyone from. Im pretty sure not all of us live in the US like me. You dont have to give the city or address. Country and state at most. </font> Code: Magic-->LibraSon Gohan HP: ???/???? MP: 0/0 Date Registered: 30 December 2000 Status: Senior Member Total Posts: 1/infinite Current Email: Not available. Homepage: www.songohanweb.com Occupation: doing something Location: European Union (Europe) Interests: NT, Linux,RPG, anime, movies.. ICQ Number: 54903442 (down)
-
Windows XP + Office XP =Windows 95 + Office 95 combo
-
Wharever you do, don't buy a TERRATEC soundcard. I tried a DMXfire, and it went continuously BSOD.
-
Please note that if you enable alpha bleding in windows 2000, your GDI system will suffer a great performance hit, unless your videocard drivers support the alphablt function which currently, only some matrox g400 do (that means, no TNT/voodo/Geoforce cards)
-
I'm also in the modem days, yet. I will not get broadband Internet access until the euro comes (that means, in one year). My cable ISP isn't available yet in my town, and won't be until the next year.
-
Quote: <font face="Verdana, Arial" size="2">This is kinda off topic but i was wondering if anyone could recommend a C program</font> That has a name:C Compiler.
-
Quote: <font face="Verdana, Arial" size="2">This thread is still going on??? Man, when did this thread start? </font> En un lugar de la Mancha, de cuyo nombre no quiero acordarme, no ha mucho tiempo que vivía un hidalgo de los de lanza en astillero, adarga antigua, rocín flaco y galgo corredor. Una olla de algo más vaca que carnero.... (For literature geeks only)
-
Since I don't know what to post today, here is another pointless win32 app: // ************************************************************* // BMP LOAD EXAMPLE // Written by Juan Soulie <jsoulie@cplusplus.com> // ************************************************************* #include <windows.h> #include <fstream.h> char szAppName [] = "BMPLoad"; LRESULT CALLBACK WindowProc (HWND, UINT, WPARAM, LPARAM); // ********** // class CRaster // - Generic class for BMP raster images. class CRaster { public: int Width,Height; // Dimensions int BPP; // Bits Per Pixel. char * Raster; // Bits of the Image. RGBQUAD * Palette; // RGB Palette for the image. int BytesPerRow; // Row Width (in bytes). BITMAPINFO * pbmi; // BITMAPINFO structure // Member functions (defined later): int LoadBMP (char * szFile); int GDIPaint (HDC hdc,int x,int y); }; // ********** // Windows Main Function. // - Here starts our demo program int WINAPI WinMain ( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { HWND hwnd; MSG msg; WNDCLASS wc; wc.style = CS_HREDRAW|CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.cbCl***tra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon (NULL, IDI_APPLICATION); wc.hCursor = LoadCursor (NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH) (COLOR_WINDOW+1); wc.lpszMenuName = NULL; wc.lpszClassName = szAppName; RegisterClass (&wc); hwnd = CreateWindow (szAppName,"BMP Load",WS_OVERLAPPEDWINDOW, CW_USEDEFAULT,CW_USEDEFAULT,CW_USEDEFAULT,CW_USEDEFAULT, 0,0,hInstance,0); ShowWindow (hwnd,nCmdShow); UpdateWindow (hwnd); while (GetMessage(&msg,0,0,0)) { TranslateMessage (&msg); DispatchMessage (&msg); } return msg.wParam; } // ********** // Main Window Procedure. // - Processes Window Messages LRESULT CALLBACK WindowProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) { static CRaster bmp; HDC hdc; PAINTSTRUCT ps; switch (message) { case WM_CREATE: bmp.LoadBMP ("example.bmp"); return 0; case WM_PAINT: hdc=BeginPaint (hwnd,&ps); bmp.GDIPaint (hdc,10,10); EndPaint (hwnd,&ps); return 0; case WM_DESTROY: PostQuitMessage (0); return 0; } return DefWindowProc (hwnd,message,wParam,lParam); } // ********** // CRaster::LoadBMPFile (FileName); // - loads a BMP file into a CRaster object // * supports non-RLE-compressed files of 1, 2, 4, 8 & 24 bits-per-pixel int CRaster::LoadBMP (char * szFile) { BITMAPFILEHEADER bmfh; BITMAPINFOHEADER bmih; // Open file. ifstream bmpfile (szFile , ios::in | ios::binary); if (! bmpfile.is_open()) return 1; // Error opening file // Load bitmap fileheader & infoheader bmpfile.read ((char*)&bmfh,sizeof (BITMAPFILEHEADER)); bmpfile.read ((char*)&bmih,sizeof (BITMAPINFOHEADER)); // Check filetype signature if (bmfh.bfType!='MB') return 2; // File is not BMP // Assign some short variables: BPP=bmih.biBitCount; Width=bmih.biWidth; Height= (bmih.biHeight>0) ? bmih.biHeight : -bmih.biHeight; // absoulte value BytesPerRow = Width * BPP / 8; BytesPerRow += (4-BytesPerRow%4) % 4; // int alignment // If BPP aren't 24, load Palette: if (BPP==24) pbmi=(BITMAPINFO*)new char [sizeof(BITMAPINFO)]; else { pbmi=(BITMAPINFO*) new char[sizeof(BITMAPINFOHEADER)+(1<<BPP)*sizeof(RGBQUAD)]; Palette=(RGBQUAD*)((char*)pbmi+sizeof(BITMAPINFOHEADER)); bmpfile.read ((char*)Palette,sizeof (RGBQUAD) * (1<<BPP)); } pbmi->bmiHeader=bmih; // Load Raster bmpfile.seekg (bmfh.bfOffBits,ios::beg); Raster= new char[bytesPerRow*Height]; // (if height is positive the bmp is bottom-up, read it reversed) if (bmih.biHeight>0) for (int n=Height-1;n>=0;n--) bmpfile.read (Raster+BytesPerRow*n,BytesPerRow); else bmpfile.read (Raster,BytesPerRow*Height); // so, we always have a up-bottom raster (that is negative height for windows): pbmi->bmiHeader.biHeight=-Height; bmpfile.close(); return 0; } // ********** // CRaster::GDIPaint (hdc,x,y); // * Paints Raster to a Windows DC. int CRaster::GDIPaint (HDC hdc,int x=0,int y=0) { // Paint the image to the device. return SetDIBitsToDevice (hdc,x,y,Width,Height,0,0, 0,Height,(LPVOID)Raster,pbmi,0); } //source from www.cplusplus.com
-
Welcome to .NET - how MS plans to dominate digital music sales By: John Lettice Posted: 15/02/2001 at 19:12 GMT Once upon a time Microsoft discovered the Internet, and the browser wars ensued. More recently it's become apparent that the company sees music sales as the Next Big Thing, but so far, the extent, intricacy and all-encompassing nature of its plans for Digital Rights Management and secure content distribution haven't been widely grasped. When they are, the browser wars may look like a sideshow. Essentially, there are three major components to the plan. First, the ubiquitous platform - Windows Media Player is reprising Internet Explorer as an integrated part of the OS, so it will become the client of choice manque, and the associated technologies will become the standard technologies. Second, there's the music business. Presented with a near-universal (one might muse that Apple can expect another visit on the subject of MS Office shortly) platform and associated protection mechanisms, the record companies can surely be induced to adopt it. Especially if they still can't figure out an alternative mechanism for stopping their revenues escaping via the Net. Finally, there's the matter of securing the data itself. Get all of these steps right, ubquitous platform, near-universal adoption by the people who actually produce the data, and bullet-proof security, and Microsoft has a goldmine on its hands. And the mechanisms themselves can and will be applied to .NET, where - as Microsoft was saying just the other day - "the protection of digital content must accompany the facilitation of Internet services." It's surely no coincidence that the guy who's been closest to content, consumer group head Rick Belluzo, has just been kicked upstairs to COO. It's content, and controlling it, right? Given that Microsoft has the ubiquitous platform already and the content providers will follow if it all works, security is the part of the picture to focus on. As Microsoft explains it: Content owners can use digital rights management (DRM) technology to protect Windows Media files by packaging them. A packaged file is encrypted with a key, and contains information about the content, such as the title, author, and copyright. To play a packaged file, a user must first obtain a license. This license contains the key to unlock the packaged file and specifies the rights that are allowed, such as unlimited play on a computer." Your personal licensing made easy There's quite a bit of cute stuff associated with this. Microsoft's Secure Audio Path technology is designed at an operating system level, allegedly) to keep the content encrypted right up until the machine's sound card is actually playing it. This means that if an application tries to intercept the data stream it needs to break the encryption as well and: "Decrypting an isolated Windows Media file would require breaking industrial-strength cryptographic algorithms." Extending the security to the audio playing device, incidentally, requires Microsoft approved signed drivers for that device, so the system also integrates with the signed driver regime the company is introducing. But there's a lot more to it than that. The operating system will provide users with a central repository for digital certificates, passwords and licences, and will support "silent" licence aquisition. Your PC will just go ahead and check you're licensed to play what ever music (or use whatever data) you acquire, and will only need to bother you whenever it needs a credit card number. Another cute bit is that the licences you acquire each come with a revocation list which "contains all the application certificates of those player applications known to be broken or corrupted." So if, or more likely when, previously trusted certificates become compromised they are automatically rendered invalid by the very act of you licensing more content. What happens if you want to play the music on another PC, or you give it to a friend, or your hard disk gets trashed and you lose all your licences and certificates? Give it to a friend and it's cool, the friend just needs to get the right certificate. You can back up your certificates and restore to another PC, so that's cool too. But apparently you can only do this a number of times, the number itself not being something Microsoft seems yet to have specified. So if somehow your stuff accidentally gets backed up and then restored to a couple of thousand PCs, it's all going to go on the revocation list, and stop working. We have your PC's fingerprints... One of the reasons it's able to do this is "individualization." Windows Rights Manager "individualizes the critical components of each run-time client. Individualization binds the run-time client to the machine on which the client was initially installed. Every consumer is given a different executable file and different certified license keys. This significantly reduces the danger of global breaks. If a specific Rights Manager client becomes compromised, it can be disabled from acquiring licenses for new media files." You can spot a likeness here - is the Product Activation technology used in Windows XP somehow related? Product Activation sets out to individualise the PC, and although you can see how useful Rights Manager's individualisation of the player client is in the narrow but potentially lucrative field of digital music, you can see how even handier it would be to broaden it. Wouldn't it be great (not from your point of view, obviously, you're just a user) if you knew absolutely about absolutely everything each and every individual PC was allowed or not allowed to run? Or do. A CD ROM burning capability will likely ship with XP, and by some strange coincidence: "Rights Manager has the ability to set the appropriate license right to 'burn-to-CD.' To burn a protected Windows Media file onto a CD-ROM, the consumer must have a license that includes the right to do so. CD-ROM-burning applications are required to honor the rights set by the content owner and distributor." Or what? But the idea of getting a lid on burning will certainly appeal to the music business. Inevitably one's thoughts turn to the matter of how, or even whether, the plans can be circumvented or stopped. As far as competing with it is concerned, the signals are contradictory, but with Netscape's experience in mind sensible people aren't going to believe the nicer sounding stuff anyway. Microsoft says: "All of the Rights Manager application programming interfaces (APIs) are open and published, which allows third parties to customize and extend their digital rights management system. Microsoft only provides the core components." Well, up to a point, Lord Copper. As a Microsoftie told Wired earlier this week: "The Secure Audio Pathway is a component of Windows, but only works with Windows Media technology in order to keep the system truly secure. At this point, we don't know whether that will change. There are other forms of complexity and security risks if we start adding in other solutions to our system." So it's open and shut, right? And in the Dotnet bind them... If the content providers don't embrace it wholeheartedly, it clearly doesn't work. But if they do, refusenik users are likely to find life difficult. On an individual scale it will be hard (or if the lovable music business has its way, next to impossible) to get hold of content that doesn't conform to the Microsoft standards, and on a broader level swapping data will attract Napster-style flocks of lawyers. You could, as Linux and Mac users currently try to with Windows, treat the matter with what the late George Brown called a "complete ignoral," but this time around it would be rather harder, as Microsoft would have stuff you wanted access to. It won't, ultimately, be a problem for Microsoft if non-Microsoft clients have access to the DRM feast, because by then Microsoft will have something far bigger - it'll own the standards for controlling access to digital content, and so long as you pay, you can run a Mac or linux if you like. Welcome to .NET... ® www.theregister.co.uk License for everything? What's next? Paying for the air we breath?
-
Hey people from the US...is the X-Files ending at last? Has Mulder died? They said Duchovny wanted to quit the show...is that right?
-
XP to Win2k is what ME was to Win98, junk...anybody agree?
Son_Gohan replied to oldspice's topic in Games
Quote: <font face="Verdana, Arial" size="2">XP is a lot faster than 2k and once it is more refined it will only be better. </font> with more than 256 MB RAM, i presume? Or does it run at least as good as win2k with only 128 MB RAM? -
Is there any way to get these games running in W2K?
Son_Gohan replied to paul_h_amiga's topic in Games
Virtua Cop 1 & 2, Sonic CD, Daytona USA, Sega Rally, among other games work fine under windows 2000...at least in my system. -
Windows 2000 SFC would restore automatically your replaced shell32.dll with the one that comes with windows 2000. It's like trying to copy a modified ntoskrln.exe with a custom image in the %WINDIR%\system32 folder. SFC restores the original file.
-
I've tried to burn a bootable CD following the instructions from http://www.versatile.plus.com/win2kbootcd.html but after burning it, and trying to boot from the CD, the bootmanager reports: "NTLDR missing" Is there a way to make a bootable CD from a Windows 2000 upgrade CD files?
-
How do I make a bootable Windows 2000 Pro #upgrade# CD?
Son_Gohan replied to Son_Gohan's topic in Software
Now, this is really weird. I've been able to burn an bootable Win2k CD, even with an integrated SP1. And I've been able to install Windows 2000 without being asked for "Windows 2000 Sp1 CD". It seems my original windows 2000 pro CD was more rare than I though (a full version :-), non bootable CD :-(). Anyway, thanks all you guys for the posts in this thread. With your help, I've been able to get rid of my old bootable Windows98 CD. -
Is it better to leave the computer on or off?
Son_Gohan replied to whoisurdaddy's topic in Slack Space
Could anybody explain me what's the point of leaving your computer allways on? It's like leaving your TV on 24 hours a day. Unless your PC is acting as an FTP/web server, I don't understand why I should leave it on all the time. I power it off daily, and I've never had any problems at all. IF I remember well, the european comission recently advised that leaving many electronic devices, such as videos, PC's and TV's in suspend mode was a waste of money, because they still use a bit of electricity while in suspend mode. The boot up process takes just between 1 or 2 minutes, so, it doesn't hurt to wait a bit before windows shows up. I need a good reason to leave it on. I already have one to leave it off: it's called "hibernation". -
Lets make this a hot topic = I dont mean to piss everyone off... 2.0 ? :-)
-
Yeah! Another "who has the coolest system" thread! My Specs: -Slow, AMD K6-2 3dnow @350 mhz -ASUS P5A mobo -128 MB SDRAM 100 hz -19 inch Hitachi CM772 Monitor (1280x1024 -@100 hz, 32 bit colot) -Sblive with liveware 3.0 (Still waiting for 4.0, though) -Graphics Blaster Riva TNT 16 MB running detonator 7.52 -DirectX 8.0a -15GB SAMSUNGHD Drive -Creative Four Point Surround FPS1000 Speakers -ASUS DVD E08 8x drive -HP CDWritter Plus 8200i 4x4x24 -HP DeskJet 930C Colour Printer -Logitech USB Trackball -Microsoft Natural Keyboard elite USB -DbBoeder USB Hub -Crosscheck 14 button USB pad Booting: -Windows 2000 Professional build 2195 -Linux Mandrake 7.2 With kernel 2.4.0 & Xfreee 4.02 And NOT PLAYING: Unreal & Quake III Lets see if I can get rid of my other computer (an old Pentium 166), and get some cash to buy a decent socket A mobo with an athon +1ghz,