Using Visual C++, 6th (Special) Edition
Using Visual C++, 6th (Special) Edition
I N T R O D U C T I O N
Introduction
In this chapter
Who Should Read This Book? 2
Before You Start Reading 3
What This Book Covers 3
Conventions Used in This Book 6
Time to Get Started 7
Visual C++ is a powerful and complex tool for building 32-bit applications for Window 95 and
Windows NT. These applications are much larger and more complex than their predecessors
for 16-bit Windows or older programs that didn’t use a graphical user interface. Yet, as pro-
gram size and complexity has increased, programmer effort has decreased, at least for pro-
grammers who are using the right tools.
Visual C++ is one of the right tools. With its code-generating wizards, it can produce the shell
of a working Windows application in seconds. The class library included with Visual C++, the
Microsoft Foundation Classes (MFC), has become the industry standard for Windows soft-
ware development in a variety of C++ compilers. The visual editing tools make layout of menus
and dialogs a snap. The time you invest in learning to use this product will pay for itself on your
first Windows programming project.
■ The C++ programming language: You should already be familiar with C++. Appendix A,
“C++ Review and Object-Oriented Concepts,” is a review for those whose C++ skills need
a boost.
■ How to use Windows applications: You should be a proficient Windows user, able to resize
and move windows, double-click, and recognize familiar toolbar buttons, for example.
■ How to use Visual C++ as a C compiler: If you already work in C, you can use Visual C++
as your compiler, but new developers should take the plunge into C++.
■ Windows programming without MFC: This, too, is okay for those who know it, but not
something to learn now that MFC exists.
■ The internals of ActiveX programming: This is referred to in the ActiveX chapters, which
tell you only what you need to know to make it work.
You should read this book if you fit one of these categories:
■ You know some C++ and some Windows programming techniques and are new to Visual
C++. You will learn the product much more quickly than you would if you just tried
writing programs.
■ You’ve been working with previous versions of Visual C++. Many times users learn one
way to do things and end up overlooking some of the newer productivity features.
■ You’ve been working with Visual C++ 6 for a while and are beginning to suspect you’re
doing things the hard way. Maybe you are.
■ You work in Visual C++ 6 regularly, and you need to add a feature to your product. For
tasks like Help, printing, and threading, you’ll find a “hand up” to get started.
Before you buy Visual C++ 6, you need a 32-bit Windows operating system: Windows 95, Win-
dows 98, or Windows NT Server or Workstation. That means your machine must be reason-
ably powerful and modern—say, a 486 or better for your processor, at least 16MB of RAM and
500MB of disk space, and a screen that can do 800 × 600 pixel displays or even finer resolu-
tions. The illustrations in this book were all prepared at a resolution of 800 × 600 and, as you
will see, at times things become a little crowded. The sample code is all available on the Web,
so following along will be simpler if you also have a modem and access to the Web.
Finally, you need to make a promise to yourself—that you will follow along in Visual C++ as you
read this book, clicking and typing and trying things out. You don’t need to type all the code if
you don’t want to: It’s all on the Web site for you to look at. However, you should be ready to
open the files and look at the code as you go.
■ Appendix A, “C++ Review and Object-Oriented Concepts,” reminds you of the basics of
the C++ language and the principles and benefits of object-oriented programming.
■ Appendix B, “Windows Programming Review and a Look Inside CWnd,” covers the
specifics of Windows programming that are now hidden from you by MFC classes such
as CWnd.
■ Appendix C, “The Visual Studio User Interface, Menus, and Toolbars,” explains all the
menus, toolbars, editing areas on the screens, shortcuts, and so on, that make up the
highly complicated and richly powerful interface between you and Visual Studio.
■ Appendix D, “Debugging,” explains the extra menus, windows, toolbars, and commands
involved in debugging a running application.
■ Appendix E, “MFC Macros and Globals,” summarizes the many preprocessor macros
and global variables and functions sprinkled throughout code generated by the
Developer Studio wizards.
■ Appendix F, “Useful Classes,” describes the classes used throughout the book to
manipulate dates, strings, and collections of objects.
Depending on your background and willingness to poke around in menus and the online help,
you might just skim these appendixes once and never return, or you might fill them full of
bookmarks and yellow stickies. Although they don’t lead you through the sample applications,
they will teach you a lot.
The mainstream of the book is in Chapters 1 through 28. Each chapter teaches you an impor-
tant programming task or sometimes two closely related tasks, such as building a taskbar or
adding Help to an application. Detailed instructions show you how to build a working applica-
tion, or several working applications, in each chapter.
The first nine chapters cover concepts found in almost every Windows application; after that,
the tasks become less general. Here’s a brief overview of some of the work that is covered.
Drawing Onscreen
No matter how smart your Windows program is, if you can’t tell the user what’s going on by
putting some words or pictures onscreen, no one will know what the program has done. A
remarkable amount of the work is automatically done by your view classes (one of the advan-
tages of adopting the document/view paradigm), but at times you have to do the drawing your-
self. You learn about device contexts, scrolling, and more in Chapter 5, “Drawing on the
Screen.”
Printing on Paper
Adding printing capabilities to your program is sometimes the simplest thing in the world
because the code you use to draw onscreen can be reused to draw on paper. If more than one
page of information is involved, though, things become tricky. Chapter 6, “Printing and Print
Preview,” explains all this, as well as mapping modes, headers and footers, and more.
ActiveX Programming
ActiveX is the successor to OLE, and it’s the technology that facilitates communication be-
tween applications at the object level, enabling you to embed a Word document in an Excel
spreadsheet or to embed any of hundreds of kinds of objects in any ActiveX application.
ActiveX chapters include Chapters 13, “ActiveX Concepts,” 14, “Building an ActiveX Container
Application,” 15, “Building an ActiveX Server Application,” 16, “Building an Automation
Server,” and 17, “Building an ActiveX Control.”
The Internet
Microsoft recognizes that distributed computing, in which work is shared between two or more
computers, is becoming more and more common. Programs need to talk to each other, people
need to send messages across a LAN or around the world, and MFC has classes that support
these kinds of communication. The four Internet chapters in this book are Chapter 18, “Sock-
ets, MAPI, and the Internet,” Chapter 19, “Internet Programming with the WinInet Classes,”
Chapter 20, “Building an Internet ActiveX Control,” and Chapter 21, “The Active Template
Library.”
Database Access
Database programming keeps getting easier. ODBC, Microsoft’s Open DataBase Connectivity
package, enables your code to call API functions that access a huge variety of database files—
Oracle, DBase, an Excel spreadsheet, a plain text file, old legacy mainframe systems using
SQL, whatever! You call a standard name function, and the API provided by the database ven-
dor or a third party handles the translation. The details are in Chapters 22, “Database Access,”
and 23, “SQL and the Enterprise Edition.”
Advanced Material
For developers who have mastered the basics, this book features some advanced chapters to
move your programming skills forward. You will learn how to prevent memory leaks, find
bottlenecks, and locate bugs in your code with the techniques discussed in Chapter 24, “Im-
proving Your Application’s Performance.”
Reuse is a hugely popular concept in software development at the moment, especially with
managers who see a chance to lower their development budget. If you’d like to write reusable
code and components, Chapter 25, “Achieving Reuse with the Gallery and Your Own
AppWizards,” will take you there.
Often C++ programmers are so busy learning the basics of how to make programs work that
they miss the features that make C++ truly powerful. You will learn in Chapter 26, “Exceptions
and Templates,” how to catch errors efficiently and how to use one set of code in many differ-
ent situations.
As user demands for high-performance software continue to multiply, developers must learn
entirely new techniques to produce powerful applications that provide fast response times. For
many developers, writing multithreaded applications is a vital technique. Learn about threading
in Chapter 27, “Multitasking with Windows Threads.”
Chapter 28, “Future Explorations,” introduces you to topics that are definitely not for begin-
ners. Learn how to create console applications, use and build your own DLLs, and work with
Unicode.
You can tell the difference between code and regular text by the fonts used for each. Some-
times, you’ll see a piece of code that’s too large to mix in with the text: You will find an example
in Listing 0.1.
Listing 0.1
CHostDialog dialog(m_pMainWnd);
if (dialog.DoModal() == IDOK)
{
AppSocket = new CSocket();
if (AppSocket->Connect(dialog.m_hostname,119))
{
while (AppSocket->GetStatus() == CONNECTING)
{
YieldControl();
}
if (AppSocket->GetStatus() == CONNECTED)
{
CString response = AppSocket->GetLine();
SocketAvailable = TRUE;
}
}
}
if (!SocketAvailable)
{
AfxMessageBox(“Can’t connect to server. Please
➥ quit.”,MB_OK|MB_ICONSTOP);
}
The character on the next-to-last line (➥) is called the code continuation character. It indicates a
place where a line of code had to be broken to fit it on the page, but in reality the line doesn’t
break there. If you’re typing code from the book, don’t break the line there—keep going. If
you’re reading along in code that was generated for you by Visual C++, don’t be confused when
the line doesn’t break there.
Remember, the code is in the book so that you can understand what’s going on, not for you to
type it. All the code is on the companion Web site as well. Sometimes you will work your way
through the development of an application and see several versions of a block of code as you
go—the final version is on the Web site. You’ll find the site by going to www.mcp.com/info or
www.gregcons.com/uvc6.htm.
TIP This is a Tip: a shortcut or an interesting feature you might want to know about.
N O T E This is a Note: It explains a subtle but important point. Don’t skip Notes, even if you’re the
kind who skips Tips. ■
CAUTION
This is a Caution, and it’s serious. It warns you of the horrible consequences if you make a false step, so be
sure to read all of these that you come across.
When a word is being defined or emphasized, it’s in italic. The names of variables, functions,
and C++ classes are all in monospaced font. Internet URLS and things you should type are in
bold. Remember, an URL never ends with punctuation, so ignore any comma or period after
the URL.
I
Getting Started with Visual C++
1 Building Your First Windows Application 11
C H A P T E R
Part
I
Ch
In this chapter
Creating a Windows Application 12
Creating a Dialog-Based Application 22
Creating DLLs, Console Applications, and More 26
Changing Your AppWizard Decisions 28
Understanding AppWizard’s Code 29
Understanding a Multiple Document Interface Application 34
Understanding the Components of a Dialog-Based Application 37
Reviewing AppWizard Decisions and This Chapter 40
AppWizard can make many kinds of applications, but what most people want, at least at first, is
an executable (.exe) program. Most people also want AppWizard to produce boilerplate code—
the classes, objects, and functions that have to be in every program. To create a program like
this, Choose File, New and click the Projects tab in the New dialog box, as shown in Figure 1.1.
FIG. 1.1
The Projects tab of the
New dialog box is where
you choose the kind of
application you want to
build.
Choose MFC AppWizard (EXE) from the list box on the left, fill in a project name, and click
OK. AppWizard will work through a number of steps. At each step, you make a decision about
what kind of application you want and then click Next. At any time, you can click Back to re-
turn to a previous decision, Cancel to abandon the whole process, Help for more details, or
Finish to skip to the end and create the application without answering any more questions (not
recommended before the last step). The following sections explain each step.
N O T E An MFC application uses MFC, the Microsoft Foundation Classes. You will learn more about
MFC throughout this book. ■
■ A single document interface (SDI) application, such as Notepad, has only one document
open at a time. When you choose File, Open, the currently open file is closed before the
new one is opened.
■ A multiple document interface (MDI) application, such as Excel or Word, can open many
documents (typically files) at once. There is a Window menu and a Close item on the File
menu. It’s a quirk of MFC that if you like multiple views on a single document, you must
build an MDI application.
■ A dialog-based application, such as the Character Map utility that comes with Windows
and is shown in Figure 1.3, does not have a document at all. There are no menus. (If
you’d like to see Character Map in action, it’s usually in the Accessories folder, reached
by clicking Start. You may need to install it by using Add/Remove programs under
Control Panel.)
FIG. 1.3
Character Map is a
dialog-based applica-
tion.
As you change the radio button selection, the picture on the left of the screen changes to dem-
onstrate how the application appears if you choose this type of application.
N O T E Dialog-based applications are quite different from MDI or SDI applications. The AppWizard
dialogs are different when you’re creating a dialog-based application. They are presented
later in the section “Creating a Dialog-Based Application.” ■
Beneath these choices is a checkbox for you to indicate whether you want support for the
Document/View architecture. This framework for your applications is explained in Chapter 4,
“Documents and Views.” Experienced Visual C++ developers, especially those who are porting
an application from another development system, might choose to turn off this support. You
should leave the option selected.
Lower on the screen is a drop-down box to select the language for your resources. If you have
set your system language to anything other than the default, English[United States], make
sure you set your resources to that language, too. If you don’t, you will encounter unexpected
behavior from ClassWizard later. (Of course, if your application is for users who will have their
language set to U.S. English, you might not have a choice. In that case, change your system
language under Control Panel.) Click Next after you make your choices.
Databases
The second step in creating an executable Windows program with AppWizard is to choose the
level of database support, as shown in Figure 1.4.
FIG. 1.4
The second step to
building a typical
application with
AppWizard is to set the
database options you
will use.
■ If you want to derive your view from CFormView and have a Record menu but don’t need
to serialize a document, choose Database View Without File Support. You can update
database records with CRecordset, an MFC class discussed in more detail in Chapter 22,
“Database Access.”
■ If you want to support databases as in the previous option but also need to save a
document on disk (perhaps some user options), choose Database View With File
Support.
Chapter 22 clarifies these choices and demonstrates database programming with MFC. If you Part
choose to have a database view, you must specify a data source now. Click the Data Source
button to set this up.
I
Ch
As you select different radio buttons, the picture on the left changes to show you the results of
your choice. Click Next to move to the next step. 1
Compound Document Support
The third step in running AppWizard to create an executable Windows program is to decide on
the amount of compound document support you want to include, as shown in Figure 1.5. OLE
(object linking and embedding) has been officially renamed ActiveX to clarify the recent tech-
nology shifts, most of which are hidden from you by MFC. ActiveX and OLE technology are
jointly referred to as compound document technology. Chapter 13, “ActiveX Concepts,” covers
this technology in detail.
FIG. 1.5
The third step of
building a typical
application with
AppWizard is to set the
compound document
support you will need.
If you choose to support compound documents, you can also support compound files. Com-
pound files contain one or more ActiveX objects and are saved in a special way so that one of
the objects can be changed without rewriting the whole file. This spares you a great deal of
time. Use the radio buttons in the middle of this Step 3 dialog box to say Yes, Please, or
No, Thank You to compound files.
If you want your application to surrender control to other applications through automation,
check the Automation check box. (Automation is the subject of Chapter 16, “Building an Auto-
mation Server.”) If you want your application to use ActiveX controls, select the ActiveX Con-
trols check box. Click Next to move to the next step.
N O T E If you want your application to be an ActiveX control, you don’t create a typical .exe
application as described in this section. Creating ActiveX controls with the ActiveX
ControlWizard is covered in Chapter 17, “Building an ActiveX Control.” ■
FIG. 1.6
The fourth step of
building a typical
application with
AppWizard is to set
some interface options.
The following are the options that affect your interface’s appearance:
■ Docking Toolbar. AppWizard sets up a toolbar for you. You can edit it to remove un-
wanted buttons or to add new ones linked to your own menu items. This is described in
Chapter 9, “Status Bars and Toolbars.”
■ Initial Status Bar. AppWizard creates a status bar to display menu prompts and other
messages. Later, you can write code to add indicators and other elements to this bar, as
described in Chapter 9.
■ Printing and Print Preview. Your application will have Print and Print Preview options on Part
the File menu, and much of the code you need in order to implement printing will be
generated by AppWizard. Chapter 6, “Printing and Print Preview,” discusses the rest.
I
■ Context-Sensitive Help. Your Help menu will gain Index and Using Help options, and Ch
some of the code needed to implement Help will be provided by AppWizard. This 1
decision is hard to change later because quite a lot of code is added in different places
when implementing Context-Sensitive Help. Chapter 11, “Help,” describes Help imple-
mentation.
■ 3D Controls. Your application will look like a typical Windows 95 application. If you don’t
select this option, your dialog boxes will have a white background, and there will be no
shadows around the edges of edit boxes, check boxes, and other controls.
■ MAPI(Messaging API). Your application will be able to use the Messaging API to send
fax, email, or other messages. Chapter 18, “Sockets, MAPI, and the Internet,” discusses
the Messaging API.
■ Windows Sockets. Your application can access the Internet directly, using protocols like
FTP and HTTP (the World Wide Web protocol). Chapter 18 discusses sockets. You can
produce Internet programs without enabling socket support if you use the new WinInet
classes, discussed in Chapter 19, “Internet Programming with the WinInet Classes.”
You can ask AppWizard to build applications with “traditional” toolbars, like those in Word or
Visual C++ itself, or with toolbars like those in Internet Explorer. You can read more about this
in Chapter 9.
You can also set how many files you want to appear on the recent file list for this application.
Four is the standard number; change it only if you have good reason to do so.
Clicking the Advanced button at the bottom of this Step 4 dialog box brings up the Advanced
Options dialog box, which has two tabs. The Document Template Strings tab is shown in Fig-
ure 1.7. AppWizard builds many names and prompts from the name of your application, and
sometimes it needs to abbreviate your application name. Until you are familiar with the names
AppWizard builds, you should check them on this Document Template Strings dialog box and
adjust them, if necessary. You can also change the mainframe caption, which appears in the
title bar of your application. The file extension, if you choose one, will be incorporated into
filenames saved by your application and will restrict the files initially displayed when the user
chooses File, Open.
The Window Styles tab is shown in Figure 1.8. Here you can change the appearance of your
application quite dramatically. The first check box, Use Split Window, adds all the code needed
to implement splitter windows like those in the code editor of Developer Studio. The remainder
of the Window Styles dialog box sets the appearance of your main frame and, for an MDI appli-
cation, of your MDI child frames. Frames hold windows; the system menu, title bar, minimize
and maximize boxes, and window edges are all frame properties. The main frame holds your
entire application. An MDI application has a number of MDI child frames—one for each docu-
ment window, inside the main frame.
FIG. 1.7
The Document Template
Strings tab of the
Advanced Options
dialog box lets you
adjust the way names
are abbreviated.
FIG. 1.8
The Window Styles tab
of the Advanced Options
dialog box lets you
adjust the appearance
of your windows.
■ Thick Frame. The frame has a visibly thick edge and can be resized in the usual Win-
dows way. Uncheck this to prevent resizing.
■ Minimize Box. The frame has a minimize box in the top-right corner.
■ Maximize Box. The frame has a maximize box in the top-right corner.
■ System Menu. The frame has a system menu in the top-left corner.
■ Minimized. The frame is minimized when the application starts. For SDI applications,
this option will be ignored when the application is running under Windows 95.
■ Maximized. The frame is maximized when the application starts. For SDI applications,
this option will be ignored when the application is running under Windows 95.
When you have made your selections, click Close to return to step 4 and click Next to move on Part
to the next step.
I
Other Options Ch
The fifth step in running AppWizard to create an executable Windows program (see 1
Figure 1.9) asks the leftover questions that are unrelated to menus, OLE, database access, or
appearance. Do you want comments inserted in your code? You certainly do. That one is easy.
FIG. 1.9
The fifth step of
building an application
with AppWizard is to
decide on comments
and the MFC library.
The next question isn’t as straightfor ward. Do you want the MFC library as a shared DLL or
statically linked? A DLL (dynamic link library) is a collection of functions used by many differ-
ent applications. Using a DLL makes your programs smaller but makes the installation a little
more complex. Have you ever moved an executable to another directory, or another computer,
only to find it won’t run anymore because it’s missing DLLs? If you statically link the MFC
library into your application, it is larger, but it is easier to move and copy around.
If your users are likely to be developers themselves and own at least one other application that
uses the MFC DLL or aren’t intimidated by the need to install DLLs as well as the program
itself, choose the shared DLL option. The smaller executable is convenient for all. If your users
are not developers, choose the statically linked option. It reduces the technical support issues
you have to face with inexperienced users. If you write a good install program, you can feel
more confident about using shared DLLs.
After you’ve made your Step 5 choices, click Next to move to Step 6.
developers prefer to use another view, such as CScrollView or CEditView. The view classes are
discussed in Chapter 4. Click Finish when this Step 6 dialog box is complete.
TIP Objects, classes, and inheritance are reviewed in Appendix A, “C++ Review and Object-Oriented
Concepts.”
FIG. 1.10
The final step of
building a typical
application with
AppWizard is to confirm
filenames and
classnames.
FIG. 1.11
When AppWizard is
ready to build your
application, you get one
more chance to confirm
everything.
Bring up AppWizard by choosing File, New and clicking the Projects tab. On the Projects tab,
1
fill in a folder name where you would like to keep your applications; AppWizard will make a
new folder for each project. Fill in FirstSDI for the project name; then move through the six
AppWizard steps. Choose an SDI application at Step 1, and on all the other steps simply leave
the selections as they are and click Next. When AppWizard has created the project, choose
Build, Build from the Developer Studio menu to compile and link the code.
When the build is complete, choose Build, Execute. You have a real, working Windows applica-
tion, shown in Figure 1.12. Play around with it a little: Resize it, minimize it, maximize it.
FIG. 1.12
Your first application
looks like any full-
fledged Windows
application.
Try out the File menu by choosing File, Open; bring up the familiar Windows File Open dialog
(though no matter what file you choose, nothing seems to happen); and then choose File, Exit
to close the application. Execute the program again to continue exploring the capabilities that
have been automatically generated for you. Move the mouse cursor over one of the toolbar
buttons and pause; a ToolTip will appear, reminding you of the toolbar button’s purpose. Click
the Open button to confirm that it is connected to the File Open command you chose earlier.
Open the View menu and click Toolbar to hide the toolbar; then choose View Toolbar again to
restore it. Do the same thing with the status bar. Choose Help, About, and you’ll see it even has
an About box with its own name and the current year in the copyright date (see Figure 1.13).
Repeat these steps to create an MDI application called FirstMDI. The creation process will
differ only on Step 0, where you specify the project name, and Step 1, where you choose an
MDI application. Accept the defaults on all the other steps, create the application, build it, and
execute it. You’ll see something similar to Figure 1.14, an MDI application with a single docu-
ment open. Try out the same operations you tried with FirstSDI.
FIG. 1.13
You even get an About
box in this start
application.
FIG. 1.14
An MDI application can
display a number of
documents at once.
Choose File, New, and a second window, FirstM2, appears. Try minimizing, maximizing, and
restoring these windows. Switch among them using the Window menu. All this functionality is
yours from AppWizard, and you don’t have to write a single line of code to get it.
Choose Dialog Based and click Next to move to Step 2, shown in Figure 1.16.
FIG. 1.16
Step 2 of the
AppWizard process for
a dialog-based
application involves
choosing Help,
Automation, ActiveX,
and Sockets settings.
If you would like an About item on the system menu, select the About Box item. To have
AppWizard lay the framework for Help, select the Context-Sensitive Help option. The third
check box, 3D Controls, should be selected for most Windows 95 and Windows NT applica-
tions. If you want your application to surrender control to other applications through automa-
tion, as discussed in Chapter 16, select the Automation check box. If you want your application
to contain ActiveX controls, select the ActiveX Controls check box. If you are planning to have
this application work over the Internet with sockets, check the Windows Sockets box. (Dialog-
based apps can’t use MAPI because they have no document.) Click Next to move to the third
step, shown in Figure 1.17.
As with the SDI and MDI applications created earlier, you want comments in your code. The
decision between static linking and a shared DLL is also the same as for the SDI and MDI
applications. If your users are likely to already have the MFC DLLs (because they are develop-
ers or because they have another product that uses the DLL) or if they won’t mind installing
the DLLs as well as your executable, go with the shared DLL to make a smaller executable file
and a faster link. Otherwise, choose As A Statically Linked Librar y. Click Next to move to the
final step, shown in Figure 1.18.
FIG. 1.17
Step 3 of the AppWizard
process for a dialog-
based application deals
with comments and the
MFC library.
FIG. 1.18
Step 4 of the AppWizard
process for a dialog-
based application gives
you a chance to adjust
filenames and
classnames.
In this step you can change the names AppWizard chooses for files and classes. This is rarely a
good idea because it will confuse people who maintain your code if the filenames can’t be easily
distinguished from the classnames, and vice versa. If you realize after looking at this dialog that
you made a poor choice of project name, use Back to move all the way back to the New Project
Workspace dialog, change the name, click Create, and then use Next to return to this dialog.
Click Finish to see the summary of the files and classes to be created, similar to that in Figure
1.19.
If any information on this dialog isn’t what you wanted, click Cancel and then use Back to move
to the appropriate step and change your choices. When the information is right, click OK and
watch as the application is created.
To try it yourself, create an empty dialog-based application yourself, call it FirstDialog, and
accept the defaults for each step of AppWizard. When it’s complete, choose Build, Build to
compile and link the application. Choose Build, Execute to see it in action. Figure 1.20 shows
the empty dialog-based application running.
FIG. 1.20
A starter dialog
application includes a
reminder of the work
ahead of you.
Clicking the OK or Cancel button, or the X in the top-right corner, makes the dialog disappear.
Clicking the system menu in the top-left corner gives you a choice of Move, Close, or About.
Figure 1.21 shows the About box that was generated for you.
FIG. 1.21
The same About box is
generated for SDI, MDI,
and dialog-based
applications.
Custom AppWizard
Perhaps you work in a large programming shop that builds many applications. Although
AppWizard saves a lot of time, your programmers may spend a day or two at the start of each
project pasting in your own boilerplate, which is material that is the same in every one of your
projects. You may find it well worth your time to build a Custom AppWizard, a wizard of your
very own that puts in your boilerplate as well as the standard MFC material. After you have
done this, your application type is added to the list box on the left of the Projects tab of the New
dialog box shown in Figure 1.1. Creating and using Custom AppWizards is discussed in Chap-
ter 25, “Achieving Reuse with the Gallery and Your Own AppWizards.”
Makefile
If you want to create a project that is used with a different make utility than Developer Studio,
choose this wizard from the left list in the New Project Workspace dialog box. No code is gen-
erated. If you don’t know what a make utility is, don’t worry—this wizard is for those who
prefer to use a standalone tool to replace one portion of Developer Studio.
Win32 Application
There are times when you want to create a Windows application in Visual C++ that doesn’t use
MFC and doesn’t start with the boilerplate code that AppWizard produces for you. To create
such an application, choose the Win32 Application wizard from the left list in the Projects tab,
fill in the name and folder for your project, and click OK. You are not asked any questions;
AppWizard simply creates a project file for you and opens it. You have to create all your code
from scratch and insert the files into the project.
AppWizard, despite the name, isn’t really magic. It pastes in bits and pieces of code you need,
and you can paste in those very same bits yourself. Here’s how to find out what you need to
paste in.
First, create a project with the same options you used in creating the project whose settings
you want to change, and don’t add any code to it. Second, in a different folder create a project
with the same name and all the same settings, except the one thing you want to change
(Context-Sensitive Help in this example). Compare the files, using WinDiff, which comes with
Visual C++. Now you know what bits and pieces you need to add to your full-of-code project to
implement the feature you forgot to ask AppWizard for.
Some developers, if they discover their mistake soon enough, find it quicker to create a new
project with the desired features and then paste their own functions and resources from the
partially built project into the new empty one. It’s only a matter of taste, but after you go
through either process for changing your mind, you probably will move a little more slowly
through those AppWizard dialog boxes.
The code generated by AppWizard may not make sense to you right away, especially if you I
haven’t written a C++ program before. You don’t need to understand this code in order to write Ch
your own simple applications. Your programs will be better ones, though, if you know what
they are doing, so a quick tour of AppWizard’s boilerplate code is a good idea. You’ll see the 1
core of an SDI application, an MDI application, and a dialog-based application.
You’ll need the starter applications FirstSDI, FirstMDI, and FirstDialog, so if you didn’t create
them earlier, do so now. If you’re unfamiliar with the Developer Studio interface, glance
through Appendix C to learn how to edit code and look at classes.
Five classes have been created for you. For the application FirstSDI, they are as follows:
Dialog classes are discussed in Chapter 2, “Dialogs and Controls.” Document, view, and frame
classes are discussed in Chapter 4. The header file for CFirstSDIApp is shown in Listing 1.1.
The easiest way for you to see this code is to double-click on the classname, CFirstDSIApp, in
the ClassView pane. This will edit the header file for the class.
#if !defined(AFX_FIRSTSDI_H__CDF38D8A_8718_11D0_B02C_0080C81A3AA2__INCLUDED_)
#define AFX_FIRSTSDI_H__CDF38D8A_8718_11D0_B02C_0080C81A3AA2__INCLUDED_
#ifndef __AFXWIN_H__
#error include ‘stdafx.h’ before including this file for PCH
#endif
continues
/////////////////////////////////////////////////////////////////////////////
// CFirstSDIApp:
// See FirstSDI.cpp for the implementation of this class
//
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CFirstSDIApp)
public:
virtual BOOL InitInstance();
//}}AFX_VIRTUAL
// Implementation
//{{AFX_MSG(CFirstSDIApp)
afx_msg void OnAppAbout();
// NOTE - The ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Developer Studio will insert additional declarations
// immediately before the previous line.
#endif //!defined(AFX_FIRSTSDI_H__CDF38D8A_8718_11D0_B02C_0080C81A3AA2__INCLUDED_)
This code is confusing at the beginning. The #if(!defined) followed by the very long string
(yours will be different) is a clever form of include guarding. You may have seen a code snippet
like this before:
#ifndef test_h
#include “test.h”
#define test_h
#endif
This guarantees that the file test.h will never be included more than once. Including the same
file more than once is quite likely in C++. Imagine that you define a class called Employee, and it
uses a class called Manager. If the header files for both Employee and Manager include, for ex-
ample, BigCorp.h, you will get error messages from the compiler about “redefining” the sym-
bols in BigCorp.h the second time it is included.
There is a problem with this approach: If someone includes test.h but forgets to set test_h, Part
your code will include test.h the second time. The solution is to put the test and the definition
in the header file instead, so that test.h looks like this:
I
Ch
#ifndef test_h
... the entire header file
#define test_h
1
#endif
All AppWizard did was generate a more complicated variable name than test_h (this wild
name prevents problems when you have several files, in different folders and projects, with the
same name) and use a slightly different syntax to check the variable. The #pragma once code is
also designed to prevent multiple definitions if this file is ever included twice.
The actual meat of the file is the definition of the class CFirstSDIApp. This class inherits from
CWinApp, an MFC class that provides most of the functionality you need. AppWizard has gener-
ated some functions for this class that override the ones inherited from the base class. The
section of code that begins //Overrides is for virtual function overrides. AppWizard generated
the odd-looking comments that surround the declaration of InitInstance(): ClassWizard will
use these to simplify the job of adding other overrides later, if they are necessary. The next
section of code is a message map and declares there is a function called OnAppAbout. You can
learn all about message maps in Chapter 3, “Messages and Commands.”
AppWizard generated the code for the CFirstSDIApp constructor, InitInstance(), and
OnAppAbout() in the file firstsdi.cpp. Here’s the constructor, which initializes a CFirstSDIApp
object as it is created:
CFirstSDIApp::CFirstSDIApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
This is a typical Microsoft constructor. Because constructors don’t return values, there’s no
easy way to indicate that there has been a problem with the initialization. There are several
ways to deal with this. Microsoft’s approach is a two-stage initialization, with a separate initializ-
ing function so that construction does no initialization. For an application, that function is called
InitInstance(), shown in Listing 1.2.
// Standard initialization
// If you are not using these features and want to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you don’t need.
continues
// Change the registry key under which our settings are stored.
// You should modify this string to be something appropriate,
// such as the name of your company or organization.
SetRegistryKey(_T(“Local AppWizard-Generated Applications”));
CSingleDocTemplate* pDocTemplate;
pDocTemplate = new CSingleDocTemplate(
IDR_MAINFRAME,
RUNTIME_CLASS(CFirstSDIDoc),
RUNTIME_CLASS(CMainFrame), // main SDI frame window
RUNTIME_CLASS(CFirstSDIView));
AddDocTemplate(pDocTemplate);
// Parse command line for standard shell commands, DDE, file open
CCommandLineInfo cmdInfo;
ParseCommandLine(cmdInfo);
// The one and only window has been initialized, so show and update it.
m_pMainWnd->ShowWindow(SW_SHOW);
m_pMainWnd->UpdateWindow();
return TRUE;
}
InitInstance gets applications ready to go. This one starts by enabling the application to
contain ActiveX controls with a call to AfxEnableControlContainer() and then turns on 3D
controls. It then sets up the Registry key under which this application will be registered. (The
Registry is introduced in Chapter 7, “Persistence and File I/O.” If you’ve never heard of it, you
can ignore it for now.)
InitInstance() goes on to register single document templates, which is what makes this an
SDI application. Documents, views, frames, and document templates are all discussed in
Chapter 4.
Following the comment about parsing the command line, InitInstance() sets up an empty Part
CCommandLineInfo object to hold any parameters that may have been passed to the application
when it was run, and it calls ParseCommandLine() to fill that. Finally, it calls
I
ProcessShellCommand() to do whatever those parameters requested. This means your applica- Ch
tion can support command-line parameters to let users save time and effort, without effort on
your part. For example, if the user types at the command line FirstSDI fooble, the application
1
starts and opens the file called fooble. The command-line parameters that
ProcessShellCommand() supports are the following:
Parameter Action
None Start app and open new file.
Filename Start app and open file.
/p filename Start app and print file to default printer.
/pt filename printer driver port Start app and print file to the specified printer.
/dde Start app and await DDE command.
/Automation Start app as an OLE automation server.
/Embedding Start app to edit an embedded OLE item.
If you would like to implement other behavior, make a class that inherits from
CCommandLineInfo to hold the parsed command line; then override CWinApp::
ParseCommandLine() and CWinApp::ProcessShellCommand() in your own App class.
TIP You may already know that you can invoke many Windows programs from the command line; for
example, typing Notepad blah.txt at a DOS prompt will open blah.txt in Notepad. Other command line
options work, too, so typing Notepad /p blah.txt will open blah.txt in Notepad, print it, and then close
Notepad.
That’s the end of InitInstance(). It returns TRUE to indicate that the rest of the application
should now run.
The message map in the header file indicated that the function OnAppAbout() handles a mes-
sage. Which one? Here’s the message map from the source file:
BEGIN_MESSAGE_MAP(CFirstSDIApp, CWinApp)
//{{AFX_MSG_MAP(CFirstSDIApp)
ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
// NOTE - The ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
// Standard file-based document commands
ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew)
ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen)
// Standard print setup command
ON_COMMAND(ID_FILE_PRINT_SETUP, CWinApp::OnFilePrintSetup)
END_MESSAGE_MAP()
This message map catches commands from menus, as discussed in Chapter 3. When the user
chooses Help About, CFirstSDIApp::OnAppAbout() will be called. When the user chooses File
New, File Open, or File Print Setup, functions from CWinApp will handle that work for you. (You
would override those functions if you wanted to do something special for those menu choices.)
OnAppAbout() looks like this:
void CFirstSDIApp::OnAppAbout()
{
CAboutDlg aboutDlg;
aboutDlg.DoModal();
}
This code declares an object that is an instance of CAboutDlg, and calls its DoModal() function
to display the dialog onscreen. (Dialog classes and the DoModal() function are both covered
in Chapter 2.) There’s no need to handle OK or Cancel in any special way—this is just an
About box.
Other Files
If you selected Context-Sensitive Help, AppWizard generates an .HPJ file and a number of .RTF
files to give some context-sensitive help. These files are discussed in Chapter 11 in the “Com-
ponents of the Help System” section.
AppWizard also generates a README.TXT file that explains what all the other files are and
what classes have been created. Read this file if all the similar filenames become confusing.
There are also a number of project files used to hold your settings and options, to speed build
time by saving partial results, and to keep information about all your variables and functions.
These files have extensions like .ncb, .aps, .dsw, and so on. You can safely ignore these files
because you will not be using them directly.
Five classes have been created for you. For the application FirstMDI, they are
#ifndef __AFXWIN_H__
#error include ‘stdafx.h’ before including this file for PCH
#endif
/////////////////////////////////////////////////////////////////////////////
// CFirstMDIApp:
// See FirstMDI.cpp for the implementation of this class
//
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CFirstMDIApp)
public:
virtual BOOL InitInstance();
//}}AFX_VIRTUAL
// Implementation
//{{AFX_MSG(CFirstMDIApp)
afx_msg void OnAppAbout();
// NOTE - The ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code !
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Developer Studio will insert additional declarations immediately
// before the previous line.
#endif //!defined(AFX_FIRSTMDI_H__CDF38D9E_8718_11D0_B02C_0080C81A3AA2__INCLUDED_)
How does this differ from FirstSDI.h? Only in the classnames. The constructor is also the same
as before. OnAppAbout() is just like the SDI version. How about InitInstance()? It is in
Listing 1.4.
// Standard initialization
// If you are not using these features and want to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you don’t need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
// Change the registry key under which your settings are stored.
// You should modify this string to be something appropriate,
// such as the name of your company or organization.
SetRegistryKey(_T(“Local AppWizard-Generated Applications”));
CMultiDocTemplate* pDocTemplate;
pDocTemplate = new CMultiDocTemplate(
IDR_FIRSTMTYPE,
RUNTIME_CLASS(CFirstMDIDoc),
RUNTIME_CLASS(CChildFrame), // custom MDI child frame
RUNTIME_CLASS(CFirstMDIView));
AddDocTemplate(pDocTemplate);
// Parse command line for standard shell commands, DDE, file open
CCommandLineInfo cmdInfo;
ParseCommandLine(cmdInfo);
return FALSE;
Part
// The main window has been initialized, so show and update it.
pMainFrame->ShowWindow(m_nCmdShow);
I
pMainFrame->UpdateWindow(); Ch
return TRUE; 1
}
What’s different here? Using WinDiff can help. WinDiff is a tool that comes with Visual C++
and is reached from the Tools menu. (If WinDiff isn’t on your Tools menu, see the “Tools”
section of Appendix C.) Using WinDiff to compare the FirstSDI and FirstMDI versions of
InitInstance() confirms that, other than the classnames, the differences are
■ The MDI application sets up a CMultiDocTemplate and the SDI application sets up a
CSingleDocTemplate, as discussed in Chapter 4.
■ The MDI application sets up a mainframe window and then shows it; the SDI application
does not.
This shows a major advantage of the Document/View paradigm: It enables an enormous de-
sign decision to affect only a small amount of the code in your project and hides that decision
as much as possible.
Three classes have been created for you for the application called FirstMDI:
The dialog classes are the subject of Chapter 2. Listing 1.5 shows the header file for
CFirstDialogApp.
#if !defined(AFX_FIRSTDIALOG_H__CDF38DB4_8718_11D0_B02C_0080C81A3AA2__INCLUDED_)
continues
#ifndef __AFXWIN_H__
#error include ‘stdafx.h’ before including this file for PCH
#endif
/////////////////////////////////////////////////////////////////////////////
// CFirstDialogApp:
// See FirstDialog.cpp for the implementation of this class
//
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CFirstDialogApp)
public:
virtual BOOL InitInstance();
//}}AFX_VIRTUAL
// Implementation
//{{AFX_MSG(CFirstDialogApp)
// NOTE - The ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code !
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Developer Studio will insert additional declarations immediately
// before the previous line.
#endif // !defined(AFX_FIRSTDIALOG_H__CDF38DB4_8718_11D0_B02C_0080C81A3AA2
➥__INCLUDED_)
CFirstDialogApp inherits from CWinApp, which provides most of the functionality. CWinApp has
a constructor, which does nothing, as did the SDI and MDI constructors earlier in this chapter,
and it overrides the virtual function InitInstance(), as shown in Listing 1.6.
// Standard initialization 1
// If you are not using these features and want to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you don’t need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
CFirstDialogDlg dlg;
m_pMainWnd = &dlg;
int nResponse = dlg.DoModal();
if (nResponse == IDOK)
{
// TODO: Place code here to handle when the dialog is
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// TODO: Place code here to handle when the dialog is
// dismissed with Cancel
}
// Because the dialog has been closed, return FALSE so that you exit the
// application, rather than start the application’s message pump.
return FALSE;
}
This enables 3D controls, because you asked for them, and then puts up the dialog box that is
the entire application. To do that, the function declares an instance of CDialog16Dlg, dlg, and
then calls the DoModal() function of the dialog, which displays the dialog box onscreen and
returns IDOK if the user clicks OK, or IDCANCEL if the user clicks Cancel. (This process is dis-
cussed further in Chapter 2.) It’s up to you to make that dialog box actually do something.
Finally, InitInstance() returns FALSE because this is a dialog-based application and when the
dialog box is closed, the application is ended. As you saw earlier for the SDI and MDI applica-
tions, InitInstance() usually returns TRUE to mean “everything is fine—run the rest of the
application” or FALSE to mean “something went wrong while initializing.” Because there is no
“rest of the application,” dialog-based apps always return FALSE from their InitInstance().
Because some of these questions are not applicable for dialog-based applications, this table has
a Dialog column Yes that indicates this decision applies to dialog-based applications, too. An
entry of — in the Chapter column means that this decision doesn’t really warrant discussion.
These topics get a sentence or two in passing in this chapter or elsewhere.
By now you know how to create applications that don’t do much of anything. To make them do
something, you need menus or dialog controls that give commands, and you need other dialog
controls that gather more information. These are the subject of the next chapter, Chapter 2,
“Dialogs and Controls.” ●
C H A P T E R
Part
I
Ch
2
Dialogs and Controls
In this chapter
Understanding Dialog Boxes 44
Creating a Dialog Box Resource 44
Writing a Dialog Box Class 47
Using the Dialog Box Class 50
Chances are that your Windows application will have several dialog boxes, each designed to
retrieve a specific type of information from your user. For each dialog box that appears
onscreen, there are two entities you need to develop: a dialog box resource and a dialog box class.
The dialog box resource is used to draw the dialog box and its controls onscreen. The class
holds the values of the dialog box, and it is a member function of the class that causes the
dialog box to be drawn onscreen. They work together to achieve the overall effect: making
communication with the program easier for your user.
You build a dialog box resource with the resource editor, adding controls to it and arranging
them to make the control easy to use. Class Wizard then helps you to create a dialog box class,
typically derived from the MFC class CDialog, and to connect the resource to the class. Usu-
ally, each control on the dialog box resource corresponds to one member variable in the class.
To display the dialog box, you call a member function of the class. To set the control values to
defaults before displaying the dialog box, or to determine the values of the controls after the
user is finished with the box, you use the member variables of the class.
To create a dialog box resource, first open the application. Choose Insert, Resource from De-
veloper Studio’s menu bar. The Insert Resource dialog box, shown in Figure 2.1, appears.
Double-click Dialog in the Resource Type box. The dialog box editor appears, as shown in
Figure 2.2.
Bring up the Properties dialog box for the new dialog box by choosing View, Properties.
Change the caption to Sample Dialog, as shown in Figure 2.3. You’ll be using the Properties
dialog box quite a lot as you work on this dialog box resource, so pin it to the screen by click-
ing the pushpin in the upper-left corner.
FIG. 2.1
Double-click Dialog on
the Insert Resource
dialog box.
Part
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FIG. 2.2 2
A brand new dialog box
resource has a title, an
OK button, and a
Cancel button.
FIG. 2.3
Use the Dialog
Properties dialog box to
change the title of the
new dialog box.
The control palette shown at the far right of Figure 2.2 is used to add controls to the dialog box
resource. Dialog boxes are built and changed with a very visual WYSIWYG interface. If you
need a button on your dialog box, you grab one from the control palette, drop it where you
want it, and change the caption from Button1 to Lookup, or Connect, or whatever you want the
button to read. All the familiar Windows controls are available for your dialog boxes:
■ Static text. Not really a control, this is used to label other controls such as edit boxes.
■ Edit box. Single line or multiline, this is a place for users to type strings or numbers as
input to the program. Read-only edit boxes are used to display text.
■ Button. Every dialog box starts with OK and Cancel buttons, but you can add as many of
your own as you want.
■ Check box. You use this control to set options on or off; each option can be selected or
deselected independently.
■ Radio button. You use this to select only one of a number of related options. Selecting
one button deselects the rest.
■ List box. You use this box type to select one item from a list hardcoded into the dialog
box or filled in by the program as the dialog box is created. The user cannot type in the
selection area.
■ Combo box. A combination of an edit box and a list box, this control enables users to
select from a list or type their response, if the one they want isn’t on the list.
The sample application in this chapter is going to have a dialog box with a selection of controls
on it, to demonstrate the way they are used.
FIG. 2.4
You can build a simple
dialog box quickly in the
resource editor.
Part
TIP If you aren’t sure which control palette button inserts an edit box (or any other type of control), just I
hold the pointer still over one of the buttons for a short time. A ToolTip will appear, reminding you of the Ch
name of the control associated with the button. Move the pointer from button to button until you find
the one for the edit box.
2
Add a check box and three radio buttons to the dialog box so that it resembles Figure 2.4.
Change the captions on the radio buttons to One, Two, and Three. To align all these controls,
click one, and then while holding down the Ctrl key, click each of the rest of them. Choose
Layout, Align, Left, and if necessary drag the stack of controls over with the mouse while they
are all selected. Then choose Layout, Space Evenly, Down, to adjust the vertical spacing.
TIP The commands on the Layout menu are also on the Dialog toolbar, which appears at the bottom of
your screen while you are using the resource editor. The toolbar symbols are repeated on the menu to
help you learn which button is associated with each menu item.
Click the One radio button again and bring up the Properties dialog box. Select the Group
check box. This indicates that this is the first of a group of buttons. When you select a radio
button, all the other buttons in the group are deselected.
Add a list box to the dialog box, to the right of the radio buttons, and resize it to match Figure
2.4. With the list box highlighted, choose View, Properties to bring up the Properties dialog
box if it is not still pinned in place. Select the Styles tab and make sure that the Sort box is not
selected. When this box is selected, the strings in your list box are automatically presented in
alphabetical order. For this application, they should be presented in the order that they are
added.
FIG. 2.5
ClassWizard makes
sure you don’t forget to
create a class to go
with your new dialog
box resource.
You connect the dialog box resources to your code with the Member Variables tab of
ClassWizard, shown in Figure 2.7. Click IDC_CHECK1 and then click the Add Variable button.
This brings up the Add Member Variable dialog box, shown in Figure 2.8.
FIG. 2.6
Creating a dialog box
class is simple with
ClassWizard.
FIG. 2.7
The Member Variables
tab of ClassWizard
connects dialog box
controls to dialog box
class member variables.
A member variable in the new dialog box class can be connected to a control’s value or to the
control. This sample demonstrates both kinds of connection. For IDC_CHECK1, fill in the variable
name as m_check, and make sure that the Category drop-down box has Value selected. If you
open the Variable Type drop-down box, you will see that the only possible choice is BOOL.
Because a check box can be either selected or not selected, it can be connected only to a BOOL
variable, which holds the value TRUE or FALSE. Click OK to complete the connection.
FIG. 2.8
You choose the name
for the member variable
associated with each
control.
Part
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Here are the data types that go with each control type: 2
■ Edit box. Usually a string but also can be other data types, including int, float, and long
■ Check box. int
■ Radio button. int
■ List box. String
■ Combo box. String
■ Scrollbar. int
Connect IDC_EDIT1 in the same way, to a member variable called m_edit of type CString as a
Value. Connect IDC_LIST1 as a Control to a member variable called m_listbox of type
CListBox. Connect IDC_RADIO_1, the first of the group of radio buttons, as a Value to an int
member variable called m_radio.
After you click OK to add the variable, ClassWizard offers, for some kinds of variables, the
capability to validate the user’s data entry. For example, when an edit control is selected, a field
under the variables list allows you to set the maximum number of characters the user can enter
into the edit box (see Figure 2.9). Set it to 10 for m_edit. If the edit box is connected to a num-
ber (int or float), this area of ClassWizard is used to specify minimum or maximum values
for the number entered by the user. The error messages asking the user to try again are gener-
ated automatically by MFC with no work on your part.
FIG. 2.9
Enter a number in
the Maximum
Characters field to
limit the length of a
user’s entry.
This ensures that the compiler knows what a CSdiDialog class is when it compiles this file.
Double-click InitInstance() in the ClassView again to bring the cursor to the beginning of
the function. Scroll down to the end of the function, and just before the return at the end of the
function, add the lines in Listing 2.1.
Entering Code
As you enter code into this file, you may want to take advantage of a feature that makes its debut in
this version of Visual C++: Autocompletion. Covered in more detail in Appendix C, Autocompletion
saves you the trouble of remembering all the member variables and functions of a class. If you type
dlg. and then pause, a window will appear, listing all the member variables and functions of the
class CSdiDialog, including those it inherited from its base class. If you start to type the variable
you want—for example, typing m_—the list will scroll to variables starting with m_. Use the arrow keys
to select the one you want, and press Space to select it and continue typing code. You are sure to
find this feature a great time saver. If the occasional pause as you type bothers you, Autocompletion
can be turned off by choosing Tools, Options and clicking the Editor tab. Deselect the parts of
Autocompletion you no longer want.
This code first creates an instance of the dialog box class. It sets the check box and edit box to
simple default values. (The list box and radio buttons are a little more complex and are added
later in this chapter, in “Using a List Box Control” and “Using Radio Buttons.”) The dialog box
displays onscreen by calling its DoModal() function, which returns a number represented by
IDOK if the user clicks OK and IDCANCEL if the user clicks Cancel. The code then builds a mes-
sage and displays it with the AfxMessageBox function.
N O T E The CString class has a number of useful member functions and operator overloads. As
you see here, the += operator tacks characters onto the end of a string. For more about the
CString class, consult Appendix F, “Useful Classes.” ■
Build the project by choosing Build, Build or by clicking the Build button on the Build toolbar.
Run the application by choosing Build, Execute or by clicking the Execute Program button on
the Build toolbar. You will see that the dialog box displays with the default values you just
coded, as shown in Figure 2.10. Change them, and click OK. You should get a message box
telling you what you did, such as the one in Figure 2.11. Now the program sits there, ready to
go, but because there is no more for it to do, you can close it by choosing File, Exit or by click-
ing the – in the top-right corner.
FIG. 2.10
Your application
displays the dialog box
when it first runs.
FIG. 2.11
After you click OK, the
application echoes the
contents of the edit
control.
Run it again, change the contents of the edit box, and this time click Cancel on the dialog box.
Notice in Figure 2.12 that the edit box is reported as still hi there. This is because MFC does
not copy the control values into the member variables when the user clicks Cancel. Again, just
close the application after the dialog box is gone.
FIG. 2.12
When you click Cancel,
the application ignores
any changes you made.
Be sure to tr y entering more characters into the edit box than the 10 you specified with
ClassWizard. You will find you cannot type more than 10 characters—the system just beeps at
you. If you try to paste in something longer than 10 characters, only the first 10 characters
appear in the edit box.
The functions with names that start with DDX all perform data exchange: Their second param-
eter is the resource ID of a control, and the third parameter is a member variable in this class.
This is the way that ClassWizard connected the controls to member variables—by generating
this code for you. Remember that ClassWizard also added these variables to the dialog box
class by generating code in the header file that declares them.
There are 34 functions whose names begin with DDX: one for each type of data that might be
exchanged between a dialog box and a class. Each has the type in its name. For example,
DDX_Check is used to connect a check box to a BOOL member variable. DDX_Text is used to
connect an edit box to a CString member variable. ClassWizard chooses the right function
name when you make the connection.
N O T E Some DDX functions are not generated by ClassWizard. For example, when you connect a
list box as a Value, your only choice for type is CString. Choosing that causes
ClassWizard to generate a call to DDX_LBString(), which connects the selected string in the list box
to a CString member variable. There are cases when the integer index into the list box might be more
useful, and there is a DDX_LBIndex() function that performs that exchange. You can add code to
DoDataExchange(), outside the special ClassWizard comments, to make this connection. If you do
so, remember to add the member variable to the class yourself. You can find the full list of DDX
functions in the online documentation. ■
Functions with names that start with DDV perform data validation. ClassWizard adds a call to
DDV_MaxChars right after the call to DDX_Text that filled m_edit with the contents of IDC_EDIT1.
The second parameter of the call is the member variable name, and the third is the limit: how
many characters can be in the string. If a user ever managed to get extra characters into a
length-validated string, the DDV_MaxChars() function contains code that puts up a warning box
and gets the user to try again. You can just set the limit and count on its being enforced.
When it is time to initialize the dialog box, just before it displays onscreen, a CDialog function
named OnInitDialog() is called. Although the full explanation of what you are about to do will
have to wait until Chapter 3, “Messages and Commands,” follow the upcoming steps to add the
function to your class.
In ClassView, right-click CSdiDialog and choose Add Windows Message Handler. The New
Windows Message and Event Handlers dialog box shown in Figure 2.13 appears. Choose
WM_INITDIALOG from the list and click Add Handler. The message name disappears from the
left list and appears in the right list. Click it and then click Edit Existing to see the code.
FIG. 2.13
The New Windows
Message and Event
Handlers dialog box
helps you override
OnInitDialog().
Remove the TODO comment and add calls to the member functions of the list box so that the
function is as shown in Listing 2.2.
m_listbox.AddString(“First String”);
m_listbox.AddString(“Second String”);
m_listbox.AddString(“Yet Another String”);
m_listbox.AddString(“String Number Four”);
m_listbox.SetCurSel(2);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
This function starts by calling the base class version of OnInitDialog() to do whatever behind-
the-scenes work MFC does when dialog boxes are initialized. Then it calls the list box member Part
function AddString() which, as you can probably guess, adds a string to the list box. The I
strings will be displayed to the user in the order that they were added with AddString(). The
Ch
final call is to SetCurSel(), which sets the current selection. As you see when you run this
program, the index you pass to SetCurSel() is zero based, which means that item 2 is the third 2
in the list, counting 0, 1, 2.
N O T E Usually, the strings of a list box are not hardcoded like this. To set them from elsewhere in
your program, you have to add a CStringArray member variable to the dialog box class
and a function to add strings to that array. The OnInitDialog() would use the array to fill the list
box. Alternatively, you can use another one of MFC’s collection classes or even fill the list box from a
database. For more about CStringArray and other MFC collection classes, consult Appendix F.
Database programming is covered in Chapter 22, “Database Access.” ■
In order to have the message box display some indication of what was selected in the list box,
you have to add another member variable to the dialog box class. This member variable will be
set as the dialog box closes and can be accessed after it is closed. In ClassView, right-click
CSdiDialog and choose Add Member Variable. Fill in the dialog box, as shown in Figure 2.14,
and then click OK. This adds the declaration of the CString called m_selected to the header
file for you. (If the list box allowed multiple selections, you would have to use a CStringArray
to hold the list of selected items.) Strictly speaking, the variable should be private, and you
should either add a public accessor function or make CSdiApp::InitInstance() a friend func-
tion to CSdiDialog in order to be truly object oriented. Here you take an excusable shortcut.
The general rule still holds: Member variables should be private.
FIG. 2.14
Add a CString to your
class to hold the string
that was selected in the
list box.
TIP Object-oriented concepts (such as accessor functions), friend functions, and the reasoning behind
private member variables are discussed in Appendix A, “C++ Review and Object-Oriented Concepts.”
This new member variable is used to hold the string that the user selected. It is set when the
user clicks OK or Cancel. To add a function that is called when the user clicks OK, follow these
steps:
1. Right-click CSdiDialog in the ClassView, and choose Add Windows Message Handler.
2. In the New Windows Message and Event Handlers dialog box, shown in Figure 2.15,
highlight ID_OK in the list box at the lower right, labeled Class or Object to Handle.
FIG. 2.15
Add a function to
handle the user’s
clicking OK on your
dialog box.
3. In the far right list box, select BN_CLICKED. You are adding a function to handle the user’s
clicking the OK button once.
4. Click the Add Handler button. The Add Member Function dialog box shown in Figure
2.16 appears.
FIG. 2.16
ClassWizard suggests a
very good name for this
event handler: Do not
change it.
else
{
m_selected = “”;
}
CDialog::OnOK();
}
Part
This code calls the list box member function GetCurSel(), which returns a constant repre- I
sented by LB_ERR if there is no selection or if more than one string has been selected. Other- Ch
wise, it returns the zero-based index of the selected string. The GetText() member function
fills m_selected with the string at position index. After filling this member variable, this func-
2
tion calls the base class OnOK() function to do the other processing required.
In a moment you will add lines to CSdiApp::InitInstance() to mention the selected string in
the message box. Those lines will execute whether the user clicks OK or Cancel, so you need
to add a function to handle the user’s clicking Cancel. Simply follow the numbered steps for
adding OnOK, except that you choose ID_CANCEL from the top-right box and agree to call the
function OnCancel. The code, as shown in Listing 2.4, resets m_selected because the user
canceled the dialog box.
Build the application, run it, and test it. Does it work as you expect? Does it resemble Figure
2.17?
FIG. 2.17
Your application now
displays strings in the
list box.
You may recall that m_radio is the member variable to which the group of radio buttons is
connected. It is a zero-based index into the group of buttons, indicating which one is selected.
Button 1 is the second button. The call to UpdateData() refreshes the dialog box controls with
the member variable values. The parameter indicates the direction of transfer:
UpdateData(TRUE) would refresh the member variables with the control values, wiping out the
setting of m_radio you just made.
Unlike list boxes, a group of radio buttons can be accessed after the dialog box is no longer
onscreen, so you won’t need to add code to OnOK() or OnCancel(). However, you have a prob-
lem: how to convert the integer selection into a string to tack on the end of msg. There are lots
of approaches, including the Format() function of CString, but in this case, because there are
not many possible selections, a switch statement is readable and quick. At the end of
CSdiApp::InitInstance(), add the lines in Listing 2.5 just before the call to AfxMessageBox().
switch (dlg.m_radio)
{
case 0:
msg += “0”;
break;
case 1:
msg += “1”;
break;
case 2:
msg += “2”;
break;
default:
msg += “none”;
break;
}
The first new line adds two special characters to the message. Return, represented by \r, and
new line, represented by \n, combine to form the Windows end-of-line marker. This adds a line
break after the part of the message you have built so far. The rest of msg will appear on the
second line of the message box. The switch statement is an ordinary piece of C++ code, which
was also present in C. It executes one of the case statements, depending on the value of
dlg.m_radio.
Once again, build and test the application. Any surprises? It should resemble Figure 2.18. You
are going to be building and using dialog boxes throughout this book, so take the time to un-
derstand how this application works and what it does. You may want to step through it with the
debugger and watch it in action. You can read all about debugging in Chapter 24, “Improving
Your Application’s Performance,” and in Appendix D, “Debugging.” Part
I
FIG. 2.18 Ch
Your application now
selects Button Two by 2
default.
C H A P T E R
3
In this chapter
Understanding Message Routing 62
Understanding Message Loops 63
Reading Message Maps 65
Learning How ClassWizard Helps You Catch Messages 69
Recognizing Messages 72
Understanding Commands 73
Understanding Command Updates 74
Learning How ClassWizard Helps You Catch Commands and Command Updates 76
Messages are all referred to by their names, though the operating system uses integers to
refer to them. An enormous list of #define statements connects names to numbers and lets
Windows programmers talk about WM_PAINT or WM_SIZE or whatever message they need to talk
about. (The WM stands for Window Message.) An excerpt from that list is shown in Listing 3.1.
As well as a name, a message knows what window it is for and can have up to two parameters.
(Often, several different values are packed into these parameters, but that’s another story.)
Different messages are handled by different parts of the operating system or your application.
For example, when the user moves the mouse over a window, the window receives a
WM_MOUSEMOVE message, which it almost certainly passes to the operating system to deal with.
The operating system redraws the mouse cursor at the new location. When the left button is
clicked over a button, the button (which is a window) receives a WM_LBUTTONDOWN message and
handles it, often generating another message to the window that contains the button, saying, in
effect, “I was clicked.”
MFC has enabled many programmers to completely ignore low-level messages such as
WM_MOUSEMOVE and WM_LBUTTONDOWN. Instead, programmers deal only with higher level mes-
sages that mean things like “The third item in this list box has been selected” or “The Submit
button has been clicked.” All these kinds of messages move around in your code and the oper-
ating system code in the same way as the lower level messages. The only difference is what
piece of code chooses to handle them. MFC makes it much simpler to announce, at the indi-
vidual class’s level, which messages each class can handle. The old C way, which you will see
in the next section, made those announcements at a higher level and interfered with the object-
oriented approach to Windows programming, which involves hiding implementation details as
much as possible inside objects.
MSG msg;
if (! InitApplication (hInstance))
return (FALSE);
The API function DispatchMessage() calls the WndProc for the window that the message is
headed for. The WndProc() function for a Windows C program is a huge switch statement
with one case for each message the programmer planned to catch, such as the one in
Listing 3.3.
switch (message) {
case WM_MOUSEMOVE:
//handle mouse movement
break;
case WM_LBUTTONDOWN:
//handle left click
break;
case WM_RBUTTONDOWN:
//handle right click
break;
case WM_PAINT:
//repaint the window
break;
default:
return (DefWindowProc (hWnd, message, wParam, lParam));
}
return (0);
}
As you can imagine, these WndProcs become very long in a hurry. Program maintenance can
be a nightmare. MFC solves this problem by keeping information about message processing
close to the functions that handle the messages, freeing you from maintaining a giant switch
statement that is all in one place. Read on to see how it’s done.
Message maps come in two parts: one in the .h file for a class and one in the corresponding
.cpp. Typically, they are generated by wizards, although in some circumstances you will add
entries yourself. Listing 3.4 shows the message map from the header file of one of the classes
in a simple application called ShowString, presented in Chapter 8, “Building a Complete Appli-
cation: ShowString.”
This declares a function called OnAppAbout(). The specially formatted comments around the
declarations help ClassWizard keep track of which messages are caught by each class.
DECLARE_MESSAGE_MAP() is a macro, expanded by the C++ compiler’s preprocessor, that de-
clares some variables and functions to set up some of this magic message catching.
The message map in the source file, as shown in Listing 3.5, is quite similar.
If you don’t mind thinking of all this as magic, it might be enough to know that adding the
message map entry causes your code to run when the message is sent. Perhaps you’re wonder-
ing just how message maps really work. Here’s how. Every application has an object that inher-
its from CWinApp, and a member function called Run(). That function calls CWinThread::Run(),
which is far longer than the simple WinMain() presented earlier but has the same message loop
at its heart: call GetMessage(), call TranslateMessage(), call DispatchMessage(). Almost
every window object uses the same old-style Windows class and the same WindProc, called
AfxWndProc(). The WindProc, as you’ve already seen, knows the handle, hWnd, of the window
the message is for. MFC keeps something called a handle map, a table of window handles and
pointers to objects, and the framework uses this to send a pointer to the C++ object, a CWnd*.
Next, it calls WindowProc(), a virtual function of that object. Buttons or views might have differ-
ent WindowProc() implementations, but through the magic of polymorphism, the right function
is called.
Polymorphism
Virtual functions and polymorphism are important C++ concepts for anyone working with MFC. They
arise only when you are using pointers to objects and when the class of objects to which the pointers
are pointing is derived from another class. Consider as an example a class called CDerived that is
derived from a base class called CBase, with a member function called Function() that is
declared in the base class and overridden in the derived class. There are now two functions: One has
the full name CBase::Function(), and the other is CDerived::Function().
If your code has a pointer to a base object and sets that pointer equal to the address of the derived
object, it can then call the function, like this:
CDerived derivedobject;
CBase* basepointer;
basepointer = &derivedobject;
basepointer->Function();
In this case, CBase::Function() will be called. However, there are times when that is not what
you want—when you have to use a CBase pointer, but you really want CDerived::Function() to
be called. To indicate this, in CBase, Function() is declared to be virtual. Think of it as an
instruction to the compiler to override this function, if there is any way to do it.
When Function() is declared to be virtual in the base class, CBase, the code fragment above
would actually call CDerived::Function(), as desired. That’s polymorphism, and that shows up
again and again when using MFC classes. You use a pointer to a window, a CWnd*, that really points
to a CButton or a CView or some other class derived from CWnd, and when a function such as
WindowProc() is called, it will be the derived function—CButton::WindowProc() for example—
that is called.
N O T E You might wonder why the messages can’t just be handled by virtual functions. This would
make the virtual tables enormous, and slow the application too much. The message map
system is a much faster approach. ■
WindowProc()calls OnWndMsg(), the C++ function that really handles messages. First, it checks
to see whether this is a message, a command, or a notification. Assuming it’s a message, it
looks in the message map for the class, using the member variables and functions set up by
DECLARE_MESSAGE_MAP, BEGIN_MESSAGE_MAP, and END_MESSAGE_MAP. Part of what those macros
arrange is to enable access to the message map entries of the base class by the functions that
search the message map of the derived class. That means that if a class inherits from CView and
doesn’t catch a message normally caught by CView, that message will still be caught by the
same CView function as inherited by the derived class. This message map inheritance parallels
the C++ inheritance but is independent of it and saves a lot of trouble carrying virtual functions
around.
The bottom line: You add a message map entry, and when a message arrives, the functions
called by the hidden message loop look in these tables to decide which of your objects, and
which member function of the object, should handle the message. That’s what’s really going on
behind the scenes.
FIG. 3.1
ClassWizard makes
catching messages
simple.
Below those single-line boxes is a pair of multiline boxes. The one on the left lists the class
itself and all the commands that the user interface can generate. Commands are discussed in
the “Commands” section later in this chapter. With the classname highlighted, the box on the
right lists all the Windows messages this class might catch. It also lists a number of virtual
functions that catch common messages.
To the right of those boxes are buttons where you can add a new class to the project, add a
function to the class to catch the highlighted message, remove a function that was catching a
message, or open the source code for the function that catches the highlighted message. Typi-
cally, you select a class, select a message, and click Add Function to catch the message. Here’s
what the Add Function button sets in motion:
■ Adds a skeleton function to the bottom of the source file for the application
■ Adds an entry to the message map in the source file
■ Adds an entry to the message map in the include file
■ Updates the list of messages and member functions in the dialog box
After you add a function, clicking Edit Code makes it simple to start filling in the behavior of
that function. If you prefer, double-click the function name in the Member Functions list box.
Below the Object IDs and Messages boxes is a list of the member functions of this class that
are related to messages. This class has two such functions:
■ InitInstance()—Overrides a virtual function in CWinApp, the base class for
CShowStringApp, and is labeled with a V (for virtual function) in the list.
The InitInstance function is called whenever an application first starts. You don’t need to
understand this function to see that ClassWizard reminds you the function has been over-
ridden.
Finally, under the Member Functions box is a reminder of the meaning of the highlighted
message. called to implement wait cursors is a description of the DoWaitCursor virtual
function.
FIG. 3.2
The New Windows
Message and Event
Handlers dialog box is
another way to catch
messages.
Part
I
This dialog box doesn’t show any virtual functions that were listed in the main ClassView dia- Ch
log box. It is easy to see that this class catches the command ID_APP_ABOUT but doesn’t catch
the command update. (Commands and command updating are discussed in more detail later in 3
this chapter.) To add a new virtual function, you right-click on the class in ClassView and
choose Add New Virtual Function from the shortcut menu. Figure 3.3 shows this dialog box.
FIG. 3.3
The New Virtual
Override dialog box
simplifies implementing
virtual functions.
You can see in Figure 3.3 that CShowStringApp already overrides the InitInstance() virtual
function, and you can see what other functions are available to be overridden. As in the tabbed
dialog box, a message area at the bottom of the dialog box reminds you of the purpose of each
function: In fact, the text—Called to implement wait cursors—is identical to that in
Figure 3.1.
Views, documents, and frames are discussed in Chapter 4, “Documents and Views.”
Recognizing Messages
There are almost 900 Windows messages, so you won’t find a list of them all in this chapter.
Usually, you arrange to catch messages with ClassWizard and are presented with a much
shorter list that is appropriate for the class you are catching messages with. Not every kind of
window can receive every kind of message. For example, only classes that inherit from
CListBox receive list box messages such as LB_SETSEL, which directs the list box to move the
highlight to a specific list item. The first component of a message name indicates the kind of
window this message is destined for, or coming from. These window types are listed in
Table 3.1.
SBM Scrollbar
I
Ch
STM, STN Static control
TB, TBN Toolbar
3
TBM Track bar
TCM, TCN Tab control
TTM, TTN ToolTip
TVM, TVN Tree view
UDM Up Down control
WM Generic window
What’s the difference between, say, a BM message and a BN message? A BM message is a mes-
sage to a button, such as “act as though you were just clicked.” A BN message is a notification
from a button to the window that owns it, such as “I was clicked.” The same pattern holds for
all the prefixes that end with M or N in the preceding table.
Sometimes the message prefix does not end with M; for example CB is the prefix for a message
to a combo box, whereas CBN is the prefix for a notification from a combo box to the window
that owns it. Another example is CB_SETCURSEL, a message to a combo box directing it to select
one of its strings, whereas CBN_SELCHANGE is a message sent from a combo box, notifying its
parent that the user has changed which string is selected.
Understanding Commands
What is a command? It is a special type of message. Windows generates a command whenever
a user chooses a menu item, clicks a button, or otherwise tells the system to do something. In
older versions of Windows, both menu choices and button clicks generated a WM_COMMAND mes-
sage; these days you receive a WM_COMMAND for a menu choice and a WM_NOTIFY for a control
notification such as button clicking or list box selecting. Commands and notifications are
passed around by the operating system just like any other message, until they get into the top
of OnWndMsg(). At that point, Windows message passing stops and MFC command routing
starts.
Command messages all have, as their first parameter, the resource ID of the menu item that
was chosen or the button that was clicked. These resource IDs are assigned according to a
standard pattern—for example, the menu item File, Save has the resource ID ID_FILE_SAVE.
Command routing is the mechanism OnWndMsg() uses to send the command (or notification) to
objects that can’t receive messages. Only objects that inherit from CWnd can receive messages,
but all objects that inherit from CCmdTarget, including CWnd and CDocument, can receive com-
mands and notifications. That means a class that inherits from CDocument can have a message
map. There won’t be any entries in it for messages, only for commands and notifications, but
it’s still a message map.
How do the commands and notifications get to the class, though? By command routing. (This
becomes messy, so if you don’t want the inner details, skip this paragraph and the next.)
OnWndMsg() calls CWnd::OnCommand() or CWnd::OnNotify(). OnCommand() checks all sorts of
petty stuff (such as whether this menu item was grayed after the user selected it but before
this piece of code started to execute) and then calls OnCmdMsg(). OnNotify() checks different
conditions and then it, too, calls OnCmdMsg(). OnCmdMsg() is virtual, which means that different
command targets have different implementations. The implementation for a frame window
sends the command to the views and documents it contains.
This is how something that started out as a message can end up being handled by a member
function of an object that isn’t a window and therefore can’t really catch messages.
Should you care about this? Even if you don’t care how it all happens, you should care that you
can arrange for the right class to handle whatever happens within your application. If the user
resizes the window, a WM_SIZE message is sent, and you may have to rescale an image or do
some other work inside your view. If the user chooses a menu item, a command is generated,
and that means your document can handle it if that’s more appropriate. You see examples of
these decisions at work in Chapter 4.
Imagine you are designing an operating system, and you know it’s a good idea to have some
menu items grayed to show they can’t be used right now. There are two ways you can go about
implementing this.
One is to have a huge table with one entry for every menu item and a flag to indicate whether
it’s available. Whenever you have to display the menu, you can quickly check the table. When-
ever the program does anything that makes the item available or unavailable, it updates the
table. This is called the continuous-update approach.
The other way is not to have a table but to check all the conditions just before your program
displays the menu. This is called the update-on-demand approach and is the approach taken in
Windows. In the old C way of doing things—to check whether each menu option should be
grayed—the system sent a WM_INITMENUPOPUP message, which means “I’m about to display a
menu.” The giant switch in the WindProc caught that message and quickly enabled or disabled
each menu item. This wasn’t very object-oriented though. In an object-oriented program, differ-
ent pieces of information are stored in different objects and aren’t generally made available to
the entire program.
Part
When it comes to updating menus, different objects know whether each item should be
grayed. For example, the document knows whether it has been modified since it was last I
saved, so it can decide whether File, Save should be grayed. However, only the view knows Ch
whether some text is currently highlighted; therefore, it can decide if Edit, Cut and Edit, Copy
should be grayed. This means that the job of updating these menus should be parcelled out to
3
various objects within the application rather than handled within the WindProc.
The MFC approach is to use a little object called a CCmdUI, a command user interface, and give
this object to whoever catches a CN_UPDATE_COMMAND_UI message. You catch those messages
by adding (or getting ClassWizard to add) an ON_UPDATE_COMMAND_UI macro in your message
map. If you want to know what’s going on behind the scenes, it’s this: The operating system
still sends WM_INITMENUPOPUP; then the MFC base classes such as CFrameWnd take over. They
make a CCmdUI, set its member variables to correspond to the first menu item, and call one of
that object’s own member functions, DoUpdate(). Then, DoUpdate() sends out the
CN_COMMAND_UPDATE_UI message with a pointer to itself as the CCmdUI object the handlers use.
The same CCmdUI object is then reset to correspond to the second menu item, and so on, until
the entire menu is ready to be displayed. The CCmdUI object is also used to gray and ungray
buttons and other controls in a slightly different context.
■ Enable()—Takes a TRUE or FALSE (defaults to TRUE). This grays the user interface item if
FALSE and makes it available if TRUE.
■ SetCheck()—Checks or unchecks the item.
■ SetRadio()—Checks or unchecks the item as part of a group of radio buttons, only one
of which can be set at any time.
■ SetText()—Sets the menu text or button text, if this is a button.
■ DoUpdate()—Generates the message.
Determining which member function you want to use is usually clear-cut. Here is a shortened
version of the message map from an object called CWhoisView, a class derived from CFormView
that is showing information to a user. This form view contains several edit boxes, and the user
may want to paste text into one of them. The message map contains an entry to catch the up-
date for the ID_EDIT_PASTE command, like this:
BEGIN_MESSAGE_MAP(CWhoisView, CFormView)
...
ON_UPDATE_COMMAND_UI(ID_EDIT_PASTE, OnUpdateEditPaste)
...
END_MESSAGE_MAP()
The function that catches the update, OnUpdateEditPaste(), looks like this:
void CWhoisView::OnUpdateEditPaste(CCmdUI* pCmdUI)
{
pCmdUI->Enable(::IsClipboardFormatAvailable(CF_TEXT));
}
This calls the API function ::IsClipboardFormatAvailable() to see whether there is text in
the Clipboard. Other applications may be able to paste in images or other nontext Clipboard
contents, but this application cannot and grays the menu item if there is no text available to
paste. Most command update functions look just like this: They call Enable() with a parameter
that is a call to a function that returns TRUE or FALSE, or perhaps a simple logical expression.
Command update handlers must be fast because five to ten of them must run between the
moment the user clicks to display the menu and the moment before the menu is actually dis-
played.
Only two messages are associated with each resource ID: COMMAND and UPDATE_COMMAND_UI.
The first enables you to add a function to handle the user selecting the menu option or clicking
the button—that is, to catch the command. The second enables you to add a function to set the
state of the menu item, button, or other control just as the operating system is about to display
it—that is, to update the command. (The COMMAND choice is boldface in Figure 3.4 because this
class already catches that command.)
FIG. 3.4
ClassWizard enables
you to catch or update
commands.
Part
Clicking Add Function to add a function that catches or updates a command involves an extra
I
step. ClassWizard gives you a chance to change the default function name, as shown in Figure Ch
3.5. This is almost never appropriate. There is a regular pattern to the suggested names, and
experienced MFC programmers come to count on function names that follow that pattern.
3
Command handler functions, like message handlers, have names that start with On. Typically,
the remainder of the function name is formed by removing the ID and the underscores from
the resource ID and capitalizing each word. Command update handlers have names that start
with OnUpdate and use the same conventions for the remainder of the function name. For ex-
ample, the function that catches ID_APP_EXIT should be called OnAppExit(), and the function
that updates ID_APP_EXIT should be called OnUpdateAppExit().
FIG. 3.5
It’s possible, but not
wise, to change the
name for your
command handler or
command update
handler from the name
suggested by
ClassWizard.
Not every command needs an update handler. The framework does some very nice work gray-
ing and ungraying for you automatically. Say you have a menu item—Network, Send—whose
command is caught by the document. When there is no open document, this menu item is
grayed by the framework, without any coding on your part. For many commands, it’s enough
that an object that can handle them exists, and no special updating is necessary. For others,
you may want to check that something is selected or highlighted or that no errors are present
before making certain commands available. That’s when you use command updating. If you’d
like to see an example of command updating at work, there’s one in Chapter 8 in the
“Command Updating” section. ●
II
Getting Information from Your
Applications
4 Documents and Views 81
C H A P T E R
Probably the most important set of modifications are those related to the document—the infor-
mation the user can save from your application and restore later—and to the view—the way
that information is presented to the user. MFC’s document/view architecture separates an
application’s data from the way the user actually views and manipulates that data. Simply, the
document object is responsible for storing, loading, and saving the data, whereas the view
object (which is just another type of window) enables the user to see the data onscreen and to
edit that data in a way that is appropriate to the application. In this chapter, you learn the basics
of how MFC’s document/view architecture works.
SDI and MDI applications created with AppWizard are document/view applications. That
means that AppWizard generates a class for you derived from CDocument, and delegates certain
tasks to this new document class. It also creates a view class derived from CView and delegates
other tasks to your new view class. Let’s look through an AppWizard starter application and
see what you get.
Choose File, New, and select the Projects tab. Fill in the project name as App1 and fill in an
appropriate directory for the project files. Make sure that MFC AppWizard (exe) is selected.
Click OK.
Move through the AppWizard dialog boxes, changing the settings to match those in the follow-
ing table, and then click Next to continue:
After you click Finish on the last step, the New project information box summarizes your work.
Click OK to create the project. Expand the App1 classes in ClassView, and you see that six
classes have been created: CAboutDlg, CApp1App, CApp1Doc, CApp1View, CChildFrame, and
CMainframe.
CApp1Doc represents a document; it holds the application’s document data. You add storage for
the document by adding data members to the CApp1Doc class. To see how this works, look at
Listing 4.1, which shows the header file AppWizard creates for the CApp1Doc class.
#if !defined(AFX_APP1DOC_H__43BB481D_64AE_11D0_9AF3_0080C81A397C__INCLUDED_)
#define AFX_APP1DOC_H__43BB481D_64AE_11D0_9AF3_0080C81A397C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class CApp1Doc : public CDocument
{
protected: // create from serialization only
CApp1Doc();
DECLARE_DYNCREATE(CApp1Doc)
// Attributes
public:
// Operations
public:
// Overrides Part
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CApp1Doc) II
public:
virtual BOOL OnNewDocument();
Ch
virtual void Serialize(CArchive& ar);
//}}AFX_VIRTUAL
4
// Implementation
public:
virtual ~CApp1Doc();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
protected:
///////////////////////////////////////////////////////////////////////////
continues
#endif // !defined(AFX_APP1DOC_H__43BB481D_64AE_11D0_9AF3
[ccc] _0080C81A397C__INCLUDED_)
Near the top of the listing, you can see the class declaration’s Attributes section, which is fol-
lowed by the public keyword. This is where you declare the data members that will hold your
application’s data. In the program that you create a little later in this chapter, the application
must store an array of CPoint objects as the application’s data. That array is declared as a mem-
ber of the document class like this:
// Attributes
public:
CPoint points[100];
CPoint is an MFC class that encapsulates the information relevant to a point on the screen,
most importantly the x and y coordinates of the point.
Notice also in the class’s header file that the CApp1Doc class includes two virtual member func-
tions called OnNewDocument() and Serialize(). MFC calls the OnNewDocument() function
whenever the user selects the File, New command (or its toolbar equivalent, if a New button
has been implemented in the application). You can use this function to perform whatever initial-
ization must be performed on your document’s data. In an SDI application, which has only a
single document open at any time, the open document is closed and a new blank document is
loaded into the same object; in an MDI application, which can have multiple documents open,
a blank document is opened in addition to the documents that are already open. The
Serialize() member function is where the document class loads and saves its data. This is
discussed in Chapter 7, “Persistence and File I/O.”
TIP Most MFC programmers add public member variables to their documents to make it easy for the view
class to access them. A more object-oriented approach is to add private or protected member
variables, and then add public functions to get or change the values of these variables. The reasoning
behind these design principles is explored in Appendix A, “ C++ Review and Object-Oriented Concepts.”
#if !defined(AFX_APP1VIEW_H__43BB481F_64AE_11D0_9AF3
[ccc]_0080C81A397C__INCLUDED_)
#define AFX_APP1VIEW_H__43BB481F_64AE_11D0_9AF3_0080C81A397C__INCLUDED_
// Attributes
public:
CApp1Doc* GetDocument();
Part
// Operations
public: II
// Overrides
Ch
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CApp1View)
4
public:
virtual void OnDraw(CDC* pDC); // overridden to draw this view
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
protected:
virtual BOOL OnPreparePrinting(CPrintInfo* pInfo);
virtual void OnBeginPrinting(CDC* pDC, CPrintInfo* pInfo);
virtual void OnEndPrinting(CDC* pDC, CPrintInfo* pInfo);
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~CApp1View();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
protected:
continues
///////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations
// immediately before the previous line.
#endif // !defined(AFX_APP1VIEW_H__43BB481F_64AE_11D0_9AF3
[ccc] _0080C81A397C__INCLUDED_)
Near the top of the listing, you can see the class’s public attributes, where it declares the
GetDocument() function as returning a pointer to a CApp1Doc object. Anywhere in the view class
that you need to access the document’s data, you can call GetDocument() to obtain a pointer to
the document. For example, to add a CPoint object to the aforementioned array of CPoint
objects stored as the document’s data, you might use the following line:
GetDocument()->m_points[x] = point;
You also can do this a little differently, of course, by storing the pointer returned by
GetDocument() in a local pointer variable and then using that pointer variable to access the
document’s data, like this:
pDoc = GetDocument();
pDoc->m_points[x] = point;
The second version is more convenient when you need to use the document pointer in several
places in the function, or if using the less clear GetDocument()->variable version makes the
code hard to understand.
N O T E In release versions of your program, the GetDocument() function is inline, which means
there is no performance advantage to saving the pointer like this, but it does improve
readability. Inline functions are expanded into your code like macros, but offer type checking and other
advantages, as discussed in Appendix A. ■
Notice that the view class, like the document class, overrides a number of virtual functions
from its base class. As you’ll soon see, the OnDraw() function, which is the most important of
these virtual functions, is where you paint your window’s display. As for the other functions,
MFC calls PreCreateWindow() before the window element (that is, the actual Windows win-
dow) is created and attached to the MFC window class, giving you a chance to modify the
window’s attributes (such as size and position). These two functions are discussed in more
detail in Chapter 5, “Drawing on the Screen.” OnPreparePrinting() is used to modify the Print
dialog box before it displays for the user; the OnBeginPrinting() function gives you a chance
to create GDI objects like pens and brushes that you need to handle the print job; and
OnEndPrinting() is where you can destroy any objects you might have created in
OnBeginPrinting(). These three functions are discussed in Chapter 6, “Printing and Print
Preview.”
N O T E When you first start using an application framework like MFC, it’s easy to get confused
about the difference between an object instantiated from an MFC class and the Windows
element it represents. For example, when you create an MFC frame-window object, you’re actually
creating two things: the MFC object that has member functions and member variables, and a Windows
window that you can manipulate using the functions of the MFC object. The window element is
associated with the MFC class, but is also an entity unto itself. ■
First, use AppWizard to create the basic files for the Rectangles program, selecting the options
listed in the following table. (AppWizard is first discussed in Chapter 1, “Building Your First
Windows Application.” When you’re done, the New Project Information dialog box appears; it
should look like Figure 4.1. Click the OK button to create the project files.
FIG. 4.1
When you create an SDI
application with
AppWizard, the project
information summary
confirms your settings.
Now that you have a starter application, it’s time to add code to the document and view classes
in order to create an application that actually does something. This application will draw many
rectangles in the view and save the coordinates of the rectangles in the document.
Follow these steps to add the code that modifies the document class to handle the application’s
data, which is an array of CPoint objects that determine where rectangles should be drawn in
the view window:
1. Click the ClassView tab to display the ClassView in the project workspace window at the
left of the screen.
2. Expand the recs classes by clicking the + sign before them.
3. Right-click the CRecsDoc class and choose Add Member Variable from the shortcut menu
that appears.
4. Fill in the Add Member Variable dialog box. For Variable Type, enter CPoint. For
Variable Name, enter m_points[100]. Make sure the Public radio button is selected.
Click OK.
5. Again, right-click the CRecsDoc class and choose Add Member Variable.
6. For Variable Type, enter UINT. For Variable Name, enter m_pointIndex. Make sure the
Public radio button is selected. Click OK.
7. Click the + next to CRecsDoc in ClassView to see the member variables and functions.
The two member variables you added are now listed.
The m_points[] array holds the locations of rectangles displayed in the view window. The
m_pointIndex data member holds the index of the next empty element of the array.
TIP If you’ve programmed in C++ before and are not used to the ClassView, you can open RecsDoc.h from
the FileView and add (after a public: specifier) the two lines of code that declare these variables:
UINT m_pointIndex;
CPoint m_points[100];
Now you need to get these variables initialized to appropriate values and then use them to draw
the view. MFC applications that use the document/view paradigm initialize document data in a
function called OnNewDocument(), which is called automatically when the application first runs
and whenever the user chooses File, New.
The list of member variables and functions of CRecsDoc should still be displayed in ClassView.
Double-click OnNewDocument() in that list to edit the code. Using Listing 4.3 as a guide, remove
the comments left by AppWizard and initialize m_pointIndex to zero.
m_pointIndex = 0;
return TRUE;
}
Part
There is no need to initialize the array of points because the index into the array will be used to
ensure no code tries to use an uninitialized element of the array. At this point your modifica-
II
tions to the document class are complete. As you’ll see in Chapter 7, there are a few simple Ch
changes to make if you want this information actually saved in the document. In order to focus
on the way documents and views work together, you will not be making those changes to the
4
recs application.
Now turn your attention to the view class. It will use the document data to draw rectangles
onscreen. A full discussion of the way that drawing works must wait for Chapter 5. For now it is
enough to know that the OnDraw() function of your view class does the drawing. Expand the
CRecsView class in ClassView and double-click OnDraw(). Using Listing 4.4 as a guide, remove
the comments left by AppWizard and add code to draw a rectangle at each point in the array.
Your modifications to the starter application generated by AppWizard are almost complete. You
have added member variables to the document, initialized those variables in the document’s
OnNewDocument() function, and used those variables in the view’s OnDraw() function. All that
remains is to enable the user to add points to the array. As discussed in Chapter 3, “Messages
and Commands,” you catch the mouse message with ClassWizard and then add code to the
message handler. Follow these steps:
pDoc->SetModifiedFlag();
Invalidate();
CView::OnLButtonDown(nFlags, point);
}
The new OnLButtonDown() adds a point to the document’s point array each time the user clicks
the left mouse button over the view window. It increments m_pointIndex so that the next click
goes into the point on the array after this one.
The call to SetModifiedFlag() marks this document as modified, or “dirty.” MFC automati-
cally prompts the user to save any dirty files on exit. (The details are found in Chapter 7.) Any
code you write that changes any document variables should call SetModifiedFlag().
N O T E Earlier in this chapter you were reminded that public access functions in the document
have some advantages. One such advantage: Any document member function that changed
a variable also could call SetModifiedFlag(), thus guaranteeing no programmer could forget it. ■
Finally, the call to Invalidate() causes MFC to call the OnDraw() function, where the window’s
display is redrawn with the new data. Invalidate() takes a single parameter (with the default
value TRUE) that determines if the background is erased before calling OnDraw(). On rare occa-
sions you may choose to call Invalidate(FALSE) so that OnDraw() draws over whatever was
already onscreen.
Finally, a call to the base class OnLButtonDown() takes care of the rest of the work involved in
handling a mouse click.
You’ve now finished the complete application. Click the toolbar’s Build button, or choose Build,
Build from the menu bar, to compile and link the application. After you have the Rectangles
application compiled and linked, run it by choosing Build, Execute. When you do, you see the
application’s main window. Place your mouse pointer over the window’s client area and click. A
rectangle appears. Go ahead and keep clicking. You can place up to 100 rectangles in the win-
dow (see Figure 4.2).
FIG. 4.2
The Rectangles
application draws
rectangles wherever you
Part
click.
II
Ch
To use one of these classes, substitute the desired class for the CView class in the application’s
project. When using AppWizard to generate your project, you can specify the view class you
want in the wizard’s Step 6 of 6 dialog box, as shown in Figure 4.3. When you have the desired
class installed as the project’s view class, you can use the specific class’s member functions to
control the view window. Chapter 5 demonstrates using the CScrollView class to implement a
scrolling view.
A CEditView object, on the other hand, gives you all the features of a Windows edit control in
your view window. Using this class, you can handle various editing and printing tasks, includ-
ing find-and-replace. You can retrieve or set the current printer font by calling the
GetPrinterFont() or SetPrinterFont() member function or get the currently selected text by
calling GetSelectedText(). Moreover, the FindText() member function locates a given text
string, and OnReplaceAll() replaces all occurrences of a given text string with another string.
FIG. 4.3
You can use AppWizard
to select your
application’s base view
class.
The CRichEditView class adds many features to an edit view, including paragraph formatting
(such as centered, right-aligned, and bulleted text), character attributes (including underlined,
bold, and italic), and the capability to set margins, fonts, and paper size. As you might have
guessed, the CRichEditView class features a rich set of methods you can use to control your
application’s view object. Part
Figure 4.4 shows how the view classes fit into MFC’s class hierarchy. Describing these various
II
view classes fully is beyond the scope of this chapter. However, you can find plenty of informa- Ch
tion about them in your Visual C++ online documentation.
4
FIG. 4.4 CView CView
The view classes all
trace their ancestry CScrollView CCtrlView
back to CView.
CFormView CEditView
CRecordView CRichEditView
CDaoRecordView CListView
COleDBRecordView CTreeView
CHtmlView
For example, if you look at the InitInstance() method of the Rectangles application’s
CRecsApp class, you see (among other things) the lines shown in Listing 4.6.
In Listing 4.6, you discover one secret that makes the document/view system work. In that
code, the program creates a document-template object. These document templates have noth-
ing to do with C++ templates, discussed in Chapter 26, “Exceptions and Templates.” A docu-
ment template is an older concept, named before C++ templates were implemented by
Microsoft, that pulls together the following objects:
Notice that you are not passing an object or a pointer to an object. You are passing the name of
the class to a macro called RUNTIME_CLASS. It enables the framework to create instances of a
class at runtime, which the application object must be able to do in a program that uses the
document/view architecture. In order for this macro to work, the classes that will be created
dynamically must be declared and implemented as such. To do this, the class must have the
DECLARE_DYNCREATE macro in its declaration (in the header file) and the IMPLEMENT_DYNCREATE
macro in its implementation. AppWizard takes care of this for you.
For example, if you look at the header file for the Rectangles application’s CMainFrame class,
you see the following line near the top of the class’s declaration:
DECLARE_DYNCREATE(CMainFrame)
As you can see, the DECLARE_DYNCREATE macro requires the class’s name as its single argu-
ment.
Now, if you look near the top of CMainFrame’s implementation file (MAINFRM.CPP), you see this
line:
IMPLEMENT_DYNCREATE(CMainFrame, CFrameWnd)
The IMPLEMENT_DYNCREATE macro requires as arguments the name of the class and the name of
the base class.
If you explore the application’s source code further, you find that the document and view
classes also contain the DECLARE_DYNCREATE and IMPLEMENT_DYNCREATE macros.
If you haven’t heard of frame windows before, you should know that they contain all the win-
dows involved in the applications—this means control bars as well as views. They also route
messages and commands to views and documents, as discussed in Chapter 3.
The last line of Listing 4.6 calls AddDocTemplate() to pass the object on to the application ob-
ject, CRecsApp, which keeps a list of documents. AddDocTemplate() adds this document to this
list and uses the document template to create the document object, the frame, and the view
window.
C H A P T E R
In this chapter
Understanding Device Contexts 98
Introducing the Paint1 Application 99
Building the Paint1 Application 100
Part
Scrolling Windows 113 II
Building the Scroll Application 114 Ch
Although device independence forces you, the programmer, to deal with data displays indi-
rectly, it helps you by ensuring that your programs run on all popular devices. In most cases,
Windows handles devices for you through the device drivers that users have installed on the
system. These device drivers intercept the data that the application needs to display and then
translates the data appropriately for the device on which it will appear, whether that’s a screen,
a printer, or some other output device.
To understand how all this device independence works, imagine an art teacher trying to design
a course of study appropriate for all types of artists. The teacher creates a course outline that
stipulates the subject of a project, the suggested colors to be used, the dimensions of the fin-
ished project, and so on. What the teacher doesn’t stipulate is the surface on which the project
will be painted or the materials needed to paint on that surface. In other words, the teacher
stipulates only general characteristics. The details of how these characteristics are applied to
the finished project are left to each specific artist.
For example, an artist using oil paints will choose canvas as his drawing surface and oil paints,
in the colors suggested by the instructor, as the paint. On the other hand, an artist using water-
colors will select watercolor paper and will, of course, use watercolors instead of oils for paint.
Finally, the charcoal artist will select the appropriate drawing surface for charcoal and will use
a single color.
The instructor in this scenario is much like a Windows programmer. The programmer has no
idea who may eventually use the program and what kind of system that user may have. The
programmer can recommend the colors in which data should be displayed and the coordinates
at which the data should appear, for example, but it’s the device driver—the Windows artist—
who ultimately decides how the data appears.
A system with a VGA monitor may display data with fewer colors than a system with a Super
VGA monitor. Likewise, a system with a monochrome monitor displays the data in only a single
color. High-resolution monitors can display more data than lower-resolution monitors. The
device drivers, much like the artists in the imaginary art school, must take the display require-
ments and fine-tune them to the device on which the data will actually appear. And it’s a data
structure known as a device context that links the application to the device’s driver.
A device context (DC) is little more than a data structure that keeps track of the attributes of a
window’s drawing surface. These attributes include the currently selected pen, brush, and font
that will be used to draw onscreen. Unlike an artist, who can have many brushes and pens with
which to work, a DC can use only a single pen, brush, or font at a time. If you want to use a pen
that draws wider lines, for example, you need to create the new pen and then replace the DC’s
old pen with the new one. Similarly, if you want to fill shapes with a red brush, you must create
the brush and select it into the DC, which is how Windows programmers describe replacing a
tool in a DC.
A window’s client area is a versatile surface that can display anything a Windows program can
draw. The client area can display any type of data because everything displayed in a window—
whether it be text, spreadsheet data, a bitmap, or any other type of data—is displayed graphi-
cally. MFC helps you display data by encapsulating Windows’ GDI functions and objects into its
DC classes.
The first step in creating Paint1 is to build an empty shell with AppWizard, as first discussed in
Chapter 1, “Building Your First Windows Application.” Choose File, New, and select the
Projects tab. As shown in Figure 5.1, fill in the project name as Paint1 and fill in an appropriate
directory for the project files. Make sure that MFC AppWizard (exe) is selected. Click OK.
Move through the AppWizard dialog boxes, change the settings to match those in the list that
follows, and then click Next to move to the next step.
After you click Finish on the last step, the New Project Information box should resemble Fig-
ure 5.2. Click OK to create the project.
FIG. 5.2
The starter application
for Paint1 is very
simple.
Now that you have a starter application, it’s time to add code to make it demonstrate some
ways an MFC program can display data onscreen. By the time you get to the end of this chap-
ter, the words display context won’t make you scratch your head in perplexity.
N O T E Your starter application has menus, but you will ignore them completely. It would be quite a
bit of work to remove them; just pretend they aren’t there. ■
■ When users simply run the program: In a properly written Windows application, the
application’s window receives a WM_PAINT message almost immediately after being run,
to ensure that the appropriate data is displayed from the very start.
■ When the window has been resized or has recently been uncovered (fully or partially) by
another window: Part of the window that wasn’t visible before is now onscreen and must
be updated.
■ When a program indirectly sends itself a WM_PAINT message by invalidating its client
area: This capability ensures that an application can change its window’s contents almost
any time it wants. For example, a word processor might invalidate its window after users
paste some text from the Clipboard.
When you studied message maps, you learned to convert a message name to a message-map
macro and function name. You now know, for example, that the message-map macro for a
WM_PAINT message is ON_WM_PAINT(). You also know that the matching message-map function
should be called OnPaint(). This is another case where MFC has already done most of the
work of matching a Windows message with its message-response function. (If all this message-
map stuff sounds unfamiliar, you might want to review Chapter 3.)
You might guess that your next step is to catch the WM_PAINT message or to override the
OnPaint() function that your view class inherited from CView, but you won’t do that. Listing 5.1
shows the code for CView::OnPaint(). As you can see, WM_PAINT is already caught and handled
for you.
}
OnDraw(&dc); 5
CPaintDC is a special class for managing paint DCs—device contexts used only when respond-
ing to WM_PAINT messages. An object of the CPaintDC class does more than just create a DC; it
also calls the BeginPaint() Windows API function in the class’s constructor and calls
EndPaint() in its destructor. When a program responds to WM_PAINT messages, calls to
BeginPaint() and EndPaint() are required. The CPaintDC class handles this requirement
without your having to get involved in all the messy details. As you can see, the CPaintDC con-
structor takes a single argument, which is a pointer to the window for which you’re creating
the DC. The this pointer points to the current view, so it’s passed to the constructor to make a
DC for the current view.
OnPrepareDC() is a CView function that prepares a DC for use. You’ll learn more about it in
Chapter 6, “Printing and Print Preview.”
OnDraw() does the actual work of visually representing the document. In most cases you will
write the OnDraw() code for your application and never touch OnPaint().
First, add the member variable. You must add it by hand rather than through the shortcut
menu because the type includes an enum declaration. Open Paint1View.h from the FileView and
add these lines after the //Attributes comment:
protected:
enum {Fonts, Pens, Brushes} m_Display;
TIP This is an anonymous or unnamed enum. You can learn more about enum types in Appendix A, “ C++
Review and Object-Oriented Concepts.”
Choose ClassView in the Project Workspace pane, expand the classes, expand CPaint1View,
and then double-click the constructor CPaint1View(). Add this line of code in place of the TODO
comment:
m_Display = Fonts;
This initializes the display selector to the font demonstration. You use the display selector in
the OnDraw() function called by CView::OnPaint(). AppWizard has created
CPaint1View::OnDraw(), but it doesn’t do anything at the moment. Double-click the function
name in ClassView and add the code in Listing 5.2 to the function, removing the TODO comment
left by AppWizard.
switch (m_Display)
{
case Fonts:
ShowFonts(pDC);
break;
case Pens:
ShowPens(pDC);
break;
case Brushes:
ShowBrushes(pDC);
break;
}
}
You will write the three functions ShowFonts(), ShowPens(), and ShowBrushes() in upcoming
sections of this chapter. Each function uses the same DC pointer that was passed to OnDraw()
by OnPaint(). Add them to the class now by following these steps:
1. Right-click the CPaint1View class in ClassView and select Add Member Function.
2. Enter void for the Function Type.
3. Enter ShowFonts(CDC* pDC) for the Function Declaration.
4. Change the access to protected. Click OK.
5. Repeat steps 1 through 4 for ShowPens(CDC* pDC) and ShowBrushes(CDC* pDC).
The last step in arranging for the display to switch is to catch left mouse clicks and write code
in the message handler to change m_display.
Right-click CPaint1View in the ClassView and select Add Windows Message Handler from the
shortcut menu that appears. Double-click WM_LBUTTONDOWN in the New Windows Messages/
Events list box. ClassWizard adds a function called OnLButtonDown() to the view and adds
entries to the message map so that this function will be called whenever users click the left
mouse button over this view.
Click Edit Existing to edit the OnLButtonDown() you just created, and add the code shown in
Listing 5.3.
Part
Listing 5.3 CPaint1View::OnLButtonDown() II
void CPaint1View::OnLButtonDown(UINT nFlags, CPoint point) Ch
{
if (m_Display == Fonts)
m_Display = Pens;
5
else if (m_Display == Pens)
m_Display = Brushes;
else
m_Display = Fonts
Invalidate();
CView::OnLButtonDown(nFlags, point);
}
As you can see, depending on its current value, m_display is set to the next display type in the
series. Of course, just changing the value of m_display doesn’t accomplish much; the program
still needs to redraw the contents of its window. The call to Invalidate() tells Windows that all
of the window needs to be repainted. This causes Windows to generate a WM_PAINT message for
the window, which means that eventually OnDraw() will be called and the view will be redrawn
as a font, pen, or brush demonstration.
Using Fonts
Changing the font used in a view is a technique you’ll want to use in various situations. It’s not
as simple as you might think because you can never be sure that any given font is actually
installed on the user’s machine. You set up a structure that holds information about the font
you want, attempt to create it, and then work with the font you actually have, which might not
be the font you asked for.
A Windows font is described in the LOGFONT structure outlined in Table 5.1. The LOGFONT struc-
ture uses 14 fields to hold a complete description of the font. Many fields can be set to 0 or the
default values, depending on the program’s needs.
Some terms in Table 5.1 need a little explanation. The first is logical units. How high is a font
with a height of 8 logical units, for example? The meaning of a logical unit depends on the
mapping mode you’re using, as shown in Table 5.2. The default mapping mode is MM_TEXT,
which means that one logical unit is equal to 1 pixel. Mapping modes are discussed in more
detail in Chapter 6.
Escapement refers to writing text along an angled line. Orientation refers to writing angled text
along a flat line. The font weight refers to the thickness of the letters. A number of constants
have been defined for use in this field: FW_DONTCARE, FW_THIN, FW_EXTRALIGHT, FW_ULTRALIGHT,
FW_LIGHT, FW_NORMAL, FW_REGULAR, FW_MEDIUM, FW_SEMIBOLD, FW_DEMIBOLD, FW_BOLD,
FW_EXTRABOLD, FW_ULTRABOLD, FW_BLACK, and FW_HEAVY. Not all fonts are available in all weights.
Four character sets are available (ANSI_CHARSET, OEM_CHARSET, SYMBOL_CHARSET, and
UNICODE_CHARSET), but for writing English text you’ll almost always use ANSI_CHARSET.
(Unicode is discussed in Chapter 28, “Future Explorations.”) The last field in the LOGFONT
structure is the face name, such as Courier or Helvetica.
Listing 5.4 shows the code you need to add to the empty ShowFonts() function you created
earlier. Part
II
Listing 5.4 CPaint1View::ShowFonts() Ch
void CPaint1View::ShowFonts(CDC * pDC) 5
{
// Initialize a LOGFONT structure for the fonts.
LOGFONT logFont;
logFont.lfHeight = 8;
logFont.lfWidth = 0;
logFont.lfEscapement = 0;
logFont.lfOrientation = 0;
logFont.lfWeight = FW_NORMAL;
logFont.lfItalic = 0;
logFont.lfUnderline = 0;
logFont.lfStrikeOut = 0;
logFont.lfCharSet = ANSI_CHARSET;
logFont.lfOutPrecision = OUT_DEFAULT_PRECIS;
logFont.lfClipPrecision = CLIP_DEFAULT_PRECIS;
logFont.lfQuality = PROOF_QUALITY;
logFont.lfPitchAndFamily = VARIABLE_PITCH | FF_ROMAN;
strcpy(logFont.lfFaceName, “Times New Roman”);
continues
ShowFonts()starts by setting up a Times Roman font 8 pixels high, with a width that best
matches the height and all other attributes set to normal defaults.
To show the many fonts displayed in its window, the Paint1 application creates its fonts in a for
loop, modifying the value of the LOGFONT structure’s lfHeight member each time through the
loop, using the loop variable x to calculate the new font height:
logFont.lfHeight = 16 + (x * 8);
Because x starts at 0, the first font created in the loop will be 16 pixels high. Each time through
the loop, the new font will be 8 pixels higher than the previous one.
After setting the font’s height, the program creates a CFont object and calls its
CreateFontIndirect() function, which attempts to create a CFont object corresponding to the
LOGFONT you created. It will change the LOGFONT to describe the CFont that was actually created,
given the fonts installed on the user’s machine.
After ShowFonts() calls CreateFontIndirect(), the CFont object is associated with a Windows
font. Now you can select it into the DC. Selecting objects into device contexts is a crucial con-
cept in Windows output programming. You can’t use any graphical object, such as a font, di-
rectly; instead, you select it into the DC and then use the DC. You always save a pointer to the
old object that was in the DC (the pointer is returned from the SelectObject() call) and use it
to restore the device context by selecting the old object again when you’re finished. The same
function, SelectObject(), is used to select various objects into a device context: the font you’re
using in this section, a pen, a brush, or a number of other drawing objects.
After selecting the new font into the DC, you can use the font to draw text onscreen. The local
variable position holds the vertical position in the window at which the next line of text should
be printed. This position depends on the height of the current font. After all, if there’s not
enough space between the lines, the larger fonts will overlap the smaller ones. When Windows
created the new font, it stored the font’s height (most likely the height that you requested, but
maybe not) in the LOGFONT structure’s lfHeight member. By adding the value stored in
lfHeight, the program can determine the next position at which to display the line of text. To
make the text appear onscreen, ShowFonts() calls TextOut().
TextOut()’s first two arguments are the X and Y coordinates at which to print the text. The
third argument is the text to print. Having printed the text, you restore the old font to the DC in
case this is the last time through the loop.
Build the application and run it. It should resemble Figure 5.3. If you click the window, it will
go blank because the ShowPens() routine doesn’t draw anything. Click again and it’s still blank,
this time because the ShowBrushes() routine doesn’t draw anything. Click a third time and you
are back to the fonts screen.
FIG. 5.3
The font display shows
different types of text
output.
Part
II
Ch
If you’ve programmed Windows without application frameworks such as MFC, you’ll recognize
the information stored in the CREATESTRUCT structure. You used to supply much of this informa-
tion when calling the Windows API function CreateWindow() to create your application’s win-
dow. Of special interest to MFC programmers are the cx, cy, x, and y members of this struc-
ture. By changing cx and cy, you can set the window width and height, respectively. Similarly,
modifying x and y changes the window’s position. By overriding PreCreateWindow(), you have
a chance to fiddle with the CREATESTRUCT structure before Windows uses it to create the
window.
if( !CFrameWnd::PreCreateWindow(cs) )
return FALSE;
return TRUE;
It’s important that after your own code in PreCreateWindow(), you call the base class’s
PreCreateWindow(). Failure to do this will leave you without a valid window because MFC
never gets a chance to pass the CREATESTRUCT structure on to Windows, so Windows never
creates your window. When overriding class member functions, you usually need to call the
base class’s version.
Build and run Paint1 to confirm that all eight fonts fit in the application’s window. Now you’re
ready to demonstrate pens.
Using Pens
You’ll be pleased to know that pens are much easier to deal with than fonts, mostly because you
don’t have to fool around with complicated data structures like LOGFONT. In fact, to create a pen,
you need to supply only the pen’s line style, thickness, and color. The Paint1 application’s
ShowPens() function displays in its window the lines drawn by using different pens created
within a for loop. Listing 5.7 shows the code.
Within the loop, ShowPens() first creates a custom pen. The constructor takes three param-
eters. The first is the line’s style, one of the styles listed in Table 5.3. (You can draw only solid
lines with different thicknesses. If you specify a pattern and a thickness greater than 1 pixel,
the pattern is ignored and a solid line is drawn.) The second argument is the line thickness,
which increases each time through the loop. The third argument is the line’s color. The RGB
macro takes three values for the red, green, and blue color components and converts them to a
valid Windows color reference. The values for the red, green, and blue color components can
be anything from 0 to 255—the higher the value, the brighter that color component. This code
creates a bright blue pen. If all the color values were 0, the pen would be black; if the color
values were all 255, the pen would be white.
N O T E If you want to control the style of a line’s end points or create your own custom patterns for
pens, you can use the alternative CPen constructor, which requires a few more arguments
than the CPen constructor described in this section. To learn how to use this alternative constructor,
look up CPen in your Visual C++ online documentation. ■
After creating the new pen, ShowPens() selects it into the DC, saving the pointer to the old pen.
The MoveTo() function moves the pen to an X,Y coordinate without drawing as it moves; the
LineTo() function moves the pen while drawing. The style, thickness, and color of the pen are
used. Finally, you select the old pen into the DC.
TIP There are a number of line drawing functions other than LineTo(), including Arc(), ArcTo(),
AngleArc(), and PolyDraw().
Build and run Paint1 again. When the font display appears, click the window. You will see a pen
display similar to the one in Figure 5.4.
Using Brushes
A pen draws a line of a specified thickness onscreen. A brush fills a shape onscreen. You can
create solid and patterned brushes and even brushes from bitmaps that contain your own
custom fill patterns. Paint1 will display both patterned and solid rectangles in the
ShowBrushes() function, shown in Listing 5.8.
FIG. 5.4
The pen display shows
the effect of setting line
thickness.
continues
The rectangles painted with the various brushes in this routine will all be drawn with a border.
To arrange this, create a pen (this one is solid, 5 pixels thick, and bright red) and select it into
the DC. It will be used to border the rectangles without any further work on your part. Like
ShowFonts() and ShowPens(), this routine creates its graphical objects within a for loop. Un-
like those two functions, ShowBrushes() creates a graphical object (in this routine, a brush)
with a call to new. This enables you to call the one-argument constructor, which creates a solid
brush, or the two-argument constructor, which creates a hatched brush.
In Listing 5.8, the first argument to the two-argument constructor is just the loop variable, x.
Usually, you don’t want to show all the hatch patterns but want to select a specific one. Use one
of these constants for the hatch style:
■ HS_HORIZONTAL—Horizontal
■ HS_VERTICAL—Vertical
■ HS_CROSS—Horizontal and vertical
■ HS_FDIAGONAL—Forward diagonal
■ HS_BDIAGONAL—Backward diagonal
■ HS_DIAGCROSS—Diagonal in both directions
In a pattern that should be familiar by now, ShowBrushes() selects the brush into the DC,
determines the position at which to work, uses the brush by calling Rectangle(), and then
restores the old brush. When the loop is complete, the old pen is restored as well.
Rectangle()is just one of the shape-drawing functions that you can call. Rectangle() takes as
arguments the coordinates of the rectangle’s upper-left and lower-right corners. Some others of
interest are Chord(), DrawFocusRect(), Ellipse(), Pie(), Polygon(), PolyPolygon(),
Polyline(), and RoundRect(), which draws a rectangle with rounded corners.
Again, build and run Paint1. Click twice, and you will see the demonstration of brushes, as
shown in Figure 5.5.
FIG. 5.5
The brushes display
shows several patterns
inside thick-bordered
rectangles.
FIG. 5.6
Without erasing the
background, the Paint1
application’s windows
appear messy.
Part
II
Ch
Scrolling Windows
Those famous screen rectangles known as windows enable you to partition screen space be-
tween various applications and documents. Also, if a document is too large to completely fit
within a window, you can view portions of it and scroll through it a bit at a time. The Windows
operating system and MFC pretty much take care of the partitioning of screen space. However,
if you want to enable users to view portions of a large document, you must create scrolling
windows.
Adding scrollbars to an application from scratch is a complicated task. Luckily for Visual C++
programmers, MFC handles many of the details involved in scrolling windows over documents.
If you use the document/view architecture and derive your view window from MFC’s
CScrollView class, you have scrolling capabilities almost for free. I say “almost” because you
still must handle a few details, which you learn about in the following sections.
N O T E If you create your application with AppWizard, you can specify that you want to use
CScrollView as the base class for your view class. To do this, in the Step 6 of 6 dialog
box displayed by AppWizard, select your view window in the class list and then select CScrollView in
the Base Class dialog box, as shown in Figure 5.7. ■
FIG. 5.7
You can create a
scrolling window from Select your view class here.
within AppWizard.
As usual, building the application starts with AppWizard. Choose File, New, and select the
Projects tab. Fill in the project name as Scroll and fill in an appropriate directory for the project
files. Make sure that MFC AppWizard (exe) is selected. Click OK.
The New Project Information dialog box should resemble Figure 5.8. Click OK to create the
project.
FIG. 5.8
Create a scroll
application with
AppWizard.
This application generates very simple lines of text. You need to keep track only of the number
of lines in the scrolling view at the moment. To do this, add a variable to the document class by
following these steps:
To arrange for this variable to be saved with the document and restored when the document is
loaded, you must serialize it as discussed in Chapter 7, “Persistence and File I/O.” Edit
CScrollDoc::Serialize() as shown in Listing 5.9.
Now all you need to do is use m_NumLines to draw the appropriate number of lines. Expand the
view class, CMyScrollView, in ClassView and double-click OnDraw(). Edit it until it’s the same as
Listing 5.10. This is very similar to the ShowFonts() code from the Paint1 application earlier in
this chapter.
Build and run the Scroll application. You will see a display similar to that in Figure 5.9. No
scrollbars appear because all the lines fit in the window.
FIG. 5.9
At first, the scroll
application displays five
lines of text and no
scrollbars.
Part
II
Ch
CScrollView::OnLButtonDown(nFlags, point);
}
if (pDoc->m_NumLines < 0)
{
pDoc->m_NumLines = 0;
}
CScrollView::OnRButtonDown(nFlags, point);
}
If you build and run Scroll now and click the window, you can increase the number of lines, but
scrollbars don’t appear. You need to add some lines to OnDraw() to make that happen. Before
you do, review the way that scrollbars work. You can click three places on a vertical scrollbar:
the thumb (some people call it the elevator), above the thumb, or below it. Clicking the thumb
does nothing, but you can click and hold to drag it up or down. Clicking above it moves you
one page (screenful) up within the data. Clicking below it moves you one page down. What’s
more, the size of the thumb is a visual representation of the size of a page in proportion to the
entire document. Clicking the up arrow at the top of the scrollbar moves you up one line in the
document; clicking the down arrow at the bottom moves you down one line.
What all this means is that the code that draws the scrollbar and handles the clicks needs to
know the size of the entire document, the page size, and the line size. You don’t have to write
code to draw scrollbars or to handle clicks on the scrollbar, but you do have to pass along some
information about the size of the document and the current view. The lines of code you need to
add to OnDraw() are in Listing 5.13; add them after the for loop and before the old font is
selected back into the DC.
These three sizes must be passed along to implement scrolling. Simply call SetScrollSizes(),
which takes the mapping mode, document size, page size, and line size. MFC will set the
scrollbars properly for any document and handle user interaction with the scrollbars.
Build and run Scroll again and generate some more lines. You should see a scrollbar like the
one in Figure 5.10. Add even more lines and you will see the thumb shrink as the document
size grows. Finally, resize the application horizontally so that the text won’t all fit. Notice how
no horizontal scrollbars appear, because you set the horizontal line size to 0.
FIG. 5.10
After displaying more
lines than fit in the
window, the vertical
scrollbar appears.
C H A P T E R
In this chapter
Understanding Basic Printing and Print Preview with MFC 122
Scaling 124
Printing Multiple Pages 126
Setting the Origin 131
MFC and Printing 133
Part
II
Ch
MFC handles so much of the printing task for you that, when it comes to simple one-page
documents, you have little to do on your own. To see what I mean, follow these steps to create
a basic MFC application that supports printing and print preview:
1. Choose File, New; select the Projects tab and start a new AppWizard project workspace
called Print1 (see Figure 6.1).
FIG. 6.1
Start an AppWizard
project workspace
called Print1.
2. Give the new project the following settings in the AppWizard dialog boxes. The New
Project Information dialog box should then look like Figure 6.2.
Step 1: Choose Single Document.
Step 2: Don’t change the defaults presented by AppWizard.
Step 3: Don’t change the defaults presented by AppWizard.
Step 4: Turn off all features except Printing and Print Preview.
Step 5: Don’t change the defaults presented by AppWizard.
Step 6: Don’t change the defaults presented by AppWizard.
FIG. 6.2
The New Project
Information dialog box.
You’ve seen the Rectangle() function twice already: in the Recs app of Chapter 4, “Documents
and Views,” and the Paint1 app of Chapter 5, “Drawing on the Screen.” Adding this function to
the OnDraw() function of an MFC program’s view class causes the program to draw a rectangle.
This one is 200 pixels by 200 pixels, located 20 pixels down from the top of the view and 20
pixels from the left edge.
TIP If you haven’t read Chapter 5 and aren’t comfortable with device contexts, go back and read it now.
Also, if you didn’t read Chapter 4 and aren’t comfortable with the document/view paradigm, you
should read it, too. In this chapter, you override a number of virtual functions in your view class and
work extensively with device contexts.
Part
Believe it or not, you’ve just created a fully print-capable application that can display its data
(a rectangle) not only in its main window but also in a print preview window and on the printer. II
To run the Print1 application, first compile and link the source code by choosing Build, Build Ch
or by pressing F7. Then, choose Build, Execute to run the program. You will see the window
shown in Figure 6.3. This window contains the application’s output data, which is simply a 6
rectangle. Next, choose File, Print Preview. You see the print preview window, which displays
the document as it will appear if you print it (see Figure 6.4). Go ahead and print the document
(choose File, Print). These commands have been implemented for you because you chose
support for printing and print preview when you created this application with AppWizard.
FIG. 6.3
Print1 displays a
rectangle when you first
run it.
FIG. 6.4
The Print1 application
automatically handles
print previewing, thanks
to the MFC AppWizard.
Scaling
One thing you may notice about the printed document and the one displayed onscreen is that,
although the screen version of the rectangle takes up a fairly large portion of the application’s
window, the printed version is tiny. That’s because the pixels onscreen and the dots on your
printer are different sizes. Although the rectangle is 200 dots square in both cases, the smaller
printer dots yield a rectangle that appears smaller. This is how the default Windows MM_TEXT
graphics mapping mode works. If you want to scale the printed image to a specific size, you
might want to choose a different mapping mode. Table 6.1 lists the mapping modes from which
you can choose.
Working with graphics in MM_TEXT mode causes problems when printers and screens can ac-
commodate a different number of pixels per page. A better mapping mode for working with
graphics is MM_LOENGLISH, which uses a hundredth of an inch, instead of a dot or pixel, as a unit
of measure. To change the Print1 application so that it uses the MM_LOENGLISH mapping mode,
replace the line you added to the OnDraw() function with the following two lines:
pDC->SetMapMode(MM_LOENGLISH);
pDC->Rectangle(20, -20, 220, -220);
The first line sets the mapping mode for the device context. The second line draws the rect-
angle by using the new coordinate system. Why the negative values? If you look at
MM_LOENGLISH in Table 6.1, you see that although X coordinates increase to the right as you
expect, Y coordinates increase upward rather than downward. Moreover, the default coordi-
nates for the window are located in the lower-right quadrant of the Cartesian coordinate sys-
tem, as shown in Figure 6.5. Figure 6.6 shows the print preview window when the application
uses the MM_LOENGLISH mapping mode. When you print the document, the rectangle is exactly
2 inches square because a unit is now 1/100 of an inch and the rectangle is 200 units square.
Part
FIG. 6.5
The MM_LOENGLISH II
mapping mode’s Ch
default coordinates
derive from the 6
Cartesian coordinate
system.
FIG. 6.6
The rectangle to be
printed matches the
rectangle onscreen
when you use
MM_LOENGLISH as your
mapping mode.
To get an idea of the problems with which you’re faced with a more complex document, modify
Print1 so that it prints lots of rectangles—so many that they can’t fit on a single page. This will
give you an opportunity to deal with pagination. Just to make things more interesting, add a
member variable to the document class to hold the number of rectangles to be drawn, and
allow the users to increase or decrease the number of rectangles by left- or right-clicking.
Follow these steps:
1. Expand CPrint1Doc in ClassView, right-click it, and choose Add Member Variable from
the shortcut menu. The variable type is int, the declaration is m_numRects, and the
access should be public. This variable will hold the number of rectangles to display.
2. Double-click the CPrint1Doc constructor and add this line to it:
m_numRects = 5;
FIG. 6.7
Use ClassWizard to
add the
OnLButtonDown()
function.
pDoc->m_numRects++;
Invalidate();
CView::OnLButtonDown(nFlags, point);
}
5. Use ClassWizard to add the OnRButtonDown() function to the view class, as shown in
Figure 6.8.
FIG. 6.8
Use ClassWizard to Part
add the
OnRButtonDown() II
function.
Ch
6. Click the Edit Code button to edit the new OnRButtonDown() function. It should resemble
Listing 6.2. Now the number of rectangles to be displayed decreases each time users
right-click.
if (pDoc->m_numRects > 0)
{
pDoc->m_numRects--;
Invalidate();
}
CView::OnRButtonDown(nFlags, point);
}
7. Rewrite the view’s OnDraw() to draw many rectangles (refer to Listing 6.3). Print1 now
draws the selected number of rectangles one below the other, which may cause the
document to span multiple pages. It also displays the number of rectangles that have
been added to the document.
char s[10];
wsprintf(s, “%d”, pDoc->m_numRects);
pDC->TextOut(300, -100, s);
When you run the application now, you see the window shown in Figure 6.9. The window not
only displays the rectangles but also displays the rectangle count so that you can see how many
rectangles you’ve requested. When you choose File, Print Preview, you see the print preview
window. Click the Two Page button to see the window shown in Figure 6.10. The five rect-
angles display properly on the first page, with the second page blank.
FIG. 6.9
Print1 now displays
multiple rectangles.
FIG. 6.10
Five rectangles are
previewed properly;
they will print on a
single page.
Part
II
Now, go back to the application’s main window and click inside it three times to add three more
Ch
rectangles. Right-click to remove one. (The rectangle count displayed in the window should be
seven.) After you add the rectangles, choose File, Print Preview again to see the two-page print 6
preview window. Figure 6.11 shows what you see. The program hasn’t a clue how to print or
preview the additional page. The sixth rectangle runs off the bottom of the first page, but noth-
ing appears on the second page.
The first step is to tell MFC how many pages to print (or preview) by calling the SetMaxPage()
function in the view class’s OnBeginPrinting() function. AppWizard gives you a skeleton
OnBeginPrinting() that does nothing. Modify it so that it resembles Listing 6.4.
FIG. 6.11
Seven rectangles do not
yet appear correctly on
multiple pages.
OnBeginPrinting() takes two parameters: a pointer to the printer device context and a pointer
to a CPrintInfo object. Because the default version of OnBeginPrinting() doesn’t refer to
these two pointers, the parameter names are commented out to avoid compilation warnings,
like this:
void CPrint1View::OnBeginPrinting(CDC* /*pDC*/ , CPrintInfo* /*pInfo*/)
However, to set the page count, you need to access both the CDC and CPrintInfo objects, so
your first task is to uncomment the function’s parameters.
Now you need to get some information about the device context (which, in this case, is a
printer device context). Specifically, you need to know the page height (in single dots) and the
number of dots per inch. You obtain the page height with a call to GetDeviceCaps(), which
gives you information about the capabilities of the device context. You ask for the vertical reso-
lution (the number of printable dots from the top of the page to the bottom) by passing the
constant VERTRES as the argument. Passing HORZRES gives you the horizontal resolution. There
are 29 constants you can pass to GetDeviceCaps(), such as NUMFONTS for the number of fonts
that are supported and DRIVERVERSION for the driver version number. For a complete list, con-
sult the online Visual C++ documentation.
Print1 uses the MM_LOENGLISH mapping mode for the device context, which means that the
printer output uses units of 1/100 of an inch. To know how many rectangles will fit on a page,
you have to know the height of a rectangle in dots so that you can divide dots per page by dots
per rectangle to get rectangles per page. (You can see now why your application must know all
about your document to calculate the page count.) You know that each rectangle is 2 inches
high with 20/100 of an inch of space between each rectangle. The total distance from the start
of one rectangle to the start of the next, then, is 2.2 inches. The call to GetDeviceCaps() with
an argument of LOGPIXELSY gives the dots per inch of this printer; multiplying by 2.2 gives the
dots per rectangle.
You now have all the information to calculate the number of pages needed to fit the requested
number of rectangles. You pass that number to SetMaxPage(), and the new OnBeginPrinting()
function is complete.
Again, build and run the program. Increase the number of rectangles to seven by clicking twice
in the main window. Now choose File, Print Preview and look at the two-page print preview
window (see Figure 6.12). Whoops! You obviously still have a problem somewhere. Although
the application is previewing two pages, as it should with seven rectangles, it’s printing exactly
the same thing on both pages. Obviously, page two should take up where page one left off,
rather than redisplay the same data from the beginning. There’s still some work to do.
FIG. 6.12
The Print1 application
still doesn’t display
multiple pages
correctly.
Part
II
Ch
6
Setting the Origin
To get the second and subsequent pages to print properly, you have to change where MFC
believes the top of the page to be. Currently, MFC just draws the pages exactly as you told it to
do in CPrint1View::OnDraw(), which displays all seven rectangles from the top of the page to
the bottom. To tell MFC where the new top of the page should be, you first need to override
the view class’s OnPrepareDC() function.
Bring up ClassWizard and choose the Message Maps tab. Ensure that CPrintView is selected
in the Class Name box, as shown in Figure 6.13. Click CPrintView in the Object IDs box and
OnPrepareDC in the Messages box, and then click Add Function. Click the Edit Code button to
edit the newly added function. Add the code shown in Listing 6.5.
FIG. 6.13
Use ClassWizard
to override the
OnPrepareDC()
function.
CView::OnPrepareDC(pDC, pInfo);
}
The MFC framework calls OnPrepareDC() right before it displays data onscreen or before it
prints the data to the printer. (One strength of the device context approach to screen display is
that the same code can often be used for display and printing.) If the application is about to
display data, you (probably) don’t want to change the default processing performed by
OnPrepareDC(). So, you must check whether the application is printing data by calling
IsPrinting(), a member function of the device context class.
If the application is printing, you must determine which part of the data belongs on the current
page. You need the height in dots of a printed page, so you call GetDeviceCaps() again.
Next, you must determine a new viewport origin (the position of the coordinates 0,0) for the
display. Changing the origin tells MFC where to begin displaying data. For page one, the origin
is zero; for page two, it’s moved down by the number of dots on a page. In general, the vertical
component is the page size times the current page minus one. The page number is a member
variable of the CPrintInfo class.
After you calculate the new origin, you only need to give it to the device context by calling
SetViewportOrg(). Your changes to OnPrepareDC() are complete.
To see your changes in action, build and run your new version of Print1. When the program’s
main window appears, click twice in the window to add two rectangles to the display. (The
displayed rectangle count should be seven.) Again, choose File, Print Preview and look at the
two-page print preview window (see Figure 6.14). Now the program previews the document
correctly. If you print the document, it will look the same in hard copy as it does in the preview.
FIG. 6.14
Print1 finally previews
and prints properly.
continues
To print a document, MFC calls the functions listed in Table 6.2 in a specific order. First it calls
OnPreparePrinting(), which simply calls DoPreparePrinting(), as shown in Listing 6.6.
DoPreparePrinting() is responsible for displaying the Print dialog box and creating the
printer DC.
Member Description
GetMaxPage() Gets the document’s maximum page number, which may be
changed in OnBeginPrinting().
GetMinPage() Gets the document’s minimum page number, which may be
changed in OnBeginPrinting().
GetToPage() Gets the number of the last page users selected for printing.
m_bContinuePrinting Controls the printing process. Setting the flag to FALSE ends the
print job.
m_bDirect Indicates whether the document is being directly printed.
m_bPreview Indicates whether the document is in print preview.
m_nCurPage Holds the current number of the page being printed.
m_nNumPreviewPages Holds the number of pages (1 or 2) being displayed in print
preview.
m_pPD Holds a pointer to the print job’s CPrintDialog object.
m_rectDraw Holds a rectangle that defines the usable area for the current
page.
m_strPageDesc Holds a page-number format string.
When the DoPreparePrinting() function displays the Print dialog box, users can set the value
of many data members of the CPrintInfo class. Your program then can use or set any of these
values. Usually, you’ll at least call SetMaxPage(), which sets the document’s maximum page
number, before DoPreparePrinting() so that the maximum page number displays in the Print
dialog box. If you can’t determine the number of pages until you calculate a page length based
on the selected printer, you have to wait until you have a printer DC for the printer.
After OnPreparePrinting(), MFC calls OnBeginPrinting(), which is not only another place to
set the maximum page count but also the place to create resources, such as fonts, that you Part
need to complete the print job. OnPreparePrinting() receives as parameters a pointer to the
printer DC and a pointer to the associated CPrintInfo object.
II
Ch
Next, MFC calls OnPrepareDC() for the first page in the document. This is the beginning of a
print loop that’s executed once for each page in the document. OnPrepareDC() is the place to 6
control what part of the whole document prints on the current page. As you saw previously,
you handle this task by setting the document’s viewport origin.
After OnPrepareDC(), MFC calls OnPrint() to print the actual page. Normally, OnPrint() calls
OnDraw() with the printer DC, which automatically directs OnDraw()’s output to the printer
rather than onscreen. You can override OnPrint() to control how the document is printed. You
can print headers and footers in OnPrint() and then call the base class’s version (which in turn
calls OnDraw()) to print the body of the document, as demonstrated in Listing 6.7. (The footer
will appear below the body, even though PrintFooter() is called before OnPrint()—don’t
worr y.) To prevent the base class version from overwriting your header and footer area, re-
strict the printable area by setting the m_rectDraw member of the CPrintInfo object to a rect-
angle that doesn’t overlap the header or footer.
CView::OnPrint(pDC, pInfo);
}
Alternatively, you can remove OnDraw() from the print loop entirely by doing your own printing
in OnPrint() and not calling OnDraw() at all (see Listing 6.8).
As long as there are more pages to print, MFC continues to call OnPrepareDC() and OnPrint()
for each page in the document. After the last page is printed, MFC calls OnEndPrinting(),
where you can destroy any resources you created in OnBeginPrinting(). Figure 6.15 summa-
rizes the entire printing process.
FIG. 6.15
MFC calls various OnPreparePrinting()
member functions
during the printing
process.
OnBeginPrinting()
OnPrepareDC()
OnPrint()
OnEndPrinting()
Part
II
Ch
C H A P T E R
In this chapter
Understanding Objects and Persistence 140
Examining the File Demo Application 140
Creating a Persistent Class 145
Reading and Writing Files Directly 150
Creating Your Own CArchive Objects 153
Using the Registry 154
Part
II
Ch
When you’re writing an application, you deal with a lot of different object types. Some data
objects might be simple types, such as integers and characters. Other objects might be in-
stances of classes, such as strings from the CString class or even objects created from your
own custom classes. When using objects in applications that must create, save, and load docu-
ments, you need a way to save and load the state of those objects so that you can re-create
them exactly as users left them at the end of the last session.
An object’s capability to save and load its state is called persistence. Almost all MFC classes are
persistent because they’re derived directly or indirectly from MFC’s CObject class, which
provides the basic functionality for saving and loading an object’s state. The following section
reviews how MFC makes a document object persistent.
In this chapter, you’ll build the File Demo application, which demonstrates the basic tech-
niques behind saving and loading data of an object derived from CDocument. File Demo’s docu-
ment is a single string containing a short message, which the view displays.
Three menu items are relevant in the File Demo application. When the program first begins,
the message is automatically set to the string Default Message. Users will change this mes-
sage by choosing Edit, Change Message. The File, Save menu option saves the document, as
you’d expect, and File, Open reloads it from disk.
When working with an application created by AppWizard, you must complete several steps to
enable your document to save and load its state. Those steps are discussed in this section. The
steps are as follows:
1. Define the member variables that will hold the document’s data.
2. Initialize the member variables in the document class’s OnNewDocument() member
function.
3. Display the current document in the view class’s OnDraw() member function.
4. Provide member functions in the view class that enable users to edit the document.
5. Add to the document class’s Serialize() member function the code needed to save and
load the data that comprises the document.
When your application can handle multiple documents, you need to do a little extra work to be
sure that you use, change, or save the correct document. Luckily, most of that work is taken
care of by MFC and AppWizard.
Double-click CfileDemoDoc in ClassView to edit the header file for the document class. In the
Attributes section add a CString member variable called m_message, so that the Attributes
section looks like this:
// Attributes
public:
CString m_message;
In this case, the document’s storage is nothing more than a single string object. Usually, your
document’s storage needs are much more complex. This single string, however, is enough to
demonstrate the basics of a persistent document. It’s very common for MFC programmers to
use public variables in their documents, rather than a private variable with public access func-
tions. It makes it a little simpler to write the code in the view class that will access the docu-
ment variables. It will, however, make future enhancements a little more work. These tradeoffs
are discussed in more detail in Appendix A, “C++ Review and Object-Oriented Concepts.”
This string, like all the document’s data, must be initialized. The OnNewDocument() member
Part
function is the place to do it. Expand CFileDemoDoc in ClassView and double-click
OnNewDocument() to edit it. Add a line of code to initialize the string so that the function looks II
like Listing 7.1. You should remove the TODO comments because you’ve done what they were Ch
reminding you to do.
7
return TRUE;
}
With the document class’s m_message data member initialized, the application can display the
data in the view window. You just need to edit the view class’s OnDraw() function (see Listing
7.2). Expand CFileDemoView in ClassView and double-click OnDraw() to edit it. Again, you’re
just adding one line of code and removing the TODO comment.
Getting information onscreen, using device contexts, and the TextOut() function are all dis-
cussed in Chapter 5, “Drawing on the Screen.”
Build File Demo now, to make sure there are no typos, and run it. You should see Default
Message appear onscreen.
Now, you need to allow users to edit the application’s document by changing the string. In
theory, the application should display a dialog box to let the user enter any desired string at all.
For our purposes, you’re just going to have the Edit, Change Message menu option assign the
string a different, hard-coded value. ShowString, the subject of Chapter 8, “Building a Com-
plete Application: ShowString,” shows how to create a dialog box such as the one File Demo
might use.
Click the Resource tab to switch to ResourceView, expand the resources, expand Menus, and
double-click IDR_MAINFRAME to edit it. Click once on the Edit item in the menu you are editing
to drop it down. Click the blank item at the end of the list and type Change &Message. This
will add another item to the menu.
Choose View, ClassWizard to make the connection between this menu item and your code. You
should see ID_EDIT_CHANGEMESSAGE highlighted already; if not, click it in the box on the left to
highlight it. Choose CFileDemoView from the drop-down box on the upper right. Click COMMAND
in the lower-right box and then click the Add Function button. Accept the suggested name,
OnEditChangemessage(), by clicking OK on the dialog that appears. Click Edit Code to open
the new function in the editor and edit it to match Listing 7.3.
This function, which responds to the application’s Edit, Change Message command, builds a
string from the current date and time and transfers it to the document’s data member. (The
CTime class and its Format() function are discussed in Appendix F, “Useful Classes.”) The call
to the document class’s SetModifiedFlag() function notifies the object that its contents have
been changed. The application will warn about exiting with unsaved changes as long as you
remember to call SetModifiedFlag() everywhere there might be a change to the data. Finally,
this code forces a redraw of the screen by calling Invalidate(), as discussed in Chapter 4.
TIP If m_message was a private member variable of the document class, you could have a public
SetMessage() function that called SetModifiedFlag() and be guaranteed no programmer would
ever forget to call it. That’s one of the advantages of writing truly object-oriented programs.
The document class’s Serialize() function handles the saving and loading of the document’s
data. Listing 7.4 shows the empty shell of Serialize() generated by AppWizard.
}
else Part
{
// TODO: add loading code here
II
Ch
}
} 7
Because the CString class (of which m_message is an object) defines the >> and << operators
for transferring strings to and from an archive, it’s a simple task to save and load the document
class’s data. Simply add this line where the comment reminds you to add storing code:
ar << m_message;
The << operator sends the CString m_message to the archive; the >> operator fills m_message
from the archive. As long as all the document’s member variables are simple data types such as
integers or characters, or MFC classes such as CString with these operators already defined,
it’s easy to save and load the data. The operators are defined for these simple data types:
■ BYTE
■ WORD
■ int
■ LONG
■ DWORD
■ float
■ double
Build File Demo and run it. Choose Edit, Change Message, and you should see the new string
onscreen, as shown in Figure 7.1. Choose File, Save and enter a filename you can remember.
Now change the message again. Choose File, New and you’ll be warned about saving your
current changes first, as in Figure 7.2. Choose File, Open and browse to your file, or just find
your filename towards the bottom of the File menu to re-open it, and you’ll see that File Demo
can indeed save and reload a string.
FIG. 7.1
File Demo changes the
string on command.
FIG. 7.2
Your users will never
lose unsaved data
again.
N O T E If you change the file, save it, change it again, and re-open it, File Demo will not ask
Revert to saved document? as some applications do. Instead, it will bail out of the
File Open process partway through and leave you with your most recent changes. This behavior is built
in to MFC. If the name of the file you are opening matches the name of the file that is already open,
you will not revert to the saved document. ■
Suppose that you now want to enhance the File Demo application so that it contains its data in a
custom class called CMessages. The member variable is now called m_messages and is an in-
stance of CMessages. This class holds three CString objects, each of which must be saved and
loaded for the application to work correctly. One way to arrange this is to save and load each
individual string, as shown in Listing 7.5.
Listing 7.5 One Possible Way to Save the New Class’s Strings
void CFileDoc::Serialize(CArchive& ar)
{
if (ar.IsStoring()) Part
{
ar << m_messages.m_message1;
II
ar << m_messages.m_message2; Ch
ar << m_messages.m_message3;
} 7
else
{
continues
You can write the code in Listing 7.5 only if the three member variables of the CMessages class
are public and if you know the implementation of the class itself. Later, if the class is changed
in any way, this code also has to be changed. It’s more object oriented to delegate the work of
storing and loading to the CMessages class itself. This requires some preparation. The following
basic steps create a class that can serialize its member variables:
In the following section, you build an application that creates persistent objects in just this way.
Build an SDI application called MultiString just as you built File Demo. Add a member variable
to the document, as before, so that the Attributes section of MultiStringDoc.h reads
// Attributes
public:
CMessages m_messages;
To create the CMessages class, first choose Insert, New Class. Change the class type to generic
class and name it CMessages. In the area at the bottom of the screen, enter CObject as the base
class name and leave the As column set to public, as shown in Figure 7.3.
FIG. 7.3
Create a new class to
hold the messages.
This will create two files: messages.h for the header and messages.cpp for the code. It also
adds some very simple code to these files for you. (You may get a warning about not being able
to find the header file for CObject: just click OK and ignore it because CObject, like all MFC
files, is available to you without including extra headers.)
Switch back to Multistringdoc.h and add this line before the class definition:
#include “Messages.h”
This will ensure the compiler knows about the CMessages class when it compiles the document
class. You can build the project now if you want to be sure you haven’t forgotten anything. Now
switch back to Messages.h and add these lines:
DECLARE_SERIAL(CMessages)
protected:
CString m_message1;
CString m_message2;
CString m_message3;
public:
void SetMessage(UINT msgNum, CString msg);
CString GetMessage(UINT msgNum);
void Serialize(CArchive& ar);
The DECLARE_SERIAL() macro provides the additional function and member variable declara-
tions needed to implement object persistence.
Next come the class’s data members, which are three objects of the CString class. Notice that Part
they are protected member variables. The public member functions are next. SetMessage(), II
whose arguments are the index of the string to set and the string’s new value, changes a data
Ch
member. GetMessage() is the complementary function, enabling a program to retrieve the
current value of any of the strings. Its single argument is the number of the string to retrieve. 7
Finally, the class overrides the Serialize() function, where all the data saving and loading
takes place. The Serialize() function is the heart of a persistent object, with each persistent
class implementing it in a different way. Listing 7.6 shows the code for each of these new mem-
ber functions. Add it to messages.cpp.
case 2:
m_message2 = msg;
break;
case 3:
m_message3 = msg;
break;
}
SetModifiedFlag();
}
if (ar.IsStoring())
{
ar << m_message1 << m_message2 << m_message3;
}
else
{
ar >> m_message1 >> m_message2 >> m_message3;
}
}
There’s nothing tricky about the SetMessage() and GetMessage() functions, which perform
their assigned tasks precisely. The Serialize() function, however, may inspire a couple of
questions. First, note that the first line of the body of the function calls the base class’s Serial-
ize() function. This is a standard practice for many functions that override functions of a base
class. In this case, the call to CObject::Serialize() doesn’t do much because the CObject
class’s Serialize() function is empty. Still, calling the base class’s Serialize() function is a
good habit to get into because you may not always be working with classes derived directly
from CObject.
After calling the base class’s version of the function, Serialize() saves and loads its data in
much the same way a document object does. Because the data members that must be serial-
ized are CString objects, the program can use the >> and << operators to write the strings to
the disk.
Towards the top of messages.cpp, after the include statements, add this line:
IMPLEMENT_SERIAL(CMessages, CObject, 0)
Because the document class can’t directly access the data object’s protected data members, it
initializes each string by calling the CMessages class’s SetMessage() member function.
Expand CMultiStringView and double-click OnDraw() to edit it. Here’s how it should look when
you’re finished:
void CMultiStringView::OnDraw(CDC* pDC)
{
CMultiStringDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
Part
pDC->TextOut(20, 20, pDoc->m_messages.GetMessage(1)); II
pDC->TextOut(20, 40, pDoc->m_messages.GetMessage(2));
pDC->TextOut(20, 60, pDoc->m_messages.GetMessage(3)); Ch
}
7
As you did for File Demo, add a “Change Messages” item to the Edit menu. Connect it to a
view function called OnEditChangemessages. This function will change the data by calling the
CMessages object’s member functions, as in Listing 7.7. The view class’s OnDraw() function also
calls the GetMessage() member function to access the CMessages class’s strings.
All that remains is to write the document class’s Serialize() function, where the m_messages
data object is serialized out to disk. You just delegate the work to the data object’s own Serial-
ize() function, as in Listing 7.8.
As you can see, after serializing the m_messages data object, not much is left to do in the docu-
ment class’s Serialize() function. Notice that the call to m_messages. Serialize() passes the
archive object as its single parameter. Build MultiString now and test it as you tested File
Demo. It should do everything you expect.
continues
As you can see from Table 7.1, the CFile class offers plenty of file-handling power. This section
demonstrates how to call a few of the CFile class’s member functions. However, most of the
other functions are just as easy to use.
Here’s a sample snippet of code that creates and opens a file, writes a string to it, and then
gathers some information about the file:
// Create the file.
CFile file(“TESTFILE.TXT”, CFile::modeCreate | CFile::modeWrite);
Notice that you don’t have to explicitly open the file when you pass a filename to the construc-
tor, whose arguments are the name of the file and the file access mode flags. You can use sev-
eral flags at a time simply by ORing their values together, as in the little snippet above. These
flags, which describe how to open the file and which specify the types of valid operations, are
defined as part of the CFile class and are described in Table 7.2.
Flag Description
CFile::shareCompat Allows other processes to open the file
CFile::shareDenyNone Allows other processes read or write operations on the file
CFile::shareDenyRead Disallows read operations by other processes
CFile::shareDenyWrite Disallows write operations by other processes
CFile::shareExclusive Denies all access to other processes
CFile::typeBinary Sets binary mode for the file
CFile::typeText Sets text mode for the file
CFile::Write() takes a pointer to the buffer containing the data to write and the number of
bytes to write. Notice the LPCTSTR casting operator in the call to Write(). This operator is
defined by the CString class and extracts the string from the class.
One other thing about the code snippet: There is no call to Close()—the CFile destructor
closes the file automatically when file goes out of scope.
This time the file is opened by the CFile::modeRead flag, which opens the file for read opera-
tions only, after which the code creates a character buffer and calls the file object’s Read()
member function to read data into the buffer. The Read() function’s two arguments are the
buffer’s address and the number of bytes to read. The function returns the number of bytes
actually read, which in this case is almost always less than the 80 requested. By using the num-
ber of bytes read, the program can add a 0 to the end of the character data, thus creating a
standard C-style string that can be used to set a CString variable.
The code snippets you’ve just seen use a hard-coded filename. To get filenames from your user
with little effort, be sure to look up the MFC class CFileDialog in the online help. It’s simple to
use and adds a very nice touch to your programs. Part
II
Creating Your Own CArchive Objects Ch
Although you can use CFile objects to read from and write to files, you can also go a step far- 7
ther and create your own CArchive object and use it exactly as you use the CArchive object in
the Serialize() function. This lets you take advantage of Serialize functions already written
for other objects, passing them a reference to your own archive object.
To create an archive, create a CFile object and pass it to the CArchive constructor. For ex-
ample, if you plan to write out objects to a file through an archive, create the archive like this:
CFile file(“FILENAME.EXT”, CFile::modeWrite);
CArchive ar(&file, CArchive::store);
After creating the archive object, you can use it just like the archive objects that MFC creates
for you, for example, calling Serialize() yourself and passing the archive to it. Because you
created the archive with the CArchive::store flag, any calls to IsStoring() return TRUE, and
the code that dumps objects to the archive executes. When you’re through with the archive
object, you can close the archive and the file like this:
ar.Close();
file.Close();
If the objects go out of scope soon after you’re finished with them, you can safely omit the calls
to Close() because both CArchive and CFile have Close() calls in the destructor.
The far left window lists the Registry’s predefined keys. The plus marks next to the keys in the
tree indicate that you can open the keys and view more detailed information associated with
them. Keys can have subkeys, and subkeys themselves can have subkeys. Any key or subkey
may or may not have a value associated with it. If you explore deep enough in the hierarchy,
you see a list of values in the far right window. In Figure 7.5, you can see the values associated
with the current user’s screen appearance. To see these values yourself, browse from
HKEY_CURRENT_USER to Control Panel to Appearance to Schemes, and you’ll see the desktop
schemes installed on your system.
FIG. 7.4
The Registry Editor
displays the Registry.
FIG. 7.5
The Registry is
structured as a tree
containing a huge
amount of information.
Part
■ HKEY_LOCAL_MACHINE
■ HKEY_USERS
■ HKEY_CURRENT_CONFIG
■ HKEY_DYN_DATA
The HKEY_CLASSES_ROOT key holds document types and properties, as well as class information
about the various applications installed on the machine. For example, if you explored this key
on your system, you’d probably find an entry for the .DOC file extension, under which you’d
find entries for the applications that can handle this type of document (see Figure 7.6).
FIG. 7.6
The
HKEY_CLASSES_ROOT
key holds document
information.
The HKEY_CURRENT_USER key contains all the system settings the current user has established,
including color schemes, printers, and program groups. The HKEY_LOCAL_MACHINE key, on the
other hand, contains status information about the computer, and the HKEY_USERS key organizes
information about each user of the system, as well as the default configuration. Finally, the
HKEY_CURRENT_CONFIG key holds information about the hardware configuration, and the
HKEY_DYN_DATA key contains information about dynamic Registry data, which is data that
changes frequently. (You may not always see this key on your system.)
However, you can easily use the Registry with your MFC applications to store information that
the application needs from one session to another. To make this task as easy as possible, MFC
provides the CWinApp class with the SetRegistryKey() member function, which creates (or
opens) a key entry in the Registry for your application. All you have to do is supply a key name
(usually a company name) for the function to use, like this:
SetRegistryKey(“MyCoolCompany”);
You should call SetRegistryKey() in the application class’s InitInstance() member function,
which is called once at program startup.
After you call SetRegistryKey(), your application can create the subkeys and values it needs
by calling one of two functions. The WriteProfileString() function adds string values to the
Registry, and the WriteProfileInt() function adds integer values to the Registry. To get val-
ues from the Registry, you can use the GetProfileString() and GetProfileInt() functions.
(You also can use RegSetValueEx() and RegQueryValueEx() to set and retrieve Registry val-
ues.)
// Change the registry key under which our settings are stored.
// You should modify this string to be something appropriate
// such as the name of your company or organization.
SetRegistryKey(_T(“Local AppWizard-Generated Applications”));
MRU stands for Most Recently Used and refers to the list of files that appears on the File menu
after you open files with an application. Figure 7.7 shows the Registry Editor displaying the key
that stores this information, HKEY_CURRENT_USER\Software\Local AppWizard-Generated
Applications\MultiString\Recent File List. In the foreground, MultiString’s File menu Part
shows the single entry in the MRU list.
II
Ch
FIG. 7.7
The most recently used
files list is stored in the
Registry automatically.
C H A P T E R
Part
II
Ch
In this chapter
Building an Application That Displays a String 160
Building the ShowString Menus 164
Building the ShowString Dialog Boxes 166
Making the Menu Work 169
Making the Dialog Box Work 174
Adding Appearance Options to the Options Dialog Box 175
The sample application you will build is very much like the traditional “Hello, world!” of C
programming. It simply displays a text string in the main window. The document (what you
save in a file) contains the string and a few settings. There is a new menu item to bring up a
dialog box to change the string and the settings, which control the string’s appearance. This is
a deliberately simple application so that the concepts of adding menu items and adding dialogs
are not obscured by trying to understand the actual brains of the application. So, bring up
Developer Studio and follow along.
In Step 1 of AppWizard, it doesn’t matter much whether you choose SDI or MDI, but MDI will
enable you to see for yourself how little effort is required to have multiple documents open at
once. So, choose MDI. Choose U.S. English, and then click Next.
The ShowString application needs no database support and no compound document support,
so click Next on Step 2 and Step 3 without changing anything. In AppWizard’s Step 4 dialog
box, select a docking toolbar, initial status bar, printing and print preview, context-sensitive
help, and 3D controls, and then click Next. Choose source file comments and shared DLL, and
then click Next. The classnames and filenames are all fine, so click Finish. Figure 8.1 shows
the final confirmation dialog box. Click OK.
FIG. 8.1
AppWizard summarizes
the design choices for
ShowString.
Member Variable and Serialization Add a private variable to the document and a public
function to get the value by adding these lines to ShowStringDoc.h:
private:
CString string;
public:
CString GetString() {return string;}
The inline function gives other parts of your application a copy of the string to use whenever
necessary but makes it impossible for other parts to change the string.
Initializing the String Whenever a new document is created, you want your application to
initialize string to “Hello, world!”. A new document is created when the user chooses File,
New. This message is caught by CShowStringApp (the message map is shown in Listing 8.2,
you can see it yourself by scrolling toward the top of ShowString.cpp) and handled by
CWinApp::OnFileNew(). (Message maps and message handlers are discussed in Chapter 3,
“Messages and Commands.”) Starter applications generated by AppWizard call OnFileNew() to
create a blank document when they run. OnFileNew() calls the document’s OnNewDocument(),
which actually initializes the member variables of the document.
AppWizard gives you the simple OnNewDocument() shown in Listing 8.3. To see yours in the
editor, double-click OnNewDocument() in ClassView—you may have to expand CshowStringDoc
first.
return TRUE;
}
Take away the comments and add this line in their place:
string = “Hello, world!”;
(What else could it say, after all?) Leave the call to CDocument::OnNewDocument() because that
will handle all other work involved in making a new document.
Getting the String Onscreen As you learned in Chapter 5, “Drawing on the Screen,” a view’s
OnDraw() function is called whenever that view needs to be drawn, such as when your applica-
tion is first started, resized, or restored or when a window that had been covering it is taken
away. AppWizard has provided a skeleton, shown in Listing 8.4. To edit this function, expand
CShowStringView in ClassView and then double-click OnDraw().
ASSERT_VALID(pDoc);
Part
}
// TODO: add draw code for native data here II
Ch
OnDraw() takes a pointer to a device context, as discussed in Chapter 5. The device context 8
class, CDC, has a member function called DrawText() that draws text onscreen. It is declared
like this:
int DrawText( const CString& str, LPRECT lpRect, UINT nFormat )
The CString to be passed to this function is going to be the string from the document class,
which can be accessed as pDoc->GetString(). The lpRect is the client rectangle of the view,
returned by GetClientRect(). Finally, nFormat is the way the string should display; for ex-
ample, DT_CENTER means that the text should be centered from left to right within the view.
DT_VCENTER means that the text should be centered up and down, but this works only for single
lines of text that are identified with DT_SINGLELINE. Multiple format flags can be combined with
|, so DT_CENTER|DT_VCENTER|DT_SINGLELINE is the nFormat that you want. The drawing code
to be added to CShowStringView::OnDraw() looks like this:
CRect rect;
GetClientRect(&rect);
pDC->DrawText(pDoc->GetString(), &rect, DT_CENTER|DT_VCENTER|DT_SINGLELINE);
This sets up a CRect and passes its address to GetClientRect(), which sets the CRect to the
client area of the view. DrawText() draws the document’s string in the rectangle, centered
vertically and horizontally.
At this point, the application should display the string properly. Build and execute it, and you
will see something like Figure 8.2. You have a lot of functionality—menus, toolbars, status bar,
and so on—but nothing that any other Windows application doesn’t have, yet. Starting with the
next section, that changes.
FIG. 8.2
ShowString starts
simply, with the usual
greeting.
FIG. 8.3
AppWizard creates two
menus for ShowString.
You are going to add a menu item to ShowString, so the first decision is where to add it. The
user will be able to edit the string that displays and to set the string’s format. You could add a
Value item to the Edit menu that brings up a small dialog box for only the string and then cre-
ate a Format menu with one item, Appearance, that brings up the dialog box to set the appear-
ance. The choice you are going to see here, though, is to combine everything into one dialog
box and then put it on a new Tools menu, under the Options item.
N O T E You may have noticed already that more and more Windows applications are standardizing
Tools, Options as the place for miscellaneous settings. ■
Do you need to add the item to both menus? No. When there is no document open, there is
nowhere to save the changes made with this dialog box. So only IDR_SHOWSTTYPE needs to have
a menu added. Open the menu by double-clicking it in the ResourceView window. At the far
right of the menu, after Help, is an empty menu. Click it and type &Tools. The Properties
dialog box appears; pin it to the background by clicking the pushpin. The Caption box contains
&Tools. The menu at the end becomes the Tools menu, with an empty item underneath it;
another empty menu then appears to the right of the Tools menu, as shown in Figure 8.4.
Click the new Tools menu and drag it between the View and Window menus, corresponding to
the position of Tools in products like Developer Studio and Microsoft Word. Next, click the
empty sub-item. The Properties dialog box changes to show the blank properties of this item;
change the caption to &Options and enter a sensible prompt, as shown in Figure 8.5. The
prompt will be shown on the status bar when the user pauses the mouse over the menu item or
moves the highlight over it with the cursor.
TIP The & in the Caption edit box precedes the letter that serves as the mnemonic key for selecting that
menu with the keyboard (for example, Alt+T in the case of Tools). This letter appears underlined in the
menu. There is no further work required on your part. You can opt to select a different mnemonic key by
moving the & so that it precedes a different letter in the menu or menu item name (for example,
T&ools changes the key from T to o). You should not use the same mnemonic letter for two menus or
for two items on the same menu.
All menu items have a resource ID, and this resource ID is the way the menu items are con-
nected to your code. Developer Studio will choose a good one for you, but it doesn’t appear
right away in the Properties dialog box. Click some other menu item, and then click Options
again; you see that the resource ID is ID_TOOLS_OPTIONS. Alternatively, press Enter when you
are finished, and the highlight moves down to the empty menu item below Options. Press the
up-arrow cursor key to return the highlight to the Options item.
If you’d like to provide an accelerator, like the Ctrl+C for Edit, Copy that the system provides,
this is a good time to do it. Click the + next to Accelerator in the ResourceView window and
then double-click IDR_MAINFRAME, the only Accelerator table in this application. At a glance, you
can see what key combinations are already in use. Ctrl+O is already taken, but Ctrl+T is avail-
able. To connect Ctrl+T to Tools, Options, follow these steps:
FIG. 8.5
The menu command
Tools, Options controls
everything that
ShowString does.
1. Click the empty line at the bottom of the Accelerator table. If you have closed the
Properties dialog box, bring it back by choosing View, Properties and then pin it in
place. (Alternatively, double-click the empty line to bring up the Properties dialog box.)
2. Click the drop-down list box labeled ID and choose ID_TOOLS_OPTIONS from the list,
which is in alphabetical order. (There are a lot of entries before ID_TOOLS_OPTIONS; drag
the elevator down to almost the bottom of the list or start typing the resource ID—by the
time you type ID_TO, the highlight will be in the right place.)
3. Type T in the Key box; then make sure that the Ctrl check box is selected and that the
Alt and Shift boxes are deselected. Alternatively, click the Next Key Typed button and
then type Ctrl+T, and the dialog box will be filled in properly.
4. Click another line in the Accelerator table to commit the changes.
Figure 8.6 shows the Properties dialog box for this accelerator after again clicking the newly
entered line.
What happens when the user chooses this new menu item, Tools, Options? A dialog box dis-
plays. So, tempting as it may be to start connecting this menu to code, it makes more sense to
build the dialog box first.
FIG. 8.7
AppWizard makes an
About dialog box for
you.
You might want to add a company name to your About dialog box. Here’s how to add Que
Books, as an example. Click the line of text that reads Copyright© 1998, and it will be sur-
rounded by a selection box. Bring up the Properties dialog box, if it isn’t up. Edit the caption
to add Que Books at the end; the changes are reflected immediately in the dialog box.
TIP If the rulers you see in Figure 8.7 don’t appear when you open IDD_ABOUTBOX in Developer Studio,
you can turn them on by choosing Layout, Guide Settings and then selecting the Rulers and Guides
radio button in the top half of the Guide Settings dialog box.
I decided to add a text string to remind users what book this application is from. Here’s how to
do that:
1. Size the dialog box a little taller by clicking the whole dialog box to select it, clicking the
sizing square in the middle of the bottom border, and dragging the bottom border down
a little. (This visual editing is what gave Visual C++ its name when it first came out.)
2. In the floating toolbar called Controls, click the button labeled Aa to get a static control,
which means a piece of text that the user cannot change, perfect for labels like this. Click
within the dialog box under the other text to insert the static text there.
3. In the Properties dialog box, change the caption from Static to Using Visual C++ 6.
The box automatically resizes to fit the text.
4. Hold down the Ctrl key and click the other two static text lines in the dialog box. Choose
Layout, Align Controls, Left, which aligns the edges of the three selected controls. The
one you select last stays still, and the others move to align with it.
5. Choose Layout, Space Evenly, Down. These menu options can save you a great deal of
dragging, squinting at the screen, and then dragging again.
FIG. 8.8
In a matter of minutes,
you can customize your
About dialog box.
TIP All the Layout menu items are on the Dialog toolbar.
Next, follow these steps to convert the empty dialog box into the Options dialog box:
You will revisit this dialog box later, when adding the appearance capabilities, but for now it’s
ready to be connected. It will look like Figure 8.10.
FIG. 8.10
The Options dialog box
is the place to change
the string.
then you write the function, which creates an object of your dialog box class and then
displays it.
FIG. 8.11
Create a C++ class to
go with the new dialog
box.
Leave Create a New Class selected and then click OK. The New Class dialog box, shown in
Figure 8.12, appears.
FIG. 8.12
The dialog box class
inherits from CDialog.
1. Choose a sensible name for the class, one that starts with C and contains the word
Dialog; this example uses COptionsDialog.
2. The base class defaults to CDialog, which is perfect for this case.
3. Click OK to create the class.
The ClassWizard dialog box has been waiting behind these other dialog boxes, and now you
use it. Click the Member Variables tab and connect IDC_OPTIONS_STRING to a CString called
m_string, just as you connected controls to member variables of the dialog box class in Chap-
ter 2. Click OK to close ClassWizard.
Perhaps you’re curious about what code was created for you when ClassWizard made the Part
class. The header file is shown in Listing 8.5.
II
Ch
Listing 8.5 OPTIONSDIALOG.H—Header File for COptionsDialog
// OptionsDialog.h : header file
8
//
/////////////////////////////////////////////////////////////////////////////
// COptionsDialog dialog
// Dialog Data
//{{AFX_DATA(COptionsDialog)
enum { IDD = IDD_OPTIONS };
CString m_string;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(COptionsDialog)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(COptionsDialog)
// NOTE: The ClassWizard will add member functions here
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
There are an awful lot of comments here to help ClassWizard find its way around in the file
when the time comes to add more functionality, but there is only one member variable,
m_string; one constructor; and one member function, DoDataExchange(), which gets the con-
trol value into the member variable, or vice versa. The source file isn’t much longer; it’s shown
in Listing 8.6.
#include “stdafx.h”
#include “ShowString.h”
#include “OptionsDialog.h”
continues
The constructor sets the string to an empty string; this code is surrounded by special
ClassWizard comments that enable it to add other variables later. The DoDataExchange()
function calls DDX_Text() to transfer data from the control with the resource ID
IDC_OPTIONS_STRING to the member variable m_string, or vice versa. This code, too, is sur-
rounded by ClassWizard comments. Finally, there is an empty message map because
COptionsDialog doesn’t catch any messages.
N O T E Often the hardest part of catching these messages is deciding which class should catch
them. The decision between View and Document is frequently a very difficult one. If the
message handler will need access to a private member of either class, that’s the class to catch the
message. ■
FIG. 8.13
ClassWizard suggests
a good name for the
message-catching
function.
TIP You should almost never change the names that ClassWizard suggests for message catchers. If you find
that you have to (perhaps because the suggested name is too long or conflicts with another function
name in the same object), be sure to choose a name that starts with On. Otherwise the next developer
to work on your project is going to have a very hard time finding the message handlers.
Click Edit Code to close ClassWizard and edit the newly added function. What happened to
CShowStringDoc when you arranged for the ID_TOOLS_OPTIONS message to be caught? The new
message map in the header file is shown in Listing 8.7.
This is just declaring the function. In the source file, ClassWizard changed the message maps
shown in Listing 8.8.
OnToolsOptions(), shown in Listing 8.9, displays the dialog box. Add this code to the empty
function ClassWizard generated for you when you arranged to catch the message.
This code fills the member variable of the dialog box with the document’s member variable
(ClassWizard added m_string as a public member variable of COptionsDialog, so the docu-
ment can change it) and then brings up the dialog box by calling DoModal(). If the user clicks
OK, the member variable of the document changes, the modified flag is set (so that the user is
prompted to save the document on exit), and the view is asked to redraw itself with a call to
UpdateAllViews(). For this to compile, of course, the compiler must know what a
COptionsDialog is, so add this line at the beginning of ShowStringDoc.cpp:
#include “OptionsDialog.h”
At this point, you can build the application and run it. Choose Tools, Options and change the
string. Click OK and you see the new string in the view. Exit the application; you are asked
whether to save the file. Save it, restart the application, and open the file again. The default
“Hello, world!” document remains open, and the changed document is open with a different
string. The application works, as you can see in Figure 8.14 (the windows are resized to let
them both fit in the figure).
Open the IDD_OPTIONS dialog box by double-clicking it in the ResourceView window, and then
add the radio buttons by following these steps:
1. Stretch the dialog box taller to make room for the new controls.
2. Click the radio button in the Controls floating toolbar, and then click the Options dialog
box to drop the control.
3. Choose View, Properties and then pin the Properties dialog box in place.
4. Change the resource ID of the first radio button to IDC_OPTIONS_BLACK, and change the
caption to &Black.
5. Select the Group box to indicate that this is the first of a group of radio buttons.
6. Add another radio button with resource ID IDC_OPTIONS_RED and &Red as the caption.
Do not select the Group box because the Red radio button doesn’t start a new group but
is part of the group that started with the Black radio button.
7. Add a third radio button with resource ID IDC_OPTIONS_GREEN and &Green as the
caption. Again, do not select Group.
8. Drag the three radio buttons into a horizontal arrangement, and select all three by
clicking on one and then holding Ctrl while clicking the other two.
9. Choose Layout, Align Controls, Bottom (to even them up).
10. Choose Layout, Space Evenly, Across to space the controls across the dialog box.
1. Click the check box in the Controls floating toolbar and then click the Options dialog
box, dropping a check box onto it.
2. Change the resource ID of this check box to IDC_OPTIONS_HORIZCENTER and the caption
to Center &Horizontally.
3. Select the Group box to indicate the start of a new group after the radio buttons.
4. Drop another check box onto the dialog box as in step 1 and give it the resource ID
IDC_OPTIONS_VERTCENTER and the caption Center &Vertically.
5. Arrange the check boxes under the radio buttons.
6. Click the Group box on the Controls floating toolbar, and then click and drag a group
box around the radio buttons. Change the caption to Text Color.
7. Move the OK and Cancel buttons down to the bottom of the dialog box.
8. Select each horizontal group of controls and use Layout, Center in Dialog, Horizontal to
make things neater.
9. Choose Edit, Select All, and then drag all the controls up toward the top of the dialog
box. Shrink the dialog box to fit around the new controls. It should now resemble
Figure 8.15.
FIG. 8.15
The Options dialog box
for ShowString has been
expanded.
TIP If you don’t recognize the icons on the Controls toolbar, use the ToolTips. If you hold the cursor over any
of the toolbar buttons, a tip pops up after a few seconds, telling you what control the button repre-
sents.
Finally, set the tab order by choosing Layout, Tab Order and then clicking the controls, in this
order:
1. IDC_OPTIONS_STRING Part
2. IDC_OPTIONS_BLACK II
3. IDC_OPTIONS_RED
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4. IDC_OPTIONS_GREEN
5. IDC_OPTIONS_HORIZCENTER
8
6. IDC_OPTIONS_VERTCENTER
7. IDOK
8. IDCANCEL
Then click away from the dialog box to leave the two static text controls as positions 9 and 10.
FIG. 8.16
Member variables in
the dialog box class are
connected to individual
controls or the group of
radio buttons.
As with string, these are private variables with public get functions but no set functions. All
these options should be serialized; the new Serialize() is shown in Listing 8.11. Change your
copy by double-clicking the function name in ClassView and adding the new code.
Finally, you need to initialize these variables in OnNewDocument(). What are good defaults for
these new member variables? Black text, centered in both directions, was the old behavior, and
it makes sense to use it as the default. The new OnNewDocument() is shown in Listing 8.12.
vertcenter = TRUE;
Part
}
return TRUE; II
Ch
Of course, at the moment, users cannot change these member variables from the defaults. 8
To allow the user to change the variables, you have to change the function that handles the
dialog box.
Changing OnToolsOptions()
The OnToolsOptions() function sets the values of the dialog box member variables from the
document member variables and then displays the dialog box. If the user clicks OK, the docu-
ment member variables are set from the dialog box member variables and the view is redrawn.
Having just added three member variables to the dialog box and the document, you have three
lines to add before the dialog box displays and then three more to add in the block that’s called
after OK is clicked. The new OnToolsOptions() is shown in Listing 8.13.
if (dlg.DoModal() == IDOK)
{
string = dlg.m_string;
color = dlg.m_color;
horizcenter = dlg.m_horizcenter;
vertcenter = dlg.m_vertcenter;
SetModifiedFlag();
UpdateAllViews(NULL);
}
What happens when the user opens the dialog box and changes the value of a control, say, by
deselecting Center Horizontally? The framework—through Dialog Data Exchange (DDX), as
set up by ClassWizard—changes the value of COptionsDialog::m_horizcenter to FALSE. This
code in OnToolsOptions() changes the value of CShowStringDoc::horizcenter to FALSE.
When the user saves the document, Serialize() saves horizcenter. This is all good, but none
of this code actually changes the way the view is drawn. That involves OnDraw().
Changing OnDraw()
The single call to DrawText() in OnDraw() becomes a little more complex now. The document
member variables are used to set the view’s appearance. Edit OnDraw() by expanding
CShowStringView in the ClassView and double-clicking OnDraw().
The color is set with CDC::SetTextColor() before the call to DrawText(). You should always
save the old text color and restore it when you are finished. The parameter to SetTextColor()
is a COLORREF, and you can directly specify combinations of red, green, and blue as hex num-
bers in the form 0x00bbggrr, so that, for example, 0x000000FF is bright red. Most people prefer
to use the RGB macro, which takes hex numbers from 0x0 to 0xFF, specifying the amount of
each color; bright red is RGB(FF,0,0), for instance. Add the lines shown in Listing 8.14 before
the call to DrawText() to set up everything.
There are two approaches to setting the centering flags. The brute-force way is to list the four
possibilities (neither, horizontal, vertical, and both) and have a different DrawText() statement
for each. If you were to add other settings, this would quickly become unworkable. It’s better to
set up an integer to hold the DrawText() flags and OR in each flag, if appropriate. Add the lines
shown in Listing 8.15 before the call to DrawText().
III
Improving Your User Interface
9 Status Bars and Toolbars 185
11 Help 243
C H A P T E R
Part
III
Ch
9
Status Bars and Toolbars
In this chapter
Working with Toolbars 186
Working with Status Bars 193
Working with Rebars 201
Building a good user interface is half the battle of programming a Windows application. Luck-
ily, Visual C++ and its AppWizard supply an amazing amount of help in creating an application
that supports all the expected user-interface elements, including menus, dialog boxes, toolbars,
and status bars. The subjects of menus and dialog boxes are covered in Chapters 2, “Dialogs
and Controls,” and 8, “Building a Complete Application: ShowString.” In this chapter, you learn
how to get the most out of toolbars and status bars.
For example, when you create a standard AppWizard application with a toolbar, AppWizard
creates the toolbar shown in Figure 9.1. This toolbar provides buttons for the commonly used
commands in the File and Edit menus, as well as a button for displaying the About dialog box.
What if your application doesn’t support these commands? It’s up to you to modify the default
toolbar to fit your application.
FIG. 9.1
The default toolbar
provides buttons for
commonly used
commands.
Before moving on, play with this toolbar a little. On the View menu, you can toggle whether the
toolbar is displayed. Turn it off and then on again. Now click and hold on the toolbar between
buttons and pull it down into the working area of your application. Let it go, and it’s a floating
palette. Drag it around and drop it at the bottom of the application or one of the sides—it will
dock against any side of the main window. Watch the tracking rectangle change shape to show
you it will dock if you drop it. Drag it back off again so that it’s floating and close it by clicking
the small x in the upper-right corner. Bring it back with the View menu and notice that it comes Part
back right where you left it. All this functionality is yours free from AppWizard and MFC.
III
The first step in modifying the toolbar is to delete buttons you no longer need. To do this, first
Ch
select the ResourceView tab to display your application’s resources by clicking on the + next to
Tool Resources. Click the + next to Toolbar and double-click the IDR_MAINFRAME toolbar re- 9
source to edit it, as shown in Figure 9.2. (The Graphics and Colors palettes, shown floating in
Figure 9.2, are docked by default. You can move them around by grabbing the wrinkles at the
top.)
FIG. 9.2
Use the toolbar editor
to customize your
application’s toolbar.
ResourceView
window
ResourceView tab
Toolbar editor
After you have the toolbar editor on the screen, deleting buttons is as easy as dragging the
unwanted buttons from the toolbar. Place your mouse pointer on the button, hold down the left
mouse button, and drag the unwanted button away from the toolbar. When you release the
mouse button, the toolbar button disappears. In the Tool application, delete all the buttons
except the Help button with a yellow question mark. Figure 9.3 shows the edited toolbar with
only the Help button remaining. The single blank button template is only a starting point for
the next button you want to create. If you leave it blank, it doesn’t appear in the final toolbar.
FIG. 9.3
This edited toolbar has
only a single button left
(not counting the blank
button template).
Single remaining
button
FIG. 9.4
Click the button
template to open it
in the button editor.
Button template
Button editor
Suppose you want to create a toolbar button that draws a red circle in the application’s window.
Draw a red circle on the blank button with the Ellipse tool, and you’ve created the button’s
icon. Open the properties box and give the button an appropriate ID, such as ID_CIRCLE in this
case.
Now you need to define the button’s description and ToolTip. The description appears in the
application’s status bar. In this case, a description of “Draws a red circle in the window” might
be good. The ToolTip appears whenever the user leaves the mouse pointer over the button for Part
a second or two, acting as a reminder of the button’s purpose. A ToolTip of Circle would be III
appropriate for the circle button. Type these two text strings into the Prompt box. The
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description comes first, followed by the newline character (\n) and the ToolTip, as shown in
Figure 9.5. 9
FIG. 9.5
After drawing the
button, specify its
properties.
You’ve now defined a command ID for your new toolbar button. Usually, you use the command
ID of an existing menu item already connected to some code. In these cases, simply choose the
existing command ID from the drop-down box, and your work is done. The prompt is taken
from the properties of the menu item, and the message handler has already been arranged for
the menu item. You will already be handling the menu item, and that code will handle the
toolbar click, too. In this application, the toolbar button doesn’t mirror a menu item, so you will
associate the ID with a message-handler function that MFC automatically calls when the user
clicks the button.
1. Make sure the button for which you want to create a message handler is selected in the
custom toolbar, and then open ClassWizard.
2. The MFC ClassWizard property sheet appears, with the button’s ID already selected
(see Figure 9.6). To add the message-response function, select in the Class Name box
the class to which you want to add the function (the sample application uses the view
class).
3. Double-click the COMMAND selection in the Messages box.
4. Accept the function name that MFC suggests in the next message box, and you’re all set.
Click OK to finalize your changes.
FIG. 9.6
You can use
ClassWizard to catch
messages from your
toolbar buttons.
N O T E Ordinarily, toolbar buttons duplicate menu commands, providing a quicker way for the user
to select commonly used commands in the menus. In that case, the menu item and the
toolbar button both represent the exact same command, and you give both the same ID. Then the
same message-response function is called, whether the user selects the command from the menu bar
or the toolbar. ■
If you compile and run the application now, you will see the window shown in Figure 9.7. In the
figure, you can see the new toolbar button, as well as its ToolTip and description line. The
toolbar looks sparse in this example, but you can add as many buttons as you like.
You can create as many buttons as you need; just follow the same procedure for each. After you
have created the buttons, you’re through with the toolbar resources and ready to write the
code that responds to the buttons. For example, in the previous example, a circle button was
added to the toolbar, and a message-response function, called OnCircle(), was added to the
program. MFC calls that message-response function whenever the user clicks the associated
button. However, right now, that function doesn’t do anything, as shown in Listing 9.1.
FIG. 9.7
The new toolbar button
shows its ToolTip and
description.
Part
III
Ch
Although the circle button is supposed to draw a red circle in the window, you can see that the
OnCircle() function is going to need a little help accomplishing that task. Add the lines shown
in Listing 9.2 to the function so that the circle button will do what it’s supposed to do, as shown
in Figure 9.8. This drawing code makes a brush, selects it into the DC, draws an ellipse with it,
and then restores the old brush. The details of drawing are discussed in Chapter 5, “Drawing
on the Screen.”
response functions for you. However, at times you might want to change the toolbar’s default
behavior or appearance in some way. In those cases, you can call on the CToolBar class’s mem-
ber functions, which are listed in Table 9.1 along with their descriptions. The toolbar is acces-
sible from the CMainFrame class as the m_wndToolBar member variable. Usually, you change the
toolbar behavior in CMainFrame::OnCreate().
FIG. 9.8
After adding code to
OnCircle(), the new
toolbar button actually
does something.
Function Description
SetBitmap() Sets a new toolbar button bitmap
SetButtonInfo() Sets a button’s ID, style, and image number
SetButtons() Sets the IDs for the toolbar buttons
SetButtonStyle() Sets a button’s style
Part
SetButtonText() Sets a button’s text label
III
SetHeight() Sets the toolbar’s height
Ch
SetSizes() Sets the button sizes
9
Normally, you don’t need to call the toolbar’s methods, but you can achieve some unusual
results when you do, such as the extra high toolbar shown in Figure 9.9. (The buttons are the
same size, but the toolbar window is bigger.) This toolbar resulted from a call to the toolbar
object’s SetHeight() member function. The CToolBar class’s member functions enable you to
perform this sort of toolbar trickery, but use them with great caution.
FIG. 9.9
You can use a toolbar
object’s member
functions to change
how the toolbar looks
and acts.
Or is there? A status bar, just like a toolbar, must reflect the interface needs of your specific
application. For that reason, the CStatusBar class features a set of methods with which you can
customize the status bar’s appearance and operation. Table 9.2 lists the methods along with
brief descriptions.
When you create a status bar as part of an AppWizard application, you see a window similar to
that shown in Figure 9.10. (To make your own, create a project called Status and accept all the
defaults, as you did for the Tool application.) The status bar has several parts, called panes, that
display certain information about the status of the application and the system. These panes,
which are marked in Figure 9.10, include indicators for the Caps Lock, Num Lock, and Scroll
Lock keys, as well as a message area for showing status text and command descriptions. To
see a command description, place your mouse pointer over a button on the toolbar (see
Figure 9.11).
The most common way to customize a status bar is to add new panes. To add a pane to a status
bar, complete these steps:
FIG. 9.10
The default MFC status
bar contains a number
of informative panes.
Part
III
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Scroll Lock 9
indicator
FIG. 9.11
The message area is
mainly used for ToolTip
command descriptions.
Command description
FIG. 9.12
Use the Resource
Symbols dialog box to
add new command IDs
to your application.
FIG. 9.13
Type the new ID’s name
and value into the New
Symbol dialog box.
Click the OK and Close buttons to finalize your selections, and your new command ID is
defined.
Now, choose Insert, New String to open the String Properties dialog box. Type the new pane’s
command ID ID_MYNEWPANE into the ID box (or choose it from the drop-down list) and the
default string (Default string in this case) into the Caption box (see Figure 9.15).
FIG. 9.14
Define the new pane’s
default string in the
string table.
Part
Double-click here to
open the string table
III
editor Ch
ResourceView window 9
ResourceView tab
FIG. 9.15
Use the String
Properties dialog box to
define the new pane’s
default string.
To add your new pane to the array, type the pane’s ID into the array at the position in which
you want it to appear in the status bar, followed by a comma. (The first pane, ID_SEPARATOR,
should always remain in the first position.) Listing 9.4 shows the indicator array with the new
pane added.
Normally, you use ClassWizard to arrange for messages to be caught, but ClassWizard doesn’t
help you catch status bar messages. You must add the handler entries to the message map
yourself and then add the code for the handler. You add entries to the message map in the
header file and the map in the source file, and you add them outside the special AFX_MSG_MAP
comments used by ClassWizard.
Double-click CMainFrame in ClassView to open the header file, and scroll to the bottom. Edit
the message map so that it resembles Listing 9.5. When you write your own applications, you
will use a variety of function names to update status bar panes, but the rest of the declaration
will always be the same.
Next, you add the handler to the source message map to associate the command ID with the
handler. Open any CMainFrame function and scroll upwards until you find the message map;
then edit it so that it looks like Listing 9.6.
TIP Command update handlers are discussed in Chapter 3, “Messages and Commands,” in the “Under-
standing Command Updates” section. They have to be quick because the system calls them whenever
it refreshes the display.
The value you entered in the string table is only to assure Visual Studio that the resource ID
you created is in use. Right-click CMainFrame in ClassView and choose Add Member Variable to
add m_paneString as a private member variable. The type should be CString.
To set up the status bar for the first time, add these lines to CMainFrame::OnCreate(), just
before the return statement:
CClientDC dc(this);
SIZE size = dc.GetTextExtent(m_paneString);
int index = m_wndStatusBar.CommandToIndex(ID_MYNEWPANE);
m_wndStatusBar.SetPaneInfo(index,ID_MYNEWPANE, SBPS_POPOUT, size.cx);
These lines set the text string and the size of the pane. You set the size of the pane with a call to
SetPaneInfo(), which needs the index of the pane and the new size. CommandToIndex() ob-
tains the index of the pane, and GetTextExtent() obtains the size. As a nice touch, the call to
SetPaneInfo() uses the SBPS_POPOUT style to create a pane that seems to stick out from the
status bar, rather than be indented.
The user will change the string by making a menu selection. Open the IDR_STATUSTYPE menu
in the resource editor and add a Change String item to the File menu. (Working with menus is
discussed for the first time in Chapter 8.) Let Developer Studio assign it the resource ID
ID_FILE_CHANGESTRING.
Open ClassWizard and add a handler for this command; it should be caught by CMainFrame
because that’s where the m_paneString variable is kept. ClassWizard offers to call the handler
OnFileChangestring(), and you should accept this name. Click OK twice to close
ClassWizard.
Insert a new dialog box into the application and call it IDD_PANEDLG. The title should be
Change Pane String. Add a single edit box, stretched the full width of the dialog box, and
leave the ID as IDC_EDIT1. Add a static text item just above the edit box with the caption New
String:. With the dialog box open in the resource editor, open ClassWizard. Create a new class
for the dialog box called CPaneDlg, and associate the edit control, IDC_EDIT1, with a CString
member variable of the dialog class called m_paneString.
TIP Adding dialog boxes to applications and associating them with classes are discussed in more depth in
several earlier chapters, including Chapters 2 and 8.
if (result == IDOK)
{
m_paneString = dialog.m_paneString;
CClientDC dc(this);
SIZE size = dc.GetTextExtent(m_paneString);
int index = m_wndStatusBar.CommandToIndex(ID_MYNEWPANE);
m_wndStatusBar.SetPaneInfo(index,
ID_MYNEWPANE, SBPS_POPOUT, size.cx);
}
}
Part
This code displays the dialog box, and, if the user exits the dialog box by clicking OK, changes III
the text string and resets the size of the pane. The code is very similar to the lines you added to Ch
OnCreate(). Scroll up to the top of MainFrm.cpp and add this line:
#include “panedlg.h”
9
This tells the compiler what the CPaneDlg class is. Build and run the Status application, and you
should see the window shown in Figure 9.16. As you can see, the status bar contains an extra
panel displaying the text Default string. If you choose File, Change String, a dialog box
appears into which you can type a new string for the panel. When you exit the dialog box via
the OK button, the text appears in the new panel, and the panel resizes itself to accommodate
the new string (see Figure 9.17).
FIG. 9.16
The Status Bar Demo
application shows how
to add and manage a
status bar panel.
Start by using AppWizard to make a project call ReBar. Accept all the defaults on each step, or
click Finish on step 1 to speed the process a little. When the project is generated, double-click
CMainFrame in ClassView to edit the header file. This frame holds the open documents and is
where a classic toolbar goes. The rebar for this sample will go here, too. Add the rebar as a
public member variable:
CReBar m_rebar;
FIG. 9.17
The panel resizes itself
to fit the new string.
In this sample application, you will add a check box to the bar—you can add any kind of control
at all. A check box, a radio button, and a command button (like the OK or Cancel button on a
dialog) are all represented by the CButton class, with slightly different styles. Add the check
box to the header file right after the rebar, like this:
CButton m_check;
You saw in the previous section that an application’s toolbar is created and initialized in the
OnCreate() function of the mainframe class. The same is true for rebars. Expand CMainFrame
in ClassView, and double-click OnCreate() to edit it. Add these lines just before the final
return statement:
if (!m_rebar.Create(this) )
{
TRACE0(“Failed to create rebar\n”);
return -1; // fail to create
}
The check box control will need a resource ID. When you create a control with the dialog
editor, the name you give the control is automatically associated with a number. This control
will be created in code, so you will have to specify the resource ID yourself, as you did for the
new pane in the status bar earlier in this chapter. Choose View, Resource Symbols and click the
New button. Type the name IDC_CHECK and accept the number suggested. This adds a line to
resource.h, defining IDC_CHECK, and assures you that other controls will not reuse this re-
source ID.
Back in CMainFrame::OnCreate(), add these lines to create the check box (note the styles
carefully):
if (!m_check.Create(“Check Here”,
WS_CHILD|WS_VISIBLE|BS_AUTOCHECKBOX,
Finally, add this line to add a band containing the check box control to the rebar:
m_rebar.AddBar(&m_check, “On The Bar”, NULL,
RBBS_BREAK | RBBS_GRIPPERALWAYS); Part
AddBar() takes four parameters: a pointer to the control that will be added, some text to put
III
next to it, a pointer to a bitmap to use for the background image on the rebar, and a rebar style, Ch
made by combining any of these style flags:
9
■ RBBS_BREAK puts the band on a new line, even if there’s room for it at the end of an
existing line.
■ RBBS_CHILDEDGE puts the band against a child window of the frame.
■ RBBS_FIXEDBMP prevents moving the bitmap if the band is resized by the user.
■ RBBS_FIXEDSIZE prevents the user from resizing the band.
■ RBBS_GRIPPERALWAYS guarantees sizing wrinkles are present.
■ RBBS_HIDDEN hides the band.
■ RBBS_NOGRIPPER suppresses sizing wrinkles.
■ RBBS_NOVERT hides the band when the rebar is vertical.
■ RBBS_VARIABLEHEIGHT enables the band to be resized by the rebar.
At this point, you can build the project and run it. You should see your rebar, as in Figure 9.18.
The check box works in that you can select and deselect it, but nothing happens when you do.
FIG. 9.18
The rebar contains a
check box.
To react when the user clicks the button, you need to catch the message and do something
based on the message. The simplest thing to do is change what is drawn in the view’s
OnDraw(), so the view should catch the message. Double click CRebarView in ClassView to edit
the header file, and scroll to the message map. Between the closing AFX_MSG and the
DECLARE_MESSAGE_MAP, add this line:
Expand CRebarView in ClassView and double-click OnDraw(), which you will edit in a moment.
After it, add this function:
void CRebarView::OnClick()
{
Invalidate();
}
This causes the view to redraw whenever the user selects or deselects the check box. Scroll up
in the file until you find the message map, and add (after the three entries related to printing)
this line:
ON_BN_CLICKED(IDC_CHECK, OnClick)
At the top of the file, after the other include statements, add this one:
#include “mainFrm.h”
The if statement obtains a pointer to the main window, casts it to a CMainFrame*, and asks the
check box whether it is selected. Then the message is set appropriately.
Build the project and run it. As you select and deselect the check box, you should see the
message change, as in Figure 9.19.
FIG. 9.19
Clicking the check box
changes the view.
C H A P T E R
10
In this chapter
The Progress Bar Control 208
The Slider Control 210
The Up-Down Control 213
The Image List Control 214
The List View Control 217
The Tree View Control 227
The Rich Edit Control 233
IP Address Control 238
The Date Picker Control 238
Month Calendar Control 240
Scrolling the View 240
As a Windows user, you’re accustomed to seeing controls such as buttons, list boxes, menus,
and edit boxes. As Windows developed, however, Microsoft noticed that developers routinely
create other types of controls in their programs: toolbars, status bars, progress bars, tree
views, and others. To make life easier for Windows programmers, Microsoft included these
popular controls as part of the operating environment of Windows 95 (as well as later versions
of Windows NT and then Windows 98). Now Windows programmers no longer need to create
from scratch their own versions of these controls. This chapter introduces you to many of the
32-bit Windows common controls. The toolbar and status bar controls are covered in Chapter
9, “Status Bars and Toolbars,” and property sheets are covered in Chapter 12, “Property Pages
and Sheets.”
This chapter’s sample program is called Common. It demonstrates nine of the Windows 95
common controls: the progress bar, slider, up-down, list view, tree view, rich edit, IP address,
date picker, and month calendar controls, all of which are shown in Figure 10.1. In the follow-
ing sections, you learn the basics of creating and using these controls in your own applications.
FIG. 10.1
The Common sample
application demon-
strates nine Windows 95
common controls.
To make Common, create a new project with AppWizard and name it Common. Choose a
single-document interface (SDI) application in Step 1 and accept all the defaults until Step 6.
Drop down the Base Class box and choose CScrollView from the list. This ensures that users
can see all the controls in the view, even if they have to scroll to do so. Click Finish and then
OK to complete the process.
The controls themselves are declared as data members of the view class. Double-click
CCommonView in ClassView to edit the header file and add the lines in Listing 10.1 in the At-
tributes section. As you can see, the progress bar is an object of the CProgressCtrl class. It’s
discussed in the next section, and the other controls are discussed in later sections of this
chapter.
//Trackbar or Slider
CSliderCtrl m_trackbar;
BOOL m_timer;
// Up-Down or Spinner
CSpinButtonCtrl m_upDown;
CEdit m_buddyEdit;
// List View
CListCtrl m_listView;
CImageList m_smallImageList;
Part
CImageList m_largeImageList;
CButton m_smallButton;
III
CButton m_largeButton; Ch
CButton m_listButton;
CButton m_reportButton; 10
// Tree View
CTreeCtrl m_treeView;
CImageList m_treeImageList;
// Rich Edit
CRichEditCtrl m_richEdit;
CButton m_boldButton;
CButton m_leftButton;
CButton m_centerButton;
CButton m_rightButton;
// IP Address
CIPAddressCtrl m_ipaddress;
// Date Picker
CDateTimeCtrl m_date;
// Month Calendar
CMonthCalCtrl m_month;
These label the controls that you will add to CCommonView in this chapter.
Right-click CCommonView in ClassView again and this time choose Add Member Function. Enter
void for the Function Type and enter CreateProgressBar() for the Function Declaration.
Leave the access as Public. Click OK to add the function; then add the code in
Listing 10.2.
m_progressBar.SetRange(1, 100);
m_progressBar.SetStep(10);
m_progressBar.SetPos(50);
m_timer = FALSE;
CreateProgressBar() first creates the progress bar control by calling the control’s Create()
function. This function’s four arguments are the control’s style flags, the control’s size (as a
CRect object), a pointer to the control’s parent window, and the control’s ID. The resource ID,
IDC_PROGRESSBAR, is added by hand. To add resource symbols to your own applications, choose
View, Resource Symbols and click the New button. Type in a resource ID Name, such as
IDC_PROGRESSBAR, and accept the default Value Visual Studio provides.
The style constants are the same constants that you use for creating any type of window (a
control is nothing more than a special kind of window, after all). In this case, you need at least
the following:
The WS_BORDER is a nice addition because it adds a dark border around the control, setting it off
from the rest of the window.
1. Open ClassWizard. Make sure that CCommonView is selected in the upper-right drop-
down box.
2. Scroll most of the way through the list box on the right until you find WM_LBUTTONDOWN,
the message generated when the user clicks on the view. Select it.
3. Click Add Function; then click Edit Code.
4. Edit OnLButtonDown() so that it looks like this:
void CCommonView::OnLButtonDown(UINT nFlags, CPoint point)
{
if (m_timer)
{
KillTimer(1);
m_timer = FALSE;
}
else
{
SetTimer(1, 500, NULL);
m_timer = TRUE;
}
CView::OnLButtonDown(nFlags, point);
}
This code enables users to turn the timer on or off with a click. The parameter of 500 in the
SetTimer call is the number of milliseconds between WM_TIMER messages: This timer will send
a message twice a second.
5. In case a timer is still going when the view closes, you should override OnDestroy() to
kill the timer. Right-click CCommonView in ClassView yet again and choose Add Windows
Message Handler. Select WM_DESTROY and click Add and Edit. Replace the TODO comment
with this line:
KillTimer(1);
6. Now, catch the timer messages. Open ClassWizard and, as before, scroll through the list
of messages in the far right list box. WM_TIMER is the second-to-last message in the
alphabetic list, so drag the elevator all the way to the bottom and select WM_TIMER. Click
Add Function and then click Edit Code. Replace the TODO comment with this line:
m_progressBar.StepIt();
The StepIt() function increments the progress bar control’s value by the step rate, causing
new blocks to be displayed in the control as the control’s value setting counts upward. When
the control reaches its maximum, it automatically starts over.
N O T E Notice that no CProgressCtrl member functions control the size or number of blocks
that will fit into the control. These attributes are indirectly controlled by the size of the
control. ■
Build Common and execute it to see the progress bar in action. Be sure to try stopping the
timer as well as starting it.
By using the slider control, you can force the user to enter a value in the specified range. Al-
though the user can accidentally enter a wrong value (a value that doesn’t accomplish what the
user wants to do), there is no way to enter an invalid value (one that brings your program
crashing down like a stone wall in an earthquake).
For a percentage, you create a slider control with a minimum value of 0 and a maximum value
of 100. Moreover, to make the control easier to position, you might want to place tick marks at
each setting that’s a multiple of 10, providing 11 tick marks in all (including the one at 0). Com-
mon creates exactly this type of slider.
To use a slider, the user clicks the slider’s slot. This moves the slider forward or backward, and
often the selected value appears near the control. When a slider has the focus, the user can also
control it with the Up and Down arrow keys and the Page Up and Page Down keys.
A number of other functions can change the size of your slider, the size of the thumb, the cur-
rent selection, and more. You can find all the details in the online documentation.
Looking at this code, you see that the control itself doesn’t display the current position as a
number nearby; it’s the OnHScroll() function that displays the number. Here’s how it works:
1. OnHScroll()’s fourth parameter is a pointer to the scroll object that generated the
WM_HSCROLL message.
2. The function first casts this pointer to a CSliderCtrl pointer; then it gets the current
position of the trackbar’s slider by calling the CSliderCtrl member function GetPos().
3. After the program has the slider’s position, it converts the integer to a string and displays
that string in the window with TextOut().
To learn how to make text appear onscreen, refer to Chapter 5, “Drawing on the Screen.”
Before moving on to the next control, build Common and test it. Click around on the slider
and watch the number change.
TIP If you have Windows set to Large Fonts (perhaps because you have a high screen resolution), the
current slider value might not be displayed in quite the right place because the string “Trackbar
Control” takes up more space on the screen with large fonts. If this happens, simply change the
TextOut call to write the current slider value a little farther to the right.
The program creates the up-down control by first creating the associated buddy control to
which the up-down control communicates its current value. In most cases, including this
one, the buddy control is an edit box, created by calling the CEdit class’s Create() member
function. This function’s four arguments are the control’s style flags, the control’s size, a
pointer to the control’s parent window, and the control’s ID. If you recall the control declara-
tions, m_buddyEdit is an object of the CEdit class.
Now that the program has created the buddy control, it can create the up-down control in
much the same way, by calling the object’s Create() member function. As you can probably
guess by now, this function’s four arguments are the control’s style flags, the control’s size, a
pointer to the control’s parent window, and the control’s ID. As with most controls, the style
constants include the same constants that you use for creating any type of window. The
CSpinButtonCtrl class, of which m_upDown is an object, however, defines special styles to be
used with up-down controls. Table 10.2 lists these special styles.
This chapter’s sample application establishes the up-down control with calls to SetBuddy(),
SetRange(), and SetPos(). Thanks to the UDS_SETBUDDYINT flag passed to Create() and the
call to the control’s SetBuddy() member function, Common doesn’t need to do anything else
for the control’s value to appear on the screen. The control automatically handles its buddy.
Try building and testing now.
You might want up-down controls that move faster or slower than in this sample or that use hex
numbers rather than base-10 numbers. Look at the member functions of this control in the
online documentation, and you will see how to do that.
the bitmaps but also organize them so that they can be accessed easily. That’s exactly what an
image list control does for you—it stores a list of related images. You can use the images any
way that you see fit in your program. Several common controls rely on image lists. These con-
trols include the following:
You will undoubtedly come up with many other uses for image lists. You might, for example,
have an animation sequence that you’d like to display in a window. An image list is the perfect
storage place for the frames that make up an animation, because you can easily access any
Part
frame just by using an index.
If the word index makes you think of arrays, you’re beginning to understand how an image list
III
stores images. An image list is ver y similar to an array that holds pictures rather than integers Ch
or floating-point numbers. Just as with an array, you initialize each “element” of an image list 10
and thereafter can access any part of the “array” by using an index.
You won’t, however, see an image list control in your running application in the same way that
you can see a status bar or a progress bar control. This is because (again, similar to an array)
an image list is only a storage structure for pictures. You can display the images stored in an
image list, but you can’t display the image list itself. Figure 10.2 shows how an image list is
organized.
FIG. 10.2
An image list is much
like an array of pictures.
Picture 1 Picture 2 Picture 3 Picture 4 Picture 5
A list view uses two image lists: one for small images and the other for large ones. The member
variables for these lists have already been added to the class, so start coding
CreateListView() with a call to each list’s Create() member function, like this:
This last value is 0 to indicate that the list isn’t allowed to grow during runtime. The Create()
function is overloaded in the CImageList class so that you can create image lists in various
ways. You can find the other versions of Create() in your Visual C++ online documentation.
Here the program first gets a handle to the icon. Then it adds the icon to the image list by
calling the image list’s Add() member function. (In this case, the list includes only one icon. In
other applications, you might have a list of large icons for folders, text files, and so on, as well
as another list of small icons for the same purposes.) To create the first icon, choose Insert,
Resource and double-click Icon. Then edit the new blank icon in the Resource Editor. (It will
automatically be called IDI_ICON1.) Click the New Device Image toolbar button next to the
drop-down box that says Standard (32×32) and choose Small (16×16) on the dialog that ap-
pears; click OK. You can spend a long time making a beautiful icon or just quickly fill in the
whole grid with black and then put a white circle on it with the Ellipse tool. Add another icon,
IDI_ICON2, and leave it as 32×32. Draw a similar symbol on this icon.
You can use many member functions to manipulate an object of the CImageList class, adjusting
colors, removing images, and much more. The online documentation provides more details on
these member functions.
You can write the first few lines of CreateTreeView() now. It uses one image list that starts
with three images. Here’s the code to add:
m_treeImageList.Create(13, 13, FALSE, 3, 0);
HICON hIcon = ::LoadIcon(AfxGetResourceHandle(),
MAKEINTRESOURCE(IDI_ICON3));
m_treeImageList.Add(hIcon);
hIcon = ::LoadIcon(AfxGetResourceHandle(),
MAKEINTRESOURCE(IDI_ICON4));
m_treeImageList.Add(hIcon);
hIcon = ::LoadIcon(AfxGetResourceHandle(),
MAKEINTRESOURCE(IDI_ICON5));
m_treeImageList.Add(hIcon);
Create IDI_ICON3, IDI_ICON4, and IDI_ICON5 the same way you did the first two icons. All
three are 32×32. Draw circles as before. If you leave the background the same murky green
you started with, rather than fill it with black, the circles will appear on a transparent back-
ground—a nice effect.
FIG. 10.3
Windows Explorer uses
a list view control to
organize file informa-
tion.
The user can change the way objects are organized in a list view control. Figure 10.4, for ex-
ample, shows the list view portion of the Explorer set to the large-icon setting, and Figure 10.5
shows the small-icon setting, which enables the user to see more objects (in this case, files) in
the window. With a list view control, the user can edit the names of objects in the list and in the
report view can sort objects, based on data displayed in a particular column.
FIG. 10.4
Here’s Explorer’s list
view control set to large
icons.
FIG. 10.5
Here’s Explorer’s list
view control set to small
icons.
Common will also sport a list view control, although not as fancy as Explorer’s. You will add a
list view and some buttons to switch between the small-icon, large-icon, list, and report views.
The CListCtrl class, of which m_listView is an object, defines special styles to be used with
list view controls. Table 10.3 lists these special styles and their descriptions.
continues
The third task in CreateListView() is to associate the control with its image lists with two calls
to SetImageList(). Add these lines to CreateListView():
m_listView.SetImageList(&m_smallImageList, LVSIL_SMALL);
m_listView.SetImageList(&m_largeImageList, LVSIL_NORMAL);
This function takes two parameters: a pointer to the image list and a flag indicating how the list
is to be used. Three constants are defined for this flag: LVSIL_SMALL (which indicates that the
list contains small icons), LVSIL_NORMAL (large icons), and LVSIL_STATE (state images). The
SetImageList() function returns a pointer to the previously set image list, if any.
The mask member of the structure tells the system which members of the structure to use and
which to ignore. The flags you can use are
The fmt member denotes the column’s alignment and can be LVCFMT_CENTER, LVCFMT_LEFT, or Part
LVCFMT_RIGHT. The alignment determines how the column’s label and items are positioned in III
the column.
Ch
N O T E The first column, which contains the main items, is always aligned to the left. The other 10
columns in the report view can be aligned however you like. ■
The cx field specifies the width of each column, whereas pszText is the address of a string
buffer. When you’re using the structure to create a column ( you also can use this structure to
obtain information about a column), this string buffer contains the column’s label. The
cchTextMax member denotes the size of the string buffer and is valid only when retrieving
information about a column.
CreateListView() creates a temporary LV_COLUMN structure, sets the elements, and then in-
serts it into the list view as column 0, the main column. This process is repeated for the other
two columns. Add these lines to CreateListView():
// Create the columns.
LV_COLUMN lvColumn;
lvColumn.mask = LVCF_FMT | LVCF_WIDTH | LVCF_TEXT | LVCF_SUBITEM;
lvColumn.fmt = LVCFMT_CENTER;
lvColumn.cx = 75;
lvColumn.iSubItem = 0;
lvColumn.pszText = “Column 0”;
m_listView.InsertColumn(0, &lvColumn);
lvColumn.iSubItem = 1;
lvColumn.pszText = “Column 1”;
m_listView.InsertColumn(1, &lvColumn);
lvColumn.iSubItem = 2;
lvColumn.pszText = “Column 2”;
m_listView.InsertColumn(1, &lvColumn);
columns, Visual C++ defines a structure that you must initialize and pass to the function that
creates the items. This structure is called LV_ITEM and is defined as shown in Listing 10.7.
In the LV_ITEM structure, the mask member specifies the other members of the structure that
are valid. The flags you can use are
The iItem member is the index of the item, which you can think of as the row number in re-
port view (although the items’ position can change when they’re sorted). Each item has a
unique index. The iSubItem member is the index of the sub-item, if this structure is defining a
sub-item. You can think of this value as the number of the column in which the item will appear.
For example, if you’re defining the main item (the first column), this value should be 0.
The state and stateMask members hold the item’s current state and its valid states, which can
be one or more of the following:
The pszText member is the address of a string buffer. When you use the LV_ITEM structure to
create an item, the string buffer contains the item’s text. When you are obtaining information
about the item, pszText is the buffer where the information will be stored, and cchTextMax is
the size of the buffer. If pszText is set to LPSTR_TEXTCALLBACK, the item uses the callback
mechanism. Finally, the iImage member is the index of the item’s icon in the small-icon and
large-icon image lists. If set to I_IMAGECALLBACK, the iImage member indicates that the item
uses the callback mechanism.
CreateListView() creates a temporary LV_ITEM structure, sets the elements, and then inserts
it into the list view as item 0. Two calls to SetItemText() add sub-items to this item so that
each column has some text in it, and the whole process is repeated for two other items. Add
these lines:
// Create the items.
LV_ITEM lvItem;
lvItem.mask = LVIF_TEXT | LVIF_IMAGE | LVIF_STATE;
lvItem.state = 0;
lvItem.stateMask = 0;
lvItem.iImage = 0;
lvItem.iItem = 0;
lvItem.iSubItem = 0;
lvItem.pszText = “Item 0”;
m_listView.InsertItem(&lvItem); Part
m_listView.SetItemText(0, 1, “Sub Item 0.1”);
m_listView.SetItemText(0, 2, “Sub Item 0.2”); III
lvItem.iItem = 1; Ch
lvItem.iSubItem = 0;
lvItem.pszText = “Item 1”;
10
m_listView.InsertItem(&lvItem);
m_listView.SetItemText(1, 1, “Sub Item 1.1”);
m_listView.SetItemText(1, 2, “Sub Item 1.2”);
lvItem.iItem = 2;
lvItem.iSubItem = 0;
lvItem.pszText = “Item 2”;
m_listView.InsertItem(&lvItem);
m_listView.SetItemText(2, 1, “Sub Item 2.1”);
m_listView.SetItemText(2, 2, “Sub Item 2.2”);
Now you have created a list view with three columns and three items. Normally the values
wouldn’t be hard-coded, as this was, but instead would be filled in with values calculated by
the program.
TIP If you’re using large fonts, these buttons will need to be more than 50 pixels wide. This code creates
each button from position 400 to 450—make the second number larger to widen the buttons.
Edit the message map in CommonView.h to declare the handlers for each of these buttons so
that it looks like this:
// Generated message map functions
protected:
//{{AFX_MSG(CCommonView)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnDestroy();
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
//}}AFX_MSG
afx_msg void OnSmall();
afx_msg void OnLarge();
afx_msg void OnList();
afx_msg void OnReport();
DECLARE_MESSAGE_MAP()
};
Edit the message map in CommonView.cpp to associate the messages with the functions:
BEGIN_MESSAGE_MAP(CCommonView, CScrollView)
//{{AFX_MSG_MAP(CCommonView)
ON_WM_CREATE()
ON_WM_LBUTTONDOWN()
ON_WM_DESTROY()
ON_WM_TIMER()
ON_WM_HSCROLL()
//}}AFX_MSG_MAP
ON_COMMAND(IDC_LISTVIEW_SMALL, OnSmall)
ON_COMMAND(IDC_LISTVIEW_LARGE, OnLarge)
ON_COMMAND(IDC_LISTVIEW_LIST, OnList)
ON_COMMAND(IDC_LISTVIEW_REPORT, OnReport)
// Standard printing commands
ON_COMMAND(ID_FILE_PRINT, CScrollView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_DIRECT, CScrollView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_PREVIEW, CScrollView::OnFilePrintPreview)
END_MESSAGE_MAP()
Choose View, Resource Symbols and click New to add new IDs for each constant referred to in
this new code:
■ IDC_LISTVIEW
■ IDC_LISTVIEW_SMALL
■ IDC_LISTVIEW_LARGE
■ IDC_LISTVIEW_LIST
■ IDC_LISTVIEW_REPORT
The four handlers will each call SetWindowLong(), which sets a window’s attribute. Its argu-
ments are the window’s handle, a flag that specifies the value to be changed, and the new value.
For example, passing GWL_STYLE as the second value means that the window’s style should be
changed to the style given in the third argument. Changing the list view control’s style (for
example, to LVS_SMALLICON) changes the type of view that it displays. With that in mind, add
the four handler functions to the bottom of CommonView.cpp:
void CCommonView::OnSmall()
{
SetWindowLong(m_listView.m_hWnd, GWL_STYLE,
WS_VISIBLE | WS_CHILD | WS_BORDER |
LVS_SMALLICON | LVS_EDITLABELS);
}
void CCommonView::OnLarge()
{
Part
SetWindowLong(m_listView.m_hWnd, GWL_STYLE,
WS_VISIBLE | WS_CHILD | WS_BORDER |
III
LVS_ICON | LVS_EDITLABELS); Ch
}
10
void CCommonView::OnList()
{
SetWindowLong(m_listView.m_hWnd, GWL_STYLE,
WS_VISIBLE | WS_CHILD | WS_BORDER |
LVS_LIST | LVS_EDITLABELS);
}
void CCommonView::OnReport()
{
SetWindowLong(m_listView.m_hWnd, GWL_STYLE,
WS_VISIBLE | WS_CHILD | WS_BORDER |
LVS_REPORT | LVS_EDITLABELS);
}
In addition to changing the view, you can program a number of other features for your list view
controls. When the user does something with the control, Windows sends a WM_NOTIFY mes-
sage to the parent window. The most common notifications sent by a list view control are the
following:
Why not have Common allow editing of the first column in this list view? You start by overrid-
ing the virtual function OnNotify() that was inherited by CCommonView from CScrollView.
Right-click CCommonView in ClassView and choose Add Virtual Function. Select OnNotify()
from the list on the left and click Add and Edit; then add these lines of code at the beginning of
the function, replacing the TODO comment:
if (lv_dispInfo->hdr.code == LVN_BEGINLABELEDIT)
{
CEdit* pEdit = m_listView.GetEditControl();
// Manipulate edit control here.
}
else if (lv_dispInfo->hdr.code == LVN_ENDLABELEDIT)
{
if ((lv_dispInfo->item.pszText != NULL) &&
(lv_dispInfo->item.iItem != -1))
{
m_listView.SetItemText(lv_dispInfo->item.iItem,
0, lv_dispInfo->item.pszText);
}
}
The three parameters received by OnNotify() are the message’s WPARAM and LPARAM values and
a pointer to a result code. In the case of a WM_NOTIFY message coming from a list view control,
the WPARAM is the list view control’s ID. If the WM_NOTIFY message is the LVN_BEGINLABELEDIT or
LVN_ENDLABELEDIT notification, the LPARAM is a pointer to an LV_DISPINFO structure, which
itself contains NMHDR and LV_ITEM structures. You use the information in these structures to
manipulate the item that the user is trying to edit.
When handling label editing, the other notification to watch out for is LVN_ENDLABELEDIT, which
means that the user has finished editing the label, by either typing the new label or canceling
the editing process. If the user has canceled the process, the LV_DISPINFO structure’s
item.pszText member will be NULL, or the item.iItem member will be –1. In this case, you
need do nothing more than ignore the notification. If, however, the user completed the editing
process, the program must copy the new label to the item’s text, which OnNotify() does with a
call to SetItemText(). The CListCtrl object’s SetItemText() member function requires three
arguments: the item index, the sub-item index, and the new text.
At this point you can build Common again and test it. Click each of the four buttons to change
the view style. Also, try editing one of the labels in the first column of the list view.
Figure 10.1 already showed you the report view for this list view. Figure 10.6 shows the
application’s list view control displaying small icons, and Figure 10.7 shows the large icons.
(Some controls in these figures have yet to be covered in this chapter.)
You can do a lot of other things with a list view control. A little time invested in exploring and
experimenting can save you a lot of time writing your user interface.
FIG. 10.6
Here’s the sample
application’s list view
control set to small
icons.
Part
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10
FIG. 10.7
Here’s the sample
application’s list view
control set to large
icons.
the data are shown as they relate to one other. A good example of a hierarchical display is the
directory tree used by Windows to display directories and the files that they contain.
MFC provides this functionality in the CTreeCtrl class. This versatile control displays data in
various ways, all the while retaining the hierarchical relationship between the data objects in
the view.
If you’d like to see an example of a tree view control, revisit Windows Explorer (see Figure
10.8). The left side of the window shows how the tree view control organizes objects in a win-
dow. (The right side of the window contains a list view control, which you learned about in the
preceding section). In the figure, the tree view displays not only the storage devices on the
computer but also the directories and files stored on those devices. The tree clearly shows the
hierarchical relationship between the devices, directories, and files, and it enables the user to
open and close branches on the tree to explore different levels.
FIG. 10.8
A tree view control
displays a hierarchical
relationship between
items.
Creating the image list, creating the tree control, and associating the control with the image list
are very similar to the steps completed for the image list. You’ve already written the code to
create the image list, so add these lines to CreateTreeView():
// Create the Tree View control.
m_treeView.Create(WS_VISIBLE | WS_CHILD | WS_BORDER |
TVS_HASLINES | TVS_LINESATROOT | TVS_HASBUTTONS |
TVS_EDITLABELS, CRect(20, 260, 160, 360), this,
IDC_TREEVIEW);
m_treeView.SetImageList(&m_treeImageList, TVSIL_NORMAL);
Part
Table 10.4 Tree View Control Styles III
Style Description Ch
Disables drag-and-drop operations
TVS_DISABLEDRAGDROP
10
TVS_EDITLABELS Enables the user to edit labels
TVS_HASBUTTONS Gives each parent item a button
TVS_HASLINES Adds lines between items in the tree
TVS_LINESATROOT Adds a line between the root and child items
TVS_SHOWSELALWAYS Forces a selected item to stay selected when losing focus
TVS_NOTOOLTIPS Suppresses ToolTips for the tree items
TVS_SINGLEEXPAND Expands or collapses tree items with a single click rather than a
double click
continues
In the TVITEM structure, the mask member specifies the other structure members that are valid.
The flags you can use are as follows:
The hItem member is the handle of the item, whereas the state and stateMask members hold
the item’s current state and its valid states, which can be one or more of TVIS_BOLD, TVIS_CUT,
TVIS_DROPHILITED, TVIS_EXPANDED, TVIS_EXPANDEDONCE, TVIS_FOCUSED, TVIS_OVERLAYMASK,
TVIS_SELECTED, TVIS_STATEIMAGEMASK, and TVIS_USERMASK.
The pszText member is the address of a string buffer. When using the TVITEM structure to
create an item, the string buffer contains the item’s text. When obtaining information about the
item, pszText is the buffer where the information will be stored, and cchTextMax is the size of
the buffer. If pszText is set to LPSTR_TEXTCALLBACK, the item uses the callback mechanism.
Finally, the iImage member is the index of the item’s icon in the image list. If set to
I_IMAGECALLBACK, the iImage member indicates that the item uses the callback mechanism.
The iSelectedImage member is the index of the icon in the image list that represents the item
when the item is selected. As with iImage, if this member is set to I_IMAGECALLBACK, the
iSelectedImage member indicates that the item uses the callback mechanism. Finally,
cChildren specifies whether there are child items associated with the item.
In addition to the TVITEM structure, you must initialize a TVINSERTSTRUCT structure that holds
information about how to insert the new structure into the tree view control. That structure is
declared in Listing 10.9.
{
TVITEMEX itemex;
TVITEM item;
} DUMMYUNIONNAME;
#else
TVITEM item;
#endif
} TVINSERTSTRUCT, FAR *LPTVINSERTSTRUCT;
In this structure, hParent is the handle to the parent tree-view item. A value of NULL or
TVI_ROOT specifies that the item should be placed at the root of the tree. The hInsertAfter
member specifies the handle of the item after which this new item should be inserted. It can
also be one of the flags TVI_FIRST (beginning of the list), TVI_LAST (end of the list), or
TVI_SORT (alphabetical order). Finally, the item member is the TVITEM structure containing
Part
information about the item to be inserted into the tree.
Common first initializes the TVITEM structure for the root item (the first item in the tree). Add
III
these lines: Ch
The CTreeCtrl member function InsertItem() inserts the item into the tree view control. Its
single argument is the address of the TVINSERTSTRUCT structure.
CreateTreeView() then inserts the remaining items into the tree view control. Add these lines
to insert some hard-coded sample items into the tree view:
// Create the first child item.
tvItem.pszText = “Child Item 1”;
tvItem.cchTextMax = 12;
tvItem.iImage = 1;
tvItem.iSelectedImage = 1;
tvInsert.hParent = hRoot;
tvInsert.hInsertAfter = TVI_FIRST;
tvInsert.item = tvItem;
HTREEITEM hChildItem = m_treeView.InsertItem(&tvInsert);
tvInsert.hParent = hChildItem;
tvInsert.hInsertAfter = TVI_FIRST;
tvInsert.item = tvItem;
m_treeView.InsertItem(&tvInsert);
OnNotify() handles the tree-view notifications in almost exactly the same way as the list-view
notifications. The only difference is in the names of the structures used. Add these lines to
OnNotify() before the return statement:
if (tv_dispInfo->hdr.code == TVN_BEGINLABELEDIT)
{
CEdit* pEdit = m_treeView.GetEditControl();
// Manipulate edit control here.
}
else if (tv_dispInfo->hdr.code == TVN_ENDLABELEDIT)
{
if (tv_dispInfo->item.pszText != NULL)
{
m_treeView.SetItemText(tv_dispInfo->item.hItem,
tv_dispInfo->item.pszText);
}
}
The tree view control sends a number of other notification messages, including TVN_BEGINDRAG,
TVN_BEGINLABELEDIT, TVN_BEGINRDRAG, TVN_DELETEITEM, TVN_ENDLABELEDIT, TVN_GETDISPINFO,
TVN_GETINFOTIP, TVN_ITEMEXPANDED, TVN_ITEMEXPANDING, TVN_KEYDOWN, TVN_SELCHANGED,
TVN_SELCHANGING, TVN_SETDISPINFO, and TVN_SINGLEEXPAND. Check your Visual C++ online
documentation for more information about handling these notification messages.
Now is a good time to again build and test Common. Be sure to try expanding and collapsing
the levels of the tree and editing a label. If you can’t see all the control, maximize the applica-
tion and adjust your screen resolution if you can. The application will eventually scroll but not
just yet.
With Visual C++’s CRichEditCtrl control, you get a huge jump on any text-editing functionality
that you need to install in your applications. The rich edit control is capable of handling fonts,
paragraph styles, text color, and other types of tasks that are traditionally found in text editors.
In fact, a rich edit control (named for the fact that it handles text in Rich Text Format) provides
a solid starting point for any text-editing tasks that your application must handle. Your users Part
can III
■ Type text. Ch
■ Edit text, using cut-and-paste and sophisticated drag-and-drop operations.
10
■ Set text attributes such as font, point size, and color.
■ Apply underline, bold, italic, strikethrough, superscript, and subscript properties to text.
■ Format text, using various alignments and bulleted lists.
■ Lock text from further editing.
■ Save and load files.
As you can see, a rich edit control is powerful. It is, in fact, almost a complete word-processor-
in-a-box that you can plug into your program and use immediately. Of course, because a rich
edit control offers so many features, there’s a lot to learn. This section gives you a quick intro-
duction to creating and manipulating a rich edit control.
continues
As usual, things start with a call to the control’s Create() member function. The style con-
stants include the same constants that you would use for creating any type of window, with the
addition of special styles used with rich edit controls. Table 10.5 lists these special styles.
You’ve already added the code to create these buttons. Add lines to the message map in the
header file to declare the handlers:
afx_msg void OnULine();
afx_msg void OnLeft();
afx_msg void OnCenter();
afx_msg void OnRight();
Part
Similarly, add these lines to the message map in the source file:
III
ON_COMMAND(IDC_RICHEDIT_ULINE, OnULine)
ON_COMMAND(IDC_RICHEDIT_LEFT, OnLeft) Ch
ON_COMMAND(IDC_RICHEDIT_CENTER, OnCenter)
ON_COMMAND(IDC_RICHEDIT_RIGHT, OnRight)
10
Each of these functions is simple. Add them each to CommonView.cpp. OnULine() looks
like this:
void CCommonView::OnULine()
{
CHARFORMAT charFormat;
charFormat.cbSize = sizeof(CHARFORMAT);
charFormat.dwMask = CFM_UNDERLINE;
m_richEdit.GetSelectionCharFormat(charFormat);
m_richEdit.SetSelectionCharFormat(charFormat);
m_richEdit.SetFocus();
}
OnULine() creates and initializes a CHARFORMAT structure, which holds information about char-
acter formatting and is declared in Listing 10.11.
continues
In a CHARFORMAT structure, cbSize is the size of the structure. dwMask indicates which members
of the structure are valid (can be a combination of CFM_BOLD, CFM_CHARSET, CFM_COLOR,
CFM_FACE, CFM_ITALIC, CFM_OFFSET, CFM_PROTECTED, CFM_SIZE, CFM_STRIKEOUT, and
CFM_UNDERLINE). dwEffects is the character effects (can be a combination of CFE_AUTOCOLOR,
CFE_BOLD, CFE_ITALIC, CFE_STRIKEOUT, CFE_UNDERLINE, and CFE_PROTECTED). yHeight is the
character height, and yOffset is the character baseline offset (for super- and subscript charac-
ters). crTextColor is the text color. bCharSet is the character set value (see the ifCharSet
member of the LOGFONT structure). bPitchAndFamily is the font pitch and family, and
szFaceName is the font name.
After initializing the CHARFORMAT structure, as needed, to toggle underlining, OnULine() calls
the control’s GetSelectionCharFormat() member function. This function, whose single argu-
ment is a reference to the CHARFORMAT structure, fills the character format structure. OnULine()
checks the dwEffects member of the structure to determine whether to turn underlining on or
off. The bitwise and operator, &, is used to test a single bit of the variable.
Finally, after setting the character format, OnULine() returns the focus to the rich edit control.
By clicking a button, the user has removed the focus from the rich edit control. You don’t want
to force the user to keep switching back manually to the control after every button click, so you
do it by calling the control’s SetFocus() member function.
Common also enables the user to switch between the three types of paragraph alignment. This
is accomplished similarly to toggling character formats. Listing 10.12 shows the three func-
tions—OnLeft(), OnRight(), and OnCenter()—that handle the alignment commands. Add the
code for these functions to CommonView.cpp. As you can see, the main difference is the use of
the PARAFORMAT structure instead of CHARFORMAT and the call to SetParaFormat() instead of
SetSelectionCharFormat().
void CCommonView::OnCenter()
{
PARAFORMAT paraFormat;
paraFormat.cbSize = sizeof(PARAFORMAT);
paraFormat.dwMask = PFM_ALIGNMENT;
paraFormat.wAlignment = PFA_CENTER;
m_richEdit.SetParaFormat(paraFormat);
m_richEdit.SetFocus();
}
void CCommonView::OnRight()
{
PARAFORMAT paraFormat;
paraFormat.cbSize = sizeof(PARAFORMAT);
paraFormat.dwMask = PFM_ALIGNMENT;
paraFormat.wAlignment = PFA_RIGHT;
m_richEdit.SetParaFormat(paraFormat);
m_richEdit.SetFocus(); Part
}
III
Ch
After adding all that code, it’s time to build and test again. First, click in the text box to give it
the focus. Then, start typing. Want to try out character attributes? Click the ULine button to 10
add underlining to either selected text or the next text you type. To try out paragraph format-
ting, click the Left, Center, or Right button to specify paragraph alignment. (Again, if you’re
using large text, adjust the button size if the labels don’t fit.) Figure 10.9 shows the rich edit
control with some different character and paragraph styles used.
FIG. 10.9
A rich edit control is
almost a complete
word processor.
IP Address Control
If you’re writing an Internet-aware program, you might have already wondered how you’re
going to validate certain kinds of input from your users. One thing you could ask for is an IP
address, like this one:
205.210.40.1
IP addresses always have four parts, separated by dots, and each part is always a number be-
tween 1 and 255. The IP address picker guarantees that the user will give you information that
meets this format.
To try it out, add yet another line to OnCreate(), this time a call to CreateIPAddress(). Add
the function to the class. The code is really simple; just add a call to Create():
void CCommonView::CreateIPAddress()
{
m_ipaddress.Create(WS_CHILD | WS_VISIBLE | WS_BORDER,
CRect(470,40,650,65), this, IDC_IPADDRESS);
}
Remember to add a resource ID for IDC_IPADDRESS. No special styles are related to this simple
control. There are some useful member functions to get, set, clear, or otherwise manipulate the
address. Check them out in the online documentation.
Build and run Common, and try entering numbers or letters into the parts of the field. Notice
how the control quietly fixes bad values (enter 999 into one part, for example) and how it
moves you along from part to part as you enter the third digit or type a dot. It’s a simple con-
trol, but if you need to obtain IP addresses from the user, this is the only way to fly.
The CDateTimeCtrl class, of which m_date is an object, defines special styles to be used with
date picker controls. Table 10.6 lists these special styles.
If you want to do anything with this date, you’re probably going to find it easier to work with as
a CTime object. The CTime class is discussed in Appendix F, “Useful Classes.”
For now, you probably just want to see how easy it is to use the control, so build and test Com-
mon yet again. Click the drop-down box next to the short date, and you will see how the date
picker got its name. Choose a date and see the short date change. Edit the date and then drop
the month down again, and you will see that the highlight has moved to the day you entered.
Notice, also, that today’s date is circled on the month part of this control.
This month calendar is a control of its own. One is created by the date picker, but you will
create another one in the next section.
void CCommonView::CreateMonth()
{
m_month.Create(WS_CHILD | WS_VISIBLE | DTS_SHORTDATEFORMAT,
CRect(470,260,650,420), this, IDC_MONTH);
}
You can use many of the DTS_ styles when creating your month calendar control. In addition,
the CMonthCalCtrl class, of which m_month is an object, defines special styles to be used with
month calendar controls. Table 10.7 lists these special styles.
A number of member functions enable you to customize the control, setting the colors, fonts,
and whether weeks start on Sunday or Monday. You will be most interested in GetCurSel(),
which fills a COleDateTime, CTime, or LPSYSTEMTIME with the currently selected date.
Build and test Common again and really exercise the month control this time. (Make the win-
dow larger if you can’t see the whole control.) Try moving from month to month. If you’re a
long way from today’s date, click the Today down at the bottom to return quickly. This is a neat
control and should quickly replace the various third-party calendars that so many developers
have been using.
FIG. 10.10
The view doesn’t
automatically gain
scrollbars as more
controls are added.
Part
III
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10
Expand CCommonView and double-click OnInitialUpdate() in ClassView. Edit it so that it looks
like this:
void CCommonView::OnInitialUpdate()
{
CScrollView::OnInitialUpdate();
CSize sizeTotal;
sizeTotal.cx = 700;
sizeTotal.cy = 500;
SetScrollSizes(MM_TEXT, sizeTotal);
}
The last control you added, the month calendar, ran from the coordinates (470, 260) to
(650, 420). This code states that the entire document is 700×500 pixels, so it leaves a nice white
margin between that last control and the edge of the view. When the displayed window is less
than 700×500, you get scrollbars. When it’s larger, you don’t. The call to SetScrollSizes()
takes care of all the work involved in making scrollbars, sizing them to represent the propor-
tion of the document that is displayed, and dealing with the user’s scrollbar clicks. Try it your-
self—build Common one more time and experiment with resizing it and scrolling around. (The
scrollbars weren’t there before because the OnInitialUpdate() generated by AppWizard
stated that the app was 100×100 pixels, which wouldn’t require scrollbars.)
So, what’s going on? Vertical scrolling is fine, but horizontal scrolling blows up your applica-
tion, right? You can use the techniques described in Appendix D, “Debugging,” to find the
cause. The problem is in OnHScroll(), which assumed that any horizontal scrolling was related
to the slider control and acted accordingly. Edit that function so that it looks like this:
Now the slider code is executed only when the scrollbar that was clicked is the one kept in
m_trackbar. The rest of the time, the work is simply delegated to the base class. For the last
time, build and test Common—everything should be perfect now. ●
C H A P T E R
Help
Too many programmers entirely neglect online Help. Even those who add Help to an applica-
tion tend to leave it to the end of a project, and when the inevitable time squeeze comes, guess
what? There’s no time to write the Help text or make the software adjustments that arrange for
that text to display when the user requests Help. One reason people do this is because they
believe implementing Help is really hard. With Visual C++, though, it’s a lot easier than you
might anticipate. Visual C++ even writes some of your Help text for you! This chapter is going
to add Help, after the fact, to the ShowString application built in Chapter 8, “Building a Com-
plete Application: ShowString.”
None of these questions has a single answer. There are at least nine different ways for a user to
invoke Help, three standard Help appearances, and three different programming tasks you
must implement in order to display Help. These different ways of looking at Help can help you
understand why the implementation involves a number of different techniques, which can be
confusing at first.
Getting Help
The first way of characterizing Help is to ask “How does the user open it up?” There are a
number of ways to open Help:
■ By choosing an item from the Help menu, such as Help, Contents (choosing What’s
This? or About doesn’t open Help immediately)
■ By pressing the F1 key
■ By clicking the Help button on a dialog box
■ By clicking a What’s This? button on a toolbar and then clicking something else
■ By choosing What’s This? from the Help menu (the System menu for dialog box–based
applications) and then clicking something
■ By clicking a Question button on a dialog box and then clicking part of the dialog box
■ By right-clicking something and choosing What’s This? from the pop-up menu
■ In some older applications, by pressing Shift+F1 and then clicking something
■ Outside the application completely, by double-clicking the HLP file
For the first three actions in this list, the user does one thing (chooses a menu item, presses
F1, or clicks a button), and Help appears immediately. For the next five actions, there are two
steps: typically, one click to go into Help mode (more formally called What’s This? mode) and
another to indicate which Help is required. Users generally divide Help into single-step Help
and two-step Help, accordingly.
N O T E You will become confused if you try to use Visual Studio to understand Help, in general.
Much of the information is presented as HTML Help in a separate product, typically MSDN,
though there are some circumstances under which more traditional Help appears. Use simple utilities
and accessories that come with your operating system or use your operating system itself to follow
along. ■
HTML Help
Until fairly recently, all Help files were built from RTF files, as described in this chapter, and displayed
with the Microsoft Help engine. Microsoft has now started to use HTML files for its Help, and has
released a number of tools to simplify the job of creating and maintaining HTML Help.
There are a number of advantages to an HTML Help system: Your Help files can contain links to
Internet resources, for example. You can incorporate any active content that your browser under-
stands, including ActiveX controls, Java applets, and scripting. Many developers find attractive Help
systems quicker to build in HTML. Part
Unfortunately, there are also disadvantages. The interface is not as rich as the traditional Help
interface, for example. Many developers take one look at the HTML Help provided with Visual Studio
III
and vow never to produce HTML Help files for their own products. Ch
If you would like to use HTML Help rather than the traditional Help files discussed in this chapter, 11
start by visiting http://www.microsoft.com/workshop/author/htmlhelp to get a copy of the HTML
Help Workshop and plenty of documentation and examples.
Most of the work involved in creating HTML Help is the same as the traditional Help techniques
presented here, but involves, for example, calling HTMLHelp() instead of ::WinHelp(). Instead of
editing RTF files with Word, you edit HTML files with the HTML Help Workshop editor.
Presenting Help
The second way of characterizing Help is to ask, “How does it look?” You can display Help in
several ways:
■ Help Topics dialog box. As shown in Figure 11.1, this dialog box enables users to scroll
through an index, look at a table of contents, or find a word within the Help text. (To
open this dialog on Windows, choose Start, Help.)
■ Ordinary Help window. As shown in Figure 11.2, this window has buttons such as Help
Topics, Back, and Options. It can be resized, minimized, maximized, or closed and in
many cases is always on top, like the system clock and other popular utilities. (To see
this one, open the calculator, usually by choosing Start, Programs, Accessories, Calcula-
tor; then press F1. Expand a closed book by double-clicking it; then double-click a topic
from the list that appears. Finding Out What a Calculator Button Does appears under
Tips and Tricks.)
■ Pop-up windows. As shown in Figure 11.3, pop-up windows are relatively small and don’t
have buttons or menus. They disappear when you click outside them, cannot be resized
or moved, and are perfect for a definition or quick explanation. To re-create Figure 11.3,
right-click the MC button and choose What’s This?
FIG. 11.1
The Help Topics dialog
box enables users to go
through the contents or
index or search the Help
text with Find.
FIG. 11.2
An ordinary Help
window has buttons and
sometimes menus. It
can be treated like any
other window.
FIG. 11.3
A pop-up Help topic
window gives the user
far less control and
should be used only for
short explanations.
Using Help
A third way of characterizing Help is according to the user’s reasons for invoking it. In the
book The Windows Inter face Guidelines for Software Design, Microsoft categorizes Help in this
way and lists these kinds of Help:
■ Contextual user assistance answers questions such as What does this button do? or What
does this setting mean?
■ Task-oriented Help explains how to accomplish a certain task, such as printing a docu-
ment. (It often contains numbered steps.)
■ Reference Help looks up function parameters, font names, or other material that expert
users need to refer to from time to time.
■ Wizards walk a user through a complicated task, just as AppWizard walks you through
creating an application.
These describe the content of the material presented to the user. Although these content de-
scriptions are important to a Help designer and writer, they’re not very useful from a program-
ming point of view.
TIP The book mentioned previously is provided with the MSDN CDs included with Visual Studio. In Visual
Studio, press F1 to bring up MSDN. On the Contents tab of MSDN, expand the Books item, then
expand the interface guidelines book. Chapter 12, “User Assistance,” gives Help guidelines.
Programming Help
The final way of characterizing Help, and perhaps the most important to a developer, is by
examining the code behind the scenes. Three Windows messages are sent when the user Part
invokes Help:
III
■ WM_COMMAND Ch
■ WM_HELP
11
■ WM_CONTEXTMENU
When the user chooses a Help item from a menu or clicks the Help button on a dialog box, the
system sends a WM_COMMAND message, as always. To display the associated Help, you catch
these messages and call the WinHelp system.
When the user right-clicks an element of your application, a WM_CONTEXTMENU message is sent.
You catch the message and build a shortcut menu on the spot. Because in most cases you will
want a shortcut menu with only one item on it, What’s This?, you can use a prebuilt menu with
only that item and delegate the display of that menu to the Help system—more on this later in
the “Programming for Context Help” section.
When the user opens Help in any other way, the framework handles most of it. You don’t catch
the message that puts the application into What’s This? mode, you don’t change the cursor, and
you don’t deal with clicks while in that mode. You catch a WM_HELP message that identifies the
control, dialog box, or menu for which Help is required, and you provide that Help. Whether
the user pressed F1 or went into What’s This? mode and clicked the item doesn’t matter. In
fact, you can’t tell from within your application.
The WM_HELP and WM_CONTEXTMENU messages are handled almost identically, so from the point
of view of the developer, there are two kinds of help. We’ll call these command help and context
help. Each is discussed later in this chapter in the “Programming for Command Help” and
“Programming for Context Help” sections, but keep in mind that there’s no relationship be-
tween this split (between command and context help) and the split between one-step and two-
step Help that users think of.
.h These Header files define resource IDs and Help topic IDs for use
within your C++ code.
.hm These Help Mapping files define Help topic IDs. appname.hm is gen-
erated every time you build your application—don’t change it yourself.
.rtf These Rich Text Format files contain the Help text for each Help
topic.
appname.cnt You use this table of contents file to create the Contents tab of the
Help Topics dialog box. (You should distribute this contents file with
your application in addition to the Help file.)
appname.hpj This Help ProJect file pulls together .hm and .rtf files to produce,
when compiled, a .hlp file.
While being used, the Help system generates other files. When you uninstall your application
from the user’s hard disk, be sure to look for and remove the following files, in addition to the
.hlp and .cnt files:
■ appname.gid is a configuration file, typically hidden.
■ appname.fts is a full text search file, generated when your user does a Find through your
Help text.
■ appname.ftg is a full text search group list, also generated when your user does a Find.
Help topic IDs are the connection between your Help text and the Help system. Your program
eventually directs the Help system to display a Help topic, using a name such as
HID_FILE_OPEN, and the system looks for this Help topic ID in the Help file, compiled from the
.rtf files, including the .rtf file that contains your Help text for that Help topic ID. (This process
is illustrated in Figure 11.4.) These topic IDs have to be defined twice—once for use by the
Help system and once for use by your program. When the Help system is displaying a topic or
the Help Topics dialog box, it takes over displaying other Help topics as the user requests
them, with no work on your part.
FIG. 11.4 Your program MFC, the operating Your Help files
system, and the
Your program, the Help Help system
"
"
"
Help text connect to topic IDs
"
displays Help "
"
Part
III
Help Support from AppWizard Ch
When you build an MDI application (no database or OLE support) with AppWizard and choose
the Context-Sensitive Help option (in Step 4), here’s what you find: 11
■ Message map entries are added to catch the commands ID_HELP_FINDER, ID_HELP,
ID_CONTEXT_HELP, and ID_DEFAULT_HELP. No code is added to handle these; they are
passed to CMDIFrameWnd member functions.
■ A What’s This? button is added to the toolbar.
■ A Help Topics item is added to the Help menu for both menus provided by AppWizard:
the one used when a file is open and the smaller one used when no files are open.
■ Accelerators for F1 (ID_HELP) and Shift+F1 (ID_CONTEXT_HELP) are added.
■ The default message in the status bar is changed from Ready to For Help, press F1.
■ A status bar prompt is added, to be displayed while in What’s This? mode: Select an
object on which to get Help.
■ Status bar prompts are added for the Help menu and its items.
■ afxcore.rtf, a Help text file for standard menu items such as File, Open, is copied into the
project.
■ afxprint.rtf, a Help text file for printing and print previewing, is copied into the project.
(These files are added separately because not all projects include printing and print
previewing. If this project has database- or OLE-related features, more help is provided.)
■ Twenty-two .bmp files, included as illustrations in Help for topics such as File, Open, are
copied into the project.
With this solid foundation, the task of implementing Help for this application breaks down into
three steps:
1. You must plan your Help. Do you intend to provide reference material only, task-oriented
instructions only, or both? To what extent will you supplement these with context pop-
ups?
2. You must provide the programming hooks that will result in the display of the Help
topics you have designed. This is done differently for command and context Help, as you
will see in the sections that follow.
3. You must build the .rtf files with the Help topic IDs and text to explain your application. If
you have designed the Help system well and truly understand your application, this
should be simple, though time-consuming.
N O T E On large projects, often a technical writer rather than a programmer writes the Help text.
This requires careful coordination: For example, you have to provide topic IDs to the Help
writer, and you might have to explain some functions so that they can be described in the Help. You
have to work closely together throughout a project like this and respect each other’s area of
expertise. ■
The result of this planning process is a list of Help topics and the primary way they will be
reached. The topics you plan are likely to include the following:
■ A page or so of Help on each menu item, reached by getting into What’s This? mode and
clicking the item (or by pressing F1 on a highlighted menu item).
■ A page, reachable from the Contents, that lists all the menus and their menu items, with
links to the pages for those items.
■ A page, reachable from the Contents, for each major task that a user might perform with
the application. This includes examples or tutorials.
■ Context Help for the controls on all dialog boxes.
Although that might seem like a lot of work, remember that all the boilerplate resources have
been documented already in the material provided by AppWizard. This includes menu items,
common dialog boxes, and more.
After you have a complete list of material and the primary way each page is reached, think
about links between pages (for example, the AppWizard-supplied Help for File, Open mentions
using File, New and vice versa) and pop-up definitions for jargon and keywords.
In this section, you plan Help for ShowString, the application introduced in Chapter 8. This
simple application displays a string that the user can set. The string can be centered vertically
or horizontally, and it can be black, green, or red. A new menu (Tools) with one item (Options)
opens a dialog box on which the user can set all these options at once. The Help tasks you need
to tackle include the following:
Say, for example, that ShowString deserves an item named Understanding Centering on the
Help menu. Here’s how to make that happen:
1. Open ShowString, either your own copy from working along with Chapter 8 or a copy
you have downloaded from the book’s Web site, in Visual Studio. You may want to make
a copy of the old project before you start, because ShowString is the foundation for many
of the projects in this book.
TIP If you aren’t familiar with editing menus and dialogs or catching messages, you should read Chapter 9
before this one.
This code fires up the Help system, passing it the Help topic ID HID_CENTERING. For this to
compile, that Help topic ID has to be known to the compiler, so in ShowString.h add this line:
#define HID_CENTERING 0x01
The Help topic IDs in the range 0x0000 to 0xFFFF are reser ved for user-defined Help topics, so
0x01 is a fine choice. Now the C++ compiler is happy, but when this runs, the call to WinHelp()
isn’t going to find the topic that explains centering. You need to add a help mapping entry. This
should be done in a new file named ShowStringx.hm. (The x is for extra, because extra Help
mapping entries are added here.) Choose File, New; select the Files tab; highlight Text File; fill
in the filename as ShowStringx.hm; and click OK. In the new file, type this line:
HID_CENTERING 0x01
Save the file. Next, you need to edit the Help project file, ShowString.hpj. If you double-click
this from a folder such as Windows 95 Explorer, the Help Compiler opens it. In this case, you
want to edit it as text, so you should open it with Developer Studio by double-clicking it in the
FileView (and you wondered what the FileView was good for). Add this line at the very bottom:
#include <ShowStringX.hm>
Press Enter at the end of this line so that there’s a blank line after this last directive. The Help
compiler can be weird if there isn’t a blank line after the last include.
Now, both the Help system and the compiler know about this new Help topic ID. Later in this
chapter, when you write the Help text, you will add a section that explains centering and con-
nect it to this Help topic ID.
The other common use of command Help is to add a Help button to a dialog box that gives an
overview of the dialog box. This used to be standard behavior but is now recommended only
for large dialog boxes, especially those with complex interactions between the various controls.
For simple boxes, the What’s This? Help is a better choice, because the information comes up
in a small pop-up rather than an entire page of explanations. To add a Help button to a dialog,
follow the same process steps you followed to add the menu item Help, Understanding
Centering, but add a button to a dialog rather than an item to a menu. You wouldn’t create a
new .hm file; add the button’s Help topic ID to ShowStringX.hm, which continues to grow in
the next section.
FIG. 11.5
Turn on the Question
box on the Options
dialog box of
ShowString.
Part
As mentioned earlier, two messages are relevant to context Help: WM_HELP when a user clicks
something while in What’s This? mode, and WM_CONTEXTMENU when a user right-clicks some-
III
thing. You need to arrange for your dialog box class, COptionsDialog, to catch these messages. Ch
Because ClassWizard doesn’t include them in the list of messages it will catch, you will add
entries outside the special ClassWizard comments. The message map in OptionsDialog.h
11
should look like this:
// Generated message map functions
//{{AFX_MSG(COptionsDialog)
// NOTE: the ClassWizard will add member functions here
//}}AFX_MSG
afx_msg BOOL OnHelpInfo(HELPINFO* lpHelpInfo);
afx_msg void OnContextMenu(CWnd* pWnd, CPoint point);
DECLARE_MESSAGE_MAP()
The Help system uses this array ( you pass the address to the WinHelp() function) to connect
resource IDs and Help topic IDs. The compiler, however, has never heard of
HIDD_OPTIONS_STRING, so add these lines to OptionsDialog.h before the definition of the
COptionsDialog class:
#define HIDD_OPTIONS_STRING 2
#define HIDD_OPTIONS_BLACK 3
#define HIDD_OPTIONS_RED 4
#define HIDD_OPTIONS_GREEN 5
#define HIDD_OPTIONS_HORIZCENTER 6
#define HIDD_OPTIONS_VERTCENTER 7
#define HIDD_OPTIONS_OK 8
#define HIDD_OPTIONS_CANCEL 9
The numbers are chosen arbitrarily. Now, after the two functions are written, the compiler will
be happy because all these constants are defined. The Help system, however, doesn’t know
what’s going on because these topics aren’t in the Help mapping file yet. Therefore, add these
lines to ShowStringX.hm:
HIDD_OPTIONS_STRING 0x02
HIDD_OPTIONS_BLACK 0x03
HIDD_OPTIONS_RED 0x04
HIDD_OPTIONS_GREEN 0x05
HIDD_OPTIONS_HORIZCENTER 0x06
HIDD_OPTIONS_VERTCENTER 0x07
HIDD_OPTIONS_OK 0x08
HIDD_OPTIONS_CANCEL 0x09
Be sure to use the same numbers as in the #define statements in OptionsDialog.h. The stage
is set; all that remains is to add the code for the functions at the end of OptionsDialog.cpp.
Here’s what OnHelpInfo() looks like:
BOOL COptionsDialog::OnHelpInfo(HELPINFO *lpHelpInfo)
{
if (lpHelpInfo->iContextType == HELPINFO_WINDOW) // must be for a control
{
// have to call SDK WinHelp not CWinApp::WinHelp
// because CWinApp::WinHelp doesn’t take a
// handle as a parameter.
::WinHelp((HWND)lpHelpInfo->hItemHandle,
AfxGetApp()->m_pszHelpFilePath,
HELP_WM_HELP, (DWORD)aHelpIDs);
}
return TRUE;
}
This function calls the SDK WinHelp() function and passes the handle to the control, the path
to the Help file, the command HELP_WM_HELP to request a context-sensitive pop-up Help topic,
and the table of resource IDs and Help topic IDs built earlier. There’s no other work for your
function to do after kicking WinHelp() into action.
TIP If you’ve never seen the :: scope resolution operator used without a classname before it, it means
“call the function that isn’t in any class,” and in Windows programming, that generally means the SDK
function.
N O T E The third parameter of this call to WinHelp() directs the Help system to put up a certain
style of Help window. HELP_WM_HELP gives you a pop-up menu, as does
HELP_WM_CONTEXTMENU. HELP_CONTEXT produces an ordinary Help window, which can be resized
and moved, and enables Help navigation. HELP_FINDER opens the Help Topics dialog box.
HELP_CONTENTS and HELP_INDEX are obsolete and should be replaced with HELP_FINDER if you
maintain code that uses them. ■
Part
OnContextMenu() is even simpler. Add this code at the end of OptionsDialog.cpp: III
void COptionsDialog::OnContextMenu(CWnd *pWnd, CPoint /*point*/) Ch
{
::WinHelp((HWND)*pWnd, AfxGetApp()->m_pszHelpFilePath, 11
HELP_CONTEXTMENU, (DWORD)aHelpIDs);
}
This function doesn’t need to check that the right-click is on a control as OnHelpInfo() did, so
it just calls the SDK WinHelp(). WinHelp() takes care of displaying the shortcut menu with
only a What’s This item and then displays Help when that item is chosen.
To check your typing, build the project by choosing Build, Build and then compile the Help file
by giving focus to ShowString.hpj and choosing Build, Compile. (You can also right-click
ShowString.hpj in the FileView of the Project Workspace window and choose Compile from the
shortcut menu.) There’s not much point in testing it, though; the AppWizard stuff is sure to
work, and without Help content connected to those topics, none of the code you just added can
succeed in displaying content.
TIP You can open Word documents from within Developer Studio. Simply choose File, Open and select the
file—the starter RTF files for ShowString are in the HLP folder. The Word menus and toolbars will appear.
This works because Word documents are ActiveX Document Objects, discussed in Chapter 15, “Building
an ActiveX Server Application.” Most developers prefer to switch from Word to Developer Studio with the
taskbar rather than have a number of files open in Developer Studio and switch among them with the
Window menu, so the explanations in this section assume that you are running Word separately. If you
would rather work entirely within Developer Studio, feel free to so do.
Figure 11.6 shows afxcore.rtf open in Word. Choose View, Footnotes to display the footnotes
across the bottom of the screen—they are vital. This is how the text connects to the Help topic
IDs. Choose Tools, Options; select the View tab; and make sure the Hidden Text check box is
selected. This is how links between topics are entered. The topics are separated by page
breaks.
FIG. 11.6
Help text, such as this
boilerplate provided by
AppWizard, can be
edited in Word.
There are eight kinds of footnotes, each with a different meaning. Only the first three footnote
types in the following list are in general use:
■ #, the Help topic ID. The SDK WinHelp function looks for this topic ID when displaying
Help.
■ $, the topic title. This title displays in search results.
■ K, keywords. These appear in the Index tab of the Help Topics dialog box.
■ A, A-keyword. These keywords can be jumped to but don’t appear in the Index tab of the
Help Topics dialog box.
The double-underlined text, followed by hidden text, identifies a jump to another Help topic. If
a user clicks to follow the link, this Help topic leaves the screen. If the text before the hidden
text was single-underlined, following the link opens a pop-up over this Help topic, perfect for
definitions and notes. (You can also see Help text files in which strikethrough text is used; this
is exactly the same as double-underlined—a jump to another topic.) In all three cases, the
hidden text is the topic ID of the material to be jumped to or popped up.
Figure 11.7 shows how the File, New Help material appears from within ShowString. To display
it yourself, run ShowString by choosing Build, Execute from within Developer Studio and then
choose Help, Help Topics in ShowString. Open the menus book, double-click the File menu
topic, and click New. Alternatively, choose the File menu, and while the highlight is on New,
press F1.
With the programming out of the way, it’s time to tackle the list of Help tasks for ShowString
from the “Planning Your Help Approach” section earlier in this chapter. These instructions
assume you are using Word.
1. Position the cursor at the very beginning of the document and choose Edit, Replace.
2. Enter <<YourApp>> in the Find What box and ShowString in the Replace With box.
3. Click Replace All.
Switch back to afxcore.rtf and look through the text for << characters (use Edit, Find and re-
member that Shift+F4 is the shortcut to repeat your previous Find). These identify places
where you must make a change or a decision. For ShowString, the changes in afxcore.rtf
are these:
1. The first section in the file is the ShowString Help Index. Remove the How To section
and the reminder to add some How To topics. In a real application, you add topics here.
2. The next section, after the page break, is a table describing the items on the File menu.
Because there’s no Send item on ShowString’s File menu, remove the Send row of the
File menu table.
3. The third section is a table listing the items on the Edit menu. Remove the Paste Link,
Insert New Object, and Links rows.
4. The fourth section is for the View menu and doesn’t need any changes.
5. The fifth section is for the Window menu. Remove the Split row from the Window
menu table.
6. The sixth section is for the Help menu and doesn’t need any changes.
7. The seventh section is for the New command (File menu). Remove the sentence about
choosing a file type and the reminder to remove it.
8. Entirely delete the eighth section, the File New dialog box topic, including the page
break before or after it, but not both. Whenever you remove a section, remove one of the
breaks so that the file doesn’t contain two consecutive page breaks.
9. The next topic is for the File, Open command and doesn’t need any changes.
10. Moving on to the File Open dialog box topic, edit the text to mention that the List Files of
Type list box contains only All Files.
11. Continue down the file until you find the File, Send topic and remove it entirely, includ-
ing one page break either before or after it.
12. In the File Save As topic, remove the suggestion to describe other options because there
are none.
13. When you reach the Edit Undo topic, you start to see why programs written after their
manuals are better programs. The way ShowString was written in Chapter 8, the Undo
item will never be enabled, nor will Cut, Copy, or Paste. You could remove the Help
topics about these unsupported menu items, but it’s probably better to plan on adding
support for the menu items to a later version of ShowString. Add some text to all these
topics, explaining that they aren’t implemented in this version of the product. Leave the
shortcuts sections there so that users can find out why Ctrl+Z does nothing.
14. Continue down through the file to the Toolbar topic, where you find this reminder:
<< Add or remove toolbar buttons from the list below according to which ones
your application offers. >> Remove the reminder and delete the references to the
Cut, Copy, Paste, Undo, First Record, Previous Record, Next Record, and Last Record
buttons.
15. About halfway down the file is a topic for the Split command (Window menu). Remove
the entire topic.
16. Move down to the Index command (Help menu) topic and remove it. Also remove the
Using Help command (Help menu) and About command (Help menu) topics.
17. In the Title Bar topic, remove the directive to insert a graphic. If you would rather follow
the directive, create a bitmap in a .bmp file of the title bar with screen shot software,
cropping the shot down to just the title bar, and insert the graphic with the bmc directive,
just as the bullet.bmp graphic is inserted a few lines lower in the file.
18. Because the ShowString view doesn’t inherit from CScrollView, it doesn’t scroll. Remove
the Scrollbars Help topic and its page break.
19. In the Close command topic (not the File Close topic, which was much earlier in the file)
the shortcut for Alt+F4 should be described like this: closes ShowString.
20. Remove the Ruler, Choose Font, Choose Color, Edit Find, Find Dialog, Edit Replace,
Replace Dialog Box, Edit Repeat, Edit Clear, Edit Clear All, Next Pane, and Previous
Pane topics.
21. Skip the How To Modify Text topic for now and leave it unchanged.
22. Remove the final directive about tailoring the No Help Available messages to each
Part
message box (don’t remove the two No Help Available topics).
That completes the extensive changes required to the boilerplate afxcore.rtf file generated by
III
AppWizard. In the other boilerplate file, afxprint.rtf, scroll to the bottom and remove the Page Ch
Setup topic. 11
Would you like to test all this work? Save afxcore.rtf and afxprint.rtf within Word. Switch to
Developer Studio and choose Build, Build to bring the project up to date. Then open
ShowString.hpj and choose Build, Compile. This pulls all the .rtf files together into
ShowString.hlp. Choose Build, Execute to run ShowString, and choose Help, Help Topics from
the ShowString menus. As you can see in Figure 11.8, the Window menu topic is now substan-
tially shorter. You can check that your other changes have been made, as well.
FIG. 11.8
After saving the .rtf files
and compiling the Help
project, you can test to
see that your changes
have been made
successfully.
Adding Topics
When you are adding new topics, you don’t add new topics to the boilerplate files that were
provided. Those files should stay untouched unless you want to change the description of File,
Open or other boilerplate topics. Instead, create a new file by choosing File, New in Word and
saving it in the hlp folder of the ShowString project folder as ShowString.rtf. (Make sure to
change the Save File As Type list box selection to Rich Text Format.) If this were a large
project, you could divide it up into several .rtf files, but one will suffice for ShowString. In
Developer Studio, open ShowString.hpj by double-clicking it in the FileView tab and find the
section headed [FILES]. Add this line at the end of that section:
showstring.rtf
The Tools Menu Back in Word, switch to afxcore.rtf and copy the topic for the File menu into
the Clipboard; then switch back to ShowString.rtf and paste it in. (Don’t forget to include the
page break after the topic in the selection when you copy.) Choose View, Footnotes to display
the footnotes, and Tools, Options, View tab, Hidden Text to display the hidden text. Now you
are going to edit the copied File topic to make it the Tools topic. Change the footnotes first.
They are as follows:
■ The # footnote is the topic ID. The Help system uses this to find this topic from the
Contents page. Change it to menu_tools.
■ The K footnote is the keyword entry. Although the Options dialog box probably deserves
several keywords, this menu doesn’t, so remove that footnote by selecting the letter K in
the Help topic and pressing Delete. You must select the letter; it isn’t enough to click just
before it. The footnote is deleted at the same time.
■ The $ footnote is the topic title. Change it to Tools menu commands.
In the topic, change File to Tools on the first two lines, and delete all the rows of the table but
one. Change the underlined text of that row to Options, the hidden text immediately following
to HID_TOOLS_OPTIONS, and the right column of that row to Changes string, color, and cen-
tering. Figure 11.9 shows the way ShowString.rtf looks in Word after these changes.
FIG. 11.9
Change the
ShowString.rtf file to
explain the new menu
item.
TIP If you can’t remember the Help topic IDs your project is using, check your .hm files. The ones added by
Developer Studio, such as HID_TOOLS_OPTIONS for the menu item with resource ID
ID_TOOLS_OPTIONS, are in ShowString.hm, whereas ShowStringx.hm contains the Help topic IDs
added by hand for context Help.
The Tools, Options Menu Item Switch back to afxcore, copy the File New topic, and paste it
into ShowString.rtf, as before. The topic and its footnotes are copied together. Watch carefully
to be sure you are working with the footnotes for the Tools Options topic and not the ones for
the Tools menu. Follow these steps:
FIG. 11.10
The new Tools Options
Help is reached by
pressing F1 while the
item is highlighted on
the menu.
Each Control on the Options Dialog Copy the File New topic into ShowString.rtf again and
cut it down drastically. To do this, follow these steps:
Copy this block into the Clipboard and paste it in seven more times so that you have a skeleton
for each control on the dialog box. Remember to copy the page break before or after the topic,
too. Then, edit each skeleton to document the following topic IDs:
■ HIDD_OPTIONS_STRING
■ HIDD_OPTIONS_BLACK
■ HIDD_OPTIONS_RED
■ HIDD_OPTIONS_GREEN
■ HIDD_OPTIONS_HORIZCENTER
■ HIDD_OPTIONS_VERTCENTER
■ HIDD_OPTIONS_OK
■ HIDD_OPTIONS_CANCEL
Change the topic ID and add a sentence or two of text. Be consistent. The examples included
with this chapter are each a single sentence that starts with an imperative verb like Click or
Select and ends with a period (.). If you would rather choose a different style for your pop-up
boxes, use the same style for all of them. It confuses the user when pop-up boxes are inconsis-
tent and tends to make them believe your coding is sloppy, too.
To test your work, compile ShowString.hpj again, run ShowString, and choose Tools, Options.
Click the Question button and then click somewhere on the dialog box. Explore each of the
controls to be sure you have entered the correct text. Figure 11.11 shows the context Help for
the String edit box.
FIG. 11.11
Display Help for a dialog
box control by clicking
the Question button in
the upper-right corner
and then clicking a
control.
Understanding Centering In ShowString.rtf, paste in another copy of the File New topic.
Make the following changes:
1. Change the # footnote to HID_CENTERING (the topic ID you added to ShowStringx.hm and
called in CShowStringApp::OnHelpUnderstandingcentering()).
2. Change the K footnote to centering.
3. Change the $ footnote to Understanding Centering.
6. Add links from the word Tools to the menu_tools topic and from the word Options to
HID_TOOLS_OPTIONS, as before. Remember to watch for extra spaces.
Test this change in the usual way, and when you choose Help, Understanding Centering from
the ShowString menus, you should see something like Figure 11.12. Try following the links;
you can use the Back button to return to the centering topic.
FIG. 11.12
Display a teaching Help
topic by choosing it
from the Help menu.
Part
III
Ch
11
Changing the How to Modify Text Topic
AppWizard already provided a How to Modify Text topic at the bottom of afxcore.rtf that needs
to be edited to explain how ShowString works. It displays when the user selects the view area
for context Help. Replace the text with a much shorter explanation that tells the user to choose
Tools, Options. To add a link to that topic (short though it is), type HID_TOOLS_OPTIONS imme-
diately after the word Options in the Help topic. While you’re at it, type menu_tools immedi-
ately after the word Tools. Select the word Options and press Ctrl+Shift+D to double-underline
it; then do the same for Tools. Select HID_TOOLS_OPTIONS and press Ctrl+Shift+H to hide it; then
do the same for menu_tools.
TIP If you’ve reassigned these keys, you can do the formatting the long way. To double-underline text, select
it and choose Format, Font. Drop down the Underline box and choose Double; then click OK. To hide
text, select it and choose Format, Font; then select the Hidden box and click OK.
TIP There can’t be any spaces between the double-underlined text and the hidden text or at the end of the
hidden text. Word can give you some trouble about this because the Smart Cut and Paste feature that
works so nicely with words can insert extra spaces where you don’t want them or can make it
impossible to select only half a word. You can turn off the feature in Word by choosing Tools, Options,
the Edit tab and by deselecting the When Selecting, Automatically Select Entire Word and Use Smart
Cut and Paste check boxes.
Ready to test again? Save the files in Word, compile the Help project file, and execute
ShowString; then click the What’s This? button on the toolbar and click in the main view. Your
new How to Modify Text entry should display.
In the first open book, click the View Menu item and then click the Add Below button. (Alter-
natively, click the Window Menu item and then the Add Above button.) The Edit Contents Tab
Entry dialog box, shown in Figure 11.13, appears. Fill it in as shown; by leaving the last two
entries blank, the default Help File and Window Type are used. Click OK.
FIG. 11.13
Add entries to the
Contents tab with Help
Workshop’s Edit
Contents Tab Entry
dialog box.
Click the placeholder book named <<add your application-specific topics here>> and
click Add Above again. When the Edit Contents Tab Entry dialog box appears, select the Head-
ing radio button from the list across the top. As shown in Figure 11.14, you can change only the
title here. Don’t use Understanding Centering because that’s the title of the only topic under
this heading. Enter Displaying a string and click OK.
Add a topic below the new heading for Understanding Centering, whose ID is HID_CENTERING,
and remove the placeholder heading and topic. Save your changes, close Help Workshop,
compile ShowString.hpj in Developer Studio again, and test your Help. Choose Help, Help
Topics and expand each heading. You will see something like Figure 11.15.
FIG. 11.14
Add headings to the
Contents tab with Help
Workshop’s Edit
Contents Tab Entry
dialog box.
FIG. 11.15
After saving the .cnt file
and compiling the .hpj
file, display the new
table of contents by
choosing Help, Help
Topics.
Part
III
Ch
11
While you have the Help Topics dialog box open, click the Index tab. Figure 11.16 shows how
the K footnotes you entered throughout this section have all been added to the index. If it looks
a little sparse, you can always go to the .rtf files and add more keywords, remembering to
separate them with semicolons.
FIG. 11.16
The index has been
built from the K
footnotes in the .rtf
files.
Now the Help file for this application is complete, and you’ve arranged for the relevant sections
of the file to be displayed when the user requests online Help. You can apply these concepts to
your own application, and never again deliver an undocumented product. ●
C H A P T E R
In this chapter
Introducing Property Sheets 268
Creating the Property Sheet Demo Application 269
Running the Property Sheet Demo Application 279
Part
Adding Property Sheets to Your Applications 280 III
Changing Property Sheets to Wizards 281 Ch
12
Similar to property sheets are wizards, which use buttons instead of tabs to move from one
page to another. You’ve seen a lot of wizards, too. These special types of dialog boxes guide
users step by step through complicated processes. For example, when you use AppWizard to
generate source code for a new project, the wizard guides you through the entire process. To
control the wizard, you click buttons labeled Back, Next, and Finish.
Finding a sample property sheet is as easy as finding sand at the beach. Just click virtually any
Properties command or bring up an Options dialog in most applications. For example, Figure
12.1 shows the dialog box that you see when you choose Tools, Options from within Visual
C++. This property sheet contains 12 pages in all, each covering a different set of options.
FIG. 12.1
The Options properties
sheet contains many
tabbed pages.
N O T E Many people forget the difference between a property sheet and a property page. A
property sheet is a window that contains property pages. Property pages are windows that
hold controls. They appear on the property sheet. ■
As you can see, property sheets are a great way to organize many types of related options.
Gone are the days of dialog boxes so jam-packed with options that you needed a college-level
course just to figure them out. In the following sections, you’ll learn to program your own
tabbed property sheets by using MFC’s CPropertySheet and CPropertyPage classes.
1. Select the ResourceView tab in the project workspace window. Developer Studio displays
the ResourceView window (see Figure 12.3).
FIG. 12.3
The ResourceView tab
displays the
ResourceView window.
ResourceView window
ResourceView tab
2. In the ResourceView window, click the plus sign next to Propsheet Resources to display
the application’s resources. Click the plus sign next to Menu and then double-click the
IDR_MAINFRAME menu ID. Visual C++’s menu editor appears, displaying the
IDR_MAINFRAME menu generated by AppWizard.
3. Click the Property Sheet Demo application’s Edit menu (not Visual C++’s Edit menu)
and then press Delete to delete the Edit menu. A dialog box asks for verification of the
Delete command; click OK.
4. Double-click the About Propsheet… item in the Help menu to bring up its properties
dialog box. Change the caption to &About Property Sheet Demo. Pin the properties
dialog box in place by clicking the pushpin in the upper-left corner.
5. On the application’s File menu, delete all menu items except Exit.
6. Select the blank menu item at the end of the File menu, and change the caption to
&Property Sheet… and the command ID to ID_PROPSHEET (see Figure 12.4). Then use
your mouse to drag the new command above the Exit command so that it’s the first
command in the File menu.
FIG. 12.4
Add a Property Sheet
command to the File
menu.
7. Click the + next to Accelerator in the ResourceView window and highlight the
IDR_MAINFRAME accelerator ID. Press Delete to delete all accelerators from the applica-
tion.
8. Click the + next to Dialog in the ResourceView window. Double-click the IDD_ABOUTBOX
dialog box ID to bring up the dialog box editor.
Part
9. Modify the dialog box by clicking the title so that the properties box refers to the whole
dialog box. Change the caption to About Property Sheet Demo. III
10. Click the first static text string and change the caption to Property Sheet Demo, Ch
Version 1.0. Click the second and add Que Books to the end of the copyright string. 12
11. Add a third static string with the text Special Edition Using Visual C++ 6 so that your
About box resembles the one in Figure 12.5. Close the dialog box editor.
12. Click the + next to String Table in the ResourceView window. Double-click the String
Table ID to bring up the string table editor.
13. Double-click the IDR_MAINFRAME string and then change the first segment of the string to
Property Sheet Demo (see Figure 12.6). The meanings of these strings are discussed
in Chapter 15, “Building an ActiveX Server Application,” in the “Shortcomings of This
Server” section. The one you just changed is the Window Title, used in the title bar of
the application.
FIG. 12.5
The About box looks like
this.
FIG. 12.6
The first segment of the
IDR_MAINFRAME string
appears in your main
window’s title bar.
1. Click the New Dialog button on the Resource toolbar, or press Ctrl+1, to create a new
dialog box resource. The new dialog box, IDD_DIALOG1, appears in the dialog box editor.
This dialog box, when set up properly, will represent the first page of the property sheet.
2. Delete the OK and Cancel buttons by selecting each with your mouse and then pressing
Delete.
3. If the Properties box isn’t still up, bring it up by choosing View, Properties. Change the
ID of the dialog box to IDD_PAGE1DLG and the caption to Page 1 (see Figure 12.7).
FIG. 12.7
Change the caption and
resource ID of the new
dialog box.
4. Click the Styles tab of the dialog box’s property sheet. In the Style drop-down box select
Child, and in the Border drop-down box select Thin. Turn off the System Menu check
box. Your properties dialog box will resemble Figure 12.8.
The Child style is necessary because the property page will be a child window of the
property sheet. The property sheet itself will provide the container for the property Part
pages. III
Ch
FIG. 12.8
A property page uses 12
styles different from
those used in regular
dialog boxes.
5. Add an edit box to the property page, as shown in Figure 12.9. In most applications you
would change the resource ID from IDC_EDIT1, but for this demonstration application,
leave it unchanged.
6. Create a second property page by following steps 1 through 5 again. For this property
page, use the ID IDD_PAGE2DLG, a caption of Page 2, and add a check box rather than an
edit control (see Figure 12.10).
FIG. 12.9
A property page can
hold whatever controls
you like.
FIG. 12.10
The second property
page looks like this.
1. Make sure that the Page 1 property page is visible in the dialog box edit area and then
double-click it. If you prefer, choose View, ClassWizard from the menu bar. The MFC
ClassWizard property sheet appears, displaying the Adding a Class dialog box first
discussed in Chapter 2, “Dialogs and Controls.”
2. Select the Create New Class option and then click OK. The New Class dialog box
appears.
3. In the Name box, type CPage1. In the Base Class box, select CPropertyPage. (Don’t
accidentally select CPropertySheet.) Then click OK to create the class.
You’ve now associated the property page with an object of the CPropertyPage class,
which means that you can use the object to manipulate the property page as needed. The
CPropertyPage class will be especially important when you learn about wizards.
4. Select the Member Variables tab of the MFC ClassWizard property sheet. With
IDC_EDIT1 highlighted, click the Add Variable button. The Add Member Variable dialog
box appears.
5. Name the new member variable m_edit, as shown in Figure 12.11, and then click OK.
ClassWizard adds the member variable, which will hold the value of the property page’s
control, to the new CPage1 class.
Part
FIG 12.11 III
ClassWizard makes it
easy to connect Ch
controls on a dialog
box to member
12
variables of the class
representing the dialog
box.
6. Click OK on the MFC ClassWizard properties sheet to finalize the creation of the CPage1
class.
7. Follow steps 1 through 6 for the second property sheet. Name the class CPage2 and add
a Boolean member variable called m_check for the IDC_CHECK1 control, as shown in
Figure 12.12.
FIG. 12.12
The second property
page needs a Boolean
member variable called
m_checkbox.
1. Bring up ClassWizard and click the Add Class button. A tiny menu appears below the
button; choose New. The New Class dialog box appears.
2. In the Name box, type CPropSheet, select CPropertySheet in the Base Class box, and
then click OK.
3. ClassWizard creates the CPropSheet class. Click the MFC ClassWizard Properties
sheet’s OK button to finalize the class.
Mow you have three new classes—CPage1, CPage2, and CPropSheet—in your program. The
first two classes are derived from MFC’s CPropertyPage class, and the third is derived from
CPropertySheet. Although ClassWizard has created the basic source-code files for these new
classes, you still have to add code to the classes to make them work the way you want. Follow
these steps to complete the Property Sheet Demo application:
1. Click the ClassView tab to display the ClassView window. Expand the Propsheet classes,
as shown Figure 12.13.
2. Double-click CPropSheet to open the header file for your property sheet class. Because
the name of this class (CPropSheet) is so close to the name of the application as a whole
(PropSheet), you’ll find CPropSheet in PropSheet1.h, generated by ClassWizard when
you created the new class.
3. Add the following lines near the middle of the file, right before the CPropSheet class
declaration:
#include “page1.h”
#include “page2.h”
These lines give the CPropSheet class access to the CPage1 and CPage2 classes so that
the property sheet can declare member variables of these property page classes.
FIG. 12.13
The ClassView window
lists the classes that
make up your project.
4. Add the following lines to the CPropSheet class’s //Attributes section, right after the
public keyword:
CPage1 m_page1;
CPage2 m_page2;
These lines declare the class’s data members, which are the property pages that will be
Part
displayed in the property sheet.
5. Expand the CPropSheet class in the ClassView pane, and double-click the first construc-
III
tor, CPropSheet. Add these lines to it: Ch
AddPage(&m_page1);
AddPage(&m_page2);
12
This will add the two property pages to the property sheet whenever the sheet is
constructed.
6. The second constructor is right below the first; add the same lines there.
7. Double-click CPropsheetView in ClassView to edit the header file, and add the following
lines to the //Attributes section, right after the line CPropsheetDoc* GetDocument();:
protected:
CString m_edit;
BOOL m_check;
These lines declare two data members of the view class to hold the selections made in
the property sheet by users.
8. Add the following lines to the CPropsheetView constructor:
m_edit = “Default”;
m_check = FALSE;
These lines initialize the class’s data members so that when the property sheet appears,
these default values can be copied into the property sheet’s controls. After users change
the contents of the property sheet, these data members will always hold the last values
from the property sheet, so those values can be restored to the sheet when needed.
9. Edit CPropsheetView::OnDraw() so that it resembles Listing 12.1. The new code displays
the current selections from the property sheet. At the start of the program, the default
values are displayed.
10. At the top of PropsheetView.cpp, after the #include of propsheet.h, add another include
statement:
#include “propsheet1.h”
11. Bring up ClassWizard, click the Message Maps tab, and make sure that CPropsheetView
is selected in the Class Name box. In the Object IDs box, select ID_PROPSHEET, which is
the ID of the new item you added to the File menu. In the Messages box, select COMMAND.
Click Add Function to add a function that will handle the command message generated
when users choose this menu item. Name the function OnPropsheet(), as shown in
Figure 12.14.
FIG. 12.14
Use ClassWizard to add
the OnPropsheet()
member function.
The OnPropsheet() function is now associated with the Property Sheet command that
you previously added to the File menu. That is, when users select the Property Sheet
command, MFC calls OnPropsheet(), where you can respond to the command.
12. Click the Edit Code button to jump to the OnPropsheet() function, and add the lines
shown in Listing 12.2.
The code segment in Listing 12.2, discussed in more detail later in this chapter, creates
an instance of the CPropSheet class and sets the member variables of each of its pages. It
displays the sheet by using the familiar DoModal function first discussed in Chapter 2,
“Dialogs and Controls.” If users click OK, it updates the view member variables to reflect
Part
the changes made on each page and forces a redraw with a call to Invalidate().
III
Ch
Running the Property Sheet Demo Application 12
You’ve finished the complete application. Click the Build button on the Build minibar (or
choose Build, Build) to compile and link the application. Run it by choosing Build, Execute or
by clicking the Execute button on the Build minibar. When you do, you see the window shown
in Figure 12.15.
As you can see, the window displays two values—the default values for the controls in the
application’s property sheet. You can change these values by using the property sheet. Choose
File, Property Sheet; the property sheet appears (see Figure 12.16). The property sheet con-
tains two pages, each of which holds a single control. When you change the settings of these
controls and click the property sheet’s OK button, the application’s window displays the new
values. Try it!
FIG. 12.15
When it first starts, the
Property Sheet Demo
application displays
default values for the
property sheet’s
controls.
FIG. 12.16
The application’s
property sheet contains
two pages.
1. Create a dialog box resource for each page in the property sheet. These resources
should have the Child and Thin styles and should have no system menu.
2. Associate each property page resource with an object of the CPropertyPage class. You
can do this easily with ClassWizard. Connect controls on the property page to members
of the class you create.
3. Create a class for the property sheet, deriving the class from MFC’s CPropertySheet
class. You can generate this class by using ClassWizard.
4. In the property sheet class, add member variables for each page you’ll be adding to the
property sheet. These member variables must be instances of the property page classes
that you created in step 2.
5. In the property sheet’s constructor, call AddPage() for each page in the property sheet.
6. To display the property sheet, call the property sheet’s constructor and then call the
property sheet’s DoModal() member function, just as you would with a dialog box.
After you write your application and define the resources and classes that represent the prop-
erty sheet (or sheets—you can have more than one), you need a way to enable users to display
the property sheet when it’s needed. In Property Sheet Demo, this is done by associating a
menu item with a message-response function. However you handle the command to display the
property sheet, the process of creating the property sheet is the same. First, you must call the
property sheet class’s constructor, which Property Sheet Demo does like this:
CPropSheet propSheet(“Property Sheet”, this, 0);
Here, the program creates an instance of the CPropSheet class. This instance (or object) is
called propSheet. The three arguments are the property sheet’s title string, a pointer to the
parent window (which, in this case, is the view window), and the zero-based index of the first
page to display. Because the property pages are created in the property sheet’s constructor,
creating the property sheet also creates the property pages.
After you create the property sheet object, you can initialize the data members that hold the
values of the property page’s controls, which Property Sheet Demo does like this:
propSheet.m_page1.m_edit = m_edit;
propSheet.m_page2.m_checkbox = m_check;
Now it’s time to display the property sheet, which you do just as though it were a dialog box,
by calling the property sheet’s DoModal() member function:
int result = propSheet.DoModal();
DoModal() doesn’t take any arguments, but it does return a value indicating which button users
clicked to exit the property sheet. In a property sheet or dialog box, you’ll usually want to
process the information entered into the controls only if users clicked OK, which is indicated
Part
by a return value of IDOK. If users exit the property sheet by clicking the Cancel button, the
changes are ignored and the view or document member variables aren’t updated. III
Ch
When you run the Wizard Demo application, the main window appears, looking very much like
the Property Sheet Demo main window. The File menu now includes a Wizard item; choosing
File Wizard brings up the wizard shown in Figure 12.17.
FIG. 12.17
The Wizard Demo
application displays a
wizard rather than a
property sheet.
The wizard isn’t too fancy, but it does demonstrate what you need to know to program more
complex wizards. As you can see, this wizard has three pages. On the first page is an edit con-
trol and three buttons: Back, Next, and Cancel. The Back button is disabled because there’s no
previous page to go back to. The Cancel button enables users to dismiss the wizard at any time,
canceling whatever process the wizard was guiding users through. The Next button causes the
next page in the wizard to appear.
You can change whatever is displayed in the edit control if you like. However, the magic really
starts when you click the Next button, which displays Page 2 of the wizard (see Figure 12.18).
Page 2 contains a check box and the Back, Next, and Cancel buttons. Now the Back button is
enabled, so you can return to Page 1 if you want to. Go ahead and click the Back button. The
wizard tells you that the check box must be checked (see Figure 12.19). As you’ll soon see, this
feature of a wizard enables you to verify the contents of a specific page before allowing users to
advance to another step.
FIG. 12.18
In Page 2 of the wizard,
the Back button is
enabled.
After checking the check box, you can click the Back button to move back to Page 1 or click
Next to advance to Page 3. Assuming that you advance to Page 3, you see the display shown in
Figure 12.20. Here, the Next button has changed to the Finish button because you are on the
wizard’s last page. If you click the Finish button, the wizard disappears.
FIG. 12.19
You must select the
check box before the
wizard will let you leave
Page 2.
FIG. 12.20
This is the last page of
the Wizard Demo
Application’s wizard.
12
Displaying a Wizard
The File, Wizard command is caught by CWizView’s OnFileWizard() function. It’s very similar
to the OnPropSheet() function in the Property Sheet demo, as you can see from Listing 12.3.
The first difference is the call to SetWizardMode() before the call to DoModal(). This function
call tells MFC that it should display the property sheet as a wizard rather than as a conven-
tional property sheet. The only other difference is that users arrange for property sheet
changes to be accepted by clicking Finish, not OK, so this code checks for ID_WIZFINISH
rather than IDOK as a return from DoModal().
continues
OnSetActive() first gets a pointer to the wizard’s property sheet window, which is the page’s
parent window. Then the program calls the wizard’s SetWizardButtons() function, which
determines the state of the wizard’s buttons. SetWizardButtons() takes a single argument,
which is a set of flags indicating how the page should display its buttons. These flags are
PSWIZB_BACK, PSWIZB_NEXT, PSWIZB_FINISH, and PSWIZB_DISABLEDFINISH. Because the call to
SetWizardButtons() in Listing 12.4 includes only the PSWIZB_NEXT flag, only the Next button in
the page will be enabled.
Because the CPage2 class represents Page 2 of the wizard, its call to SetWizardButtons()
enables the Back and Next buttons by combining the appropriate flags with the bitwise OR
operator (|), like this:
parent->SetWizardButtons(PSWIZB_BACK | PSWIZB_NEXT);
Because Page 3 of the wizard is the last page, the CPage3 class calls SetWizardButtons() like
this:
parent->SetWizardButtons(PSWIZB_BACK | PSWIZB_FINISH);
This set of flags enables the Back button and provides a Finish button instead of a Next button.
To respond to the wizard’s buttons, you override the OnWizardBack(), OnWizardNext(), and
OnWizardFinish() member functions. Use the Message Maps tab of ClassWizard to do this;
you’ll find the names of these functions in the Messages window when a property page class is
selected in the Class Name box. When users click a wizard button, MFC calls the matching
function which does whatever is needed to process that page. An example is the way the wizard
in the Wizard Demo application won’t let you leave Page 2 until you’ve checked the check box.
This is accomplished by overriding the functions shown in Listing 12.5.
These functions demonstrate two ways to examine the check box on Page 2. OnWizardBack()
gets a pointer to the page’s check box by calling the GetDlgItem() function. With the pointer in
hand, the program can call the check box class’s GetCheck() function, which returns a 1 if the
check box is checked. OnWizardNext() calls UpdateData() to fill all the CPage2 member vari-
ables with values from the dialog box controls and then looks at m_check. In both functions, if
the box isn’t checked, the program displays a message box and returns –1 from the function.
Returning –1 tells MFC to ignore the button click and not change pages. As you can see, it is
simple to arrange for different conditions to leave the page in the Back or Next direction. ●
IV
ActiveX Applications and ActiveX Controls
13 ActiveX Concepts 289
C H A P T E R
ActiveX Concepts
In this chapter
The Purpose of ActiveX 290
Object Linking 292
Object Embedding 294
Containers and Servers 295
Toward a More Intuitive User Interface 296
The Component Object Model 298
Automation 299 Part
ActiveX Controls 300 IV
Ch
13
Windows has always been an operating system that allows several applications running at
once, and right from the beginning, programmers wanted to have a way for those applications
to exchange information while running. The Clipboard was a marvelous innovation, though, of
course, the user had to do a lot of the work. DDE (Dynamic Data Exchange) allowed applica-
tions to “talk” to each other but had some major limitations. Then came OLE 1 (Object Linking
and Embedding). Later there was OLE 2, and then Microsoft just called it OLE, until it moved
so far beyond its original roots that it was renamed ActiveX.
N O T E Experienced Windows users will probably be familiar with the examples presented in the
early part of this chapter. If you know what ActiveX can do for users and are interested in
why it works jump ahead to the “Component Object Model” section, which looks under the hood a
little. ■
ActiveX lets users and applications be document-centered, and this is probably the most impor-
tant thing about it. If a user wants to create an annual report, by choosing ActiveX-enabled
applications, the user stays focused on that annual report. Perhaps parts of it are being done
with Word and parts with Excel, but, to the user, these applications are not really the point.
This shift in focus is happening on many fronts and corresponds to a more object-oriented way
of thinking among many programmers. It seems more natural now to share work among sev-
eral different applications and arrange for them to communicate than to write one huge applica-
tion that can do everything.
Here’s a simple test to see whether you are document centered or application centered: How is
your hard drive organized?
The directory structure in Figure 13.1 is application centered: The directories are named for
the applications that were used to create the documents they hold. All Word documents are
together, even though they might be for very different clients or projects.
FIG. 13.1
An application-centered Microsoft Office
directory structure Word
arranges documents by Building Internet Apps
Using Visual C++
type. Acme Corp
Training
Web Pages
Excel
Journal
Sales estimates
Invoices
ABC Inc
Payroll System
Inventory System
Microsoft Developer Studio
ABC Inc Payroll System
ABC Inc Inventory System
The directory structure in Figure 13.2 is document centered: The directories are named for the
client or project involved. All the sales files are together, even though they can be accessed
with a variety of different applications.
FIG. 13.2
A document-centered Clients
Acme Corp
directory structure Training
arranges documents by Web Pages
meaning or content. Invoices
ABC Inc
Payroll System
Inventory System
Invoices
Books
Building Internet Apps
Using Visual C++
...
Overhead
Accounting
Part
Sales IV
Ch
13
If you’ve been using desktop computers long enough, you remember when using a program
involved a program disk and a data disk. Perhaps you remember installing software that de-
manded to know the data directory where you would keep all the files created with that prod-
uct. That was application-centered thinking, and it’s fast being supplanted by document-
centered thinking.
Why? What’s wrong with application-centered thinking? Well, where do you put the documents
that are used with two applications equally often? There was a time when each product could
read its own file formats and no others. But these days, the lines between applications are
blurring; a document created in one word processor can easily be read into another, a spread-
sheet file can be used as a database, and so on. If a client sends you a WordPerfect document
and you don’t have WordPerfect, do you make a \WORDPERFECT\DOCS directory to put it in,
or add it to your \MSOFFICE\WORD\DOCS directory? If you have your hard drive arranged in
a more document-centered manner, you can just put it in the directory for that client.
The Windows 95 interface, now incorporated into Windows NT as well, encourages document-
centered thinking by having users double-click documents to automatically launch the applica-
tions that created them. This wasn’t new—File Manager had that capability for years—but it
feels very different to double-click an icon that’s just sitting on the desktop than it does to start
an application and then double-click an entry in a list box. More and more it doesn’t matter
what application or applications were involved in creating this document; you just want to see
and change your data, and you want to do that quickly and simply.
After you become document-centered, you see the appeal of compound documents—files cre-
ated with more than one application. If your report needs an illustration, you create it in some
graphic program and then stick it in with your text when it’s done. If your annual report needs
a table, and you already have the numbers in a spreadsheet, you don’t retype them into the
table feature of your word processor or even import them; you incorporate them as a spread-
sheet excerpt, right in the middle of your text. This isn’t earth-shatteringly new, of course.
Early desktop publishing programs such as Ventura pulled together text and graphics from a
variety of sources into one complex compound document. What’s exciting is being able to do it
simply, intuitively, and with so many different applications.
Object Linking
Figure 13.3 shows a Word document with an Excel spreadsheet linked into it.
The entire file appears in your document. If you make a change in the file on disk, the change
is reflected in your document. You can edit the file in its own application by double-clicking it
within Word. The other application is launched to edit it, as shown in Figure 13.4. If you delete
the file from disk, your Word document still displays what the file last looked like, but you
aren’t able to edit it.
FIG. 13.3
A Microsoft Word
document can contain
a link to an Excel file.
FIG. 13.4
Double-clicking a linked
object launches the
application that
created it.
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You link files into your documents if you plan to use the same file in many documents and
contexts, because your changes to that file are automatically reflected everywhere that you
have linked it. Linking doesn’t increase the size of your document files dramatically because
only the location of the file and a little bit of presentation information needs to be kept in your
document.
Object Embedding
Embedding is similar to linking, but a copy of the object is made and placed into your docu-
ment. If you change the original, the changes aren’t reflected in your document. You can’t tell
by looking whether the Excel chart you see in your Word document is linked or embedded.
Figure 13.5 shows a spreadsheet embedded within a Word document.
FIG. 13.5
A file embedded within
another file looks just
like a linked file.
FIG. 13.6
Editing in place is the
magic of OLE
embedding.
You embed files into your documents if you plan to build a compound document and then use it
as a self-contained whole, without using the individual parts again. Changes you make don’t
affect any other files on your disk, not even the one you copied from in the first place. Embed-
ding makes your document much larger than it was, but you can delete the original if space is a
problem.
If your application is a container app, it doesn’t take any time at all. Tell your users to link or
embed in an Excel sheet and let Excel do the work. If they don’t own a copy of Excel, they need
some spreadsheet application that can be an ActiveX server. You get to piggyback on the effort
of other developers.
It’s not just spreadsheets, either. What if users want a scratch pad, a place to scribble a few
notes? Let them embed a Word document. (What about bitmaps and other illustrations?
Microsoft Paint, or a more powerful graphics package if they have one, and it can act as an
ActiveX server.) You don’t have to concern yourself with adding functionality like this to your
programs because you can just make your application a container and your users can embed
whatever they want without any more work on your part.
Why would you develop a server application, then? Look back over the reasons for writing a
container application. A lot of users are going to contact developers asking for a feature to be
added, and be told they can have that feature immediately—they just need an application that
does spreadsheets, text, pictures, or whatever, and can act as an ActiveX server. If your applica-
tion is an ActiveX server, people will buy it so that they can add its functionality to their con-
tainer apps.
Together, container and server apps enable users to build the documents they want. They
represent a move toward building-block software and a document-centered approach to work.
If you want your application to carry the Windows 95 logo, it must be a server, a container, or
both. But there is much more to ActiveX than linking and embedding.
A copy of the block is now embedded into the document. If you choose Paste Link, changes in
the spreadsheet are reflected immediately in the Word document, not just when you save them.
(You might have to click the selection in Word to update it.) This is true even if the spreadsheet
has no name and has never been saved. Tr y it yourself! This is certainly better than saving
dummy files just to embed them into compound documents and then deleting them, isn’t it?
FIG. 13.7
The Paste Special
dialog box is used to
link or embed selected
portions of a docu-
ment.
Another way to embed part of a document into another is drag and drop. This is a user-
interface paradigm that works in a variety of contexts. You click something (an icon, a high-
lighted block of text, a selection in a list box) and hold the mouse button down while moving it.
The item you clicked moves with the mouse, and when you let go of the mouse button, it drops
to the new location. That’s very intuitive for moving or resizing windows, but now you can use
it to do much, much more. For example, here’s how that Excel-in-Word example would be done
with drag and drop:
The selected block is embedded into the Word document. If you double-click it, you are editing
in place with Excel. Drag and drop also works within a document to move or copy a selection.
TIP The block is moved by default, which means it is deleted from the Excel sheet. If you want a copy, hold
down the Ctrl key while dragging, and release the mouse button before the Ctrl key. Part
IV
You can also use drag and drop with icons. On your desktop, if you drag a file to a folder, it is
Ch
moved there. (Hold down Ctrl while dragging to copy it.) If you drag it to a program icon, it is
opened with that program. This is very useful when you have a document you use with two 13
applications. For example, pages on the World Wide Web are HTML documents, often created
with an HTML editor but viewed with a World Wide Web browser such as Netscape Navigator
or Microsoft Internet Explorer. If you double-click an HTML document icon, your browser is
launched to view it. If you drag that icon onto the icon for your HTML editor, the editor is
launched and opens the file you dragged. After you realize you can do this, you will find your
work speeds up dramatically.
All of this is ActiveX, and all of this requires a little bit of work from programmers to make it
happen. So what’s going on?
COM is a binary standard for Windows objects. That means that the executable code (in a DLL
or EXE) that describes an object can be executed by other objects. Even if two objects were
written in different languages, they are able to interact using the COM standard.
N O T E Because the code in a DLL executes in the same process as the calling code, it’s the
fastest way for applications to communicate. When two separate applications communi-
cate through COM, function calls from one application to another must be marshaled: COM gathers up
all the parameters and invokes the function itself. A standalone server (EXE) is therefore slower than an
in-process server (DLL). ■
The IUnknown interface has only one purpose: finding other interfaces. It has a function called
QueryInterface() that takes an interface ID and returns a pointer to that interface for this
object. All the other interfaces inherit from IUnknown, so they have a QueryInterface() too,
and you have to write the code—or you would if there was no MFC. MFC implements a num-
ber of macros that simplify the job of writing interfaces and their functions, as you will shortly
see. The full declaration of IUnknown is in Listing 13.1. The macros take care of some of the
work of declaring an interface and won’t be discussed here. There are three functions de-
clared: QueryInterface(), AddRef(), and Release(). These latter two functions are used to
keep track of which applications are using an interface. All three functions are inherited by all
interfaces and must be implemented by the developer of the interface.
END_INTERFACE
};
Automation
An Automation server lets other applications tell it what to do. It exposes functions and data,
called methods and properties. For example, Microsoft Excel is an Automation server, and pro-
grams written in Visual C++ or Visual Basic can call Excel functions and set properties like
column widths. That means you don’t need to write a scripting language for your application
any more. If you expose all the functions and properties of your application, any programming
language that can control an Automation server can be a scripting language for your applica-
tion. Your users may already know your scripting language. They essentially will have no learn-
ing curve for writing macros to automate your application (although they will need to learn the
names of the methods and properties you expose).
The important thing to know about interacting with automation is that one program is always in
control, calling the methods or changing the properties of the other running application. The
application in control is called an Automation controller. The application that exposes methods
and functions is called an Automation server. Excel, Word, and other members of the Microsoft Part
Office suite are Automation servers, and your programs can use the functions of these applica- IV
tions to really save you coding time.
Ch
For example, imagine being able to use the function called by the Word menu item Format,
Change Case to convert the blocks of text your application uses to all uppercase, all lowercase,
13
sentence case (the first letter of the first word in each sentence is uppercase, the rest are not),
or title case (the first letter of every word is uppercase; the rest are not).
The description of how automation really works is far longer and more complex than the inter-
face summary of the previous section. It involves a special interface called IDispatch, a simpli-
fied interface that works from a number of different languages, including those like Visual
Basic that can’t use pointers. The declaration of IDispatch is shown in Listing 13.2.
};
Although IDispatch seems more complex than IUnknown, it declares only a few more func-
tions: GetTypeInfoCount(), GetTypeInfo(), GetIDsOfNames(), and Invoke(). Because it inher-
its from IUnknown, it has also inherited QueryInterface(), AddRef(), and Release(). They are
all pure virtual functions, so any COM class that inherits from IDispatch must implement
these functions. The most important of these is Invoke(), used to call functions of the Automa-
tion server and to access its properties.
ActiveX Controls
ActiveX controls are tiny little Automation servers that load in process. This means they are
remarkably fast. They were originally called OLE Custom Controls and were designed to re-
place VBX controls, 16-bit controls written for use in Visual Basic and Visual C++. (There are a
number of good technical reasons why the VBX technology could not be extended to the 32-bit
world.) Because OLE Custom Controls were traditionally kept in files with the extension .OCX,
many people referred to an OLE Custom Control as an OCX control or just an OCX. Although
the OLE has been supplanted by ActiveX, ActiveX controls produced by Visual C++ 6.0 are still
kept in files with the .OCX extension.
The original purpose of VBX controls was to allow programmers to provide unusual interface
controls to their users. Controls that looked like gas gauges or volume knobs became easy to
develop. But almost immediately, VBX programmers moved beyond simple controls to mod-
ules that involved significant amounts of calculation and processing. In the same way, many
ActiveX controls are far more than just controls; they are components that can be used to build
powerful applications quickly and easily.
N O T E If you have built an OCX in earlier versions of Visual C++, you might think it is a difficult
thing to do. The Control Developer Kit, now integrated into Visual C++, takes care of the
ActiveX aspects of the job and allows you to concentrate on the calculations, display, or whatever else
it is that makes your control worth using. The ActiveX Control Wizard makes getting started with an
empty ActiveX control simple. ■
Because controls are little Automation servers, they need to be used by an Automation control-
ler, but the terminology is too confusing if there are controls and controllers, so we say that
ActiveX controls are used by container applications. Visual C++ and Visual Basic are both con-
tainer applications, as are many members of the Office suite and many non-Microsoft products.
In addition to properties and methods, ActiveX controls have events. To be specific, a control is
said to fire an event, and it does so when there is something that the container needs to be
aware of. For example, when the user clicks a portion of the control, the control deals with it,
perhaps changing its appearance or making a calculation, but it may also need to pass on word
of that click to the container application so that a file can be opened or some other container
action can be performed.
This chapter has given you a brief tour through the concepts and terminology used in ActiveX
technology, and a glimpse of the power you can add to your applications by incorporating
ActiveX into them. The remainder of the chapters in this part lead you through the creation of
ActiveX applications, using MFC and the wizards in Visual C++. ●
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C H A P T E R
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You can obtain a rudimentary ActiveX container by asking AppWizard to make you one, but it
will have a lot of shortcomings. A far more difficult task is to understand how an ActiveX con-
tainer works and what you have to do to really use it. In this chapter, by turning the ShowString
application of earlier chapters into an ActiveX container and then making it a truly functional
container, you get a backstage view of ActiveX in action. Adding drag-and-drop support brings
your application into the modern age of intuitive, document-centered user interface design. If
you have not yet read Chapter 13, “ActiveX Concepts,” it would be a good idea to read it before
this one. As well, this chapter will not repeat all the instructions of Chapter 8, “Building a Com-
plete Application: ShowString,” so you should have read that chapter or be prepared to refer to
it as you progress through this one.
Changing ShowString
ShowString was built originally in Chapter 8, “Building a Complete Application: ShowString,”
and has no ActiveX support. You could make the changes by hand to implement ActiveX con-
tainer support, but there would be more than 30 changes. It’s quicker to build a new
ShowString application—this time asking for ActiveX container support—and then make
changes to that code to get the ShowString functionality again.
N O T E Even though the technology is now called ActiveX, the AppWizard dialog boxes refer to
compound document support. Also, many of the classnames that are used throughout this
chapter have Ole in their names, and comments refer to OLE. Although Microsoft has changed the
name of the technology, it has not propagated that change throughout Visual C++ yet. You have to live
with these contradictions for a while. ■
There are many differences between the application you just built and a do-nothing application
without ActiveX container support. The remainder of this section explains these differences
and their effects.
Menus There’s another menu, called IDR_SHOWSTTYPE_CNTR_IP, shown in Figure 14.1. The
name refers to a container whose contained object is being edited in place. During in-place
editing, the menu bar is built from the container’s in-place menu and the server’s in-place
menu. The pair of vertical bars in the middle of IDR_SHOWSTTYPE_CNTR_IP are separators; the
server menu items will be put between them. This is discussed in more detail in Chapter 15,
“Building an ActiveX Server Application.”
FIG. 14.1
AppWizard adds
another menu for
editing in place.
The IDR_SHOWSTTYPE Edit menu, shown in Figure 14.2, has four new items:
FIG. 14.2
AppWizard adds items
to the Edit menu of the
IDR_SHOWSTTYPE
resource.
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■ Paste Special. The user chooses this item to insert an item into the container from the
14
Clipboard.
■ Insert New Object. Choosing this item opens the Insert Object dialog box, shown in
Figures 14.3 and 14.4, so the user can insert an item into the container.
FIG. 14.3
The Insert Object dialog
box can be used to
embed new objects.
FIG. 14.4
The Insert Object dialog
box can be used to
embed or link objects
that are in a file.
■ Links. When an object has been linked into the container, choosing this item opens the
Links dialog box, shown in Figure 14.5, to allow control of how the copy of the object is
updated after a change is saved to the file.
■ <<OLE VERBS GO HERE>>. Each kind of item has different verbs associated with it,
like Edit, Open, or Play. When a contained item has focus, this spot on the menu is
replaced by an object type like those in the Insert Object dialog box, with a menu
cascading from it that lists the verbs for this type, like the one shown in Figure 14.6.
FIG. 14.5
The Links dialog box
controls the way linked
objects are updated.
FIG. 14.6
Each object type adds
a cascading menu item
to the Edit menu when
it has focus.
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Still in CShowStringApp::InitInstance(), after the MultiDocTemplate is initialized but before
the call to AddDocTemplate(), this line is added to register the menu used for in-place editing: 14
pDocTemplate->SetContainerInfo(IDR_SHOWSTTYPE_CNTR_IP);
CntrItem.h describes the container item class, CShowStringCntrItem, discussed later in this
chapter. Still in ShowStringDoc.cpp, the macros in Listing 14.2 have been added to the mes-
sage map.
■ Edit, Paste
■ Edit, Paste Link
■ Edit, Links
■ The OLE verbs section, including the Convert verb
The new macros also handle Convert and Edit, Links. Notice that the messages are handled by
functions of COleDocument and don’t have to be written by you.
This turns on the use of compound files. CShowStringDoc::Serialize() has a line added as
well:
COleDocument::Serialize(ar);
This call to the base class Serialize() takes care of serializing all the contained objects, with
no further work for you.
CShowStringView The view class, CShowStringView, includes CntrItem.h just as the docu-
ment does. The view class has these new entries in the message map:
ON_WM_SETFOCUS()
ON_WM_SIZE()
ON_COMMAND(ID_OLE_INSERT_NEW, OnInsertObject)
ON_COMMAND(ID_CANCEL_EDIT_CNTR, OnCancelEditCntr)
These are in addition to the messages caught by the view before it was a container. These
catch WM_SETFOCUS, WM_SIZE, the menu item Edit, Insert New Object, and the cancellation of
editing in place. An accelerator has already been added to connect this message to the Esc key.
In ShowStringView.h, a new member variable has been added, as shown in Listing 14.3.
This new member variable shows up again in the view constructor, Listing 14.4, and the re-
vised OnDraw(), Listing 14.5.
continues
if (m_pSelection == NULL)
{
POSITION pos = pDoc->GetStartPosition();
m_pSelection = (CShowStringCntrItem*)pDoc->GetNextClientItem(pos);
}
if (m_pSelection != NULL)
m_pSelection->Draw(pDC, CRect(10, 10, 210, 210));
}
The code supplied for OnDraw() draws only a single contained item. It doesn’t draw any native
data—in other words, elements of ShowString that are not contained items. At the moment
there is no native data, but after the string is added to the application, OnDraw() is going to
have to draw it. What’s more, this code only draws one contained item, and it does so in an
arbitrary rectangle. OnDraw() is going to see a lot of changes as you work through this chapter.
The view class has gained a lot of new functions. They are as follows:
■ OnInitialUpdate()
■ IsSelected()
■ OnInsertObject()
■ OnSetFocus()
■ OnSize()
■ OnCancelEditCntr()
OnInitialUpdate() OnInitialUpdate()is called just before the very first time the view is to be
displayed. The boilerplate code (see Listing 14.6) is pretty dull.
The base class OnInitialUpdate() calls the base class OnUpdate(), which calls Invalidate(),
requiring a full repaint of the client area.
This function is passed a pointer to a container item. If that pointer is the same as the current
selection, it returns TRUE.
OnInsertObject() OnInsertObject()is called when the user chooses Edit, Insert New Object.
It’s quite a long function, so it is presented in parts. The overall structure is presented in
Listing 14.8.
// Tidy up.
IV
} Ch
14
Each comment here is replaced with a small block of code, discussed in the remainder of this
section. The TRY and CATCH statements, by the way, are on old-fashioned form of exception
handling, discussed in Chapter 26, “Exceptions and Templates.”
First, this function displays the Insert Object dialog box, as shown in Listing 14.9.
If the user clicks Cancel, this function returns and nothing is inserted. If the user clicks OK,
the cursor is set to an hourglass while the rest of the processing occurs.
This code makes sure there is a document, even though the menu item is enabled only if there
is one, and then creates a new container item, passing it the pointer to the document. As you
see in the CShowStringCntrItem section, container items hold a pointer to the document that
contains them.
ASSERT_VALID(pItem);
The code in Listing 14.11 calls the CreateItem() function of the dialog class,
COleInsertDialog. That might seem like a strange place to keep such a function, but the func-
tion needs to know all the answers that were given on the dialog box. If it was a member of
another class, it would have to interrogate the dialog for the type and filename, find out
whether it was linked or embedded, and so on. It calls member functions of the container item
like CreateLinkFromFile(), CreateFromFile(), CreateNewItem(), and so on. So it’s not that
the code has to actually fill the object from the file that is in the dialog box, but rather that the
work is partitioned between the objects instead of passing information back and forth between
them.
Then, one question is asked of the dialog box: Was this a new item? If so, the server is called to
edit it. Objects created from a file can just be displayed.
Finally, the selection is updated and so are the views, as shown in Listing 14.12.
If the creation of the object failed, execution ends up in the CATCH block, shown in Listing 14.13.
This deletes the item that was created and gives the user a message box. Part
OnSetFocus() OnSetFocus(), shown in Listing 14.14, is called whenever this view gets focus. 14
CView::OnSetFocus(pOldWnd);
}
If there is an active item and its server is loaded, that active item gets focus. If not, focus re-
mains with the old window, and it appears to the user that the click was ignored.
OnSize() OnSize(), shown in Listing 14.15, is called when the application is resized by the
user.
This resizes the view using the base class function, and then, if there is an active item, tells it to
adjust to the resized view.
OnCancelEditCntr() OnCancelEditCntr() is called when a user who has been editing in place
presses Esc. The server must be closed, and the object stops being active. The code is shown
in Listing 14.16.
if (pActiveItem != NULL)
{
pActiveItem->Close();
}
ASSERT(GetDocument()->GetInPlaceActiveItem(this) == NULL);
}
■ A constructor ■ OnGetItemPosition()
■ A destructor ■ OnDeactivateUI()
■ GetDocument() ■ OnChangeItemPosition()
■ GetActiveView() ■ AssertValid()
■ OnChange() ■ Dump()
■ OnActivate() ■ Serialize()
The constructor simply passes the document pointer along to the base class. The destructor
does nothing. GetDocument() and GetActiveView() are inline functions that return member
variables inherited from the base class by calling the base class function with the same name
and casting the result.
OnChange() is the first of these functions that has more than one line of code (see Listing
14.17).
COleClientItem::OnChange(nCode, dwParam);
GetDocument()->UpdateAllViews(NULL); 14
// for now just update ALL views/no hints
}
Actually, there are only three lines of code. The comments are actually more useful than the
code. When the user changes the contained item, the server notifies the container. Calling
UpdateAllViews() is a rather drastic way of refreshing the screen, but it gets the job done.
OnActivate() (shown in Listing 14.18) is called when a user double-clicks an item to activate it
and edit it in place. ActiveX objects are usually outside-in, which means that a single click of the
item selects it but doesn’t activate it. Activating an outside-in object requires a double-click, or a
single click followed by choosing the appropriate OLE verb from the Edit menu.
COleClientItem::OnActivate();
}
This code makes sure that the current view is valid, closes the active items, if any, and then
activates this item.
OnGetItemPosition() (shown in Listing 14.19) is called as part of the in-place activation pro-
cess.
Like OnChange(), the comments are more useful than the actual code. At the moment, the
View’s OnDraw() function draws the contained object in a hard-coded rectangle, so this function
returns that same rectangle. You are instructed to write code that asks the active view where
the object is.
OnDeactivateUI() (see Listing 14.20) is called when the object goes from being active to inac-
tive.
Although the default behavior for contained objects is outside-in, as discussed earlier, you can
write inside-out objects. These are activated simply by moving the mouse pointer over them;
clicking the object has the same effect that clicking that region has while editing the object.
For example, if the contained item is a spreadsheet, clicking might select the cell that was
clicked. This can be really nice for the user, who can completely ignore the borders between
the container and the contained item, but it is harder to write.
OnChangeItemPosition() is called when the item is moved during in-place editing. It, too,
contains mostly comments, as shown in Listing 14.21.
// TODO: update any cache you may have of the item’s rectangle/extent
return TRUE;
}
This code is supposed to handle moving the object, but it doesn’t really. That’s because
OnDraw() always draws the contained item in the same place.
AssertValid() is a debug function that confirms this object is valid; if it’s not, an ASSERT will
fail. ASSERT statements are discussed in Chapter 24, “Improving Your Application’s Perfor-
mance.” The last function in CShowStringCntrItem is Serialize(), which is called by
COleDocument::Serialize(), which in turn is called by the document’s Serialize(), as you’ve
already seen. It is shown in Listing 14.22.
All this code does at the moment is call the base class function. COleDocument::Serialize()
stores or loads a number of counters and numbers to keep track of several different contained
items, and then calls helper functions such as WriteItem() or ReadItem() to actually deal with
the item. These functions and the helper functions they call are a bit too “behind-the-scenes”
for most people, but if you’d like to take a look at them, they are in the MFC source folder
(C:\Program Files\Microsoft Visual Studio\VC98\MFC\SRC on many installations) in the file
olecli1.cpp. They do their job, which is to serialize the contained item for you.
Shortcomings of This Container This container application isn’t ShowString yet, of course,
but it has more important things wrong with it. It isn’t a very good container, and that’s a direct
result of all those TODO tasks that haven’t been accomplished. Still, the fact that it is a function-
ing container is a good measure of the power of the MFC classes COleDocument and
COleClientItem. So why not build the application now and run it? After it’s running, choose
Edit, Insert New Object and insert a bitmap image. Now that you’ve seen the code, it shouldn’t
be a surprise that Paint is immediately launched to edit the item in place, as you see in
Figure 14.7.
FIG. 14.7
The boilerplate
container can contain
items and activate
them for in-place
editing, like this bitmap
image being edited in
Paint.
Click outside the bitmap to deselect the item and return control to the container; you see that
nothing happens. Click outside the document, and again nothing happens. You’re probably
asking yourself, “Am I still in ShowString?” Choose File, New, and you see that you are. The
Paint menus and toolbars go away, and a new ShowString document is created. Click the
bitmap item again, and you are still editing it in Paint. How can you insert another object into
the first document when the menus are those of Paint? Press Esc to cancel in-place editing so
the menus become ShowString menus again. Insert an Excel chart into the container, and the
bitmap disappears as the new Excel chart is inserted, as shown in Figure 14.8. Obviously, this
container leaves a lot to be desired. Part
Press Esc to cancel the in-place editing, and notice that the view changes a little, as shown in
IV
Figure 14.9. That’s because CShowStringView::OnDraw() draws the contained item in a Ch
200×200 pixel rectangle, so the chart has to be squeezed a little to fit into that space. It is the
server—Excel, in this case—that decides how to fit the item into the space given to it by the
14
container.
FIG. 14.8
Inserting an Excel chart
gets you a default chart,
but it completely covers
the old bitmap.
FIG. 14.9
Items can look quite
different when they are
not active.
As you can see, there’s a lot to be done to make this feel like a real container. But first, you
have to turn it back into ShowString.
1. In ShowStringDoc.h, add the private member variables and public Get functions to the
class.
2. In CShowStringDoc::Serialize(), paste the code that saves or restores these member
variables. Leave the call to COleDocument::Serialize() in place.
3. In CShowStringDoc::OnNewDocument(), paste the code that initializes the member
variables.
4. In CShowStringView::OnDraw(), add the code that draws the string before the code that
handles the contained items. Remove the TODO task about drawing native data.
5. Copy the Tools menu from the old ShowString to the new container ShowString. Choose
File, Open to open the old ShowString.rc, open the IDR_SHOWSTTYPE menu, click the
Tools menu, and choose Edit, Copy. Open the new ShowString’s IDR_SHOWSTTYPE menu,
click the Window menu, and choose Edit, Paste. Don’t paste it into the
IDR_SHOWSTTYPE_CNTR_IP menu.
6. Add the accelerator Ctrl+T for ID_TOOLS_OPTIONS as described in Chapter 8, “Building a
Complete Application: ShowString.” Add it to the IDR_MAINFRAME accelerator only.
7. Delete the IDD_ABOUTBOX dialog box from the new ShowString. Copy IDD_ABOUTBOX and
IDD_OPTIONS from the old ShowString to the new.
8. While IDD_OPTIONS has focus, choose View, Class Wizard. Create the COptionsDialog
class as in the original ShowString.
9. Use the Class Wizard to connect the dialog controls to COptionsDialog member
variables, as described in Chapter 10.
10. Use the Class Wizard to arrange for CShowStringDoc to catch the ID_TOOLS_OPTIONS
command.
11. In ShowStringDoc.cpp, replace the Class Wizard version of
CShowStringDoc::OnToolsOptions() with the OnToolsOptions() from the old
ShowString, which puts up the dialog box.
12. In ShowStringDoc.cpp, add #include “OptionsDialog.h” after the #include statements
already present.
Build the application, fix any typos or other simple errors, and then execute it. It should run as Part
before, saying Hello, world! in the center of the view. Convince yourself that the Options IV
dialog box still works and that you have restored all the old functionality. Then resize the appli-
cation and the view as large as possible, so that when you insert an object it doesn’t land on the Ch
string. Insert an Excel chart as before, and press Esc to stop editing in place. There you have 14
it: A version of ShowString that is also an ActiveX container. Now it’s time to get to work mak-
ing it a good container.
The first step is to add a member variable to the container item (CShowStringCntrItem) defini-
tion in CntrItem.h, to hold the rectangle occupied by this container item. Right-click
CShowStringCntrItem in ClassView and choose Add Member Variable. The variable type is
CRect, the declaration is m_rect; leave the access public.
m_rect needs to be initialized in a function that is called when the container item is first used
and then never again. Whereas view classes have OnInitialUpdate() and document classes
have OnNewDocument(), container item classes have no such called-only-once function except
the constructor. Initialize the rectangle in the constructor, as shown in Listing 14.23.
The numerical values used here are those in the boilerplate OnDraw() provided by AppWizard.
Now you need to start using the m rect member variable and setting it. The functions affected
are presented in the same order as in the earlier section, CShowStringView.
is called when the user moves the item. This is where m_rect is changed from the initial value.
Remove the comments and add code immediately after the call to the base class function,
COleClientItem::OnChangeItemPosition(). The code to add is:
m_rect = rectPos;
GetDocument()->SetModifiedFlag();
GetDocument()->UpdateAllViews(NULL);
Build and execute the application, insert a bitmap, and scribble something in it. Press Esc to
cancel editing in place, and your scribble shows up in the top-right corner, next to Hello,
world!. Choose Edit, Bitmap Image Object and then Edit. (Choosing Open allows you to edit it
in a different window.) Use the resizing handles that appear to drag the image over to the left,
and then press Esc to cancel in-place editing. The image is drawn at the new position, as ex-
pected.
Now for the tracker rectangle. The Microsoft tutorials recommend writing a helper function, Part
SetupTracker(), to handle this. Add these lines to CShowStringView::OnDraw(), just after the
call to m_pSelection->Draw():
IV
Ch
CRectTracker trackrect;
SetupTracker(m_pSelection,&trackrect);
trackrect.Draw(pDC);
14
CAUTION
The one-line statement after the if was not in brace brackets before; don’t forget to add them. The entire
if statement should look like this:
if (m_pSelection != NULL)
{
m_pSelection->Draw(pDC, m_pSelection->m_rect);
CRectTracker trackrect;
SetupTracker(m_pSelection,&trackrect);
trackrect.Draw(pDC);
}
Add the following public function to ShowStringView.h (inside the class definition):
void SetupTracker(CShowStringCntrItem* item,
CRectTracker* track);
Add the code in Listing 14.25 to ShowStringView.cpp immediately after the destructor.
if (item == m_pSelection)
{
track->m_nStyle |= CRectTracker::resizeInside;
}
if (item->GetType() == OT_LINK)
{
track->m_nStyle |= CRectTracker::dottedLine;
}
else
{
track->m_nStyle |= CRectTracker::solidLine;
}
if (item->GetItemState() == COleClientItem::openState ||
item->GetItemState() == COleClientItem::activeUIState)
{
track->m_nStyle |= CRectTracker::hatchInside;
}
}
This code first sets the tracker rectangle to the container item rectangle. Then it adds styles to
the tracker. The styles available are as follows:
This code first compares the pointers to this item and the current selection. If they are the
same, this item is selected and it gets resize handles. It’s up to you whether these handles go
on the inside or the outside. Then this code asks the item whether it is linked (dotted line) or
not (solid line.) Finally, it adds hatching to active items.
Build and execute the application, and try it out. You still cannot edit the contained item by
double-clicking it; choose Edit from the cascading menu added at the bottom of the Edit menu.
You can’t move and resize an inactive object, but if you activate it, you can resize it while active.
Also, when you press Esc, the inactive object is drawn at its new position.
Hit Testing
You need to write a helper function that returns a pointer to the contained item that the user
clicked, or NULL if the user clicked an area of the view that has no contained item. This function
runs through all the items contained in the document. Add the code in Listing 14.26 to
ShowStringView.cpp immediately after the destructor.
TIP Don’t forget to add the declaration of this public function to the header file.
This function is given a CPoint that describes the point on the screen where the user clicked.
Each container item has a rectangle, m_rect, as you saw earlier, and the CRect class has a mem-
ber function called PtInRect() that takes a CPoint and returns TRUE if the point is in the rect-
angle or FALSE if it is not. This code simply loops through the items in this document, using the
OLE document member function GetNextClientItem(), and calls PtInRect() for each.
What happens if there are several items in the container, and the user clicks at a point where
two or more overlap? The one on top is selected. That’s because GetStartPosition() returns a
pointer to the bottom item, and GetNextClientItem() works its way up through the items. If
two items cover the spot where the user clicked, pHitItem is set to the lower one first, and then
on a later iteration of the while loop, it is set to the higher one. The pointer to the higher item
is returned.
if (m_pSelection == NULL)
{
POSITION pos = pDoc->GetStartPosition();
m_pSelection = (CShowStringCntrItem*)pDoc->GetNextClientItem(pos);
}
if (m_pSelection != NULL)
{
m_pSelection->Draw(pDC, m_pSelection->m_rect);
CRectTracker trackrect;
SetupTracker(m_pSelection,&trackrect);
trackrect.Draw(pDC);
}
if (pCurrentItem == m_pSelection )
{
CRectTracker trackrect;
SetupTracker(pCurrentItem,&trackrect);
trackrect.Draw(pDC);
}
}
Now each item is drawn, starting from the bottom and working up, and if it is selected, it gets a
tracker rectangle.
FIG. 14.10
Add a function to
handle left mouse
button clicks.
Part
IV
Ch
14
Add the code in Listing 14.29 to the empty OnLButtonDown() that Add Windows Message Han-
dler generated.
CRectTracker track;
SetupTracker(pHitItem, &track);
UpdateWindow();
if (track.Track(this,point))
{
Invalidate();
pHitItem->m_rect = track.m_rect;
GetDocument()->SetModifiedFlag();
}
}
This code determines which item has been selected and sets it. (SetSelection() isn’t written
yet.) Then, if something has been selected, it draws a tracker rectangle around it and calls
CRectTracker::Track(), which allows the user to resize the rectangle. After the resizing, the
item is sized to match the tracker rectangle and is redrawn.
SetSelection() is pretty straightforward. Add the definition of this public member function to
the header file, ShowStringView.h, and the code in Listing 14.30 to ShowStringView.cpp.
When the selection is changed, any item that is being edited in place should be closed.
SetSelection() checks that the item passed in represents a change, and then gets the active
object from the document and closes that object. Then it calls for a redraw and sets
m_pSelection. Build and execute ShowString, insert an object, and press Esc to stop in-place
editing. Click and drag to move the inactive object, and insert another. You should see some-
thing like Figure 14.11. Notice the resizing handles around the bitmap, indicating that it is
selected.
FIG. 14.11
ShowString can now
hold multiple items,
and the user can move
and resize them
intuitively.
You might have noticed that the cursor doesn’t change as you move or resize. That’s because
you didn’t tell it to. Luckily, it’s easy to tell it this: CRectTracker has a SetCursor() member
function, and all you need to do is call it when a WM_SETCURSOR message is sent. Again, it should
be the view that catches this message; right-click CShowStringView in ClassView, and choose
Add Windows Message Handler from the shortcut menu. Click WM_SETCURSOR in the New
Windows Messages/Events box on the left; then click Add and Edit to add a handler function
and edit the code immediately. Add the code in Listing 14.31 to the empty function that was
generated for you.
Part
Listing 14.31 ShowStringView.cpp—CShowStringView::OnSetCursor() IV
BOOL CShowStringView::OnSetCursor(CWnd* pWnd, UINT nHitTest,
UINT message)
Ch
{
if (pWnd == this && m_pSelection != NULL)
14
{
CRectTracker track;
continues
This code does nothing unless the cursor change involves this view and there is a selection. It
gives the tracking rectangle’s SetCursor() function a chance to change the cursor because the
tracking object knows where the rectangle is and whether the cursor is over a boundary or
sizing handle. If SetCursor() didn’t change the cursor, this code lets the base class handle it.
Build and execute ShowString, and you should see cursors that give you feedback as you move
and resize.
Handling Double-Clicks
When a user double-clicks a contained item, the primary verb should be called. For most ob-
jects, the primary verb is to Edit in place, but for some, such as sound files, it is Play. Arrange
as before for CShowStringView to catch the WM_LBUTTONDBLCLK message, and add the code in
Listing 14.32 to the new function.
if( m_pSelection)
{
if (GetKeyState(VK_CONTROL) < 0)
{
m_pSelection->DoVerb(OLEIVERB_OPEN, this);
}
else
{
m_pSelection->DoVerb(OLEIVERB_PRIMARY, this);
}
}
CView::OnLButtonDblClk(nFlags, point);
}
First, this function handles the fact that this item has been clicked; calling OnLButtonDown()
draws the tracker rectangle, sets m_pSelection, and so on. Then, if the user holds down Ctrl
while double-clicking, the item is opened; otherwise, the primary verb is called. Finally, the
base class function is called. Build and execute ShowString and try double-clicking. Insert an
object, press Esc to stop editing it, move it, resize it, and double-click it to edit in place.
CRectTracker track;
SetupTracker(pHitItem, &track);
UpdateWindow();
if (track.HitTest(point) == CRectTracker::hitMiddle)
{
CRect rect = pHitItem->m_rect;
CClientDC dc(this);
OnPrepareDC(&dc);
dc.LPtoDP(&rect); // convert logical rect to device rect
rect.NormalizeRect();
CPoint newpoint = point - rect.TopLeft(); Part
DROPEFFECT dropEffect = pHitItem->DoDragDrop(rect, newpoint); IV
if (dropEffect == DROPEFFECT_MOVE)
{ Ch
Invalidate();
if (pHitItem == m_pSelection)
14
{
continues
This code first confirms that the mouse click was inside the tracking rectangle, rather than on
the sizing border. It sets up a temporary CRect object that will be passed to DoDragDrop() after
some coordinate scheme conversions are complete. The first conversion is from logical to
device units, and is accomplished with a call to CDC::LPtoDP(). In order to call this function,
the new code must create a temporary device context based on the CShowStringView for which
OnLButtonDown() is being called. Having converted rect to device units, the new code normal-
izes it and calculates the point within the rectangle where the user clicked.
Then the new code calls the DoDragDrop() member function of CShowStringCntrItem, inher-
ited from COleClientItem and not overridden. It passes in the converted rect and the offset of
the click. If DoDragDrop() returns DROPEFFECT_MOVE, the item was moved and needs to be
deleted. The code to handle a drop, which is not yet written, will create a new container item
and set it as the current selection. This means that if the object was dropped elsewhere in the
container, the current selection will no longer be equal to the hit item. If these two pointers are
still equal, the object must have been dragged away. If it was dragged away, this code sets
m_pSelection to NULL. In either case, pHitItem should be deleted.
Build and execute ShowString, insert a new object, press Esc to stop editing in place, and then
drag the inactive object to an ActiveX container application such as Microsoft Excel. You can
also try dragging to the desktop. Be sure to try dragging an object down to the taskbar and
pausing over the icon of a minimized container application, and then waiting while the applica-
tion is restored so that you can drop the object.
You need to register your view as a place where items can be dropped. Next, you need to
handle the following four events that can occur:
■ An item might be dragged across the boundaries of your view. This action will require a
cursor change or other indication you will take the item.
■ In the view, the item will be dragged around within your boundaries, and you should give
the user feedback about that process.
■ That item might be dragged out of the window again, having just passed over your view
on the way to its final destination.
■ The user may drop the item in your view.
To handle registration, override OnCreate() for the view, which is called when the view is
created. Arrange for CShowStringView to catch the WM_CREATE message. Add the code in List-
ing 14.34 to the empty function generated for you.
if (m_droptarget.Register(this))
{
return 0;
}
else
{
return -1;
}
}
OnCreate() returns 0 if everything is going well and -1 if the window should be destroyed.
This code calls the base class function and then uses COleDropTarget::Register() to register Part
this view as a place to drop items.
IV
Ch
Setting Up Function Skeletons and Adding Member Variables
The four events that happen in your view correspond to four virtual functions you must over- 14
ride: OnDragEnter(), OnDragOver(), OnDragLeave(), and OnDrop(). Right-click
CShowStringView in ClassView and choose Add Virtual Function to add overrides of these
functions. Highlight OnDragEnter() in the New Virtual Functions list, click Add Handler, and
repeat for the other three functions.
OnDragEnter() sets up a focus rectangle that shows the user where the item would go if it were
dropped here. This is maintained and drawn by OnDragOver(). But first, a number of member
variables related to the focus rectangle must be added to CShowStringView. Add these lines to
ShowStringView.h, in the public section:
CPoint m_dragpoint;
CSize m_dragsize;
CSize m_dragoffset;
A data object contains a great deal of information about itself, in various formats. There is, of
course, the actual data as text, device independent bitmap (DIB), or whatever other format is
appropriate. But there is also information about the object itself. If you request data in the
Object Descriptor format, you can find out the size of the item and where on the item the user
originally clicked, and the offset from the mouse to the upper-left corner of the item. These
formats are generally referred to as Clipboard formats because they were originally used for
Cut and Paste via the Clipboard.
To ask for this information, call the data object’s GetGlobalData() member function, passing it
a parameter that means “Object Descriptor, please.” Rather than build this parameter from a
string every time, you build it once and store it in a static member of the class. When a class
has a static member variable, every instance of the class looks at the same memory location to
see that variable. It is initialized (and memory is allocated for it) once, outside the class.
This makes a CLIPFORMAT from the string “Object Descriptor” and saves it in the static mem-
ber variable for all instances of this class to use. Using a static member variable speeds up
dragging over your view.
Your view doesn’t accept any and all items that are dropped on it. Add a BOOL member variable
to the view that indicates whether it accepts the item that is now being dragged over it:
BOOL m_OKtodrop;
There is one last member variable to add to CShowStringView. As the item is dragged across
the view, a focus rectangle is repeatedly drawn and erased. Add another BOOL member variable
that tracks the status of the focus rectangle:
BOOL m_FocusRectangleDrawn;
m_pSelection = NULL;
m_FocusRectangleDrawn = FALSE;
}
OnDragEnter()
OnDragEnter() is called when the user first drags an item over the boundary of the view. It sets
up the focus rectangle and then calls OnDragOver(). As the item continues to move,
OnDragOver() is called repeatedly until the user drags the item out of the view or drops it in the
view. The overall structure of OnDragEnter() is shown in Listing 14.35.
First, check that whatever pDataObject carries is something from which you can make a
COleClientItem (and therefore a CShowsStringCntrItem). If not, the object cannot be dropped
here, and you return DROPEFFECT_NONE, as shown in Listing 14.36.
m_OKtodrop = TRUE;
Now the weird stuff starts. The GetGlobalData() member function of the data item that is
being dragged into this view is called to get the object descriptor information mentioned ear-
lier. It returns a handle of a global memory block. Then the SDK function GlobalLock() is Part
called to convert the handle into a pointer to the first byte of the block and to prevent any other IV
object from allocating the block. This is cast to a pointer to an object descriptor structure (the
undyingly curious can check about 2,000 lines into oleidl.h, in the \Program Files\Microsoft Ch
Visual Studio\VC98\Include folder for most installations, to see the members of this structure) 14
so that the sizel and pointl elements can be used to fill the \m_dragsize and m_dragoffset
member variables.
TIP That is not a number 1 at the end of those structure elements, but a lowercase letter L. The elements
of the sizel structure are cx and cy, but the elements of the pointl structure are x and y. Don’t
get carried away cutting and pasting.
Finally, GlobalUnlock() reverses the effects of GlobalLock(), making the block accessible to
others, and GlobalFree() frees the memory. It ends up looking like Listing 14.37.
N O T E Global memory, also called shared application memory, is allocated from a different place
than the memory available from your process space. It is the memory to use when two
different processes need to read and write the same memory, and so it comes into play when using
ActiveX.
For some ActiveX operations, global memory is too small—imagine trying to transfer a 40MB file
through global memory! There is a more general function than GetGlobalData(), called (not
surprisingly) GetData(), which can transfer the data through a variety of storage medium choices.
Because the object descriptors are small, asking for them in global memory is a sensible
approach. ■
If the call to GetGlobalData() didn’t work, set both member variables to zero by zero rect-
angles. Next, convert those rectangles from OLE coordinates (which are device independent)
to pixels:
// convert sizes with a scratch dc
CClientDC dc(NULL);
dc.HIMETRICtoDP(&m_dragsize);
dc.HIMETRICtoDP(&m_dragoffset);
OnDragEnter() closes with a call to OnDragOver(), so that’s the next function to write.
OnDragOver()
This function returns a DROPEFFECT. As you saw earlier in the “Implementing a Drag Source”
section, if you return DROPEFFECT_MOVE, the source deletes the item from itself. Returning
DROPEFFECT_NONE rejects the copy. It is OnDragOver() that deals with preparing to accept or
reject a drop. The overall structure of the function looks like this:
DROPEFFECT CShowStringView::OnDragOver(COleDataObject* pDataObject,
DWORD dwKeyState, CPoint point)
{
// return if dropping is already rejected
// determine drop effect according to keys depressed
// adjust focus rectangle
}
First, check to see whether OnDragEnter() or an earlier call to OnDragOver() already rejected
this possible drop:
// return if dropping is already rejected
if (!m_OKtodrop)
{
return DROPEFFECT_NONE;
}
Next, look at the keys that the user is holding down now, available in the parameter passed to
this function, dwKeyState. The code you need to add (see Listing 14.38) is straightforward.
N O T E This code has to be a lot more complex if the document might be smaller than the view, as
can happen when you are editing a bitmap in Paint, and especially if the view can scroll.
The Microsoft ActiveX container sample, DRAWCLI, (included on the Visual C++ CD) handles these
contingencies. Look in the CD folder \Vc98\Samples\Mcl\Mfc\Ole\DrawCli for the file drawvw.cpp
and compare that code for OnDragOver() to this code. ■
If the item has moved since the last time OnDragOver() was called, the focus rectangle has to
be erased and redrawn at the new location. Because the focus rectangle is a simple XOR of the
colors, drawing it a second time in the same place removes it. The code to adjust the focus
rectangle is in Listing 14.39.
point -= m_dragoffset;
if (point == m_dragpoint)
{
return dropeffect;
}
CClientDC dc(this);
if (m_FocusRectangleDrawn)
{
dc.DrawFocusRect(CRect(m_dragpoint, m_dragsize));
m_FocusRectangleDrawn = FALSE;
}
if (dropeffect != DROPEFFECT_NONE)
{
dc.DrawFocusRect(CRect(point, m_dragsize));
m_dragpoint = point;
m_FocusRectangleDrawn = TRUE;
}
To test whether the focus rectangle should be redrawn, this code adjusts the point where the
user clicked by the offset into the item to determine the top-left corner of the item. It can then
compare that location to the top-left corner of the focus rectangle. If they are the same, there is
no need to redraw it. If they are different, the focus rectangle might need to be erased.
N O T E The first time OnDragOver() is called, m_dragpoint is uninitialized. That doesn’t matter
because m_FocusRectangleDrawn is FALSE, and an ASSERT in OnDragEnter()
guarantees it. When m_FocusRectangleDrawn is set to TRUE, m_dragpoint gets a value at the
same time. ■
Finally, replace the return statement that was generated for you with one that returns the
calculated DROPEFFECT:
return dropeffect;
OnDragLeave()
Sometimes a user drags an item right over your view and out the other side. OnDragLeave()
just tidies up a little by removing the focus rectangle, as shown in Listing 14.40.
OnDragDrop()
If the user lets go of an item that is being dragged over ShowString, the item lands in the con-
tainer and OnDragDrop() is called. The overall structure is in Listing 14.41.
{
DROPEFFECT dropEffect, CPoint point)
IV
ASSERT_VALID(this); Ch
// remove focus rectangle
// paste in the data object
// adjust the item dimensions, and make it the current selection
14
// update views and set modified flag
return TRUE;
}
Next, create a new item to hold the data object, as shown in Listing 14.43. Note the use of the
bitwise and (&) to test for a link.
The size of the container item needs to be set, as shown in Listing 14.44.
Notice that this code adjusts the place where the user drops the item (point) by m_dragoffset,
the coordinates into the item where the user clicked originally.
Finally, make sure the document is saved on exit, because pasting in a new container item
changes it, and redraw the view:
This function always returns TRUE because there is no error checking at the moment that
might require a return of FALSE. Notice, however, that most problems have been prevented; for
example, if the data object cannot be used to create a container item, the DROPEFFECT would
have been set to DROPEFFECT_NONE in OnDragEnter() and this code would never have been
called. You can be confident this code works.
Deleting an Object
You can remove an object from your container by dragging it away somewhere, but it makes
sense to implement deleting in a more obvious and direct way. The menu item generally used
for this is Edit, Delete, so you start by adding this item to the IDR_SHOWSTTYPE menu before the
Insert New Object item. Don’t let Developer Studio set the ID to ID_EDIT_DELETE; instead,
change it to ID_EDIT_CLEAR, the traditional resource ID for the command that deletes a con-
tained object. Move to another menu item and then return to Edit, Delete, and you see that the
prompt has been filled in for you as Erase the selection\nErase automatically.
The view needs to handle this command, so add a message handler as you have done through-
out this chapter. Follow these steps:
If there is a current selection, it can be deleted. If there is not a current selection, the menu
item is disabled (grayed). The code to handle the command isn’t much longer: it’s in Listing
14.45.
This code checks that there is a selection (even though the menu item is grayed when there is
no selection) and then deletes it, sets it to NULL so that there is no longer a selection, makes
sure the document is marked as modified so that the user is prompted to save it when exiting,
and gets the view redrawn without the deleted object.
Build and execute ShowString, insert something, and delete it by choosing Edit, Delete. Now
it’s an intuitive container that does what you expect a container to do. ●
C H A P T E R
Part
IV
Ch
15
In this chapter
Adding Server Capabilities to ShowString 344
Applications That Are Both Container and Server 365
Active Documents 365
A/B03 swg4 SEU Vis C++ #1539-2 7.20.98 Ayanna CH15 LP#3
344 Chapter 15 Building an ActiveX Server Application
Just as AppWizard builds ActiveX containers, it also builds ActiveX servers. However, unlike
containers, the AppWizard code is complete, so there isn’t much work to do for improving the
AppWizard code. This chapter builds a version of ShowString that is only a server and dis-
cusses how to build another version that is both a container and a server. You also learn about
ActiveX documents and how they can be used in other applications.
N O T E Even though the technology is now called ActiveX, the AppWizard dialog boxes refer to
compound document support. Many of the class names that are used throughout this
chapter have Ole in their names as well. Although Microsoft has changed the name of the technology,
it has not propagated that change throughout Visual C++ yet. You will have to live with these contradic-
tions for awhile. ■
There are many differences between the application you have just generated and a do-nothing
application without ActiveX server support. These differences are explained in the next few
sections.
Menus There are two new menus in an ActiveX server application. The first, called
IDR_SHOWSTTYPE_SRVR_IP, is shown in Figure 15.1. When an item is being edited in place, the
container in-place menu (called IDR_SHOWSTTYPE_CNTR_IP in the container version of
ShoeString) is combined with the server in-place menu, IDR_SHOWSTTYPE_SRVR_IP, to build the
in-place menu as shown in Figure 15.2. The double separators in each partial menu show
where the menus are joined.
A/B03 swg4 SEU Vis C++ #1539-2 7.20.98 Ayanna CH15 LP#3
Adding Server Capabilities to ShowString 345
15
FIG. 15.2
File Window
The container and
server in-place menus
are interlaced during in- +
place editing.
The second new menu is IDR_SHOWSTTYPE_SRVR_EMB, used when an embedded item is being
edited in a separate window. Figure 15.3 shows this new menu next to the more familiar
IDR_SHOWSTTYPE menu, which is used when ShowString is acting not as a server but as an
ordinary application. The File menus have different items: IDR_SHOWSTTYPE_SRVR_EMB has
Update in place of Save, and Save Copy As in place of Save As. This is because the item the
user is working on in the separate window is not a document of its own, but is embedded in
another document. File, Update updates the embedded item; File, Save Copy As doesn’t save
the whole document, just a copy of this embedded portion.
A/B03 swg4 SEU Vis C++ #1539-2 7.20.98 Ayanna CH15 LP#3
346 Chapter 15 Building an ActiveX Server Application
FIG. 15.3
The embedded menu
has different items
under File than the
usual menu.
CShowStringApp Another member variable has been added to this class. It is declared in
ShowString.h as:
COleTemplateServer m_server;
This sets up the class CInPlaceFrame, discussed later in this chapter. Just before
InitInstance(), the lines shown in Listing 15.1 are added.
// {0B1DEE40-C373-11CF-870C-00201801DDD6}
static const CLSID clsid =
{ 0xb1dee40, 0xc373, 0x11cf,
{ 0x87, 0xc, 0x0, 0x20, 0x18, 0x1, 0xdd, 0xd6 } };
The numbers will be different in your code. This Class ID identifies your server application and
document type. Applications that support several kinds of documents (for example, text and
graphics) use a different CLSID for each type of document.
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Adding Server Capabilities to ShowString 347
As it did for the OLE container version of ShowString, CShowStringApp::InitInstance() has Part
several changes from the non-ActiveX ShowString you developed in Chapter 8. The code in
Listing 15.2 initializes the ActiveX (OLE) libraries.
IV
Ch
A change that was not in the container version is connecting the template for the document to
the class ID, like this:
// Connect the COleTemplateServer to the document template.
// The COleTemplateServer creates new documents on behalf
// of requesting OLE containers by using information
// specified in the document template.
m_server.ConnectTemplate(clsid, pDocTemplate, FALSE);
Now when a user chooses Create New when inserting an object, the document used for that
creation will be available.
When a server application is launched to edit an item in place or in a separate window, the
system DLLs add /Embedding to the invoking command line. But if the application is already
running, and it is an MDI application, a new copy is not launched. Instead, a new MDI window
is opened in that application. That particular piece of magic is accomplished with one function
call, as shown in Listing 15.3.
After parsing the command line, the AppWizard boilerplate code checks to see if this applica-
tion is being launched as an embedded (or automation) application. If so, there is no need to
continue with the initialization, so this function returns, as shown in Listing 15.4.
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348 Chapter 15 Building an ActiveX Server Application
If the application is being run standalone, execution continues with a registration update:
// When a server application is launched standalone, it is a good idea
// to update the system Registry in case it has been damaged.
m_server.UpdateRegistry(OAT_INPLACE_SERVER);
ActiveX information is stored in the Registry. (The Registry is discussed in Chapter 7, “Persis-
tence and File I/O.”) When a user chooses Insert, Object or Edit, Insert Object, the Registry
provides the list of object types that can be inserted. Before ShowString can appear in such a
list, it must be registered. Many developers add code to their install programs to register their
server applications, and MFC takes this one step further, registering the application every time
it is run. If the application files are moved or changed, the registration is automatically updated
the next time the application is run standalone.
This header file describes the server item class, CShowStringSrvrItem, discussed in the
CShowStringSrvrItem subsection of this section. The constructor,
CShowStringDoc::CShowStringDoc(), has the following line added:
EnableCompoundFile();
There is a new public function inlined in the header file so that other functions can access the
server item:
CShowStringSrvrItem* GetEmbeddedItem()
{ return (CShowStringSrvrItem*)COleServerDoc::GetEmbeddedItem(); }
This calls the base class GetEmbeddedItem(), which in turn calls the virtual function
OnGetEmbeddedItem(). That function must be overridden in the ShowString document class as
shown in Listing 15.5.
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Adding Server Capabilities to ShowString 349
This makes a new server item from this document and returns a pointer to it.
CShowStringView The view class has a new entry in the message map:
ON_COMMAND(ID_CANCEL_EDIT_SRVR, OnCancelEditSrvr)
This function simply deactivates the item. There are no other view changes—server views are
so much simpler than container views.
■ A constructor
■ A destructor
■ GetDocument()
■ AssertValid()
■ Dump()
■ Serialize()
■ OnDraw()
■ OnGetExtent()
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350 Chapter 15 Building an ActiveX Server Application
The constructor simply passes the document pointer along to the base class. The destructor
does nothing. GetDocument() is an inline function that calls the base class function with the
same name and casts the result. AssertValid() and Dump() are debug functions that simply
call the base class functions. Serialize() actually does some work, as shown in Listing 15.6.
if (!IsLinkedItem())
{
CShowStringDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
pDoc->Serialize(ar);
}
There is no need to duplicate effort here. If the item is embedded, it is an entire document, and
that document has a perfectly good Serialize() that can handle the work. AppWizard doesn’t
provide boilerplate to handle serializing a linked item because it is application-specific. You
would save just enough information to describe what part of the document has been linked in,
for example, cells A3 to D27 in a spreadsheet. This doesn’t make sense for ShowString, so
don’t add any code to Serialize().
You may feel that OnDraw() is out of place here. It is normally thought of as a view function. But
this OnDraw() draws a depiction of the server item when it is inactive. It should look very much
like the view when it is active, and it makes sense to share the work between
CShowStringView::OnDraw() and CShowStringSrvrItem::OnDraw(). The boilerplate that
AppWizard provides is in Listing 15.7.
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Adding Server Capabilities to ShowString 351
// TODO: add drawing code here. Optionally, fill in the HIMETRIC extent.
Part
// All drawing takes place in the metafile device context (pDC).
return TRUE;
IV
} Ch
15
This will change a great deal, but it’s worth noting now that unlike
CShowStringView::OnDraw(), this function takes two parameters. The second is the size in
which the inactive depiction is to be drawn. The extent, as mentioned in the boilerplate com-
ments, typically comes from OnGetExtent(), which is shown in Listing 15.8.
if (dwDrawAspect != DVASPECT_CONTENT)
return COleServerItem::OnGetExtent(dwDrawAspect, rSize);
return TRUE;
}
CInPlaceFrame The in-place frame class, which inherits from COleIPFrameWnd, handles the
frame around the server item and the toolbars, status bars, and dialog-box bars, collectively
known as control bars, that it displays. It has the following three protected member variables:
CToolBar m_wndToolBar;
COleResizeBar m_wndResizeBar;
COleDropTarget m_dropTarget;
The CToolBar class is discussed in Chapter 9, “Status Bars and Toolbars.” COleDropTarget is
discussed in the drag and drop section of Chapter 14. COleResizeBar looks just like a
CRectTracker, which was used extensively in Chapter 14, but allows the resizing of a server
item rather than a container item.
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352 Chapter 15 Building an ActiveX Server Application
■ A constructor
■ A destructor
■ AssertValid()
■ Dump()
■ OnCreate()
■ OnCreateControlBars()
■ PreCreateWindow()
The constructor and destructor do nothing. AssertValid() and Dump() are debug functions
that simply call the base class functions. OnCreate() actually has code, shown in Listing 15.9.
return 0;
}
This function catches the WM_CREATE message that is sent when an in-place frame is created and
drawn onscreen. It calls the base class function and then creates the resize bar. Finally, it regis-
ters a drop target so that if anything is dropped over this in-place frame, it is dropped on this
server rather than the underlying container.
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Adding Server Capabilities to ShowString 353
{
TRACE0(“Failed to create toolbar\n”);
return FALSE;
}
// TODO: Remove this if you don’t want tool tips or a resizeable toolbar
m_wndToolBar.SetBarStyle(m_wndToolBar.GetBarStyle() |
CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC);
// TODO: Delete these three lines if you don’t want the toolbar to
// be dockable
m_wndToolBar.EnableDocking(CBRS_ALIGN_ANY);
pWndFrame->EnableDocking(CBRS_ALIGN_ANY);
pWndFrame->DockControlBar(&m_wndToolBar);
return TRUE;
}
This function creates a docking, resizable toolbar with ToolTips, docked against the edge of
the main frame window for the application.
TIP If you are developing an MDI application and prefer the toolbar against the document frame, use
pWndDoc instead of PWndFrame, in the call to m_wndToolBar.Create() but be sure to check that
it is not NULL.
The last function in CInPlaceFrame is PreCreateWindow(). At the moment, it just calls the base
class, as shown in Listing 15.11.
return COleIPFrameWnd::PreCreateWindow(cs);
}
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354 Chapter 15 Building an ActiveX Server Application
This function is called before OnCreate() and sets up the styles for the frame window through
a CREATESTRUCT.
CAUTION
Modifying these styles is not for the faint of heart. The Microsoft documentation recommends reading the
source code for all the classes in the hierarchy of your CInPlaceFrame (Cwnd, CFrameWnd,
COleIPFrameWnd) to see what CREATESTRUCT elements are already set before making any changes. For
this sample application, don’t change the CREATESTRUCT.
Shortcomings of This Server Apart from the fact that the starter application from AppWizard
doesn’t show a string, what’s missing from this server? The OnDraw() and GetExtent()TODOs
are the only significant tasks left for you by AppWizard. Try building ShowString, and then run
it once standalone just to register it.
Figure 15.4 shows the Object dialog box in Microsoft Word, reached by choosing Insert, Ob-
ject. ShowString appears in this list as ShowSt Document—not surprising considering the
menu name was IDR_SHOWSTTYPE. Developer Studio calls this document a ShowSt document.
This setting could have been overriden in AppWizard by choosing the Advanced button in Step
4 of AppWizard. Figure 15.5 shows this dialog box and the long and short names of the file
type.
FIG. 15.4
The ShowString
document type, called
ShowSt document, now
appears in the Object
dialog box when
inserting a new object
into a Word document.
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Adding Server Capabilities to ShowString 355
So, the file type names used by the Registry have been set incorrectly for this project. The next
few pages take you on a tour of the way file type names are stored and show you how difficult
they are to change.
The file type name has been stored in the string table. It is the caption of the IDR_SHOWSTTYPE
resource, and AppWizard has set it to:
\nShowSt\nShowSt\n\n\nShowString.Document\nShowSt Document
To look at this string, choose String Table from the Resource View, open the only string table
there, click IDR_SHOWSTTYPE once to highlight it, and choose View, Properties (or double-click
the string). This string is saved in the document template when a new one is constructed in
CShowStringApp::InitInstance(), like this:
The caption of the menu resource holds seven strings, and each is used by a different part of
the framework. They are separated by the newline character \n. The seven strings, their pur-
poses, and the values provided by AppWizard for ShowString are as follows:
■ Window Title —Used by SDI apps in the title bar. For ShowString: not provided.
■ Document Name —Used as the root for default document names. For ShowString:
ShowSt, so that new documents will be ShowSt1, ShowSt2, and so on.
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356 Chapter 15 Building an ActiveX Server Application
■ File New Name —Prompt in the File New dialog box for file type. (For example, in
Developer Studio there are eight file types, including Text File and Project Workspace.)
For ShowString: ShowSt.
■ Filter Name —An entry for the drop-down box Files of Type in the File Open dialog
box. For ShowString: not provided.
■ Filter Extension —The extension that matches the filter name. For ShowString: not
provided.
■ Registry File Type ID —A short string to be stored in the Registry. For ShowString:
ShowString.Document.
■ Registry File Type Name —A longer string that shows in dialog boxes involving the
Registry. For ShowString: ShowSt Document.
Look again at Figure 15.5 and you can see where these values came from. Try changing the
last entry. In the Properties dialog box, change the caption so that the last element of the string
is ShowString Document and press Enter. Build the project. Run it once and exit. In the output
section of Developer Studio, you see these messages:
Warning: Leaving value ‘ShowSt Document’ for key ‘ShowString.Document’
in registry
intended value was ‘ShowString Document’.
Warning: Leaving value ‘ShowSt Document’ for key
‘CLSID\{0B1DEE40-C373-11CF-870C-00201801DDD6}’ in registry
intended value was ‘ShowString Document’.
This means that the call to UpdateRegistry() did not change these two keys. There is a way to
provide parameters to UpdateRegistry() to insist that the keys be updated, but it’s even more
complicated than the route you will follow. Because no code has been changed from that pro-
vided by AppWizard, it’s much quicker to delete the ShowString directory and create it again,
this time setting the long file type to ShowString Document.
CAUTION
Always test AppWizard-generated code before you add changes of your own. Until you are familiar with every
default you are accepting, it is worth a few moments to see what you have before moving on. Rerunning
AppWizard is easy, but if you’ve made several hours worth of changes and then decide to rerun it, it’s not
such a simple task.
Close Visual Studio, delete the ShowString folder entirely, and generate a new application with
AppWizard as before. This time, in Step 4, click the Advanced button and change the file type
names as shown in Figure 15.6. After you click Finish, AppWizard asks whether you wish to
reuse the existing CLSID, as shown in Figure 15.7. Click Yes and then OK to create the project.
This makes a new showstring.reg file for you with the correct Registry values.
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Adding Server Capabilities to ShowString 357
FIG. 15.7
AppWizard makes sure
that you don’t
accidentally reuse a
CLSID.
This changes the string table as well as the showstring.reg file, so you might be tempted to
build and run the application to make this fix complete. It’s true, when you run the application,
it will update the Registry for you, using the values from the new string table. Alas, the
registration update will fail yet again. If you were to try it, these messages would appear in the
output window:
Warning: Leaving value ‘ShowSt Document’ for key
‘ShowString.Document’ in registry
intended value was ‘ShowString Document’.
Warning: Leaving value ‘ShowSt Document’ for key
‘CLSID\{0B1DEE40-C373-11CF-870C-00201801DDD6}’ in registry
intended value was ‘ShowString Document’.
Warning: Leaving value ‘ShowSt’ for key
‘CLSID\{0B1DEE40-C373-11CF-870C-00201801DDD6}\AuxUserType\2’
in registry
intended value was ‘ShowString’.
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358 Chapter 15 Building an ActiveX Server Application
So, how do you get out of this mess? You have to edit the Registry. If that doesn’t sound
intimidating, it should. Messing with the Registry can leave your system unusable. But you are
not going to go in by hand and change keys; instead, you are going to use the Registry file that
AppWizard generated for you. Here’s what to do:
FIG. 15.8
Registry files generated
by AppWizard have the
extension .reg.
Now if you run ShowString again, those error messages don’t appear. Run Word again and
choose Insert, Object. The Object dialog box now has a more meaningful ShowString entry, as
shown in Figure 15.9.
N O T E There are three morals to this side trip. The first is that you should think really carefully
before clicking Finish on the AppWizard dialog box. The second is that you cannot ignore
the Registry if you are an ActiveX programmer. The third is that anything can be changed if you have the
nerve for it. ■
Click OK on the Object dialog box to insert a ShowString object into the Word document. You
can immediately edit it in place, as shown in Figure 15.10. You can see that the combined
server and container in-place menus are being used. There’s not much you can do to the em-
bedded object at this point because the ShowString code that actually shows a string has not
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Adding Server Capabilities to ShowString 359
been added. Press Esc to finish editing in place, and the menus return to the usual Word Part
menus, as shown in Figure 15.11.
IV
FIG. 15.9 Ch
The updated long file
type name appears in
15
the Object dialog box of
other applications.
FIG. 15.10
While editing in place,
the in-place menus
replace the Word
menus.
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360 Chapter 15 Building an ActiveX Server Application
FIG. 15.11
When the object is
inactive, Word reminds
the user of the object
type.
Although this server doesn’t do anything, it is a perfectly good server. You can resize and move
the embedded item while it is active or inactive, and everything operates exactly as you expect.
All that remains is to restore the ShowString functionality.
1. In ShowStringDoc.h, add the private member variables and public Get functions to the
class.
2. In CShowStringDoc::Serialize(), paste in the code that saves or restores these
member variables.
3. In CShowStringDoc::OnNewDocument(), paste in the code that initializes the member
variables. Change the default values of horizcenter and vertcenter to FALSE. You’ll see
why towards the end of the chapter.
4. Copy the entire Tools menu from the old ShowString to the new server ShowString.
Choose File, Open to open the old ShowString.rc, open the IDR_SHOWSTTYPE menu, click
the Tools menu, and choose Edit, Copy. Open the new ShowString’s IDR_SHOWSTTYPE
menu, click the Window menu, and choose Edit, Paste.
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Adding Server Capabilities to ShowString 361
5. Paste the Tools menu into the IDR_SHOWSTTYPE_SRVR_IP (before the separator bars) and Part
IDR_SHOWSTTYPE_SRVR_EMB menus in the same way.
6. Add the accelerator Ctrl+T for ID_TOOLS_OPTIONS as described in Chapter 8. Add it to all
IV
three accelerators. Ch
7. Delete the IDD_ABOUTBOX dialog box from the new ShowString. Copy IDD_ABOUTBOX and 15
IDD_OPTIONS from the old ShowString to the new.
8. While IDD_OPTIONS has focus, choose View, ClassWizard. Create the COptionsDialog
class as in the original ShowString.
9. Use ClassWizard to arrange for CShowStringDoc to catch the ID_TOOLS_OPTIONS
command.
10. In ShowStringDoc.cpp, replace the ClassWizard version of
CShowStringDoc::OnToolsOptions() with the one that puts up the dialog box.
To confirm you’ve made all the changes correctly, build the project—there should be no
errors.
You haven’t restored CShowStringView::OnDraw() yet because there are actually going to be
two OnDraw() functions. The first is in the view class, shown in Listing 15.13. It draws the string
when ShowString is running standalone and when the user is editing in place, and it’s the same
as in the old version of ShowString. Just copy it into the new one.
COLORREF oldcolor;
switch (pDoc->GetColor())
{
case 0:
oldcolor = pDC->SetTextColor(RGB(0,0,0)); //black
break;
case 1:
oldcolor = pDC->SetTextColor(RGB(0xFF,0,0)); //red
break;
case 2:
oldcolor = pDC->SetTextColor(RGB(0,0xFF,0)); //green
break;
}
continues
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362 Chapter 15 Building an ActiveX Server Application
CRect rect;
GetClientRect(&rect);
pDC->DrawText(pDoc->GetString(), &rect, DTflags);
pDC->SetTextColor(oldcolor);
}
COLORREF oldcolor;
switch (pDoc->GetColor())
{
case 0:
oldcolor = pDC->SetTextColor(RGB(0x80,0x80,0x80)); //gray
break;
case 1:
oldcolor = pDC->SetTextColor(RGB(0xB0,0,0)); // dull red
break;
case 2:
oldcolor = pDC->SetTextColor(RGB(0,0xB0,0)); // dull green
break;
}
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Adding Server Capabilities to ShowString 363
Part
int DTflags = 0;
if (pDoc->GetHorizcenter())
{
IV
DTflags |= DT_CENTER; Ch
}
if (pDoc->GetVertcenter()) 15
{
DTflags |= (DT_VCENTER|DT_SINGLELINE);
}
CRect rect;
rect.TopLeft() = pDC->GetWindowOrg();
rect.BottomRight() = rect.TopLeft() + pDC->GetWindowExt();
pDC->DrawText(pDoc->GetString(), &rect, DTflags);
pDC->SetTextColor(oldcolor);
return TRUE;
}
The function starts with the boilerplate from AppWizard. With an application that doesn’t just
draw itself in whatever space is provided, you would want to add code to determine the extent
rather than just using (3000,3000). (You’d want to add the code to OnGetExtent(), too.) But
hardcoding the numbers works for this simple example.
Build the application, fix any typos or other simple errors, and then start Word and insert a
ShowString document into your worksheet. ShowString should run as before, with Hello,
world! in the center of the view. Convince yourself that the Options dialog box still works and
that you have restored all the old functionality. Be sure to change at least one thing: the string,
the color, or the centering. Then, press Esc to finish editing in place. Oops! It still draws the old
Hello, world! in gray in the top left of the server area. Why?
Remember that in CShowStringDoc::OnToolsOptions(), after the user clicks OK, you tell the
document that it has been changed and arrange to have the view redrawn:
SetModifiedFlag();
UpdateAllViews(NULL);
You need to add another line there to make sure that any containers that are containing this
document are also notified:
NotifyChanged();
Now build it again and insert a different ShowString object into a Word document. This time
the changes are reflected in the inactive server display as well. Figure 15.12 shows a
ShowString item being edited in place, and Figure 15.13 shows the same item inactive.
N O T E If you turn on either centering option, the string will not appear when the item is inactive. It
seems that DrawText is centering the string within a much larger rectangle than the one
you pass to it. Simpler CDC functions, such as DrawEllipse, don’t have this problem. It might be
wise to avoid centering text with DrawText() if your inactive appearance is important. ■
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364 Chapter 15 Building an ActiveX Server Application
FIG. 15.12
This ShowString item is
being edited in place.
FIG. 15.13
This ShowString item is
inactive.
Good old ShowString has been through a lot. It’s time for one more transformation.
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Active Documents 365
As you might expect, adding container features to this version of ShowString is as difficult as IV
adding them to the ordinary ShowString of the previous chapter. If you add these features, you Ch
gain an application that can tap the full power of ActiveX to bring extraordinary power to your
work and your documents.
15
1. Build a new ShowString with AppWizard that is a container and a full server. Run
AppWizard as usual but in a different directory than the one where you created the
server-only ShowString. Be sure to select the Both Container And Server radio button in
Step 3. In Step 4, click the Advanced button and change the filename types as you did
earlier in this chapter. Finally, when asked whether you want to use the same CLSID,
click No. This is a different application.
2. Make the container changes from the preceding chapter. When adding the Tools,
Options menu item and accelerator, add it to the main menu, the ser ver in-place menu,
and the server-embedded menu.
3. Make the server changes from this chapter.
4. Add the ShowString functionality.
This section does not present the process of building a container and server application in
detail; that is covered in the “Adding Server Capabilities to ShowString” section of this chapter
and all of Chapter 14. Rather, the focus here is on the consequences of building such an
application.
Within Excel, you can double-click the Word document to edit it in place, as shown in Figure
15.15, but you cannot go on to double-click the bitmap and edit it in place, too. You can edit it in
a window of its own, as shown in Figure 15.16. It is a limitation of ActiveX that you cannot nest
in-place editing sessions indefinitely.
Active Documents
The final, important recent addition to ActiveX is Active Documents, formerly known as
ActiveX Document Objects. An ordinary ActiveX server takes over the menus and interface of
a container application when the document is being edited in place but does so in cooperation
with the container application. An Active Document server takes over far more dramatically, as
you will shortly see.
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366 Chapter 15 Building an ActiveX Server Application
FIG. 15.14
This Excel spreadsheet
contains a Word
document that contains
a bitmap.
FIG. 15.15
This Word document is
being edited in place.
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Active Documents 367
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368 Chapter 15 Building an ActiveX Server Application
FIG. 15.17
The Microsoft Office
Binder makes it simple
to pull Office documents
together.
FIG. 15.18
Microsoft Internet
Explorer is also a
container for Active
Documents.
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Active Documents 369
Document Extension Boilerplate Any one of the versions of ShowString built up to this point
could have had a document extension specified. AppWizard adds these lines to
CShowStringApp::InitInstance() when you specify a document extension for an Active Docu-
ment server application:
// Enable drag/drop open
m_pMainWnd->DragAcceptFiles();
It is the call to RegisterShellFileTypes() that matters here, though the drag and drop is a
nice touch. You’re able to drag files from your desktop or a folder onto the ShowString icon or
an open copy of ShowString, and the file opens in ShowString.
Active Document Server Boilerplate Selecting Active Document support makes remarkably
little difference to the code generated by AppWizard. In CShowStringApp::InitInstance(),
the versions of ShowString that were not Active Document servers had this call to update the
Registry:
m_server.UpdateRegistry(OAT_INPLACE_SERVER);
In both cases, m_server is a CShowStringSrvrItem, but now the Active Document server ver-
sion has a server item that inherits from CDocObjectServerItem. This causes a number of little
changes throughout the source and includes files for CShowStringSrvrItem, where base class
functions are called. Similarly, the in-place frame object, CInPlaceFrame, now inherits from
COleDocIPFrameWnd.
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370 Chapter 15 Building an ActiveX Server Application
Showing Off the Newest ShowString Restore the ShowString functionality once again as
described in the section “Showing a String Again,” earlier in this chapter. Also copy the
OnDraw() code from an old version of ShowString to CshowStringDoc::OnDraw(). Build the
application, run it once to register it, and then run Microsoft Binder (if you have Office in-
stalled). Choose Section Add to bring up the Add Section dialog box shown in Figure 15.20. On
the General tab, highlight ShowString Document and click OK.
FIG. 15.20
Not many applications
on the market are Active
Document servers, but
you can write one in
minutes.
The menus include ShowString’s Tools menu, as before. Choose Tools, Options and change
something—for example, in Figure 15.21, the string has been changed to “Hello from the
Binder” and the horizontal centering has been turned on. You have access to all of
ShowString’s functionality, although it doesn’t look as though you are running ShowString.
Now run ShowString alone and save a document by choosing File, Save. You don’t need to
enter an extension: The extension .SST is used automatically. Open an Explorer window and
explore until you reach the file you saved. Bring up Internet Explorer 4.0 and drag the file you
saved onto Internet Explorer.
Your ShowString document opens in Explorer, as you can see in Figure 15.22. The toolbar is
clearly the Explorer toolbar, but the menu has the Tools item, and you can change the string,
centering, and color as before. If you use the Back button on the Explorer toolbar, you reload
the document you had open. If you change the ShowString document before clicking Back,
you’ll even be prompted to save your changes! Microsoft plans to integrate the desktop in the
next generation of Windows with the Internet Explorer interface. What you see here is a sneak
preview of how that will work.
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Active Documents 371
15
FIG. 15.22
Internet Explorer
appears to be able to
read and write
ShowString files now.
You can also arrange for your applications to be Active Document containers. Perhaps you
noticed the check box on AppWizard’s Step 3 where you could ask AppWizard to turn on this
feature. It’s not much harder to do than serving Active Documents, so you can explore it on
your own. If you would like your users to be able to open Word files, Excel spreadsheets, or
other Active Documents from within your application, be sure to look into this feature.
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372 Chapter 15 Building an ActiveX Server Application
Eventually Windows will look very much like Internet Explorer; Active Documents will make
that possible. ●
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16
373
C H A P T E R
Part
IV
Ch
16
Building an Automation Server
In this chapter
Designing ShowString Again 374
Building a Controller Application in Visual Basic 387
Type Libraries and ActiveX Internals 389
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374 Chapter 16 Building an Automation Server
All Microsoft Office applications are Automation servers, so you may have seen for yourself
what a nice feature it is for a program to expose its methods and properties in this way. What’s
more, Developer Studio itself is an Automation server, easy to control with VBScript.
If you’ve been building the sample applications throughout this book, you can probably design
ShowString in your sleep by now, but it’s time to do it once again. This time, ShowString won’t
have a Tools, Options menu; instead, other programs will directly set the string and other
display options. The member variables in the document will be the same, and the code in
OnDraw() will be the same as in all the other implementations of ShowString.
N O T E Even though the technology is now called ActiveX, and ActiveX Automation is starting to be
known simply as Automation, the AppWizard dialog boxes refer to Compound Document
Support. As well, many of the classes used throughout this chapter have Ole in their names, and
comments refer to OLE. Although Microsoft has changed the name of the technology, it hasn’t
propagated that change throughout Visual C++ yet. You’ll have to live with these contradictions until the
next release of Visual C++. ■
There are just a few differences in this application from the do-nothing application without
Automation support, primarily in the application object and the document.
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Designing ShowString Again 375
// {61C76C05-70EA-11D0-9AFF-0080C81A397C}
static const CLSID clsid =
{ 0x61c76c05, 0x70ea, 0x11d0, { 0x9a, 0xff, 0x0, 0x80, 0xc8,
0x1a, 0x39, 0x7c } }; Part
IV
The numbers will be different in your code. This class ID identifies your Automation applica- Ch
tion.
16
CShowStringApp::InitInstance() has several changes. The lines of code in Listing 16.2 initial-
ize the ActiveX (OLE) libraries.
As with the server application of Chapter 15, “Building an ActiveX Server Application,”
InitInstance() goes on to connect the document template to the COleTemplateServer after
the document template is initialized:
m_server.ConnectTemplate(clsid, pDocTemplate, FALSE);
Then InitInstance() checks whether the server is being launched as an Automation server
or to edit an embedded object. If so, there’s no need to display the main window, so the func-
tion returns early, as shown in Listing 16.3.
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376 Chapter 16 Building an Automation Server
If ShowString is being run as a standalone application, the code in Listing 16.3 updates the
Registry as discussed in Chapter 15.
CShowStringDoc The document class, CShowStringDoc, still inherits from CDocument rather
than from any OLE document class, but that’s where the similarities to the old non-OLE
CShowStringDoc end. The first block of new code in ShowStringDoc.cpp is right after the mes-
sage map (see Listing 16.4).
This is an empty dispatch map. A dispatch map is like a message map in that it maps events in
the real world into function calls within this C++ class. When you expose methods and proper-
ties of this document with ClassWizard, the dispatch map will be updated.
After the dispatch map is another unique identifier, the IID (interface identifier). As Listing
16.5 shows, the IID is added as a static member, like the CLSID.
// {61C76C07-70EA-11D0-9AFF-0080C81A397C}
static const IID IID_IShowString =
{ 0x61c76c07, 0x70ea, 0x11d0, { 0x9a, 0xff, 0x0, 0x80,
0xc8, 0x1a, 0x39, 0x7c } };
An interface map hides COM functions such as QueryInterface() from you, the programmer,
and, like a message map, enables you to think at a more abstract level. ShowString won’t have
multiple entries in the interface map, but many applications do. ClassWizard manages entries
in the interface map for you.
The document constructor has some setting up to do. The AppWizard code is in Listing 16.6.
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Designing ShowString Again 377
EnableAutomation() does just what its name suggests—enables Automation for this docu- IV
ment. AfxOleLockApp() is used to ensure that an application isn’t closed while one of its Ch
documents is still in use elsewhere. Imagine that a user has two applications open that use
ShowString objects. When the first application is closed, ShowString shouldn’t be closed
16
because it’s needed by the other application. ActiveX technology implements this by keeping a
count, within the framework, of the number of active objects. AfxOleLockApp() increases this
count. If it’s nonzero when users finish using a server application, the application is hidden but
not actually closed.
AfxOleUnlockApp() decreases the count of active objects so that eventually ShowString can be
closed.
Properties to Expose
At this point, you have an Automation server that doesn’t expose any methods or properties.
Also, the four member variables of the document that have been in all the previous versions of
ShowString haven’t been added to this version. These member variables are
These variables will be added as Automation properties, so you won’t type their names into the
class definition for CShowStringDoc. Bring up ClassWizard by clicking its toolbar button or
choosing View, ClassWizard. Click the Automation tab (see Figure 16.1) to add properties and
methods. Make sure that CShowStringDoc is selected in the Class Name box.
The first step in restoring the old ShowString functionality is to add member variables to the
document class that will be exposed as properties of the Automation server. There are two
ways to expose properties: as a variable and with functions. Exposing a property as a variable is
like declaring a public member variable of a C++ class; other applications can look at the value
of the property and change it directly. A notification function within your server is called when
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378 Chapter 16 Building an Automation Server
the variable is changed from the outside. Exposing with Get and Set functions is like imple-
menting a private member variable with public access functions. Other applications appear to
access the variable directly, but the framework arranges for a call to your functions to Get and
Set the property. Your Get may make sure that the object is in a valid state (for example, that a
sorted list is now sorted or that a total has been calculated) before returning the property
value. Your Set function may do error checking (validation) or may calculate other variables
that depend on the property that the outside application is changing. To make a property read-
only, you add it as a Get/Set function property and then don’t implement a Set function.
FIG. 16.1
ClassWizard’s Automation
page handles most of the
work of building an
Automation server.
For the purposes of this chapter, you’ll add the two centering flags to the CShowStringDoc class
with Get and Set functions and add the string and color properties as direct-access properties.
To do so, follow these steps:
1. Make sure that CShowStringDoc is the selected class, and then click the Add Property
button to bring up the Add Property dialog box.
2. Type String in the External Name box. ClassWizard types along with you, filling in the
Variable Name and Notification Function boxes for you.
3. Choose CString from the drop-down list box for Type. The dialog box should resemble
Figure 16.2.
4. Click OK, click Add Property again, and then add Color as a direct-access property (see
Figure 16.3). Use short as the data type.
5. Click OK, click Add Property again, and then add HorizCenter.
6. Choose BOOL for the type and then select the Get/Set Methods radio button. The
Variable Name and Notification Function boxes are replaced by Get Function and Set
Function, already filled in, as shown in Figure 16.4. (If the type changes from BOOL,
choose BOOL again.) Click OK.
7. Add VertCenter in the same way that you added HorizCenter.
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Designing ShowString Again 379
FIG. 16.2
Add String as a
direct-access property.
Part
IV
Ch
16
FIG. 16.3
Add Color as a direct-
access property.
FIG. 16.4
Add HorizCenter as
a Get/Set method
property.
CAUTION
After you click OK to add a property, you can’t change the type, external name, or other properties of the
property. You have to delete it and then add one that has the new type, or external name, or whatever. Always
look over the Add Property dialog box before clicking OK.
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380 Chapter 16 Building an Automation Server
Figure 16.5 shows the ClassWizard summary of exposed properties and methods. The details
of each property are shown in the Implementation box below the list of properties. In Figure
16.5, VertCenter is highlighted, and the Implementation box reminds you that VertCenter has
a Get function and a Set function, showing their declarations. Click OK to close ClassWizard.
FIG. 16.5
ClassWizard provides a
summary of the
properties you’ve
added.
It should come as no surprise that as a result of these additions, ClassWizard has changed the
header and source files for CShowStringDoc. Listing 16.7 shows the new dispatch map in the
header file.
Two new member variables have been added: m_string and m_color.
N O T E It’s natural to wonder whether these are actually public member variables; they aren’t. Just
above this dispatch map is this line:
DECLARE_MESSAGE_MAP()
That macro, when it expands, declares a number of protected variables. Because these declarations
are immediately afterward, they are protected member variables and protected functions. They’re
accessed in just the same way that protected message-catching functions are—they’re called by a
member function hidden in the class that directs traffic by using these maps. ■
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Designing ShowString Again 381
A block of code has been added in the source file, but it’s boring, as you can see by looking at
Listing 16.8.
BOOL CShowStringDoc::GetHorizCenter()
{
// TODO: Add your property handler here
return TRUE;
}
BOOL CShowStringDoc::GetVertCenter()
{
// TODO: Add your property handler here
return TRUE;
}
The class still doesn’t have member variables for the centering flags. (You might have decided
to implement these in some other way than as two simple variables, so ClassWizard doesn’t
even try to guess what to add.) Add them by hand to the header file, ShowStringDoc.h, as
private member variables:
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382 Chapter 16 Building an Automation Server
// Attributes
private:
BOOL m_horizcenter;
BOOL m_vertcenter;
Now you can write their Get and Set functions; Listing 16.9 shows the code.
BOOL CShowStringDoc::GetVertCenter()
{
return m_vertcenter;
}
To write a version of OnDraw() that shows a string properly, you have a fair amount of back-
ground work to do. Luckily, you can open an old version of ShowString from your own work in
Chapter 8, “Building a Complete Application: ShowString,” and paste in the following bits of
code. (If any of this code is unfamiliar to you, Chapter 8 explains it fully.) First,
CShowStringDoc::OnNewDocument() in Listing 16.10 should initialize the member variables.
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Designing ShowString Again 383
m_horizcenter = TRUE;
m_vertcenter = TRUE;
return TRUE;
}
Next, edit the document’s Serialize function. Listing 16.11 shows the new code.
Part
Finally, the view’s OnDraw() function in Listing 16.12 actually shows the string.
COLORREF oldcolor;
switch (pDoc->GetColor())
{
case 0:
oldcolor = pDC->SetTextColor(RGB(0,0,0)); //black
break;
case 1:
oldcolor = pDC->SetTextColor(RGB(0xFF,0,0)); //red
break;
case 2:
oldcolor = pDC->SetTextColor(RGB(0,0xFF,0)); //green
break;
}
continues
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384 Chapter 16 Building an Automation Server
CRect rect;
GetClientRect(&rect);
pDC->DrawText(pDoc->GetString(), &rect, DTflags);
pDC->SetTextColor(oldcolor);
When you added m_string, m_color, m_horizcenter, and m_vertcenter to the document with
ClassWizard, they were added as protected member variables. This view code needs access to
them. As you can see, the view calls public functions to get to these member variables of the
document.
N O T E You could have chosen instead to make the view a friend to the document so that it could
access the member variables directly, but that would give view functions the capability to
use and change all private and protected member variables of the document. This more limited access
is more appropriate and better preserves encapsulation. Encapsulation and other object-oriented
concepts are discussed in Appendix A, “ C++ Review and Object-Oriented Concepts.” ■
Several functions already in the document class access these variables, but they’re protected
functions for use by ActiveX. The four public functions you’ll add won’t be able to use those
names, because they’re taken, and will have to have not-so-good names. Add them inline, as
shown in Listing 16.13, to ShowStringDoc.h.
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Designing ShowString Again 385
}
return TRUE; 16
This code returns before showing the main window. Although you could remove this test so
that ShowString always shows its window, it’s more common to add a ShowWindow() method for
the controller application to call. You’ll also need to add a RefreshWindow() method that up-
dates the view after a variable is changed; ClassWizard makes it simple to add these functions.
Bring up ClassWizard, click the Automation tab, make sure that CShowStringDoc is still the
selected class, and then click Add Method. Fill in the External name as ShowWindow.
ClassWizard fills in the internal name for you, and there’s no need to change it. Choose void
from the Return Type drop-down list box. Figure 16.6 shows the dialog box after it’s filled in.
FIG. 16.6
ClassWizard makes it
simple to add a
ShowWindow()
method.
Click OK the dialog box, and ShowWindow() appears in the middle of the list of properties,
which turns out to be a list of properties and methods in alphabetical order. The C next to the
properties reminds you that these properties are custom properties. The M next to the meth-
ods reminds you that these are methods. With ShowWindow() highlighted, click Edit Code and
then type the function, as shown in Listing 16.15.
◊ See “Displaying the Current Value,” p. 399
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386 Chapter 16 Building an Automation Server
This code activates the view and asks for it to be shown. Bring up ClassWizard again, click Add
Method, and add RefreshWindow(), returning void. Click OK and then Edit Code. The code for
RefreshWindow(), shown in Listing 16.16, is even simpler.
This arranges for the view (now that it’s active) and its parent frame to be redrawn. Because a
change to the document is almost certainly the reason for the redraw, this is a handy place to
put the call to SetModifiedFlag(); however, if you prefer, you can put it in each Set function
and the notification functions for the direct-access properties. You’ll add a call to
RefreshWindow() to each of those functions now—for example, SetHorizCenter():
Add the same RefreshWindow() call to SetVertCenter() and OnStringChanged(). Now you’re
ready to build and test. Build the project and correct any typing errors. Run ShowString as a
standalone application to register it and to test your drawing code. You can’t change the string,
color, or centering as you could with older versions of ShowString because this version doesn’t
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Building a Controller Application in Visual Basic 387
implement the Tools, Options menu item and its dialog box. The controller application will do
that for this version.
TIP If you don’t have Visual Basic but Visual C++ version 4.x or earlier, you can use DispTest, a watered-
down version of Visual Basic that once came with Visual C++. It was never added to the Start menu,
but you can run DISPTEST.EXE from the C:\MSDEV\BIN folder or from your old Visual C++ CD-ROM’s
\MSDEV\BIN folder. If you’ve written VBA macros in Excel and have a copy of Excel, you can use that,
too. For testing OLE Automation servers, it doesn’t matter which you choose.
To build a controller application for the ShowString Automation ser ver, start by running Visual
Basic. Create and empty project by choosing File, New, and double-clicking Standard EXE. In
the window at the upper-right labeled Project1, click the View Code button. Choose Form from
the left drop-down list box in the new window that appears; the Form_Load() subroutine is
displayed. Enter the code in Listing 16.17 into that subroutine.
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388 Chapter 16 Building an Automation Server
Choose (General) from the left drop-down list box and then enter this line of code:
Dim ShowTest As Object
For those of you who don’t read Visual Basic, this code will be easier to understand if you
execute it one line at a time. Choose Debug, Step Into to execute the first line of code. Then
repeatedly press F8 to move through the routine. (Wait after each press until the cursor is back
to normal.) The line in the general code sets up an object called ShowTest. When the form is
loaded (which is whenever you run this little program), an instance of the ShowString object is
created. The next line calls the ShowWindow method to display the main window onscreen.
Whenever the debugger pauses, the line of code that will run next is highlighted in yellow.
Also notice that there is an arrow beside the highlighted line to further mark it. You will see
something like Figure 16.8 with the default ShowString behavior.
FIG. 16.8
The ShowWindow
method displays the
main ShowString
window.
Marker arrow
Line of code that will run next
Press F8 again to run the line that turns off horizontal centering. Notice that you don’t call the
function SetHorizCenter. You exposed HorizCenter as a property of the OLE Automation
server, and from Visual Basic you access it as a property. The difference is that the C++ frame-
work code calls SetHorizCenter to make the change, rather than just make the change and
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Type Libraries and ActiveX Internals 389
then call a notification function to tell you that it was changed. After this line executes, your
screen will resemble Figure 16.9 because the SetHorizCenter method calls RefreshWindow()
to immediately redraw the screen.
FIG. 16.9
The Visual Basic
program has turned off Part
centering.
IV
Ch
16
As you continue through this program, pressing F8 to move a step at a time, the string will turn
red and then change to Hello from VB. Notice that the change to these directly exposed prop-
erties looks no different than the change to the Get/Set method property, HorizCenter. When
the program finishes, the window goes away. You’ve successfully controlled your Automation
server from Visual Basic.
Perhaps you’ve noticed, as you built this application, a new entry in the ClassView pane. Figure
16.10 shows this entry expanded—it contains all the properties and methods exposed in the
IShowString interface of your Automation server. If you right-click IShowString in this list, you
can use the shortcut menu to add methods or properties. If you double-click any properties or
methods, the .ODL file is opened for you to view. Listing 16.18 shows ShowString.odl.
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390 Chapter 16 Building an Automation Server
FIG. 16.10
Automation servers have
an entry in the
ClassView for each of
their interfaces.
[ uuid(61C76C06-70EA-11D0-9AFF-0080C81A397C), version(1.0) ]
library ShowString
{
importlib(“stdole32.tlb”);
[ uuid(61C76C07-70EA-11D0-9AFF-0080C81A397C) ]
dispinterface IShowString
{
properties:
// NOTE - ClassWizard will maintain property information here.
// Use extreme caution when editing this section.
//{{AFX_ODL_PROP(CShowStringDoc)
[id(1)] BSTR String;
[id(2)] short Color;
[id(3)] boolean HorizCenter;
[id(4)] boolean VertCenter;
//}}AFX_ODL_PROP
methods:
// NOTE - ClassWizard will maintain method information here.
// Use extreme caution when editing this section.
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Type Libraries and ActiveX Internals 391
//{{AFX_ODL_METHOD(CShowStringDoc)
[id(5)] void ShowWindow();
[id(6)] void RefreshWindow();
//}}AFX_ODL_METHOD
};
This explains why Visual Basic just thought of all four properties as properties; that’s how
they’re listed in this .ODL file. The two methods are here, too, in the methods section. You
passed “ShowString.Document” to CreateObject() because there is a coclass Document sec-
tion here. It points to a dispatch interface (dispinterface) called IShowString. Here’s the
interface map from ShowStringDoc.cpp:
BEGIN_INTERFACE_MAP(CShowStringDoc, CDocument)
INTERFACE_PART(CShowStringDoc, IID_IShowString, Dispatch)
END_INTERFACE_MAP()
In this chapter, you built an Automation server and controlled it from Visual Basic. Automation
servers are far more powerful than older ways of application interaction, but your server
doesn’t have any user interaction. If the Visual Basic program wanted to enable users to choose
the color, that would have to be built into the Visual Basic program. The next logical step is to
allow the little embedded object to react to user events such as clicks and drags and to report
to the controller program what has happened. That’s what ActiveX controls do, as you’ll see in
the next chapter. ●
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Untitled-2 392 2/19/99, 7:30 AM
17
393
C H A P T E R
17
In this chapter
Creating a Rolling-Die Control 394
Displaying the Current Value 399
Reacting to a Mouse Click and Rolling the Die 403
Creating a Better User Interface 407
Generating Property Sheets 412
Rolling on Demand 422
Future Improvements 422
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394 Chapter 17 Building an ActiveX Control
ActiveX controls take the place that VBX controls held in 16-bit Windows programming, en-
abling programmers to extend the control set provided by the compiler. The original purpose
of VBX controls was to enable programmers to provide their users with unusual interface con-
trols. Controls that look like gas gauges or volume knobs became easy to develop. Almost
immediately, however, VBX programmers moved beyond simple controls to modules that
involved significant amounts of calculation and processing. In the same way, many ActiveX
controls are far more than just controls—they are components that can be used to build power-
ful applications quickly and easily.
The sample application for this chapter is a die, one of a pair of dice. Imagine a picture of a
cubic die with the familiar pattern of dots indicating the current value, between 1 and 6. When
the user clicks the picture, a new, randomly chosen number is shown. You might use one or
more dice in any game program.
FIG. 17.1
AppWizard makes
creating an ActiveX
control simple.
N O T E Even though the technology is now called ActiveX, many classnames used throughout this
chapter have Ole in their names, and comments refer to OLE. Though Microsoft has
changed the technology’s name, it has not yet propagated that change throughout Visual C++. You will
have to live with these contradictions until the next release of Visual C++. ■
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Creating a Rolling-Die Control 395
There are two steps in the ActiveX control wizard. Fill out the first dialog box as shown in
Figure 17.2: You want one control, no runtime licensing, source-file comments, and no Help
files. After you have completed the dialog box, click Next.
FIG. 17.2
AppWizard’s first step
sets your control’s basic
parameters.
Part
IV
Ch
Runtime Licensing
Many developers produce controls as a salable product. Other programmers buy the rights to use 17
such controls in their programs. Imagine that a developer, Alice, produces a fantastic die control and
sells it to Bob, who incorporates it into the best backgammon game ever. Carol buys the backgam-
mon game and loves the die control, and she decides that it would be perfect for a children’s board
game she is planning. Because the DIEROLL.OCX file is in the backgammon package, there is nothing
(other than ethics) to stop her from doing this.
Runtime licensing is simple: There is a second file, DIEROLL.LIC, that contains the licensing
information. Without that file, a control can’t be embedded into a form or program, though a program
into which the control is already embedded will work perfectly. Alice ships both DIEROLL.OCX and
DIEROLL.LIC to Bob, but their licensing agreement states that only DIEROLL.OCX goes out with the
backgammon game. Now Carol can admire DIEROLL.OCX, and it will work perfectly in the backgam-
mon game, but if she wants to include it in the game she builds, she’ll have to buy a license from
Alice.
You arrange for runtime licensing with AppWizard when you first build the control. If you decide, after
the control is already built, that you should have asked for runtime licensing after all, build a new
control with licensing and copy your changes into that control.
The second and final AppWizard step enables you to set the new control’s features. Make sure
that Activates When Visible, Available in “Insert Object” Dialog, and Has an “About Box” are
selected, as shown in Figure 17.3, and then click Finish. AppWizard summarizes your settings
in a final dialog box. Click OK, and AppWizard creates 19 files for you and adds them to a
project to make them easy to work with. These files are ready to compile, but they don’t do
anything at the moment. You have an empty shell; it’s up to you to fill it.
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396 Chapter 17 Building an ActiveX Control
FIG. 17.3
AppWizard’s second
step governs your
control’s appearance
and behavior.
AppWizard’s Code
Nineteen files sound like a lot, but they aren’t. There are only three classes: CDierollApp,
CDierollCtrl, and CDierollPropPage. They take up six files; the other 13 are the project file,
make file, resource file, ClassWizard database, ODL file, and so on.
CDierollCtrl The CDierollCtrl class inherits from COleControl, and it has a constructor and
destructor, plus overrides for these four functions:
None of the code for these functions is particularly interesting. However, some of the maps that
have been added to this class are of interest. There is an empty message map, ready to accept
new entries, and an empty dispatch map, ready for the properties and methods that you choose
to expose.
TIP Message maps are explained in the “Message Maps” section of Chapter 3, “Messages and Com-
mands.” Dispatch maps are discussed in the “AppWizard’s Automation Boilerplate” section in Chapter
16, “Building an Automation Server.”
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Creating a Rolling-Die Control 397
Below the empty message and dispatch maps comes a new map: the event map. Listing 17.1
shows the event map in the header file, and the source file event map is shown in Listing 17.2.
Event maps, like message maps and dispatch maps, link real-world happenings to your code.
Message maps catch things the user does, such as choosing a menu item or clicking a button.
They also catch messages sent from one part of an application to another. Dispatch maps direct
requests to access properties or invoke methods of an Automation server or ActiveX control.
Event maps direct notifications from an ActiveX control to the application that contains the
control (and are discussed in more detail later in this chapter).
There’s one more piece of code worth noting in DierollCtl.cpp. It appears in Listing 17.3.
// TODO: Add more property pages as needed. Remember to increase the count!
BEGIN_PROPPAGEIDS(CDierollCtrl, 1)
PROPPAGEID(CDierollPropPage::guid)
END_PROPPAGEIDS(CDierollCtrl)
The code in Listing 17.3 is part of the mechanism that implements powerful and intuitive prop-
erty pages in your controls. That mechanism is discussed later in this chapter.
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398 Chapter 17 Building an ActiveX Control
There is, not surprisingly, a message map for CDierollPropPage, and some registration code
(shown in Listing 17.6), that enables the ActiveX framework to call this code when a user edits
the control’s properties.
IMPLEMENT_OLECREATE_EX(CDierollPropPage, “DIEROLL.DierollPropPage.1”,
0x914b21a8, 0x7946, 0x11d0, 0x9b, 0x1, 0, 0x80, 0xc8, 0x1a, 0x39, 0x7c)
/////////////////////////////////////////////////////////////////////////////
// CDierollPropPage::CDierollPropPageFactory::UpdateRegistry -
// Adds or removes system registry entries for CDierollPropPage
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Displaying the Current Value 399
Before the value can be displayed, the control must have a value. That involves adding a prop- IV
erty to the control and then writing the drawing code. Ch
Adding a Property 17
ActiveX controls have four types of properties:
■ Stock. These are standard properties supplied to every control, such as font or color. The
developer must activate stock properties, but there is little or no coding involved.
■ Ambient. These are properties of the environment that surrounds the control—proper-
ties of the container into which it has been placed. These can’t be changed, but the
control can use them to adjust its own properties. For example, it can set the control’s
background color to match the container’s background color.
■ Extended. These are properties that the container handles, usually involving size and
placement onscreen.
■ Custom. These are properties added by the control developer.
To add the value to the die-roll control, use ClassWizard to add a custom property called
Number. Follow these steps:
3. Click the Add Property button and fill in the dialog box as shown in Figure 17.4.
4. Type Number into the External Name combo box and notice how ClassWizard fills in
suggested values for the Variable Name and Notification Function boxes.
5. Select short for the type.
6. Click OK to close the Add Property dialog box and OK to close ClassWizard.
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400 Chapter 17 Building an ActiveX Control
FIG. 17.4
ClassWizard simplifies
the process of adding a
custom property to your
die-rolling control.
Before you can write code to display the value of the Number property, the property must have a
value to display. Control properties are initialized in DoPropExchange(). This method actually
implements persistence; that is, it enables the control to be saved as part of a document and
read back in when the document is opened. Whenever a new control is created, the properties
can’t be read from a file, so they are set to the default values provided in this method. Controls
don’t have a Serialize() method.
Notice the use of the version numbers to ensure that a file holding the values was saved by the
same version of the control. Take away the TODO comment that AppWizard left for you, and add
this line:
PX_Short( pPX, “Number”, m_number, (short)3 );
PX_Short() is one of many property-exchange functions that you can call—one for each prop-
erty type that is supported. The parameters you supply are as follows:
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Displaying the Current Value 401
PX_Color() (OLE_COLOR)
PX_Currency()
PX_DATAPATH (CDataPathProperty)
PX_Double()
PX_Float()
PX_Font()
PX_Picture()
IV
PX_Short() Ch
PX_String() 17
PX_ULong()
PX_UShort()
PX_VBXFontConvert()
Filling in the property’s default value is simple for some properties but not for others. For
example, you set colors with the RGB() macro, which takes values for red, green, and blue from
0 to 255 and returns a COLORREF. Say that you had a property with the external name EdgeColor
and the internal name m_edgecolor and you wanted the property to default to gray. You would
code that like the following:
PX_Short( pPX, “EdgeColor”, m_edgecolor, RGB(128,128,128) );
Controls with font properties should, by default, set the font to whatever the container is using.
To get this font, call the COleControl method AmbientFont().
continues
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402 Chapter 17 Building an ActiveX Control
As discussed in the “Scrolling Windows” section of Chapter 5, “Drawing on the Screen,” the
framework passes the function a device context to draw in, a CRect describing the space occu-
pied by your control, and another CRect describing the space that has been invalidated. The
code in Listing 17.8 draws a white rectangle throughout rcBounds and then draws an ellipse
inside that rectangle, using the default foreground color. You can keep the white rectangle for
now, but rather than draw an ellipse on it, draw a character that corresponds to the value in
Number. To do that, replace the last line in the skeletal OnDraw() with these lines:
These code lines convert the short value in m_number (which you associated with the Number
property on the Add Property dialog box) to a CString variable called val, using the new
CString::Format() function (which eliminates one of the last uses of sprintf() in C++ pro-
gramming). The ExtTextOut() function draws a piece of text—the character in val—within the
rcBounds rectangle. As the die-roll control is written now, that number will always be 3.
You can build and test the control right now if you would like to see how little effort it takes to
make a control that does something. Unlike the other ActiveX applications, a control isn’t run
as a standalone application in order to register it. Build the project and fix any typing mistakes.
Choose Tools, ActiveX Control Test Container to bring up the control test container, shown in
Figure 17.5.
FIG. 17.5
The ActiveX control test
container is the ideal
place to test your
control.
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Reacting to a Mouse Click and Rolling the Die 403
N O T E If the Tools menu in Developer Studio doesn’t include an ActiveX Control Test Container
item, you can add it to the menu by following these steps:
1. Choose Tools, Customize.
2. Click the Tools tab.
3. Look at the list of tools and make sure that ActiveX Control Test Container isn’t there.
4. Go to the bottom of the list and double-click the empty entry.
5. Type Activ&eX Control Test Container in the entry and press Enter.
6. Click the ... button to the right of the Command box and browse to your Visual C++ CD,
or to the hard drive on which you installed Visual C++, and to the BIN folder beneath
the Developer Studio folder. Highlight tstcon32.exe and click OK to finish browsing. On
many systems the full path will be C:\Program Files\Microsoft Visual
Studio\Common\Tools\TSTCON32.EXE. Your system may be different. Part
7. Click the rightward-pointing arrow beside the Initial Directory box and choose Target IV
Directory from the list that appears. Ch
8. Make sure that the three check boxes across the bottom of the directory are not
selected.
17
9. Click the Close button.
If you haven’t built a release version and your target is a release version, or if you have not built a
debug version and your target is a debug version, you will receive an error message when you choose
Tools, ActiveX Control Test Container. Simply build the control and you will be able to choose the menu
item.
After you have installed the test container under the tools menu, you will not need to do so again. By
bringing up the test container from within Developer Studio like this, you make it simpler to load your
die-roll control into the test container. ■
Within the test container, choose Edit, Insert New Control and then choose Dieroll Control
from the displayed list. As Figure 17.6 shows, the control appears as a white rectangle display-
ing a small number 3. You can move and resize this control within the container, but that little 3
stays doggedly in the upper-left corner. The next step is to make that number change when a
user clicks the die.
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404 Chapter 17 Building an ActiveX Control
FIG. 17.6
By adding one property
and changing two
functions, you have
transformed the empty
shell into a control that
displays a 3.
The best way to tell the container that the user has clicked over the control is to fire a Click
stock event. The first thing to do is to add it to the control with ClassWizard. Follow these
steps:
1. Bring up ClassWizard by choosing View, ClassWizard, and click the ActiveX Events tab.
Make sure that the selected class is CDierollCtrl.
2. Click the Add Event button and fill in the Add Event dialog box, as shown in Figure 17.7.
3. The external name is Click; choose it from the drop-down list box and notice how the
internal name is filled in as FireClick.
4. Click OK to add the event, and your work is done. Close ClassWizard.
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Reacting to a Mouse Click and Rolling the Die 405
FIG. 17.7
ClassWizard helps you
add events to your
control.
You may notice the ClassView pane has a new addition: two icons resembling handles. Click
the + next to _DDierollEvents to see that Click is now listed as an event for this application, as
shown in Figure 17.8.
Part
FIG. 17.8
ClassView displays IV
events as well as
Ch
classes.
17
Now when the user clicks the control, the container class will be notified. If you are writing a
backgammon game, for example, the container can respond to the click by using the new value
on the die to evaluate possible moves or do some other backgammon-specific task.
The second part of reacting to clicks involves actually rolling the die and redisplaying it. Not
surprisingly, ClassWizard helps implement this. When the user clicks over your control, you
catch it with a message map entry, just as with an ordinary application. Bring up ClassWizard
and follow these steps:
1. Select the Message Maps tab this time and make sure that your control class,
CDierollCtrl, is selected in the Class Name combo box.
2. Scroll through the Messages list box until you find the WM_LBUTTONDOWN message, which
Windows generates whenever the left mouse button is clicked over your control.
3. Click Add Function to add a function that will be called automatically whenever this
message is generated—in other words, whenever the user clicks your control. This
function must always be named OnLButtonDown(), so ClassWizard doesn’t give you a
dialog box asking you to confirm the name.
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406 Chapter 17 Building an ActiveX Control
4. ClassWizard has made a skeleton version of OnLButtonDown() for you; click the Edit
Code button to close ClassWizard, and look at the new OnLButtonDown() code. Here’s
the skeleton:
void CDierollCtrl::OnLButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
COleControl::OnLButtonDown(nFlags, point);
}
5. Replace the TODO comment with a call to a new function, Roll(), that you will write in the
next section. This function will return a random number between 1 and 6.
m_number = Roll();
FIG. 17.9
Use the Add Member
Function dialog box to
speed routine tasks.
What should Roll() do? It should calculate a random value between 1 and 6. The C++ function
that returns a random number is rand(), which returns an integer between 0 and RAND_MAX.
Dividing by RAND_MAX + 1 gives a positive number that is always less than 1, and multiplying
by 6 gives a positive number that is less than 6. The integer part of the number will be between
0 and 5, in other words. Adding 1 produces the result that you want: a number between 1 and 6.
Listing 17.9 shows this code.
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Creating a Better User Interface 407
N O T E If RAND_MAX + 1 isn’t a multiple of 6, this code will roll low numbers slightly more often
than high ones. A typical value for RAND_MAX is 32,767, which means that 1 and 2 will,
on the average, come up 5,462 times in 32,767 rolls. However, 3 through 6 will, on the average, come
up 5,461 times. You’re neglecting this inaccuracy.
Some die-rolling programs use the modulo function instead of this approach, but it is far less
accurate. The lowest digits in the random number are least likely to be accurate. The algorithm used
here produces a much more random die roll. ■
The random number generator must be seeded before it is used, and it’s traditional (and practi-
cal) to use the current time as a seed value. In DoPropExchange(), add the following line before
the call to PX_Short():
srand( (unsigned)time( NULL ) );
Part
Rather than hard-code the start value to 3, call Roll() to determine a random value. Change
the call to PX_Short() so that it reads as follows:
IV
PX_Short( pPX, “Number”, m_number, Roll());
Ch
Make sure the test container is not still open, build the control, and then test it again in the test 17
container. As you click the control, the displayed number should change with each click. Play
around with it a little: Do you ever see a number less than 1 or more than 6? Any surprises at
all?
A Bitmap Icon
Because some die-roll control users might want to add this control to the Control Palette in
Visual Basic or Visual C++, you should have an icon to represent it. AppWizard has already
created one, but it is simply an MFC logo that doesn’t represent your control in particular. You
can create a more specialized one with Developer Studio. Click the ResourceView tab of the
Project Workspace window, click the + next to Bitmap, and double-click IDB_DIEROLL. You can
now edit the bitmap 1 pixel at a time. Figure 17.10 shows an icon appropriate for a die. From
now on, when you load the die-roll control into the test container, you will see your icon on the
toolbar.
Displaying Dots
The next step in building this die-roll control is to make the control look like a die. A nice 3D
effect with parts of some of the other sides showing is beyond the reach of an illustrative chap-
ter like this one, but you can at least display a dot pattern.
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408 Chapter 17 Building an ActiveX Control
FIG. 17.10
The ResourceView of
Visual C++ enables you
to build your own icon
to be added to the
Control Palette in Visual
Basic.
The first step is to set up a switch statement in OnDraw(). Comment out the three drawing lines
and then add the switch statement so that OnDraw() looks like Listing 17.10.
switch(m_number)
{
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
break;
case 5:
break;
case 6:
break;
}
}
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Creating a Better User Interface 409
Now all that remains is adding code to the case 1: block that draws one dot, to the case 2:
block that draws two dots, and so on. If you happen to have a real die handy, take a close look
at it. The width of each dot is about one quarter of the width of the whole die’s face. Dots near
the edge are about one-sixteenth of the die’s width from the edge. All the other rolls except 6
are contained within the layout for 5, anyway; for example, the single dot for 1 is in the same
place as the central dot for 5.
The second parameter of OnDraw(), rcBounds, is a CRect that describes the rectangle occupied
by the control. It has member variables and functions that return the control’s upper-left coor-
dinates, width, and height. The default code generated by AppWizard called CDC::Ellipse() to
draw an ellipse within that rectangle. Your code will call Ellipse(), too, passing a small rect-
angle within the larger rectangle of the control. Your code will be easier to read (and will ex-
ecute slightly faster) if you work in units that are one-sixteenth of the total width or height.
Each dot will be four units wide or high. Add the following code before the switch statement: Part
After the switch statement, add this line to restore the old brush:
pdc->SelectObject(savebrush);
Now you’re ready to add lines to those case blocks to draw some dots. For example, rolls of 2,
3, 4, 5, or 6 all need a dot in the upper-left corner. This dot will be in a rectangular box that
starts one unit to the right and down from the upper-left corner and extends five units right and
down. The call to Ellipse looks like this:
pdc->Ellipse(Left+Xunit, Top+Yunit,
Left+5*Xunit, Top + 5*Yunit);
The coordinates for the other dots are determined similarly. The switch statement ends up as
show in Listing 17.11.
continues
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410 Chapter 17 Building an ActiveX Control
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Creating a Better User Interface 411
Build the OCX again and try it out in the test container. You will see something similar to Fig-
ure 17.11, which actually looks like a die!
FIG. 17.11
Your rolling-die control
now looks like a die.
Part
IV
Ch
17
If you’re sharp-eyed or if you stretch the die very small, you might notice that the pattern of
dots is just slightly off-center. That’s because the control’s height and width are not always an
exact multiple of 16. For example, if Width() returned 31, Xunit would be 1, and all the dots
would be arranged between positions 0 and 16, leaving a wide blank band at the far right of the
control. Luckily, the width is typically far more than 31 pixels, and so the asymmetry is less
noticeable.
To fix this, center the dots in the control. Find the lines that calculate Xunit and Yunit, and
then add the new lines from the code fragment in Listing 17.12.
Xleft and Yleft are the leftovers in the X and Y direction. By moving Top and Left over by half
the leftover, you center the dots in the control without having to change any other code.
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412 Chapter 17 Building an ActiveX Control
■ A flag to indicate whether the value should be displayed as a digit or a dot pattern
■ Foreground color
■ Background color
N O T E It’s easy to become confused about what exactly a property page is. Is each one of the
tabs on a dialog box a separate page, or is the whole collection of tabs a page? Each tab
is called a page and the collection of tabs is called a sheet. You set up each page as a dialog box and
use ClassWizard to connect the values on that dialog box to member variables. ■
First, add the property using ClassWizard. Here’s how: Bring up ClassWizard and select the
Automation tab. Make sure that the CDierollCtrl class is selected and then click Add Prop-
erty. On the Add Property dialog box, provide the external name Dots and the internal name
m_dots. The type should be BOOL because Dots can be either TRUE or FALSE. Implement this
new property as a member variable (direct-access) property. Click OK to complete the Add
Property dialog box and click OK to close ClassWizard. The member variable is added to the
class, the dispatch map is updated, and a stub is added for the notification function,
OnDotsChanged().
To initialize Dots and arrange for it to be saved with a document, add the following line to
DoPropExchange() after the call to PX_Short():
Initializing the Dots property to TRUE ensures that the control’s default behavior is to display
the dot pattern.
In OnDraw(), uncomment those lines that displayed the digit. Wrap an if around them so that
the digit is displayed if m_dots is FALSE and dots are displayed if it is TRUE. The code looks like
Listing 17.13.
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Generating Property Sheets 413
if (!m_dots)
{
CString val; //character representation of the short value
val.Format(“%i”,m_number);
pdc->ExtTextOut( 0, 0, ETO_OPAQUE, rcBounds, val, NULL );
}
else
{
//dots are 4 units wide and high, one unit from the edge
Part
int Xunit = rcBounds.Width()/16;
int Yunit = rcBounds.Height()/16;
IV
int Xleft = rcBounds.Width()%16; Ch
int Yleft = rcBounds.Height()%16;
17
// adjust top left by amount left over
int Top = rcBounds.top + Yleft/2;
int Left = rcBounds.left + Xleft/2;
CBrush Black;
Black.CreateSolidBrush(RGB(0x00,0x00,0x00)); //solid black brush
switch(m_number)
{
case 1:
…
}
pdc->SelectObject(savebrush);
}
}
To give the user a way to set Dots, you build a property page by following these steps:
1. Click the ResourceView tab in the Project Workspace window and then click the + next
to Dialog.
2. The OCX has two dialog boxes: one for the About box and one for the property page.
Double-click IDD_PROPPAGE_DIEROLL to open it. Figure 17.12 shows the boilerplate
property page generated by AppWizard.
3. Remove the static control with the TODO reminder by highlighting it and pressing Delete.
4. Drag a check box from the Control Palette onto the dialog box. Choose View, Properties
and then pin the Property dialog box in place.
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414 Chapter 17 Building an ActiveX Control
FIG. 17.12
AppWizard generates an
empty property page.
5. Change the caption to Display Dot Pattern and change the resource ID to IDC_DOTS, as
shown in Figure 17.13.
FIG. 17.13
You build the property
page for the die-roll
control like any other
dialog box.
When the user brings up the property page and clicks to set or unset the check box, that
doesn’t directly affect the value of m_dots or the Dots property. To connect the dialog box to
member variables, use ClassWizard and follow these steps:
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Generating Property Sheets 415
1. Bring up ClassWizard while the dialog box is still open and on top, and then select the
Member Variables tab.
2. Make sure that CDierollPropPage is the selected class and that the IDC_DOTS resource
ID is highlighted, and then click the Add Variable button.
3. Fill in m_dots as the name and BOOL as the type, and fill in the Optional Property Name
combo box with Dots, as shown in Figure 17.14.
4. Click OK, and ClassWizard generates code to connect the property page with the
member variables in CDierollPropPage::DoDataExchange().
FIG. 17.14
You connect the
property page to the
properties of the Part
control with
ClassWizard.
IV
Ch
17
The path that data follows can be a little twisty. When the user brings up the property sheet,
the value of TRUE or FALSE is in a temporary variable. Clicking the check box toggles the value
of that temporary variable. When the user clicks OK, that value goes into
CDierollPropPage::m_dots and also to the Automation property Dots. That property has
already been connected to CDierollCtrl::m_dots, so the dispatch map in CDierollCtrl will
make sure that the other m_dots is changed. Because the OnDraw() function uses
CDierollCtrl::m_dots, the control’s appearance changes in response to the change made by
the user on the property page. Having the same name for the two member variables makes
things more confusing to first-time control builders but less confusing in the long run.
This works now. Build the control and insert it into the test container. To change the proper-
ties, choose Edit, Dieroll Control Object, and Properties; your own property page will appear,
as shown in Figure 17.15. (The Extended tab is provided for you, but as you can see, it doesn’t
really do anything. Your General tab is the important one at the moment.) Prove to yourself
that the control displays dots or a digit, depending on the page’s setting, by changing the set-
ting, clicking OK, and then watching the control redraw.
When the control is displaying the value as a number, you might want to display that number in
a font that’s more in proportion with the control’s current width and height and centered within
the control. That’s a relatively simple modification to OnDraw(), which you can investigate on
your own.
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416 Chapter 17 Building an ActiveX Control
FIG. 17.15
The control test
container displays your
own property page.
User-Selected Colors
The die you’ve created will always have black dots on a white background, but giving the user
control to change this is remarkably simple. You need a property for the foreground color and
another for the background color. These have already been implemented as stock properties:
BackColor and ForeColor.
Stock Properties Here is the complete list of stock properties available to a control that you
write:
Ambient Properties Controls can also access ambient properties, which are properties of the
environment that surrounds the control—that is, properties of the container into which you
place the control. You can’t change ambient properties, but the control can use them to adjust
its own properties. For example, the control can set its background color to match that of the
container.
The container provides all support for ambient properties. Any of your code that uses an ambi-
ent property should be prepared to use a default value if the container doesn’t support that
property. Here’s how to use an ambient property called UserMode:
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Generating Property Sheets 417
BOOL bUserMode;
if( !GetAmbientProperty( DISPID_AMBIENT_USERMODE,
VT_BOOL, &bUserMode ) )
{
bUserMode = TRUE;
}
This code calls GetAmbientProperty() with the display ID (DISPID) and variable type
(vartype) required. It also provides a pointer to a variable into which the value is placed. This
variable’s type must match the vartype. If GetAmbientProperty() returns FALSE, bUserMode is
set to a default value.
DISPID_AMBIENT_BACKCOLOR
DISPID_AMBIENT_DISPLAYNAME Part
DISPID_AMBIENT_FONT IV
DISPID_AMBIENT_FORECOLOR Ch
DISPID_AMBIENT_LOCALEID 17
DISPID_AMBIENT_MESSAGEREFLECT
DISPID_AMBIENT_SCALEUNITS
DISPID_AMBIENT_TEXTALIGN
DISPID_AMBIENT_USERMODE
DISPID_AMBIENT_UIDEAD
DISPID_AMBIENT_SHOWGRABHANDLES
DISPID_AMBIENT_SHOWHATCHING
DISPID_AMBIENT_DISPLAYASDEFAULT
DISPID_AMBIENT_SUPPORTSMNEMONICS
DISPID_AMBIENT_AUTOCLIP
DISPID_AMBIENT_APPEARANCE
Remember that not all containers support all these properties. Some might not support any,
and still others might support properties not included in the preceding list.
VT_BSTR CString
VT_I2 short
continues
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418 Chapter 17 Building an ActiveX Control
VT_R4 float
VT_R8 double
VT_CY CY
VT_COLOR OLE_COLOR
VT_DISPATCH LPDISPATCH
VT_FONT LPFONTDISP
Remembering which vartype goes with which DISPID and checking the return from
GetAmbientProperty() are a bothersome process, so the framework provides member func-
tions of COleControl to get the most popular ambient properties:
■ OLE_COLOR AmbientBackColor()
■ CString AmbientDisplayName()
■ LPFONTDISP AmbientFont() (Don’t forget to release the font by using Release().)
■ OLE_COLOR AmbientForeColor()
■ LCID AmbientLocaleID()
■ CString AmbientScaleUnits()
■ short AmbientTextAlign() (0 means general—numbers right, text left; 1 means left-
justify; 2 means center; and 3 means right-justify.)
■ BOOL AmbientUserMode() (TRUE means user mode; FALSE means design mode.)
■ BOOL AmbientUIDead()
■ BOOL AmbientShowHatching()
■ BOOL AmbientShowGrabHandles()
All these functions assign reasonable defaults if the container doesn’t support the requested
property.
Implementing BackColor and ForeColor To add BackColor and ForeColor to the control,
follow these steps:
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Generating Property Sheets 419
FIG. 17.16
ClassWizard describes
stock properties for
you.
4. Click OK and then add ForeColor in the same way. After you click OK, ClassWizard’s Part
Automation tab will resemble Figure 17.17. The S next to these new properties reminds
you that they are stock properties.
IV
5. Click OK to close ClassWizard. Ch
17
FIG. 17.17
An S precedes the
stock properties in the
OLE Automation list of
properties and
methods.
Setting up the property pages for these colors is almost as simple because there is a prewritten
page that you can use. Look through DierollCtl.cpp for a block of code like Listing 17.14.
// TODO: Add more property pages as needed. Remember to increase the count!
BEGIN_PROPPAGEIDS(CDierollCtrl, 1)
PROPPAGEID(CDierollPropPage::guid)
END_PROPPAGEIDS(CDierollCtrl)
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420 Chapter 17 Building an ActiveX Control
Remove the TODO reminder, change the count to 2, and add another PROPPAGEID so that the
block looks like Listing 17.15.
BEGIN_PROPPAGEIDS(CDierollCtrl, 2)
PROPPAGEID(CDierollPropPage::guid)
PROPPAGEID(CLSID_CColorPropPage)
END_PROPPAGEIDS(CDierollCtrl)
CLSID_CColorPropPage is a class ID for a property page that is used to set colors. Now when
the user brings up the property sheet, there will be two property pages: one to set colors and
the general page that you already created. Both ForeColor and BackColor will be available on
this page, so all that remains to be done is using the values set by the user. You will have a
chance to see that very soon, but first, your code needs to use these colors.
Changes to OnDraw() In OnDraw(), your code can access the background color with
GetBackColor(). Though you can’t see it, this function was added by ClassWizard when you
added the stock property. The dispatch map for CDierollCtrl now looks like Listing 17.16.
This code is calling another macro, DISP_PROPERTY_STOCK, which ends up declaring the
GetBackColor() function as a member of CDierollCtrl, which inherits from COleControl.
Although you can’t see it, this function is available to you. It returns an OLE_COLOR, which you
translate to a COLORREF with TranslateColor(). You can pass this COLORREF to
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Generating Property Sheets 421
CreateSolidBrush() and use that brush to paint the background. Access the foreground color
with GetForeColor() and give it the same treatment. (Use SetTextColor() in the digit part of
the code.) Listing 17.17 shows the completed OnDraw() (with most of the switch statement
cropped out).
switch(m_number)
{
...
}
pdc->SelectObject(savebrush);
}
}
Build the control again, insert it into the test container, and again bring up the property sheet
by choosing Edit, Dieroll Control Object, Properties. As Figure 17.18 shows, the new property
page is just fine for setting colors. Change the foreground and background colors a few times
and experiment with both dots and digit display to exercise all your new code.
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422 Chapter 17 Building an ActiveX Control
FIG. 17.18
Stock property pages
make short work of
letting the user set
colors.
Rolling on Demand
ActiveX controls expose methods (functions) just as Automation servers do. This control rolls
when the user clicks it, but you might want the container application to request a roll without
the user’s intervention. To do this, you add a function called DoRoll() and expose it.
Bring up ClassWizard, click the Automation tab, and then click Add Method. Name the new
function DoRoll, select Return Type of Void, and when it is added, click Edit Code and fill it in
like this:
void CDierollCtrl::DoRoll()
{
m_number = Roll();
InvalidateControl();
}
This simple code rolls the die and requests a redraw. Not ever ything about ActiveX controls
needs to be difficult!
You can test this code by building the project, opening the test container, inserting a dieroll
control, then choosing Control, Invoke Methods. On the Invoke Methods dialog box, shown in
Figure 17.19, select DoRoll(Method) from the upper drop-down box; then click Invoke. You will
see the die roll.
Future Improvements
The die-rolling control may seem complete, but it could be even better. The following sections
discuss improvements that can be made to the control for different situations.
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Future Improvements 423
you can allow the container to control the rolling. When RollAllowed is FALSE,
CDieCtrl::OnLButtonDown should just return without rolling and redrawing. Perhaps OnDraw
should draw a slightly different die (gray dots?) when RollAllowed is FALSE. You decide; it’s
your control. The container would set this property like any Automation property, according to
the rules of the game in which the control is embedded.
FIG. 17.19
You can invoke your
control’s methods in
the test container.
Part
IV
Ch
17
TIP There is such a thing as a two-sided die; it’s commonly called a coin.
Arrays of Dice
If you were writing a backgammon game, you would need two dice. One approach would be to
embed two individual die controls. How would you synchronize them, though, so that they
both rolled at once with a single click? Why not expand the control to be an array of dice? The
number of dice would be another custom property, and the control would roll the dice all at
once. The RollAllowed flag would apply to all the dice, as would Sides, so that you could have
two six-sided dice or three 12-sided dice, but not two four-sided dice and a 20-sider. Number
would become an array.
TIP In Chapter 20, “Building an Internet ActiveX Control,” you discover one way to synchronize two or more
separate dice within one control container, and you’ll learn some of the difficulties involved.
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Untitled-3 424 2/19/99, 7:41 AM
P A R T
V
Internet Programming
18 Sockets, MAPI, and the Internet 427
C H A P T E R
Before the Windows operating system even existed, the Internet existed. As it grew, it became
the largest TCP/IP network in the world. The early sites were UNIX machines, and a set of
conventions called Berkeley sockets became the standard for TCP/IP communication between
UNIX machines on the Internet. Other operating systems implemented TCP/IP communica-
tions, too, which contributed immensely to the Internet’s growth. On those operating systems,
things were becoming messy, with a wide variety of proprietary implementations of TCP/IP.
Then a group of more than 20 vendors banded together to create the Winsock specification.
The Winsock specification defines the interface to a DLL, typically called WINSOCK.DLL or
WSOCK32.DLL. Vendors write the code for the functions themselves. Applications can call the
functions, confident that each function’s name, parameter meaning, and final behavior are the
same no matter which DLL is installed on the machine. For example, the DLLs included with
Windows 95 and Windows NT are not the same at all, but a 32-bit Winsock application can run
unchanged on a Windows 95 or Windows NT machine, calling the Winsock functions in the
appropriate DLL.
N O T E Winsock isn’t confined to TCP/IP communication. IPX/SPX support is the second protocol
supported, and there will be others. For more information, check the Winsock specification
itself. The Stardust Labs Winsock Resource Page at http://www.stardust.com/wsresource/ is a great
starting point. ■
An important concept in sockets programming is a socket’s port. Every Internet site has a
numeric address called an IP address, typically written as four numbers separated by dots:
198.53.145.3, for example. Programs running on that machine are all willing to talk, by
using sockets, to other machines. If a request arrives at 198.53.145.3, which program
should handle it?
Requests arrive at the machine, carrying a port number—a number from 1,024 and up that
indicates which program the request is intended for. Some port numbers are reserved for
standard use; for example, Web servers traditionally use port 80 to listen for Web document
requests from client programs like Netscape Navigator.
Most socket work is connection-based: Two programs form a connection with a socket at each
end and then send and receive data along the connection. Some applications prefer to send
the data without a connection, but there is no guarantee that this data will arrive. The classic
example is a time server that regularly sends out the current time to every machine near it
without waiting until it is asked. The delay in establishing a connection might make the time
sent through the connection outdated, so it makes sense in this case to use a connectionless
approach.
Winsock in MFC
At first, sockets programming in Visual C++ meant making API calls into the DLL. Many
developers built socket classes to encapsulate these calls. Visual C++ 2.1 introduced two new
classes: CAsyncSocket and CSocket (which inherits from CAsyncSocket). These classes handle
the API calls for you, including the startup and cleanup calls that would otherwise be easy
to forget.
Windows programming is asynchronous: lots of different things happen at the same time. In
older versions of Windows, if one part of an application was stuck in a loop or otherwise hung
up, the entire application—and sometimes the entire operating system—would stick or hang
with it. This is obviously something to avoid at all costs. Yet a socket call, perhaps a call to read
some information through a TCP/IP connection to another site on the Internet, might take a
long time to complete. (A function that is waiting to send or receive information on a socket is
said to be blocking.) There are three ways around this problem:
■ Put the function that might block in a thread of its own. The thread will block, but the
rest of the application will carry on.
■ Have the function return immediately after making the request, and have another
function check regularly (poll the socket) to see whether the request has completed.
Part
■ Have the function return immediately, and send a Windows message when the request
has completed. V
Ch
The first option was not available until recently, and the second is inefficient under Windows.
Most Winsock programming adopts the third option. The class CAsyncSocket implements this 18
approach. For example, to send a string across a connected socket to another Internet site, you
call that socket’s Send() function. Send() doesn’t necessarily send any data at all; it tries to, but
if the socket isn’t ready and waiting, Send() just returns. When the socket is ready, a message
is sent to the socket window, which catches it and sends the data across. This is called asyn-
chronous Winsock programming.
N O T E Winsock programming isn’t a simple topic; entire books have been written on it. If you
decide that this low-level sockets programming is the way to go, building standard
programs is a good way to learn the process. ■
CAsyncSocket The CAsyncSocket class is a wrapper class for the asynchronous Winsock
calls. It has a number of useful functions that facilitate using the Winsock API. Table 18.1 lists
the CAsyncSocket member functions and responsibilities.
GetPeerName Finds the IP address and port number of the remote socket that the
calling object socket is connected to, or fills a socket address
structure with that information.
GetSockName Returns the IP address and port number of this socket, or fills a
socket address structure with that information.
GetSockOpt Returns the currently set socket options.
IOCtl Sets the socket mode most commonly to blocking or non-blocking.
Listen Instructs a socket to watch for incoming connections.
OnAccept Handles the Windows message generated when a socket has an
incoming connection to accept (often overridden by derived
classes).
OnClose Handles the Windows message generated when a socket closes
(often overridden by derived classes).
OnConnect Handles the Windows message generated when a socket becomes
connected or a connection attempt ends in failure (often overridden
by derived classes).
OnOutOfBandData Handles the Windows message generated when a socket has urgent,
out-of-band data ready to read.
OnReceive Handles the Windows message generated when a socket has data
that can be read with Receive() (often overridden by derived
classes).
If you use the CAsyncSocket class, you’ll have to fill the socket address structures yourself, and
many developers would rather delegate a lot of this work. In that case, CSocket is a better
socket class. Part
CSocket CSocket inherits
from CAsyncSocket and has all the functions listed for V
CAsyncSocket. Table 18.2 describes the new methods added and the virtual methods overrid-
Ch
den in the derived CSocket class.
18
Table 18.2 CSocket Methods
Method Name Description
Attach Attaches a socket handle to a CAsyncSocket instance so that it can
form a connection to another machine
Create Completes the initialization after the constructor constructs a blank
socket
FromHandle Returns a pointer to the CSocket attached to the handle it was
passed
IsBlocking Returns TRUE if the socket is blocking at the moment, waiting for
something to happen
CancelBlockingCal Cancels whatever request had left the socket blocking
OnMessagePending Handles the Windows messages generated for other parts of your
application while the socket is blocking (often overridden by derived
classes)
In many cases, socket programming is no longer necessar y because the WinInet classes,
ISAPI programming, and ActiveX controls for Web pages are bringing more and more power to
Internet programmers. If you would like to explore a sample socket program, try Chatter and
ChatSrvr, provided by Visual C++. Search either name in the online help to find the files.
Each session of Chatter emulates a user server. The ChatSrvr program is the server, acting as
traffic manager among several clients. Each Chatter can send messages to the ChatSrvr by
typing in some text, and the ChatSrvr sends the message to ever yone logged on to the session.
Several traffic channels are managed at once.
If you’ve worked with sockets before, this short overview may be all you need to get started. If
not, you may not need to learn them. If you plan to write a client/server application that runs
over the Internet and doesn’t use the existing standard applications like mail or the Web, then
learning sockets is probably in your future. But, if you want to use email, the Web, FTP, and
other popular Internet information sources, you don’t have to do it by writing socket programs
at all. You may be able to use MAPI, the WinInet classes, or ISAPI to achieve the results you
are looking for.
What Is MAPI?
MAPI is a way of pulling together applications that need to send and receive messages (messag-
ing applications) with applications that know how to send and receive messages (messaging
services and service providers), in order to decrease the work load of all the developers involved.
Figure 18.1 shows the scope of MAPI. Note that the word messaging covers far more than just
electronic mail: A MAPI ser vice can send a fax or voice-mail message instead of an electronic
mail message. If your application uses MAPI, the messaging services, such as email clients
that the user has installed, will carry out the work of sending the messages that your applica-
tion generates.
■ Some applications can send a message, but sending messages isn’t really what the
application is about. For example, a word processor is fundamentally about entering and
formatting text and then printing or saving that text. If the word processor can also send
the text in a message, fine, but that’s incidental. Applications like this are said to be
messaging-aware and typically use just the tip of the MAPI functionality.
■ Some applications are useful without being able to send messages, but they are far more
useful in an environment where messages can be sent. For example, a personal sched-
uler program can manage one person’s To Do list whether messaging is enabled or not.
If it is enabled, a number of work group and client-contact features—such as sending
email to confirm an appointment—become available. Applications like this are said to be
messaging-enabled and use some, but not all, of the MAPI features.
■ Finally, some applications are all about messaging. Without messaging, these applica-
tions are useless. They are said to be messaging-based, and they use all of MAPI’s
functionality.
M
A Extended MAPI
P
I
Message
Spooler
To add this feature to your applications, it’s best to think of it before you create the empty shell
with AppWizard. If you are planning ahead, here is a list of all the work you have to do to meet
this part of the logo requirement:
That’s it! The menu item is added, and message maps and functions are generated to catch the
menu item and call functions that use your Serialize() function to send the document
through MAPI. Figure 18.2 shows an application called MAPIDemo that is just an AppWizard
empty shell.
No additional code was added to this application, beyond the code generated by AppWizard,
and the Send item is on the File menu, as you can see. If you choose this menu item, your
MAPI mail client is launched to send the message. Figures 18.2 and 18.3 were captured on a
machine with Microsoft Exchange installed as an Internet mail client (Inbox), and so it is
Microsoft Exchange that is launched, as shown in Figure 18.3. The message contains the cur-
rent document, and it is up to you to fill in the recipient, the subject, and any text you want to
send with the document.
FIG. 18.2
AppWizard adds the
Send item to the File
menu, as well as the
code that handles the
item.
FIG. 18.3
Microsoft Mail is
launched so that the
user can fill in the rest
of the email message
around the document
that is being sent.
TIP If the Send item doesn’t appear on your menu, make sure that you have a MAPI client installed.
Microsoft Exchange is an easy-to-get MAPI client. The OnUpdateFileSendMail() function removes
the menu item Send from the menu if no MAPI client is registered on your computer.
If you didn’t request MAPI support from AppWizard when you built your application, here are
the steps to manually add the Send item:
1. Add the Send item to the File menu. Use a resource ID of ID_FILE_SEND_MAIL. The
prompt will be supplied for you.
2. Add these two lines to the document’s message map, outside the //AFX comments:
ON_COMMAND(ID_FILE_SEND_MAIL, OnFileSendMail)
ON_UPDATE_COMMAND_UI(ID_FILE_SEND_MAIL, OnUpdateFileSendMail)
Adding the mail support to your application manually isn’t much harder than asking
AppWizard to do it.
■ Simple MAPI, an older API not recommended for use in new applications
■ Common Messaging Calls (CMC), a simple API for messaging-aware and messaging-
enabled applications
■ Extended MAPI, a full-featured API for messaging-based applications
■ Active Messaging, an API with somewhat fewer features than Extended MAPI but ideal
for use with Visual C++
Common Messaging Calls There are only ten functions in the CMC API. That makes it easy
to learn, yet they pack enough punch to get the job done:
The header file XCMC.H declares a number of structures used to hold the information passed
to these functions. For example, recipient information is kept in this structure:
/*RECIPIENT*/
typedef struct {
CMC_string name;
CMC_enum name_type;
CMC_string address;
CMC_enum role;
CMC_flags recip_flags;
CMC_extension FAR *recip_extensions;
} CMC_recipient;
You could fill this structure with the name and address of the recipient of a mail message by
using a standard dialog box or by hard-coding the entries, like this:
CMC_recipient recipient = {
“Kate Gregory”,
CMC_TYPE_INDIVIDUAL,
“SMTP:kate@gregcons.com”,
CMC_ROLE_TO,
CMC_RECIP_LAST_ELEMENT,
NULL };
The type, role, and flags use one of these predefined values:
/* ROLES */
#define CMC_ROLE_TO ((CMC_enum) 0)
#define CMC_ROLE_CC ((CMC_enum) 1)
#define CMC_ROLE_BCC ((CMC_enum) 2)
#define CMC_ROLE_ORIGINATOR ((CMC_enum) 3)
#define CMC_ROLE_AUTHORIZING_USER ((CMC_enum) 4)
/* RECIPIENT FLAGS */
#define CMC_RECIP_IGNORE ((CMC_flags) 1)
#define CMC_RECIP_LIST_TRUNCATED ((CMC_flags) 2)
#define CMC_RECIP_LAST_ELEMENT ((CMC_flags) 0x80000000)
There is a message structure you could fill in the same way or by presenting the user with a
dialog box to enter the message details. This structure includes a pointer to the recipient struc-
ture you have already filled. Your program then calls cmc_logon(), cmc_send(), and
cmc_logoff() to complete the process.
Extended MAPI Extended MAPI is based on COM, the Component Object Model. Messages,
recipients, and many other entities are defined as objects rather than as C structures. There
are far more object types in Extended MAPI than there are structure types in CMC. Access to
these objects is through OLE (ActiveX) interfaces. The objects expose properties, methods,
and events. These concepts are discussed in Part IV, Chapter 13, “ActiveX Concepts.”
■ Session
■ Message
■ Recipient
■ Attachment
Active messaging is part of the Collaboration Data Objects (CDO) library. A detailed reference
of these objects, as well as their properties and methods, can be found in MSDN under Plat-
form SDK, Database and Messaging Ser vices, Collaboration Data Objects, CDO Library, and
Reference. You’ll find three articles on using Active Messaging, and sample applications, under
Technical Articles, Database and Messaging Services, Microsoft Exchange Server.
■ CInternetSession
■ CInternetConnection
■ CInternetFile Part
■ HttpConnection V
■ CHttpFile
Ch
■ CGopherFile
■ CFtpConnection
18
■ CGopherConnection
■ CFileFind
■ CFtpFileFind
■ CGopherFileFind
■ CGopherLocator
■ CInternetException
TIP These classes help you write Internet client applications, with which users interact directly. If you want
to write server applications, which interact with client applications, you’ll be interested in ISAPI,
discussed in the next section.
First, your program establishes a session by creating a CInternetSession. Then, if you have a
uniform resource locator (URL) to a Gopher, FTP, or Web (HTTP) resource, you can call that
session’s OpenURL() function to retrieve the resource as a read-only CInternetFile. Your appli-
cation can read the file, using CStdioFile functions, and manipulate that data in whatever way
you need.
CGopherLocator
CInternetConnection
CFtpConnection
CGopherConnection
CHttpConnection
CFile
CStdioFile
CInternetFile
CHttpFile
CGopherFile
CFileFind
CFtpFileFind
CGopherFileFind
If you don’t have an URL or don’t want to retrieve a read-only file, you proceed differently after
establishing the session. Make a connection with a specific protocol by calling the session’s
GetFtpConnection(), GetGopherConnection(), or GetHttpConnection() functions, which
return the appropriate connection object. You then call the connection’s OpenFile() function.
CFtpConnection::OpenFile() returns a CInternetFile; CGopherConnection::OpenFile()
returns a CGopherFile; and CHttpConnection::OpenFile() returns a CHttpFile. The
CFileFind class and its derived classes help you find the file you want to open.
Chapter 19, “Internet Programming with the WinInet Classes,” works through a sample client
program using WinInet classes to establish an Internet session and retrieve information.
N O T E Though email is a standard Internet application, you’ll notice that the WinInet classes don’t
have any email functionality. That’s because email is handled by MAPI. There is no support
for Usenet news either, in the WinInet classes or elsewhere. ■
going to and from the server. For example, a filter might redirect requests for one file to a
new location.
N O T E For the ISAPI extensions and filters that you write to be useful, your Web pages must be
kept on a server that is running an ISAPI-compliant server such as the Microsoft IIS Server.
You must have permission to install DLLs onto the server, and for an ISAPI filter, you must be able to
change the Registry on the server. If your Web pages are kept on a machine administered by your
Internet service provider (ISP), you will probably not be able to use ISAPI to bring more power to your
Web pages. You may choose to move your pages to a dedicated server (a powerful Intel machine
running Windows NT Server 4.0 and Microsoft IIS is a good combination) so that you can use ISAPI,
but this will involve considerable expense. Make sure that you understand the constraints of your
current Web server before embarking on a project with ISAPI.
One of the major advantages of ActiveX controls for the Internet (discussed in Chapter 20, “Building an
Internet ActiveX Control”) is that you don’t need access to the server in order to implement them. ■
The five MFC ISAPI classes form a wrapper for the API to make it easier to use:
■ CHttpServer
■ CHttpFilter Part
■ CHttpServerContext
V
■ CHttpFilterContext
Ch
■ CHtmlStream
18
Your application will have a server or a filter class (or both) that inherits from CHttpServer or
CHttpFilter. These are rather like the classes in a normal application that inherit from
CWinApp. There is only one instance of the class in each DLL, and each interaction of the server
with a client takes place through its own instance of the appropriate context class. (A DLL may
contain both a server and a filter but, at most, one of each.) CHtmlStream is a helper class that
describes a stream of HTML to be sent by a server to a client.
The ISAPI Extension Wizard is an AppWizard that simplifies creating extensions and filters. To
use this wizard, choose File, New (as always) and then the Project tab. Scroll down the list on
the left and select ISAPI Extension Wizard (as shown in Figure 18.5). Fill in the project name
and folder, and click OK.
Creating a server extension is a one-step process. That step, which is also the first step for a
filter, is shown in Figure 18.6. The names and descriptions for the filter and extension are
based on the project name that you chose.
If you choose to create a filter, the Next button is enabled and you can move to the second step
for filters, shown in Figure 18.7. This list of parameters gives you an idea of the power of an
ISAPI filter. You can monitor all incoming and outgoing requests and raw data, authenticate
users, log traffic, and more.
FIG. 18.5
The ISAPI Extension
Wizard is another kind
of AppWizard.
FIG. 18.6
The first step in the
ISAPI Extension Wizard
process is to name the
components of the DLL
that you are creating.
FIG. 18.7
The second step in the
ISAPI Extension Wizard
process is to set filter
parameters.
AppWizard shows you a final confirmation screen, like the one in Figure 18.8, before creating
the files. When you create a server and a filter at the same time, 11 files are created for you,
including source and headers for the class that inherits from CHttpServer and the class that
inherits from CHttpFilter.
FIG. 18.8
The ISAPI Extension
Wizard process
summarizes the files
that will be created.
Writing a filter from this shell is quite simple. You have been provided with a stub function to
react to each event for which notification was requested. For example, the filter class has a
function called OnEndOfNetSession(), which is called when a client’s session with this server is
ending. You add code to this function to log, monitor, or otherwise react to this event. When
Part
the filter is complete, you edit the Registry by hand so that the server will run your DLL.
To write an extension, add one or more functions to your DLL. Each function will be passed a
V
CHttpContext pointer, which can be used to gather information such as the user’s IP address. Ch
If the function is invoked from an HTML form, additional parameters such as values of other 18
fields on the form will also be passed to the function.
The details of what the function does depend on your application. If you are implementing an
online ordering system, the functions involved will be lengthy and complex. Other extensions
will be simpler.
When the function is complete, place the DLL in the executable folder for the server—usually
the folder where CGI programs are kept—and adjust your Web pages so that they include links
to your DLL, like this:
Now you can <A HREF=http://www.company.com/exec/orders.dll>
place an order</A> online!
For more information on ISAPI programming, be sure to read Que’s Special Edition Using
ISAPI. You will discover how ISAPI applications can make your Web site dynamic and interac-
tive, learn how to write filters and extensions, and cover advanced topics including debugging
ISAPI applications and writing multithreaded applications.
Adding the Internet to your applications is an exciting trend. It’s going to make lots of work for
programmers and create some powerful products that simplify the working life of anyone with
an Internet connection. Just a year ago, writing Internet applications meant getting your finger-
nails dirty with sockets programming, memorizing TCP/IP ports, and reading RFCs. The new
WinInet and ISAPI classes, as well as improvements to the old MAPI support, mean that today
you can add amazing power to your application with just a few lines of code or by selecting a
box on an AppWizard dialog box. ●
C H A P T E R
Brands 03 swg4 SEU Vis C++ #1539-2 7.16.98 Ayanna CH19 LP#2
444 Chapter 19 Internet Programming with the WinInet Classes
Imagine that you have someone’s email address (kate@gregcons.com, for example) and
you’d like to know more about the domain (gregcons.com in this example). Perhaps you have
a great idea for a domain name and want to know whether it’s already taken. This application,
Query, will try connecting to gregcons.com (or greatidea.org, or any other domain name that
you specify) in a variety of ways and will report the results of those attempts to the user.
This application will have a simple user interface. The only piece of information that the user
needs to supply is the domain name to be queried, and there is no need to keep this informa-
tion in a document. You might want a menu item called Query that brings up a dialog box in
which to specify the site name, but a better approach is to use a dialog-based application and
incorporate a Query button into the dialog box.
To build this application’s shell, choose File, New from within Developer Studio and then click
the Project tab. Highlight MFC AppWizard(exe), name the application Quer y, and in Step 1
choose Dialog Based, as shown in Figure 19.1. Click Next to move to Step 2 of AppWizard.
FIG. 19.1
Choose a dialog-based
application for Query.
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Building the Query Dialog Box 445
FIG. 19.2
This application doesn’t
need Help, automation,
ActiveX controls, or
sockets.
The rest of the AppWizard process will be familiar by now: You want comments, you want to
link to the MFC libraries as a shared DLL, and you don’t need to change any of the classnames
suggested by AppWizard. When the AppWizard process is completed, you’re ready to build the
heart of the Query application.
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446 Chapter 19 Internet Programming with the WinInet Classes
TIP If working with dialog boxes is still new to you, be sure to read Chapter 2, “Dialogs and Controls.”
FIG. 19.4
Build the Query user
interface as a single
dialog box.
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Building the Query Dialog Box 447
When the user clicks the Query button, this application should somehow query the site. The
last step in the building of the interface is to connect the Query button to code with
ClassWizard. Follow these steps to make that connection:
FIG. 19.5
Add a function to
handle a click on the
Query button, still with
the ID IDOK.
Part
V
Ch
19
6. Click the Member Variables tab to prepare to connect the edit controls on the dialog box
to member variables of the dialog class.
7. Highlight IDC_HOST and click Add Variable. As shown in Figure 19.6, you’ll connect this
control to a CString member variable of the dialog class m_host.
8. Connect IDC_OUT to m_out, also a CString.
Click OK to close ClassWizard. Now all that remains is to write CQueryDlg::OnQuery(), which
will use the value in m_host to produce lines of output for m_out.
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448 Chapter 19 Internet Programming with the WinInet Classes
FIG. 19.6
Connect IDC_HOST to
CQueryDlg::m_host.
This gives your code access to the WinInet classes. Because this application will try a number
of URLs, add a function called TryURL() to CQueryDlg. It takes a CString parameter called URL
and returns void. Right-click CQueryDlg in the ClassView and choose Add Member Function to
add TryURL() as a protected member function. The new function, TryURL(), will be called from
CQueryDlg::OnQuery(), as shown in Listing 19.1. Edit OnQuery() to add this code.
UpdateData(TRUE);
m_out = “”;
UpdateData(FALSE);
TryURL(http + m_host);
The call to UpdateData(TRUE) fills m_host with the value that the user typed. The call to
UpdateData(FALSE) fills the IDC_OUT read-only edit box with the newly cleared m_out. Then
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Querying HTTP Sites 449
come two calls to TryURL(). If, for example, the user typed microsoft.com, the first call would
try http://microsoft.com and the second would try http://www.microsoft.com. TryURL()
is shown in Listing 19.2.
m_out += “------------------------\r\n”;
UpdateData(FALSE);
}
The remainder of this section presents this code again, a few lines at a time. First, establish an
Internet session by constructing an instance of CInternetSession. There are a number of
parameters to this constructor, but they all have default values that will be fine for this applica-
tion. The parameters follow:
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450 Chapter 19 Internet Programming with the WinInet Classes
■ LPCTSTR pstrAgent The name of your application. If NULL, it’s filled in for you, using
the name that you gave to AppWizard.
■ DWORD dwContext The context identifier for the operation. For synchronous sessions,
this is not an important parameter.
■ DWORD dwAccessType The access type: INTERNET_OPEN_TYPE_PRECONFIG (default),
INTERNET_OPEN_TYPE_DIRECT, or INTERNET_OPEN_TYPE_PROXY.
■ LPCTSTR pstrProxyName The name of your proxy, if access is
INTERNET_OPEN_TYPE_PROXY.
dwAccessType defaults to using the value in the Registry. Obviously, an application that insists
on direct Internet access or proxy Internet access is less useful than one that enables users to
configure that information. Making users set their Internet access type outside this program
might be confusing, though. To set your default Internet access, double-click the My Computer
icon on your desktop, then on the Control Panel, and then on the Internet tool in the Control
Panel. Choose the Connection tab (the version for Internet Explorer under Windows 95 is
shown in Figure 19.7) and complete the dialog box as appropriate for your setup. If you are
using NT or Windows 98, or if your browser version is different, you might see a slightly differ-
ent dialog, but you should still be able to choose your connection type.
FIG. 19.7
Set your Internet
connection settings
once, and all applica-
tions can retrieve them
from the Registry.
■ If you dial up to the Internet, select the Dial check box and fill in the parameters in the
top half of the page.
■ If you connect to the Internet through a proxy server, select the Proxy check box and
click the Settings button to identify your proxy addresses and ports.
■ If you are connected directly to the Internet, leave both check boxes unselected.
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Querying HTTP Sites 451
If you want to set up an asynchronous (nonblocking) session, for the reasons discussed in the
“Using Windows Sockets” section of Chapter 18, your options in dwFlags must include
INTERNET_FLAG_ASYNC. In addition, you must call the member function
EnableStatusCallback() to set up the callback function. When a request is made through the
session—such as the call to OpenURL() that occurs later in TryURL()—and the response will not
be immediate, a nonblocking session returns a pseudo error code, ERROR_IO_PENDING. When
the response is ready, these sessions automatically invoke the callback function.
For this simple application, there is no need to allow the user to do other work or interact with
the user interface while waiting for the session to respond, so the session is constructed as a
blocking session and all the other default parameters are also used:
CInternetSession session;
Having constructed the session, TryURL() goes on to add a line to m_out that echoes the URL
passed in as a parameter. The “\r\n” characters are return and newline, and they separate the
lines added to m_out. UpdateData(FALSE) gets that onscreen:
m_out += “Trying “ + URL + “\r\n”;
UpdateData(FALSE);
Next is a call to the session’s OpenURL() member function. This function returns a pointer to
one of several file types because the URL might have been to one of four protocols:
■ file:// opens a file. The function constructs a CStdioFile and returns a pointer to it.
■ ftp:// goes to an FTP site and returns a pointer to a CInternetFile object.
■ gopher:// goes to a Gopher site and returns a pointer to a CGopherFile object.
■ http:// goes to a World Wide Web site and returns a pointer to a CHttpFile object. Part
Because CGopherFile and CHttpFile both inherit from CInternetFile and because you can be V
sure that TryURL() will not be passed a file:// URL, it is safe to cast the returned pointer to a Ch
CInternetFile.
19
TIP There is some confusion in Microsoft’s online documentation whenever sample URLs are shown. A
backslash (\) character will never appear in an URL. In any Microsoft example that includes
backslashes, use forward slashes (/) instead.
If the URL would not open, file will be NULL, or OpenURL()_ will throw an exception. (For
background on exceptions, see Chapter 26, “Exceptions and Templates.”) Whereas in a normal
application it would be a serious error if an URL didn’t open, in this application you are making
up URLs to see whether they work, and it’s expected that some won’t. As a result, you should
catch these exceptions yourself and do just enough to prevent runtime errors. In this case, it’s
enough to make sure that file is NULL when an exception is thrown. To delete the exception
and prevent memory leaks, call CException::Delete(), which safely deletes the exception.
The block of code containing the call to OpenURL() is in Listing 19.3.
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452 Chapter 19 Internet Programming with the WinInet Classes
If file is not NULL, this routine will display some of the Web page that was found. It first echoes
another line to m_out. Then, in a for loop, the routine calls CInternetFile::ReadString() to
fill the CString line with the characters in file up to the first \r\n, which are stripped off. This
code simply tacks line (and another \r\n) onto m_out. If you would like to see more or less
than the first 20 lines of the page, adjust the number in this for loop. When the first few lines
have been read, TryURL() closes and deletes the file. That block of code is shown in Listing
19.4.
If the file could not be opened, a message to that effect is added to m_out:
else
{
m_out += “No server found there. \r\n”;
}
Then, whether the file existed or not, a line of dashes is tacked on m_out to indicate the end of
this attempt, and one last call to UpdateData(FALSE) puts the new m_out onscreen:
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Querying FTP Sites 453
m_out += “------------------------\r\n”;
UpdateData(FALSE);
}
You can now build and run this application. If you enter microsoft.com in the text box and
click Query, you’ll discover that there are Web pages at both http://microsoft.com and
http://www.microsoft.com. Figure 19.8 shows the results of that query.
FIG. 19.8
Query can find
Microsoft’s Web sites.
If Query doesn’t find Web pages at either the domain name you provided or www. plus the
domain name, it doesn’t mean that the domain doesn’t exist or even that the organization that
owns the domain name doesn’t have a Web page. It does make it less likely, however, that the
organization both exists and has a Web page. If you see a stream of HTML, you know for cer-
tain that the organization exists and has a Web page. You might be able to read the HTML
yourself, but even if you can’t, you can now connect to the site with a Web browser such as
Microsoft’s Internet Explorer.
Part
TryFTPSite() has to establish a connection within the session, and if the connection is estab-
lished, it has to get some information that can be added to m_out to show the user that the
connection has been made. Getting a list of files is reasonably complex; because this is just an
illustrative application, the simpler task of getting the name of the default FTP directory is the
way to go. The code is in Listing 19.5.
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454 Chapter 19 Internet Programming with the WinInet Classes
connection->GetCurrentDirectory(line);
m_out += “default directory is “ + line + “\r\n”;
connection->Close();
delete connection;
}
else
{
m_out += “No server found there. \r\n”;
}
m_out += “------------------------\r\n”;
UpdateData(FALSE);
}
This code is very much like TryURL(), except that rather than open a file with
session.OpenURL(), it opens an FTP connection with session.GetFtpConnection(). Again,
exceptions are caught and essentially ignored, with the routine just making sure that the con-
nection pointer won’t be used. The call to GetCurrentDirectory() returns the directory on the
remote site in which sessions start. The rest of the routine is just like TryURL().
Add two lines at the end of OnQuery() to call this new function:
TryFTPSite(m_host);
TryFTPSite(“ftp.” + m_host);
Build the application and try it: Figure 19.9 shows Query finding no FTP site at microsoft.com
and finding one at ftp.microsoft.com. The delay before results start to appear might be a little
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Querying Gopher Sites 455
disconcerting. You can correct this by using asynchronous sockets, or threading, so that early
results can be added to the edit box while later results are still coming in over the wire. How-
ever, for a simple demonstration application like this, just wait patiently until the results appear.
It might take several minutes, depending on network traffic between your site and Microsoft’s,
your line speed, and so on.
FIG. 19.9
Query finds one
Microsoft FTP site.
If Query doesn’t find Web pages or FTP sites, perhaps this domain doesn’t exist at all or
doesn’t have any Internet services other than email, but there are a few more investigative
tricks available. The results of these investigations will definitely add to your knowledge of
existing sites.
continues
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456 Chapter 19 Internet Programming with the WinInet Classes
connection->Close();
delete connection;
}
else
{
m_out += “No server found there. \r\n”;
}
m_out += “------------------------\r\n”;
UpdateData(FALSE);
}
The call to CreateLocator() takes three parameters. The first is the filename, which might
include wild cards. NULL means any file. The second parameter is a selector that can be NULL.
The third is one of the following types:
GOPHER_TYPE_TEXT_FILE
GOPHER_TYPE_DIRECTORY
GOPHER_TYPE_CSO
GOPHER_TYPE_ERROR
GOPHER_TYPE_MAC_BINHEX
GOPHER_TYPE_DOS_ARCHIVE
GOPHER_TYPE_UNIX_UUENCODED
GOPHER_TYPE_INDEX_SERVER
GOPHER_TYPE_TELNET
GOPHER_TYPE_BINARY
GOPHER_TYPE_REDUNDANT
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Querying Gopher Sites 457
GOPHER_TYPE_TN3270
GOPHER_TYPE_GIF
GOPHER_TYPE_IMAGE
GOPHER_TYPE_BITMAP
GOPHER_TYPE_MOVIE
GOPHER_TYPE_SOUND
GOPHER_TYPE_HTML
GOPHER_TYPE_PDF
GOPHER_TYPE_CALENDAR
GOPHER_TYPE_INLINE
GOPHER_TYPE_UNKNOWN
GOPHER_TYPE_ASK
GOPHER_TYPE_GOPHER_PLUS
Normally, you don’t build locators for files or directories; instead, you ask the server for them.
The locator that will be returned from this call to CreateLocator() describes the locator asso-
ciated with the site you are investigating.
Add a pair of lines at the end of OnQuery() that call this new TryGopherSite() function:
TryGopherSite(m_host);
TryGopherSite(“gopher.” + m_host);
Build and run the program again. Again, you might have to wait several minutes for the results.
Figure 19.10 shows that Query has found two Gopher sites for har vard.edu. In both cases, Part
the locator describes the site itself. This is enough to prove that there is a Gopher site at V
har vard.edu, which is all that Query is supposed to do.
Ch
FIG. 19.10 19
Query finds two Harvard
Gopher sites.
TIP Gopher is an older protocol that has been supplanted almost entirely by the World Wide Web. As a
general rule, if a site has a Gopher presence, it’s been on the Internet since before the World Wide Web
existed (1989) or at least before the huge upsurge in popularity began (1992). What’s more, the site
was probably large enough in the early 1990s to have an administrator who would set up the Gopher
menus and text.
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458 Chapter 19 Internet Programming with the WinInet Classes
There is no MFC class or API function with the word finger in its name, but that doesn’t mean
you can’t use the classes already presented. This section relies on a trick—and on knowledge
of the Finger and Gopher protocols. Although the WinInet classes are a boon to new Internet
programmers who don’t quite know how the Internet works, they also have a lot to offer to old-
timers who know what’s going on under the hood.
As discussed in the “Using Windows Sockets” section of Chapter 18, all Internet transactions
involve a host and a port. Well-known services use standard port numbers. For example, when
you call CInternetSession::OpenURL() with an URL that begins with http://, the code be-
hind the scenes connects to port 80 on the remote host. When you call GetFtpConnection(),
the connection is made to port 21 on the remote host. Gopher uses port 70. If you look at Fig-
ure 19.10, you’ll see that the locator that describes the gopher.har vard.edu site includes a
mention of port 70.
The Gopher documentation makes this clear: If you build a locator with a host name, port 70,
Gopher type 0 (GOPHER_TYPE_TEXT_FILE is defined to be 0), and a string with a filename, any
Gopher client simply sends the string, whether it’s a filename or not, to port 70. The Gopher
server listening on that port responds by sending the file.
Finger is a simple protocol, too. If you send a string to port 79 on a remote host, the Finger
server that is listening there will react to the string by sending a Finger reply. If the string is
only \r\n, the usual reply is a list of all the users on the host and some other information about
them, such as their real names. (Many sites consider this an invasion of privacy or a security
risk, and they disable Finger. Many other sites, though, deliberately make this same informa-
tion available on their Web pages.)
Putting this all together, if you build a Gopher locator using port 79—instead of the default
70—and an empty filename, you can do a Finger query using the MFC WinInet classes. First,
add another function to CQueryDlg called TryFinger(), which takes a CString host and re-
turns void. The code for this function is very much like TryGopherSite(), except that the
connection is made to port 79:
connection = session.GetGopherConnection(host,NULL,NULL,79);
This time, rather than simply cast the locator into a CString, use it to open a file:
CGopherFile* file = connection->OpenFile(locator);
Then echo the first 20 lines of this file, just as TryURL() echoed the first 20 lines of the file
returned by a Web server. The code for this is in Listing 19.7.
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Using Gopher to Send a Finger Query 459
try
{
connection = session.GetGopherConnection(host,NULL,NULL,79); Part
}
catch (CInternetException* pEx)
V
{ Ch
//if anything went wrong, just set connection to NULL
connection = NULL; 19
pEx->Delete();
}
if (connection)
{
m_out += “Connection established. \r\n”;
continues
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460 Chapter 19 Internet Programming with the WinInet Classes
connection->Close();
delete connection;
}
else
{
m_out += “No server found there. \r\n”;
}
m_out += “------------------------\r\n”;
UpdateData(FALSE);
Add a line at the end of OnQuery() that calls this new function:
TryFinger(m_host);
Now, build and run the application. Figure 19.11 shows the result of a query on the site
whitehouse.gov, scrolled down to the Finger section.
FIG. 19.11
Query gets email
addresses from the
White House Finger
server.
N O T E If the site you are investigating isn’t running a Finger server, the delay will be longer than
usual and a message box will appear, telling you the connection timed out. Click OK on the
message box if it appears. ■
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Using Gopher to Send a Whois Query 461
own port; the Whois port is 43. Unlike Finger, you don’t send an empty string in the locator;
you send the name of the host that you want to look up. You connect to rs.internic.net every
time. (Dedicated Whois servers offer users a chance to change this, but in practice, no one
ever does.)
Add a function called TryWhois(); as usual, it takes a CString host and returns void. The code
is in Listing 19.9.
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462 Chapter 19 Internet Programming with the WinInet Classes
Build and run the application one last time. Figure 19.12 shows the Whois part of the report for
mcp.com—this is the domain for Macmillan Computer Publishing, Que’s parent company.
FIG. 19.12
Query gets real-life
addresses and names
from the InterNIC Whois
server.
Adding code after the Finger portion of this application means that you can no longer ignore
the times when the Finger code can’t connect. When the call to OpenFile() in TryFinger()
tries to open a file on a host that isn’t running a Finger server, an exception is thrown. Control
will not return to OnQuery(), and TryWhois() will never be called. To prevent this, you must
wrap the call to OpenFile() in a try and catch block. Listing 19.10 shows the changes to make.
Change TryFinger(), build Query again, and query a site that doesn’t run a Finger server,
such as microsoft.com. You will successfully reach the Whois portion of the application.
Future Work
The Query application built in this chapter does a lot, but it could do much more. There are
email and news protocols that could be reached by stretching the WinInet classes a little more
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Future Work 463
and using them to connect to the standard ports for these other services. You could also con-
nect to some well-known Web search engines and submit queries by forming URLs according
to the pattern used by those engines. In this way, you could automate the sort of poking around
on the Internet that most of us do when we’re curious about a domain name or an organization.
If you’d like to learn more about Internet protocols, port numbers, and what’s happening when
a client connects to a server, you might want to read Que’s Building Internet Applications with
Visual C++. The book was written for Visual C++ 2.0, and though all the applications in the
book compile and run under later versions of MFC, the applications would be much shorter
and easier to write now. Still, the insight into the way the protocols work is valuable.
The WinInet classes, too, can do much more than you’ve seen here. Query doesn’t use them to
retrieve real files over the Internet. Two of the WinInet sample applications included with
Visual C++ 6.0 do a fine job of showing how to retrieve files:
■ FTPTREE builds a tree list of the files and directories on an FTP site.
■ TEAR brings back a page of HTML from a Web site.
There are a lot more Microsoft announcements to come in the next few months. Keep an eye
on the Web site www.microsoft.com for libraries and software development kits that will
make Internet software development even easier and faster. ●
Part
V
Ch
19
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Untitled-6 464 2/19/99, 7:56 AM
20
465
C H A P T E R
In this chapter
Embedding an ActiveX Control in a Microsoft Internet
Explorer Web Page 466
Embedding an ActiveX Control in a Netscape
Navigator Web Page 469
Registering as Safe for Scripting and Initializing 470
Choosing Between ActiveX and Java Applets 474
Using AppWizard to Create Faster ActiveX
Controls 475 Part
20
It’s a remarkably simple matter to put an ActiveX control on a Web page that you know will be
loaded by Microsoft Internet Explorer 3.0 or later. You use the <OBJECT> tag, a relatively new
addition to HTML that describes a wide variety of objects that you might want to insert in a
Web page: a moving video clip, a sound, a Java applet, an ActiveX control, and many more kinds
of information and ways of interacting with a user. Listing 20.1 shows the HTML source for a
page that displays the Dieroll control from Chapter 17.
The only ugly thing here is the CLSID, and the easiest way to get that, because you’re a soft-
ware developer, is to cut and paste it from dieroll.odl, the Object Description Library. Open the
dieroll project you built in Chapter 17 and use FileView to open dieroll.odl quickly. Here’s the
section in dieroll.odl that includes the CLSID:
// Class information for CDierollCtrl
[ uuid(46646B43-EA16-11CF-870C-00201801DDD6),
helpstring(“Dieroll Control”), control ]
This section is at the end of dieroll.odl—the earlier CLSIDs do not refer to the whole control,
only to portions of it. Copy the uuid from inside the brackets into your HTML source.
TIP Microsoft has a product called the Control Pad that gets CLSIDs from the Registry for you and makes
life easier for Web page builders who are either intimidated by instructions like “open the ODL file” or
don’t have the ODL file because it’s not shipped with the control. Because you’re building this control
and know how to open files in Developer Studio, this chapter will not describe the Control Pad tool. If
you’re curious, see Microsoft’s Control Pad Web page at http://www.microsoft.com/workshop/
author/cpad/ for more details.
The CODEBASE attribute of the OBJECT tag specifies where the OCX file is kept, so if the user
doesn’t have a copy of the ActiveX control, one will be downloaded automatically. The use of
the CLSID means that if this user has already installed this ActiveX control, there is no down-
load time; the control is used immediately. You can simply specify an URL to the OCX file, but
to automate the DLL downloading, this CODEBASE attribute points to a CAB file. Putting your
control in a CAB file will cut your download time by nearly half. You can learn more about CAB
technology at http://www.microsoft.com/intdev/cab/. That page is written for Java devel-
opers, but the technology works just as well to cut the download time for ActiveX controls.
TIP If you don’t have access to a Web server in which to put controls while you’re developing them, use a
file:// URL in the CODEBASE attribute that points to the control’s location on your hard drive.
The remaining OBJECT tag attributes will be intuitive if you’ve built a Web page before: ID is
used by other tags on the page to refer to this control; WIDTH and HEIGHT specify the size, in
pixels, of the control’s appearance; and HSPACE and VSPACE are horizontal and vertical blank
spaces, in pixels, around the entire control.
Everything after the <OBJECT ...> tag and before the </OBJECT> tag is ignored by browsers
that understand the OBJECT tag. (The <OBJECT...> tag is usually many lines long and contains
all the information to describe the object.) Browsers that don’t understand the OBJECT tag
ignore the <OBJECT ...> tag and the </OBJECT> tag and display the HTML between them (in Part
this case, a line of text pointing out that this browser doesn’t support the tag). This is part of
the specification for a Web browser: It should ignore tags it doesn’t understand.
V
Ch
Figure 20.1 shows this page displayed in Microsoft Explorer 3.0. Clicking the die rolls it, and
everything works beautifully. Things certainly look simple and amazing, but two flaws appear 20
immediately:
FIG. 20.1
Microsoft Internet
Explorer can show
ActiveX controls.
Figure 20.2 shows the same page displayed in Netscape Navigator 3.0. It doesn’t support the
OBJECT tag, so it doesn’t show the die. Also, Netscape Navigator is used by more than half the
people who browse the Web! Does that mean it’s not worth writing ActiveX controls for Web
pages? Not at all. As you’ll see in the very next section, there’s a way that Navigator users can
use the same controls as Explorer users.
FIG. 20.2
Netscape Navigator
can’t show ActiveX
controls.
The size issue is a bigger worry. The release version of the Dieroll control, as built for Chapter
17, is 26KB. Many designers put a 50KB limit per Web page for graphics and other material to
be downloaded, and this simple control uses half that limit. A more powerful control would
easily exceed it. The majority of this chapter deals with ways to reduce that size or otherwise
minimize the download time for ActiveX controls. Web page designers can then tap the con-
trols’ full power without worrying that users will label their pages as slow, one of the worst
knocks against any Web site.
There’s a third flaw that you won’t notice because you have Visual C++ installed on your com-
puter. The control requires the MFC DLL. The user must download it and install it before the
controls can run. The mechanism that automatically downloads and installs controls doesn’t
automatically download and install this DLL, though using a CAB file as discussed earlier can
make it possible.
TIP For an example of a Web page that includes a CAB file for the Dieroll control and the MFC DLLs, come
to http://www.gregcons.com/dieroll.htm.
N O T E It might occur to you to try linking the MFC Library statically into your control. It seems easy
enough to do: Choose Project, Settings, and on the General tab there is a drop-down list
box inviting you to choose static linking. If you do that and build, you’ll get hundreds of linker errors:
The COleControl and CPropPage functions are not in the DLL that is linked statically. (That’s
because Microsoft felt it would be foolish to link the MFC functions statically in a control.) Setting up
another library to link in those functions is beyond the scope of this chapter, especially because all
this work would lead to an enormous (more than 1MB) control that would take far too long to
download the first time. ■
It is the <EMBED> tag that brings up the plug-in. Because it’s inside the <OBJECT>...</OBJECT>
tag, Microsoft Internet Explorer and other browsers that know the OBJECT tag will ignore the
EMBED. This means that this HTML source will display the control equally well in Netscape
Navigator and in Explorer. You’ll probably want to include a link on your page to the NCompass
page to help your readers find the plug-in and learn about it.
delete a very important file or files, based on guesses about where most people keep docu-
ments. It would be simple to delete C:\MSOFFICE\WINWORD\WINWORD.EXE, for example,
and that would be annoying for Word users. Figure 20.3 shows the error message displayed in
Explorer when you are using the Medium safety level and load a page featuring a control that
isn’t registered as script-safe or init-safe. The NCompass Labs plug-in, ScriptActive, also
refuses to load controls that are not registered as script-safe and init-safe.
FIG. 20.3
Explorer alerts you to
controls that might run
amok.
First, you need to add three functions to DierollCtl.cpp. (They come unchanged from the
ActiveX SDK.) These functions are called by code presented later in this section. Don’t forget
to add declarations of these functions to the header file, too. The code is in Listing 20.3.
hr = CoCreateInstance(CLSID_StdComponentCategoriesMgr,
NULL, CLSCTX_INPROC_SERVER, IID_ICatRegister, (void**)&pcr);
if (FAILED(hr))
return hr;
Part
// Make sure the HKCR\Component Categories\{..catid...}
// key is registered V
CATEGORYINFO catinfo;
catinfo.catid = catid; Ch
catinfo.lcid = 0x0409 ; // english
20
// Make sure the provided description is not too long.
// Only copy the first 127 characters if it is
int len = wcslen(catDescription);
if (len>127)
len = 127;
wcsncpy(catinfo.szDescription, catDescription, len);
// Make sure the description is null terminated
catinfo.szDescription[len] = ‘\0’;
continues
return hr;
}
if (pcr != NULL)
pcr->Release();
return hr;
}
if (pcr != NULL)
pcr->Release();
return hr;
}
Finally, modify UpdateRegistry() in DierollCtl.cpp to call these new functions. The new code
calls CreateComponentCategory() to create a category called CATID_SafeForScripting and
adds this control to that category. Then it creates a category called
CATID_SafeForInitializing and adds the control to that category as well. Listing 20.4 shows
the new version of UpdateRegistry().
if (bRegister)
{
HRESULT hr = S_OK ;
if (FAILED(hr))
return FALSE;
hr = RegisterCLSIDInCategory(m_clsid, CATID_SafeForScripting);
if (FAILED(hr))
return FALSE;
if (FAILED(hr)) Part
return FALSE;
V
hr = RegisterCLSIDInCategory(m_clsid, CATID_SafeForInitializing);
Ch
if (FAILED(hr))
return FALSE; 20
return AfxOleRegisterControlClass(
AfxGetInstanceHandle(),
m_clsid,
m_lpszProgID,
IDS_DIEROLL,
IDB_DIEROLL,
afxRegInsertable | afxRegApartmentThreading,
_dwDierollOleMisc,
continues
else
{
HRESULT hr = S_OK ;
hr = UnRegisterCLSIDInCategory(m_clsid, CATID_SafeForScripting);
if (FAILED(hr))
return FALSE;
hr = UnRegisterCLSIDInCategory(m_clsid, CATID_SafeForInitializing);
if (FAILED(hr))
return FALSE;
To confirm that this works, open Explorer and set your safety level to Medium. Load the
HTML page that uses the control; it should warn you the control is unsafe. Then make these
changes, build the control, and reload the page. The warning will not reappear.
Probably the biggest difference between the ActiveX approach and the Java applet approach is
downloading. Java code is downloaded every time you load the page that contains it. ActiveX
code is downloaded once, unless you already have the control installed some other way (per-
haps a CD-ROM was sent to you in a magazine, for example) and then never again. A copy is
stored on the user’s machine and entered in the Registry. The Java code that is downloaded is
small because most of the code involved is in the Java Virtual Machine installed on your com-
puter, probably as part of your browser.
The ActiveX code that’s downloaded can be much larger, though the optimizations discussed in
the next section can significantly reduce the size by relying on DLLs and other code already on
the user’s computer. If users come to this page once and never again, they might be annoyed to
find ActiveX controls cluttering their disk and Registry. On the other hand, if they come to the
same page repeatedly, they will be pleased to find that there is no download time: The control
simply activates and runs.
There are still other differences. Java applets can’t fire events to notify the container that some-
thing has happened. Java applets can’t be licensed and often don’t distinguish between design-
time and runtime use. Java applets can’t be used in Visual Basic forms, VC++ programs, or
Word documents in the same way that ActiveX controls can. ActiveX controls are nearly 10
times faster than Java applets. In their favor, Java applets are genuinely multiplatform and typi-
cally smaller than the equivalent ActiveX control.
If you are developing your control solely for the Web, many of these settings won’t matter
anymore. For example, it doesn’t matter whether your control has an About box; users won’t
be able to bring it up when they are viewing the control in a Web page.
The Activates When Visible option is very important. Activating a control takes a lot of over-
head activity and should be postponed as long as possible so that your control appears to load
quickly. If your control activates as soon as it is visible, you’ll add to the time it takes to load
your control. To deselect this option in the existing Dieroll code, open the Dieroll project in
Developer Studio if it isn’t still open, and open DierollCtl.cpp with FileView. Look for a block of
code like the one in Listing 20.5.
There are more optimizations available. Figure 20.4 shows the list of advanced options for
ActiveX ControlWizard, reached by clicking the Advanced button on Step 2. You can choose
each of these options when you first build the application through the ControlWizard. They can
also be changed in an existing application, saving you the trouble of redoing AppWizard and
adding your own functionality again. The options are
■ Windowless Activation
■ Unclipped Device Context
■ Flicker-Free Activation
■ Mouse Pointer Notifications When Inactive
■ Optimized Drawing Code
■ Loads Properties Asynchronously
FIG. 20.4
The Advanced button
on Step 2 of the ActiveX
ControlWizard leads to
a choice of optimiza-
tions.
Windowless activation is going to be very popular because of the benefits it provides. If you
want a transparent control or one that isn’t a rectangle, you must use windowless activation.
However, because it reduces code size and speeds execution, every control should consider
using this option. Modern containers provide the functionality for the control. In older contain-
ers, the control creates the window anyway, denying you the savings but ensuring that the
control still works.
To implement the Windowless Activation option in Dieroll, override
CDierollCtrl::GetControlFlags() like this:
DWORD CDierollCtrl::GetControlFlags()
{
return COleControl::GetControlFlags()| windowlessActivate;
}
Add the function quickly by right-clicking CDierollCtrl in ClassView and choosing Add Mem-
ber Function. If you do this to Dieroll, build it, and reload the Web page that uses it, you’ll
notice no apparent effect because Dieroll is such a lean control. You’ll at least notice that it still Part
functions perfectly and doesn’t mind not having a window. V
The next two options, Unclipped Device Context and Flicker-Free Activation, are not available Ch
to windowless controls. In a control with a window, choosing Unclipped Device Context means
that you are completely sure that you never draw outside the control’s client rectangle. Skip- 20
ping the checks that make sure you don’t means your control runs faster, though it could mean
trouble if you have an error in your draw code. If you were to do this in Dieroll, the override of
GetControlFlags() would look like this:
DWORD CDierollCtrl::GetControlFlags()
{
return COleControl::GetControlFlags()& ~clipPaintDC;
}
Flicker-free activation is useful for controls that draw their inactive and active views identically.
(Think back to Chapter 15, “Building an ActiveX Server Application,” in which the server ob-
ject was drawn in dimmed colors when the objects were inactive.) If there is no need to redraw,
because the drawing code is the same, you can select this option and skip the second draw.
Your users won’t see an annoying flicker as the control activates, and activation will be a tiny bit
quicker. If you were to do this in Dieroll, the GetControlFlags() override would be
DWORD CDierollCtrl::GetControlFlags()
{
return COleControl::GetControlFlags()| noFlickerActivate;
}
Like unclipped device context, don’t try to combine this with windowless activation: It doesn’t
do anything.
Mouse pointer notifications, when inactive, enable more controls to turn off the Activates
When Visible option. If the only reason to be active is to have a window to process mouse inter-
actions, this option will divert those interactions to the container through an IPointerInactive
interface. To enable this option in an application that is already built, you override
GetControlFlags()again:
DWORD CDierollCtrl::GetControlFlags()
{
return COleControl::GetControlFlags()| pointerInactive;
}
Now your code will receive WM_SETCURSOR and WM_MOUSEMOVE messages through message map
entries, even though you have no window. The container, whose window your control is using,
will send these messages to you through the IPointerInactive interface.
The other circumstance under which you might want to process window messages while still
inactive, and so without a window, is if the user drags something over your control and drops it.
The control needs to activate at that moment so that it has a window to be a drop target. You
can arrange that with an override to GetActivationPolicy():
DWORD CDierollCtrl::GetActivationPolicy()
{
return POINTERINACTIVE_ACTIVATEONDRAG;
}
Don’t bother doing this if your control isn’t a drop target, of course.
The problem with relying on the container to pass on your messages through the
IPointerInactive interface is that the container might have no idea such an interface exists
and no plans to pass your messages on with it. If you think your control might end up in such a
container, don’t remove the OLEMISC_ACTIVATEWHENVISIBLE flag from the block of code shown
previously in in Listing 20.5
Containers that don’t understand IPointerInactive don’t understand this flag either, and your
control will activate when visible and thus be around to catch mouse messages in these con-
tainers.
Optimized drawing code is only useful to controls that will be sharing the container with a
number of other drawing controls. As you might recall from Chapter 5, “Drawing on the
Screen,” the typical pattern for drawing a view of any kind is to set the brush, pen, or other
GDI object to a new value, saving the old. Then you use the GDI object and restore it to the
saved value. If there are several controls doing this in turn, all those restore steps can be
skipped in favor of one restore at the end of all the drawing. The container saves all the GDI
object values before instructing the controls to redraw and afterwards restores them all.
If you would like your control to take advantage of this, you need to make two changes. First, if
a pen or other GDI object is to remain connected between draw calls, it must not go out of
scope. That means any local pens, brushes, and fonts should be converted to member variables
so that they stay in scope between function calls. Second, the code to restore the old objects
should be surrounded by an if statement that calls COleControl::IsOptimizedDraw() to see
whether the restoration is necessary. A typical draw routine would set up the colors and pro-
ceed like this:
...
if(!m_pen.m_hObject)
{
m_pen.CreatePen(PS_SOLID, 0, forecolor);
}
if(!m_brush.m_hObject)
{
m_brush.CreateSolidBrush(backcolor);
}
...
// use device context
... Part
if(!IsOptimizedDraw())
{ V
pdc->SelectObject(savepen);
Ch
pdc->SelectObject(savebrush);
}
...
20
The device context has the addresses of the member variables, so when it lets go of them at
the direction of the container, their m_hObject member becomes NULL. As long as it isn’t NULL,
there is no need to reset the device context, and if this container supports optimized drawing
code, there is no need to restore it either.
If you select this optimized drawing code option from the Advanced button in AppWizard Step
2, the if statement with the call to IsOptimizedDraw() is added to your draw code, with some
comments to remind you what to do.
The last optimization option, Loads Properties Asynchronously, is covered in the next section.
Faster Internet connections and more compact image formats have lessened some of the con-
cerns about waiting for images. Still, being asynchronous is a good thing. For one thing, wait-
ing for video clips, sound clips, and executable code has made many Web users long for the
good old days when they had to wait only 30 seconds for pages to find all their images.
Properties
The die that comes up in your Web page is the default die appearance. There’s no way for the
user to access the control’s properties. The Web page developer can, using the <PARAM> tag
inside the <OBJECT> tag. (Browsers that ignore OBJECT also ignore PARAM.) Here’s the PARAM tag
to add to your HTML between <OBJECT> and </OBJECT> to include a die with a number instead
of dots:
<PARAM NAME=”Dots” value=”0">
The PARAM tag has two attributes: NAME provides a name that matches the external ActiveX
name (Dots), and value provides the value (0, or FALSE). The die displays with a number.
To demonstrate the value of asynchronous properties, Dieroll needs to have some big proper-
ties. Because this is a demonstration application, the next step is to add a big property. A natu-
ral choice is to give the user more control over the die’s appearance. The user (which means
the Web page designer if the control is being used in a Web page) can specify an image file and
use that as the background for the die. Before you learn how to make that happen, imagine
what the Web page reader will have to wait for when loading a page that uses Dieroll:
When Dieroll gains another property—an image file that might be quite large—there will be
another delay while the image file is retrieved from wherever it is kept. If nothing happens in
the meantime, the Web page reader will eventually tire of staring at an empty square and go to
another page. Using asynchronous properties means that the control can roughly draw itself
and start to be useful, even while the large image file is still being downloaded. For Dieroll,
drawing the dots on a plain background, using GetBackColor(), will do until the image file is
ready.
Using BLOBs
A BLOB is a binary large object. It’s a generic name for things like the image file you are about
to add to the Dieroll control. The way a control talks to a BLOB is through a moniker. That’s
not new. It’s just that monikers have always been hidden away inside OLE. If you already un-
derstand them, you still have a great deal more to learn about them because things are chang-
ing with the introduction of asynchronous monikers. If you’ve never heard of them before, no
problem. Eventually there will be all sorts of asynchronous monikers, but at the moment only
URL monikers have been implemented. These are a way for ActiveX to connect BLOB proper-
ties to URLs. If you’re prepared to trust ActiveX to do this for you, you can achieve some amaz-
ing things. The remainder of this subsection explains how to work with URL monikers to load
BLOB properties asynchronously.
Remember, the idea here is that the control will start drawing itself even before it has all its
properties. Your OnDraw() code will be structured like this:
// prepare to draw
if(AllPropertiesAreLoaded)
{
// draw using the BLOB
}
else
{
// draw without the BLOB
}
//cleanup after drawing
There are two problems to solve here. First, what will be the test to see whether all the
properties are loaded? Second, how can you arrange to have OnDraw() called again when the
properties are ready, if it’s already been called and has already drawn the control the BLOBless
Part
way?
V
The first problem has been solved by adding two new functions to COleControl.
Ch
GetReadyState()returns one of these values:
The function InternalSetReadyState() sets the ready state to one of these values.
The second problem, getting a second call to OnDraw() after the control has already been
drawn without the BLOB, has been solved by a new class called CDataPathProperty and its
Changing Dieroll
Make a copy of the Dieroll folder you created in Chapter 17 and change it to windowless
activation as described earlier in this chapter. Now you’re ready to begin. There is a lot to
do to implement asynchronous properties, but each step is straightfor ward.
Add the CDierollDataPathProperty Class Bring up ClassWizard, click the Automation tab,
and click the Add Class button. From the drop-down menu that appears under the button,
choose New. This brings up the Create New Class dialog box. Name the class
CDierollDataPathProperty. Click the drop-down box for Base Class and choose
CCachedDataPathProperty. The dialog box will resemble Figure 20.5. Click OK to create the
class and add it to the project.
FIG. 20.5
Create a new class to
handle asynchronous
properties.
The reason that the new class should inherit from CCachedDataProperty is that it will load the
property information into a file, which is an easier way to handle the bitmap. If the control has a
property that was downloaded because it changed often (for example, current weather),
CDataPathProperty would be a better choice.
Add the Image Property to CDierollCtrl With the new CDierollDataPathProperty class
added to the Dieroll control, add the property to the original CDierollCtrl class that you cop-
ied: In ClassWizard, on the Automation tab, make sure that CDierollCtrl is selected in the far
right drop-down box. Click Add Property and fill out the dialog as shown in Figure 20.6. The
external name you choose is the one that will appear in the HTML: Image is simple and doesn’t
require a lot of typing. The type should be BSTR—that choice won’t be in the drop-down box for
type until you change the Implementation to Get/Set Methods.
FIG. 20.6
The image file is added
as a BSTR property.
ClassWizard adds the Get and Set functions to your control class, but the TODO comments (see
Listing 20.6) are cryptic.
return strResult.AllocSysString();
}
SetModifiedFlag();
}
As with other Get and Set properties, you’ll have to add a member variable to the control class
Part
and add code to these functions to get or set its value. It is an instance of the new
CDierollDataPathProperty class. Right-click CDierollCtrl in ClassView and choose Add V
Member Variable. Figure 20.7 shows how to fill in the dialog box to declare the member vari- Ch
able mdpp_image. (The dpp in the name is to remind you that this is a data path property.)
20
FIG. 20.7
The image file member
variable is an instance
of the new class.
Now you can finish the Get and Set functions, as shown in Listing 20.7.
At the top of the header file for CDierollCtrl, add this include statement:
#include “DierollDataPathProperty.h”
Now there are some bits and pieces to deal with because you are changing an existing control
rather than turning on asynchronous properties when you first built Dieroll. First, in
CDierollCtrl::DoPropExchange(), arrange persistence and initialization for mdpp_image by
adding this line:
PX_DataPath( pPX, _T(“Image”), mdpp_image);
void CDierollCtrl::OnResetState()
{
COleControl::OnResetState(); // Resets defaults found in DoPropExchange
mdpp_image.ResetData();
}
Add the ReadyStateChange Event and the ReadyState Property Use ClassWizard to add
the stock event ReadyStateChange. In ClassWizard, click the ActiveX Events tab, then the Add
Event button. Choose ReadyStateChange from the drop-down box and click OK. Figure 20.8
shows the Add Event dialog box for this event. Events, as discussed in Chapter 17, notify the
control’s container that something has happened within the control. In this case, what has
happened is that the rest of the control’s data has arrived and the control’s state of readiness
has changed.
FIG. 20.8
Add a stock event to
notify the container of a
change in the control’s
readiness.
Use ClassWizard to add a property to CDierollCtrl for the ready state. In ClassWizard, click
the Automation tab, then the Add Property button. Choose ReadyState from the drop-down
box, and because this is a stock property, the rest of the dialog box is filled in for you, as shown
in Figure 20.9. Click OK to finish adding the property and then close ClassWizard.
ClassWizard doesn’t add a stub function for GetReadyState() because CDierollCtrl will in-
herit this from COleControl.
FIG. 20.9
Add a stock property to
track the control’s
readiness.
Add code to the constructor to connect the cached property to this control and to initialize the Part
member variable in COleControl that is used in COleControl::GetReadyState() and set by V
COleControl::InternalSetReadyState(). Because the control can be used right away, the
Ch
readiness state should start at READYSTATE_INTERACTIVE. Listing 20.9 shows the new
constructor. 20
Listing 20.9 DierollCtl.cpp—CDierollCtrl::CDierollCtrl()
CDierollCtrl::CDierollCtrl()
{
InitializeIIDs(&IID_DDieroll, &IID_DDierollEvents);
mdpp_image.SetControl(this);
m_lReadyState = READYSTATE_INTERACTIVE;
}
Every time a block of data is received from the remote site, this function is called. The first line
of code uses the base class version of the function to deal with that block and set the flag called
grfBSCF. If, after dealing with the latest block, the download is complete, the ReadBitmap()
function is called to read the cached data into a bitmap object that can be displayed as the
control background. (The code for ReadBitmap() isn’t presented or discussed here, though it is
on the Web site for you to copy into your application.) After the bitmap has been read, the
control’s ready state is complete and the call to InvalidateControl() arranges for a redraw.
drawn = TRUE;
}
}
if (!drawn)
{
COLORREF back = TranslateColor(GetBackColor());
backbrush.CreateSolidBrush(back);
pdc->FillRect(rcBounds, &backbrush);
}
The BOOL variable drawn ensures that if the control is complete, but something goes wrong with
the attempt to use the bitmap, the control will be drawn the old way. If the control is complete,
Part
the image is loaded into a CBitmap* and then drawn into the device context. Bitmaps can only
be selected into a memory device context and then copied over to an ordinary device context. V
Using StretchBlt() will stretch the bitmap during the copy, though a sensible Web page de- Ch
signer will have specified a bitmap that matches the HEIGHT and WIDTH attributes of the OBJECT
tag. The old drawing code is still here, used if drawn remains FALSE. 20
Testing and Debugging Dieroll
Having made all those changes, build the control, which will register it. One way to test it
would be to bring up that HTML page in Explorer again, but you might prefer to debug the
control. It is possible to debug a control even though you can’t run it standalone. Normally, a
developer would arrange to debug the control in the test container, but you can use any
application that can contain the control.
In Developer Studio, choose Project Settings. Click the Debug tab and make sure that all the
lines in the far left list box are selected. Select General in the top drop-down box, and in the
edit box labeled Executable for Debug Session, enter the full path to Microsoft Internet Ex-
plorer on your computer. (If there’s a shorcut to Microsoft Internet Explorer on your desktop,
right-click it and choose Properties to get the path to the executable. Other wise, use the Find
utility on the Start menu to find iexplore.exe. Figure 20.10 shows an example.) Now when you
choose Build, Start Debug, Go or click the Go toolbar button, Explorer will launch. Open a
page of HTML that loads the control, and the control will run in the debugger. You can set
breakpoints, step through code, and examine variables, just as with any other application.
FIG. 20.10
Arrange to run Explorer
when you debug the
control.
Here’s the syntax for an OBJECT tag that sets the Image property:
<OBJECT
CLASSID=”clsid:46646B43-EA16-11CF-870C-00201801DDD6"
CODEBASE=”http://www.gregcons.com/test/dieroll.ocx”
ID=die1
WIDTH=200
HEIGHT=200
ALIGN=center
HSPACE=0
VSPACE=0
>
<PARAM NAME=”Dots” VALUE=”1">
<PARAM NAME=”Image” VALUE=”http://www.gregcons.com/test/beans.bmp”>
If you see this text, your browser does not support the OBJECT tag. </BR>
</OBJECT>
TIP Remember, don’t just copy these HTML samples to your own machine if you are building Dieroll
yourself. You need to use your own CLSID, an URL to the location of your copy of the OCX, and the
image file you are using.
Figure 20.11 shows the control with a background image of jelly beans. It takes 30–60 seconds
to load this 40KB image through the Web, and while it is loading, the control is perfectly usable
as a plain die with no background image. That’s the whole point of asynchronous properties,
and that’s what all the effort of the previous sections achieves.
FIG. 20.11
Now the die displays on
a field of jelly beans or
on any other image you
choose.
Part
V
Ch
20
C H A P T E R
In this chapter
Why Use the ATL? 492
Using AppWizard to Get Started 492
Using the Object Wizard 493
Adding Properties to the Control 497
Drawing the Control 508
Persistence and a Property Page 512
Using the Control in Control Pad 516
Adding Events 517
Exposing the DoRoll() Function 520
Registering as init Safe and script Safe 522
Preparing the Control for Use in Design Mode 522 Part
The Active Template Library (ATL) is a collection of C++ class templates that you can use to
build ActiveX controls. These small controls generally don’t use MFC, the Microsoft Founda-
tion Classes, at all. Writing an ActiveX control with ATL requires a lot more knowledge of COM
and interfaces than writing an MFC ActiveX control, because MFC protects you from a lot of
low-level COM concepts. Using ATL is not for the timid, but it pays dividends in smaller, tighter
controls. This chapter rewrites the Dieroll control of Chapter 17, “Building an ActiveX Con-
trol,” and Chapter 20, “Building an Internet ActiveX Control,” by using ATL rather than MFC
as in those chapters. You will learn the important COM/ActiveX concepts that were skimmed
over while you were using MFC.
The alternative to MFC is to obtain the ActiveX functionality from the ATL and to call Win32
SDK functions, just as C programmers did when writing for Windows in the days before Visual
C++ and MFC. The Win32 SDK is a lot to learn and won’t be fully covered in this chapter. The
good news is that if you’re familiar with major MFC classes, such as CWnd and CDC, you will
recognize a lot of these SDK functions, even if you’ve never seen them before. Many MFC
member functions are merely wrappers for SDK functions.
How much download time can you save? The MFC control from Chapter 20 is nearly 30KB
plus, of course, the MFC DLLs. The ATL control built in this chapter is, at most, 100KB and is
fully self-contained. With a few tricks, you could reduce it to 50KB of control and 20KB for the
ATL DLL—one-tenth the size of the total control and DLL from Chapter 20!
N O T E It’s tempting to name the project DieRoll, but later in this process you will be inserting a
control into the project—that control will be called DieRoll, so to avoid name conflicts,
choose a longer name for the project. ■
FIG. 21.1
AppWizard makes
creating an ATL control
simple.
There is only one step in the ATL COM AppWizard, and it is shown in Figure 21.2. The default
choices—DLL control, no merging proxy/stub code, no MFC support, no MTS support—are
the right ones for this project. The file extension will be DLL rather than OCX, as it was for
MFC controls, but that’s not an important difference. Click Finish.
FIG. 21.2
Create a DLL control.
The New Project Information dialog box, shown in Figure 21.3, confirms the choices you have
made. Click OK to create the project.
The ATL COM AppWizard created 13 files, but you don’t have a skeleton control yet. First, you V
have to follow the instructions included in the Step 1 dialog box and insert an ATL object into Ch
the project.
21
Adding a Control to the Project
Choose Insert, New ATL Object from the menu bar. This opens the ATL Object Wizard, shown
in Figure 21.4.
FIG. 21.3
Your ATL choices are
summarized before you
create the project.
FIG. 21.4
Add an ATL control to
your project.
You can add several kinds of ATL objects to your project, but at the moment you are interested
only in controls, so select Controls in the list box on the left. The choices in the list box on the
left include Full Control, Lite Control, and Property Page. If you know for certain that this
control will be used only in Internet Explorer, perhaps as part of an intranet project, you could
choose Lite Control and save a little space. This DieRoll control might end up in any browser, a
Visual Basic application, or anywhere else for that matter, so a Full Control is the way to go.
You will add a property page later in this chapter. Select Full Control and click Next.
FIG. 21.5
Set the names of the
files and the control.
FIG. 21.6
Set the COM properties
of your control.
Threading Models Avoid selecting the Single Threading Model, even if your controls don’t
have any threading. To be sure that no two functions of such a control are running at the same
time, all calls to methods of a single-threaded control must be marshalled through a proxy,
which significantly slows execution. The Apartment setting is a better choice for new controls.
The Apartment model refers to STA (Single-Threaded Apartment model). This means that
access to any resources shared by instances of the control (globals and statics) is through
serialization. Instance data—local automatic variables and objects dynamically allocated on the
heap—doesn’t need this protection. This makes STA controls faster than single-threaded con-
trols. Internet Explorer exploits STA in controls it contains. Part
TIP If the design for your control includes a lot of globals and statics, it might be a great deal of work to
V
use the Apartment model. This isn’t a good reason to write a single-threaded control; it’s a good reason Ch
to redesign your control as a more object-oriented system.
21
The Free Threading (Multithreaded Apartment or MTA) Model refers to controls that are
threaded and that already include protection against thread collisions. Although writing a
multithreaded control might seem like a great idea, using such a control in a nonthreaded or
STA container will result in marshalling again, this time to protect the container against having
two functions called at once. This, too, introduces inefficiencies. Also, you, the developer, will
do a significant amount of extra work to create a free-threaded control, because you must add
the thread collision protection.
The Both option in the Threading Model column asks the wizard to make a control that can be
STA or MTA, avoiding inefficiences when used in a container that is single-threaded or STA,
and exploiting the power of MTA models when available. You will have to add the threading-
protection work, just as when you write an MTA control.
At the moment, controls for Internet Explorer should be STA. DCOM controls that might be
accessed by several connections at once can benefit from being MTA.
Dual and Custom Interfaces COM objects communicate through interfaces, which are col-
lections of function names that describe the possible behavior of a COM object. To use an
interface, you obtain a pointer to it and then call a member function of the interface. All Auto-
mation servers and ActiveX controls have an IDispatch interface in addition to any other inter-
faces that might be specific to what the server or control is for. To call a method of a control,
you can use the Invoke() method of the IDispatch interface, passing in the dispid of the
method you want to invoke. ( This technique was developed so that methods could be called
from Visual Basic and other pointerless languages.)
Simply put, a dual-interface control lets you call methods both ways: by using a member func-
tion of a custom interface or by using IDispatch. MFC controls use only IDispatch, but this is
slower than using a custom interface. The Interface column on this dialog box lets you choose
Dual or Custom: Custom leaves IDispatch out of the picture. Select Dual so that the control
can be used from Visual Basic, if necessary.
Aggregation The third column, Aggregation, governs whether another COM class can use
this COM class by containing a reference to an instance of it. Choosing Yes means that other
COM objects can use this class, No means they can’t, and Only means they must—this object
can’t stand alone.
Other Control Settings Selecting support for ISupportErrorInfo means that your control
will be able to return richer error information to the container. Selecting support for Connec-
tion Points is vital for a control, like this one, that will fire events. Selecting Free-Threaded
Marshaler isn’t required for an STA control.
Click the Miscellaneous tab and examine all the settings, which can be left at their default
values (see Figure 21.7). The control should be Opaque with a Solid Background and should
use a normalized DC, even though that’s slightly less efficient, because your draw code will be
much easier to write.
TIP If you’d like to see how a DC is normalized for an ATL control, remember that the entire ATL source is
available to you, just as the MFC source is. In Program Files\Microsoft Visual Studio\VC98\ATL\
Include\\ATLCTL.CPP, you will find CComControlBase::OnDrawAdvanced(), which normalizes a
DC and calls OnDraw() for you.
FIG. 21.7
Leave the Miscella-
neous properties at the
defaults.
FIG. 21.8
Support Background
Color and Foreground
Color.
Click OK on the Object Wizard to complete the control creation. At this point, you can build
the project if you want, though the control does nothing at the moment. Part
V
Adding Properties to the Control Ch
The MFC versions of DieRoll featured three stock properties: BackColor, ForeColor, and 21
ReadyState. The first two have been added already, but the ReadyState stock properties must
be added by hand. Also, there are two custom properties, Number and Dots, and an asynchro-
nous property, Image.
Now you can see where the T in ATL comes in: All these classes are template classes. (If you
aren’t familiar with templates, read Chapter 26, “Exceptions and Templates.”) You add support
for an interface to a control by adding another entry to this list of interface classes from which
it inherits.
N O T E Notice that some names follow the pattern IxxxImpl: That means that this class
implements the Ixxx interface. Classes inheriting from IxxxImpl inherit code as
well as function names. For example, CDieRoll inherits from ISupportErrorInfo, not
ISupportErrorInfoImpl<CDieRoll>, even though such a template does exist. That is because
the code in that template implementation class isn’t appropriate for an ATL control, so the control
inherits only the names of the functions from the original interface and provides code for them in the
source file, as you will shortly see. ■
Farther down the header file, you will find the COM map shown in Listing 21.2.
COM_INTERFACE_ENTRY(IDispatch)
COM_INTERFACE_ENTRY(IViewObjectEx)
COM_INTERFACE_ENTRY(IViewObject2)
COM_INTERFACE_ENTRY(IViewObject)
COM_INTERFACE_ENTRY(IOleInPlaceObjectWindowless)
COM_INTERFACE_ENTRY(IOleInPlaceObject)
COM_INTERFACE_ENTRY2(IOleWindow, IOleInPlaceObjectWindowless)
COM_INTERFACE_ENTRY(IOleInPlaceActiveObject)
COM_INTERFACE_ENTRY(IOleControl)
COM_INTERFACE_ENTRY(IOleObject)
COM_INTERFACE_ENTRY(IPersistStreamInit)
COM_INTERFACE_ENTRY2(IPersist, IPersistStreamInit)
COM_INTERFACE_ENTRY(ISupportErrorInfo)
COM_INTERFACE_ENTRY(IConnectionPointContainer)
COM_INTERFACE_ENTRY(ISpecifyPropertyPages)
COM_INTERFACE_ENTRY(IQuickActivate)
COM_INTERFACE_ENTRY(IPersistStorage)
COM_INTERFACE_ENTRY(IDataObject)
COM_INTERFACE_ENTRY(IProvideClassInfo)
COM_INTERFACE_ENTRY(IProvideClassInfo2)
END_COM_MAP()
This COM map is the connection between IUnknown::QueryInterface() and all the interfaces
supported by the control. All COM objects must implement IUnknown, and QueryInterface()
can be used to determine what other interfaces the control supports and obtain a pointer to
them. The macros connect the Ixxx interfaces to the IxxxImpl classes from which CDieRoll
inherits.
TIP IUnknown and QueryInterface are discussed in Chapter 13, “ActiveX Concepts,” in the section
titled “The Component Object Model.”
Looking back at the inheritance list for CDieRoll, most templates take only one parameter, the
name of this class, and come from AppWizard. This entry came from ObjectWizard:
public CStockPropImpl<CDieRoll, IDieRoll, &IID_IDieRoll,
➥&LIBID_DIEROLLCONTROLLib>,
This line is how ObjectWizard arranged for support for stock properties. Notice that there is
no indication which properties are supported. Farther down the header file, two member vari-
ables have been added to CDieRoll:
OLE_COLOR m_clrBackColor;
OLE_COLOR m_clrForeColor; Part
The ObjectWizard also updated DieRollControl.idl, the interface definition file, to show these V
two stock properties, as shown in Listing 21.3. (Double-click on the interface, IDieRoll, in
Ch
ClassView to edit the .IDL file.)
21
This class will provide all the support for the get and put functions and will notify the container
when one of these properties changes.
This property will be used in the same way as the ReadyState property in the MFC version of
DieRoll: to implement Image as an asynchronous property. In DieRollControl.idl, add these
lines to the IDispatch block, after the lines for BackColor and ForeColor:
[propget, id(DISPID_READYSTATE)]
HRESULT ReadyState([out,retval]long* prs);
You don’t need to add a pair of lines to implement put for this property, because external ob-
jects can’t update ReadyState. Save the header and idl files to update ClassView—if you don’t,
you won’t be able to add more properties with ClassView. Expand CDieRoll and IDieRoll in
ClassView to see that the member variable has been added to CDieRoll and a ReadyState()
function has been added to IDieRoll.
FIG. 21.9
ATL projects have a
different ClassView
shortcut menu than
MFC projects.
The Add Property to Interface dialog box, shown in Figure 21.10, appears. Choose short for
the type and fill in Number for the name. Deselect Put Function because containers won’t
need to change the number showing on the die. Leave the rest of the settings unchanged and
click OK to add the property.
FIG. 21.10
Add Number as a
read-only property.
Repeat this process for the BOOL Dots, which should have both get and put functions. (Leave
the Put radio button at PropPut.) The ClassView now shows entries under both CDieRoll and
IDieRoll related to these new properties. Try double-clicking the new entries. For example,
double-clicking get_Dots() under the IDieRoll that is under CDieRoll opens the source (cpp)
file scrolled to the get_Dots() function. Double-clicking Dots() under the top-level IDieRoll
opens the idl file scrolled to the propget entry for Dots.
Although a number of entries have been added to CDieRoll, no member variables have been
added. Only you can add the member variables that correspond to the new properties. Al-
though in many cases it’s safe to assume that the new properties are simply member variables
of the control class, they might not be. For example, Number might have been the dimension of
some array kept within the class rather than a variable of its own. Part
Add the following to the header file, after the declarations of m_clrBackColor, m_clrForeColor, V
and m_nReadyState:
Ch
short m_sNumber;
BOOL m_bDots; 21
In the idl file, the new propget and propput entries use hard-coded dispids of 1 and 2, like this:
[propget, id(1), helpstring(“property Number”)]
HRESULT Number([out, retval] short *pVal);
[propget, id(2), helpstring(“property Dots”)]
HRESULT Dots([out, retval] BOOL *pVal);
[propput, id(2), helpstring(“property Dots”)]
HRESULT Dots([in] BOOL newVal);
To make the code more readable, use an enum of dispids. Adding the declaration of the enum to
the idl file will make it usable in both the idl and header file. Add these lines to the beginning of
DieRollControl.idl:
typedef enum propertydispids
{
dispidNumber = 1,
dispidDots = 2,
}PROPERTYDISPIDS;
The next step is to code the get and set functions to use the member variables. Listing 21.4
shows the completed functions. (If you can’t see these in ClassView, expand the IDieRoll
under CDieRoll.)
SetDirty(TRUE);
FireOnChanged(dispidDots);
FireViewChange();
return S_OK;
}
The code in the two get functions is simple and straightforward. The put_dots() code is more
complex because it fires notifications. FireOnRequestEdit() notifies all the
IPropertyNotifySink interfaces that this property is going to change. Any one of these inter-
faces can deny the request, and if one does, this function will return S_FALSE to forbid the
change.
Assuming the change is allowed, the member variable is changed, and the control is marked as
modified (dirty) so that it will be saved. The call to FireOnChange() notifies the
IPropertyNotifySink interfaces that this property has changed, and the call to
FireViewChange() tells the container to redraw the control.
At the top of the header, add this line to bring in a declaration of the time() function:
#include “time.h”
Just as you did in the MFC version of this control, you initialize m_sNumber to a random number
Part
between 1 and 6, returned by the Roll() function. Add this function to CDieRoll by right-
clicking on the classname in ClassView and choosing Add Member Function from the shortcut V
menu. Roll() is protected takes no parameters and returns a short. The code for Roll() is in Ch
Listing 21.6 and is explained in Chapter 17.
21
It’s a good idea to build the project at this point to be sure you haven’t made any typos or
missed any steps.
Add a member variable, m_bstrImage, to the class after the five properties you have already
added:
CComBSTR m_bstrImage;
CComBSTR is an ATL wrapper class with useful member functions for manipulating a BSTR.
A number of other member variables must be added to handle the bitmap and the asynchro-
nous loading. Add these lines to DieRoll.h after the declaration of m_bstrImage:
HBITMAP hBitmap;
BITMAPINFOHEADER bmih;
char *lpvBits;
BITMAPINFO *lpbmi;
HGLOBAL hmem1;
HGLOBAL hmem2;
BOOL BitmapDataLoaded;
char *m_Data;
unsigned long m_DataLength;
The first six of these new variables are used to draw the bitmap and won’t be discussed. The
last three combine to achieve the same behavior as the data path property used in the MFC
version of this control.
Add a destructor to CDieRoll (in the header file) and add the code in Listing 21.7.
if (m_Data != NULL)
{
delete m_Data;
}
}
The Image property has get and put functions. Code them as in Listing 21.8.
if (FireOnRequestEdit(dispidImage) == S_FALSE)
{
return S_FALSE;
}
if (m_Data != NULL)
{
delete m_Data;
}
m_Data = NULL;
m_DataLength = 0;
m_bstrImage = newVal;
LPSTR string = W2A(m_bstrImage);
m_nReadyState = READYSTATE_LOADING;
SetDirty(TRUE);
FireOnChanged(dispidImage);
return S_OK;
}
As with Numbers and Dots, the get function is straightforward, and the put function is more
complicated. The beginning and end of the put function are like put_Dots(), firing notifications
to check whether the variable can be changed and then other notifications that it was changed.
In between is the code unique to an asynchronous property.
To start the download of the asynchronous property, this function will call
CBindStatusCallback<CDieRoll>::Download(), but first it needs to determine whether the
URL in m_bstrImage is a relative or absolute URL. Use the ATL macro W2A to convert the wide
BSTR to an ordinary C string so that the C function strchr() can be used to search for a :
character in the URL. An URL with no : in it is assumed to be a relative URL.
In the MFC version of the DieRoll control with an asynchronous image property, whenever a
block of data came through, the OnDataAvailable() function was called. The call to Down-
load() arranges for a function called OnData() to be called when data arrives. You will write
the OnData() function. Add it to the class with the other public functions and add the imple-
mentation shown in Listing 21.9 to DieRoll.cpp.
delete m_Data;
m_Data = newData;
if (ReadBitmap())
{
m_nReadyState = READYSTATE_COMPLETE;
FireViewChange();
}
}
Because there is no realloc() when using new, this function uses new to allocate enough
chars to hold the data that has already been read (m_DataLength) and the new data that is
coming in (dwSize); it then copies m_Data to this block, and the new data (pBytes) after m_Data.
Then it attempts to convert into a bitmap the data that has been received so far. If this suc-
ceeds, the download must be complete, so the ready state notifications are sent, and the call to
FireViewChange() sends a notification to the container to redraw the view. You can obtain the
ReadBitmap() function from the Web site and add it to your project. It’s much like the MFC
version, but it doesn’t use any MFC classes such as CFile. Add the function and its code to
CDieRoll.
Part
Once again, build the control, just to be sure you haven’t missed any steps or made any typos. V
Ch
21
First, you need to test whether the bitmap is ready and to draw it, if possible. This code is in
Listing 21.10: Add it to dieroll.cpp and remove the OnDraw()code left in dieroll.h by AppWizard.
(Leave the declaration of OnDraw( ) in the header file.) Notice that if ReadyState is
READYSTATE_COMPLETE, but the call to CreateDIBitmap() doesn’t result in a valid bitmap handle,
the bitmap member variables are cleared away to make subsequent calls to this function give
up a little faster. This chapter doesn’t discuss how to draw bitmaps.
if (hBitmap)
{
HDC hmemdc;
hmemdc = ::CreateCompatibleDC(di.hdcDraw);
::SelectObject(hmemdc, hBitmap);
DIBSECTION ds;
::GetObject(hBitmap,sizeof(DIBSECTION),(LPSTR)&ds);
::StretchBlt(di.hdcDraw,
di.prcBounds->left, // left
di.prcBounds->top, // top
width, // target width
height, // target height
hmemdc, // the image
0, //offset into image -x
0, //offset into image -y
ds.dsBm.bmWidth, // width
ds.dsBm.bmHeight, // height
SRCCOPY); //copy it over
drawn = TRUE;
::DeleteObject(hBitmap);
hBitmap = NULL;
::DeleteDC(hmemdc);
}
else
{
GlobalUnlock(hmem1);
GlobalFree(hmem1);
GlobalUnlock(hmem2);
GlobalFree(hmem2);
BitmapDataLoaded = FALSE;
}
}
}
return S_OK;
}
If the bitmap wasn’t drawn because ReadyState is not READYSTATE_COMPLETE yet or there was a
problem with the bitmap, OnDraw() draws a solid background by using the BackColor property,
as shown in Listing 21.11. Add this code at the end of OnDraw(), before the return statement.
The SDK calls are very similar to the MFC calls used in the MFC version of DieRoll—for
example, ::OleTranslateColor() corresponds to TranslateColor().
With the background drawn, as a bitmap image or a solid color, OnDraw() must now tackle the
foreground. Getting the foreground color is simple. Add these two lines at the end of OnDraw()
before the return statement:
COLORREF fore; Part
::OleTranslateColor(m_clrForeColor, NULL, &fore);
V
The project should build successfully at this point if you want to be sure you’ve entered all this Ch
code correctly.
21
If Dots is FALSE, the die should be drawn with a number on it. Add the code in Listing 21.12 to
OnDraw() before the return statement as usual. Again, the SDK functions do the same job as
the similarly named MFC functions used in the MFC version of DieRoll.
The code that draws dots is in Listing 21.13. Add it to OnDraw() before the return statement to
complete the function. This code is long but is explained in Chapter 17. As in the rest of
OnDraw(), MFC function calls have been replaced with SDK calls.
HBRUSH forebrush;
forebrush = ::CreateSolidBrush(fore);
switch(m_sNumber)
{
case 1:
::Ellipse(di.hdcDraw, Left+6*Xunit, Top+6*Yunit,
Left+10*Xunit, Top + 10*Yunit); //center
break;
case 2:
::Ellipse(di.hdcDraw, Left+Xunit, Top+Yunit,
Left+5*Xunit, Top + 5*Yunit); //upper left
::Ellipse(di.hdcDraw, Left+11*Xunit, Top+11*Yunit,
Left+15*Xunit, Top + 15*Yunit); //lower right
break;
case 3:
::Ellipse(di.hdcDraw, Left+Xunit, Top+Yunit,
Left+5*Xunit, Top + 5*Yunit); //upper left
::Ellipse(di.hdcDraw, Left+6*Xunit, Top+6*Yunit,
Left+10*Xunit, Top + 10*Yunit); //center
::SelectObject(di.hdcDraw, savebrush);
::DeleteObject(forebrush);
}
Again, build the project to be sure you haven’t missed anything. If you look in your project Part
folder now, you should see a file called DieRoll.htm (it doesn’t show up in FileView). This V
HTML is generated for you to test your control. Try loading it into Internet Explorer now, and
a die should display, as in Figure 21.11. It will not have an image background and it will not roll Ch
when you click it. 21
FIG. 21.11
Your control can draw
itself in a browser.
1. Choose Insert, New ATL Object from the menu bar to open the ATL Object Wizard.
2. Select Controls in the left pane and Property Page in the right pane; then click Next.
3. On the Names tab, enter DieRollPPG for the Short Name.
4. Click the Strings tab (the settings on the Attributes tab will not be changed). Enter
General for the Title and DieRoll Property Page for the Doc String. Blank out the
Helpfile Name.
5. Click OK to add the property page to the project.
Developer Studio will switch to ResourceView and open the dialog IDD_DIEROLLPPG. Add a
check box with the resource ID IDC_DOTS and the caption Display Dot Pattern and an edit box
with the resource ID IDC_IMAGE labelled Image URL, as shown in Figure 21.12.
You need to connect the controls on this property page to properties of the DieRoll control.
The first step is to add three lines to the message map in DieRollPPG.h so that it resembles
Listing 21.14.
FIG. 21.12
Add two controls to the
property page.
These new lines ensure that OnInitDialog() will be called when the dialog box is initialized
and that OnDotsChanged() or OnImageChanged() will be called whenever Dots or Image are
changed (the other properties don’t have put methods and so can’t be changed).
Add the code in Listing 21.15 to the header file to declare and implement OnInitDialog(). Put
it after the constructor, so it will be public as well.
continues
return TRUE;
}
This code begins by declaring a pointer to an IDieRoll interface using the CComQIPtr template
class and initializing it to the first element of the m_ppUnk array in this class, CDieRollPPG. (A
property page can be associated with multiple controls.) The constructor for the CComQIPtr
template class uses the QueryInterface() method of the IUnknown pointer that was passed in
to the constructor to find a pointer to an IDieRoll interface. Now you can call member func-
tions of this interface to access the properties of the DieRoll control.
Finding the value of the Dots property of the CDieRoll object is simple enough: Call
get_Dots(). To use that value to initialize the check box on the property page, send a message
to the control using the SDK function ::SendDlgItemMessage(). The BM_SETCHECK parameter
indicates that you are setting whether the box is checked (selected). Passing dots as the
fourth parameter ensures that IDC_DOTS will be selected if dots is TRUE and deselected if dots
is FALSE. Similarly, obtain the URL for the image with get_Image(), convert it from wide char-
acters, and then use SetDlgItemText() to set the edit box contents to that URL.
OnDotsChanged() and OnImageChanged() are simple: Add the code for them both, as presented
in Listing 21.16, to the header file, after OnInitDialog().
The calls to SetDirty() in these functions ensure that the Apply() function will be called when
the user clicks OK on the property page.
The ObjectWizard generated a simple Apply() function, but it doesn’t affect the Dots or Number
properties. Edit Apply() so that it resembles Listing 21.17.
ATLTRACE(_T(“CDieRollPPG::Apply\n”));
for (UINT i = 0; i < m_nObjects; i++)
{
CComQIPtr<IDieRoll, &IID_IDieRoll> pDieRoll(m_ppUnk[i]);
if FAILED(pDieRoll->put_Dots(dots))
{
CComPtr<IErrorInfo> pError;
CComBSTR strError;
GetErrorInfo(0, &pError);
pError->GetDescription(&strError);
MessageBox(OLE2T(strError), _T(“Error”), MB_ICONEXCLAMATION);
return E_FAIL;
}
if FAILED(pDieRoll->put_Image(image))
{
CComPtr<IErrorInfo> pError;
CComBSTR strError;
GetErrorInfo(0, &pError);
pError->GetDescription(&strError);
MessageBox(OLE2T(strError), _T(“Error”), MB_ICONEXCLAMATION);
return E_FAIL;
}
}
m_bDirty = FALSE;
return S_OK;
}
Apply starts by getting dots and image from the dialog box. Notice in the call to
::SendDlgItemMessage() that the third parameter is BM_GETCHECK, so this call ascertains the
selected state (TRUE or FALSE) of the check box. Then a call to ATLTRACE prints a trace message
to aid debugging. Like the trace statements discussed in Chapter 24, “Improving Your
Application’s Performance,” this statement disappears in a release build. Part
The majority of Apply() is a for loop that is executed once for each control associated with
V
this property page. It obtains an IDieRoll interface pointer, just as in OnInitDialog(), and Ch
tries calling the put_Dots() and put_Image() member functions of that interface. If either call
fails, a message box informs the user of the problem. After the loop, the m_bDirty member
21
variable can be set to FALSE.
Add another class to the list of base classes at the start of the CDieRoll class:
public IPersistPropertyBagImpl<CDieRoll>,
Now you can use <PARAM> tags to set properties of the control.
You are going to build the HTML to display this control in Microsoft’s Control Pad. If you don’t
have Control Pad, it’s downloadable free from http://www.microsoft.com/workshop/
author/cpad/download.htm. If you have a copy of Control Pad from before January 1997,
find the latest one. If you use the old version, the init safe and script safe work you will do later
in this chapter will appear to malfunction.
N O T E Control Pad used to serve two purposes: It simplified building <OBJECT> tags for ActiveX
controls and helped developers use the HTML Layout control. Now that the functionality of
the Layout control is in Internet Explorer 4.0, it’s just a handy way to make <OBJECT> tags. ■
When you start Control pad, it makes an empty HTML document. With the cursor between
<BODY> and </BODY>, choose Edit, Insert ActiveX Control. The Insert ActiveX Control dialog
appears: Choose DieRoll Class from the list (you might recall from Figure 21.5 that the type
name for this control is DieRoll Class) and click OK. The control and a Properties dialog ap-
pear. Click on the Image property and enter the full path to the image file you want to use in the
edit box at the top of the Properties dialog. (You can use any bmp file you have handy, includ-
ing one you make yourself in the Paint program that comes with Windows, or get beans.bmp
from the Web site.) Click Apply, and the control redraws with a background image, such as the
jelly beans shown in Figure 21.13. Close the Properties dialog and the Edit ActiveX Control
dialog, and you will see the HTML generated for you, including the <PARAM> tags that were
added because Control Pad could determine that DieRoll supports the IPersistPropertyBag
interface. Close Control Pad; you can save the HTML if you want.
FIG. 21.13
Inserting the control
into Control Pad
displays it for you.
The control doesn’t have its full functionality yet: It doesn’t roll itself when you click it. The
next section will add events.
Adding Events
Two events must be added: one when the user clicks on the control and one when the ready
state changes. The Click event is discussed in Chapter 17 and the ReadyStateChanged event is
discussed in Chapter 20.
Part
Adding Methods to the Event Interface V
In ClassView, right-click the _IDieRollEvents interface. Choose Add Method and fill in the
Return Type as void and the Method Name as Click; leave the parameters blank. Figure 21.14 Ch
shows the completed dialog. Click OK to add the method. 21
FIG. 21.14
Add the Click method
to the event interface.
In the same way, add ReadyStateChange(), returning void and taking no parameters, to the
event interface. The dispinterface section in the idl file should now look like this:
dispinterface _IDieRollEvents
{
properties:
methods:
[id(DISPID_CLICK), helpstring(“method Click”)] void Click();
[id(DISPID_READYSTATECHANGE),
➥helpstring(“method ReadyStateChange”)] void ReadyStateChange();
};
If the dispids appear as 1 and 2 rather than DISPID_CLICK and DISPID_READYSTATECHANGE, edit
them to match this code.
FIG. 21.15
The Connection Point
Wizard makes short
work of adding events.
Look for the new class, CProxy_IDieRollEvents, in ClassView. Expand it, and you will see it
has two functions, Fire_Click() and Fire_ReadyStateChange().
Edit the member function OnLButtonDown() that has been added to CDieRoll, so that it looks
like Listing 21.19.
This code rolls the die, fires a notification that Number has changed, fires a Click event, and
notifies the container that the control should be redrawn. Build the control again and load the
dieroll.htm page that was generated for you into Internet Explorer. Click the die a few times
and watch the displayed number change. Close Internet Explorer, or later you’ll have trouble
building the project because the DLL will be locked by Explorer.
In ClassView, expand CDieRoll and then expand IDieRoll underneath it. Double-click
put_Image() to edit it, and look for a line like this: Part
m_nReadyState = READYSTATE_LOADING; V
Add immediately after that line: Ch
Fire_ReadyStateChange();
FireOnChanged(DISPID_READYSTATE);
21
Add the same two lines after this line as well. In OnData(), find this line:
m_nReadyState = READYSTATE_COMPLETE;
Build the control again and insert it into a new page in Control Pad. Be sure to assign the Im-
age property so that you can see what happens while the image loads. Click the die in the Edit
ActiveX Control window, and it will roll a new number each time that you click. Save the
HTML, load it into Explorer, and see if you can roll the die while the image loads. Click Refresh
and you’ll see that the image redraws itself even if you don’t click anything. As another test,
open the ActiveX Control Test container (available from the Tools menu in Developer Studio)
and insert a DieRoll control; then use the event log to confirm that Click and
ReadyStateChange events are being fired.
Probably the easiest and most relevant way to test the control is in Internet Explorer 4. To do
this, you specify Explorer as the executable for debug. First, you must turn off the Active Desk-
top if you have it installed, because under the Active Desktop, Explorer is always running.
To remove the Active desktop, first close any applications you have open, because you’re going
to restart your system as part of the process. Choose Start, Settings, Control Panel and double-
click Add/Remove Programs. On the Install/Uninstall tab, choose Microsoft Internet Explorer
4.0 and click Add/Remove. Choose the last radio button, which says Remove the Windows
Desktop Update Component, But Keep the Internet Explorer 4.0 Web Browser. Click OK.
Setup will adjust the Registry and restart your system.
After the restart, open Developer Studio; load the DieRollControl project again; choose Project,
Settings; and click the Debug tab. If Internet Explorer 4 is your default browser, click the ar-
row next to Executable for Debug Session and choose Default Web Browser. If it’s not, enter
C:\Program Files\Internet Explorer\IEXPLORE.EXE (or the path to Explorer on your
system, if it’s different) in the edit box. Under Program Arguments, enter the path to the
HTML you developed with Control Pad to test the control. Click OK, and now whenever you
choose Build, Start Debug, Go, or click the Go button on the toolbar, Explorer will be
launched, and the page that holds the control will be loaded. Choose Debug, Stop Debugging,
and Explorer will close.
Functions have a dispid just as properties do. Add an entry to the enum of dispids in the idl file
so that dispidDoRoll is 4. This ensures that if you add another property later, you won’t collide
with the default dispid of 1 for DoRoll(). When you added the function to the interface, a line
was added to the .idl file after the get and put entries for the properties. Change it to use the
new dispid so that it looks like this:
[id(dispidDoRoll), helpstring(“method DoRoll”)] HRESULT DoRoll();
The code for DoRoll() is in Listing 21.20. Add it to the function stub that has been created in
DieRoll.cpp.
This code is just like OnLButtonDown but doesn’t fire a Click event. Build the control again.
One way to test this method is with the Test Container. Open it by choosing Tools, ActiveX
Control Test Container and choose Edit, Insert New Control. Find DieRoll Class in the list and
double-click it to insert a dieroll; then choose Control, Invoke Methods. From the drop-down
box at the top, choose DoRoll and then click Invoke a few times. Figure 21.16 shows the Invoke
Methods dialog. In the background, Test Container is reporting that the Number property has
changed.
FIG. 21.16
The Invoke Methods
dialog box.
Part
V
Ch
21
This will automatically make the control script and init safe.
Switch to ResourceView, expand the resources, expand bitmaps, and double-click IDB_DIEROLL
to edit it. Change it to the much simpler icon shown in Figure 21.17.
FIG. 21.17
Draw an icon for the
control.
The Registry Script for this control refers to this icon by resource number. To discover what
number has been assigned to IDB_DIEROLL, choose View, Resource Symbols and note the
numeric value associated with IDB_DIEROLL. (On the machine where this sample was written,
it’s 202.) Open DieRoll.rgs (the script file) from FileView and look for this line:
ForceRemove ‘ToolboxBitmap32’ = s ‘%MODULE%, 101’
Be sure to use your value rather than 202. Build the control again. To see the fruits of your
labors, run the Control Pad again and choose File, New HTML Layout. Select the Additional
tab on the Toolbox palette and then right-click on the page. From the shortcut menu that ap-
pears, choose Additional Controls. Find DieRoll Class on the list and select it; then click OK.
The new icon appears on the Additional tab, as shown in Figure 21.18.
FIG. 21.18
Add the DieRoll class to
the HTML Layout
toolbox.
Choose Build, Set Active Configuration to open the Set Active Project Configuration dialog
shown in Figure 21.19. You will notice that there are twice as many release versions in an ATL Part
project as in an MFC project. In addition to choosing whether you support Unicode, you must V
choose MinSize or MinDependency.
Ch
21
FIG. 21.19
Choose a build type
from the Set Active
Project Configuration
dialog box.
The minimum size release version makes the control as small as possible by linking dynami-
cally to an ATL DLL and the ATL Registrar. The minimum dependencies version links to these
statically, which makes the control larger but self-contained. If you choose minimum size, you
will need to set up cab files for the control and the DLLs, as discussed in Chapter 20 for the
MFC DLLs. At this early stage of ATL acceptance, it’s probably better to choose minimum
dependencies.
If you choose minimum dependency and build, you will receive these error messages from the
linker:
Linking...
Creating library ReleaseMinDependency/DieRollControl.lib and
➥object ReleaseMinDependency/DieRollControl.exp
LIBCMT.lib(crt0.obj) : error LNK2001: unresolved external symbol _main
ReleaseMinDependency/DieRollControl.dll :
➥fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
This error isn’t due to any mistake on your part. By default, ATL release builds use a tiny ver-
sion of the C runtime library (CRT) so that they will build as small a DLL as possible. This
minimal CRT doesn’t include the time(), rand(), and srand() functions used to roll the die.
The linker finds these functions in the full-size CRT, but that library expects a main() function
in your control. Because there isn’t one, the link fails.
This behavior is controlled with a linker setting. Choose Project, Settings. From the drop-down
box at the upper left, choose Win32 Release MinDependency. Click the C/C++ tab on the right.
Select Preprocessor from the Category drop-down box, click in the Preprocessor definitions
box, and press the END key to move to the end of the box. Remove the _ATL_MIN_CRT flag,
highlighted in Figure 21.20, and the comma immediately before it. Click OK, build the project
again, and the linker errors disappear.
If you comment out the calls to rand(), srand(), and time() so that the control no longer
works, it will link with _ATL_MIN_CRT into a 57KB DLL. With _ATL_MIN_CRT removed, it is
86KB—a significant increase but still substantially smaller than the MFC control and its DLLs.
A minimum size release build with _ATL_MIN_CRT removed is 75KB: The saving is hardly worth
the trouble to package up the ATL DLLs. With rand(), srand(), and time() commented out, a
minimum size release build with _ATL_MIN_CRT left in is only 46KB.
FIG. 21.20
Turn off the flag that
links in only a tiny
version of the C runtime
library.
Removing the _ATL_MIN_CRT flag increases the control’s size by almost 30KB. Although there’s
no way to rewrite this control so that it doesn’t need the rand(), srand(), and time() functions,
you could write your own versions of them and include them in the project so that the control
would still link with the _ATL_MIN_CRT flag. You can find algorithms for random number genera-
tors and their seed functions in books of algorithms. The SDK GetSystemTime() function can
substitute for time(). If you were writing a control that would be used for the first time by
many users in a time-sensitive application, this extra work might be worth it. Remember that
the second time a user comes to a Web page with an ActiveX control, the control doesn’t need
to be downloaded again.
continues
FIG. 21.21
The ATL control can be
used wherever the MFC
control was used.
TIP You can edit HTML files in Developer Studio as easily as source files, and with syntax coloring, too!
Simply choose File, New and then select HTML Page from the list on the File tab. When you have typed
in the HTML, right-click in the editor area and choose Preview to launch Explorer and load the page.
VI
Advanced Programming Techniques
22 Database Access 529
C H A P T E R
Part
VI
Ch
22
Database Access
In this chapter
Understanding Database Concepts 530
Creating an ODBC Database Program 533
Choosing Between ODBC and DAO 556
OLE DB 558
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530 Chapter 22 Database Access
Without a doubt, databases are one of the most popular computer applications. Virtually every
business uses databases to keep track of everything from its customer list to the company
payroll. Unfortunately, there are many different types of database applications, each of which
defines its own file layouts and rules. In the past, programming database applications was a
nightmare because it was up to the programmer to figure out all the intricacies of accessing the
different types of database files. As a Visual C++ developer, you have a somewhat simpler task
because MFC includes classes built on the ODBC (Open Database Connectivity) and DAO
(Data Access Objects) systems. Other Microsoft database technologies are gaining MFC sup-
port as well.
Believe it or not, by using AppWizard, you can create a simple database program without writ-
ing even a single line of C++ code. More complex tasks do require some programming, but not
as much as you might think.
This chapter gives you an introduction to programming with Visual C++’s ODBC classes. You
will also learn about the similarities and differences between ODBC and DAO. Along the way,
you will create a database application that can not only display records in a database but also
update, add, delete, sort, and filter records.
Your entire database will contain many records like this one, with each record containing infor-
mation about a different person. To find a person’s address or phone number, you search for
the name. When you find the name, you also find all the information that’s included in the
record with the name.
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Understanding Database Concepts 531
This type of database system uses the flat database model. For home use or for small busi- Part
nesses, the simple flat database model can be a powerful tool. However, for large databases
that must track dozens, or even hundreds, of fields of data, a flat database can lead to repetition
VI
and wasted space. Suppose you run a large department store and want to track some informa- Ch
tion about your employees, including their name, department, manager’s name, and so on. If
you have 10 people in Sporting Goods, the name of the Sporting Goods manager is repeated in
22
each of those 10 records. When Sporting Goods hires a new manager, all 10 records have to be
updated. It would be much simpler if each employee record could be related to another data-
base of departments and manager names.
The sample relational database that you use in this chapter was created using Microsoft Ac-
cess. The database is a simple system for tracking employees, managers, and the departments
for which they work. Figures 22.1, 22.2, and 22.3 show the tables: The Employees table con-
tains information about each store employee, the Managers table contains information about
each store department’s manager, and the Departments table contains information about the
departments themselves. (This database is very simple and probably not usable in the real
world.)
FIG. 22.1
The Employees table
contains data fields for
each store employee.
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532 Chapter 22 Database Access
FIG. 22.2
The Managers table
contains information
about each store
department’s manager.
FIG. 22.3
The Departments table
contains data about
each store department.
Accessing a Database
Relational databases are accessed by using some sort of database scripting language. The most
commonly used database language is the Structured Query Language (SQL), which is used to
manage not only databases on desktop computers but also huge databases used by banks,
schools, corporations, and other institutions with sophisticated database needs. By using a
language such as SQL, you can compare information in the various tables of a relational data-
base and extract results made up of data fields from one or more tables combined.
Learning SQL, though, is a large task, one that is beyond the scope of this book (let alone this
chapter). In fact, entire college-level courses are taught on the design, implementation, and
manipulation of databases. Because there isn’t space in this chapter to cover relational data-
bases in any useful way, you will use the Employee table (refer to Figure 22.1) of the Depart-
ment Store database in the sample database program you will soon develop. When you finish
creating the application, you will have learned one way to update the tables of a relational data-
base without knowing even a word of SQL. (Those of you who live and breathe SQL will enjoy
Chapter 23, “SQL and the Enterprise Edition.”)
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Creating an ODBC Database Program 533
AppWizard automatically generates the code needed to create an object of the CDatabase class.
22
This object represents the connection between your application and the data source that you
will be accessing. In most cases, using the CDatabase class in an AppWizard-generated pro-
gram is transparent to you, the programmer. All the details are handled by the framework.
AppWizard also generates the code needed to create a CRecordset object for the application.
The CRecordset object represents the actual data currently selected from the data source, and
its member functions manipulate the data from the database.
Finally, the CRecordView object in your database program takes the place of the normal view
window you’re accustomed to using in AppWizard-generated applications. A CRecordView
window is like a dialog box that’s being used as the application’s display. This dialog box–type
of window retains a connection to the application’s CRecordset object, hustling data back and
forth between the program, the window’s controls, and the recordset. When you first create a
new database application with AppWizard, it’s up to you to add edit controls to the CRecordView
window. These edit controls must be bound to the database fields they represent so that the
application framework knows where to display the data you want to view.
In the next section, you will see how these various database classes fit together as you build
the Employee application step by step.
In the following sections, you will see how to perform these steps as you create the Employee
application, which enables you to add, delete, update, sort, and view records in the Employees
table of the sample Department Store database.
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534 Chapter 22 Database Access
1. Create a folder called Database on your hard disk and copy the file named
DeptStore.mdb from this book’s Web site to the new Database folder. If you don’t have
Web access, you can type the three tables into Microsoft Access. If you don’t have
Access, you can use a different database program, but you will have to connect to the
data source for that program.
The DeptStore.mdb file is a database created with Microsoft Access. You will use this
database as the data source for the Employee application.
2. From the Windows Start menu, click Settings and then Control Panel. When the Control
Panel dialog appears, double-click the 32-Bit ODBC icon. The ODBC Data Source
Administrator dialog box appears, as shown in Figure 22.4.
FIG. 22.4
Connecting a data
source to your
application starts with
the ODBC Data Source
Administrator.
3. Click the Add button. The Create New Data Source dialog box appears. Select the
Microsoft Access Driver from the list of drivers, as shown in Figure 22.5, and click
Finish.
The Microsoft Access Driver is now the ODBC driver that will be associated with the
data source you create for the Employee application.
FIG. 22.5
Creating a new data
source is as simple as
choosing Access from a
list of drivers.
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Creating an ODBC Database Program 535
4. When the ODBC Microsoft Access 97 Setup dialog box appears, enter Department Part
Store in the Data Source Name text box and Department Store Sample in the
Description text box, as shown in Figure 22.6.
VI
The Data Source Name is a way of identifying the specific data source you’re creating. Ch
The Description field enables you to include more specific information about the data 22
source.
FIG. 22.6
Name your data source
whatever you like.
5. Click the Select button. The Select Database file selector appears. Use the selector to
locate and select the DeptStore.mdb file (see Figure 22.7).
FIG. 22.7
Browse your way to the
.mdb file that holds
your data.
6. Click OK to finalize the database selection and then, in the ODBC Microsoft Access 97
Setup dialog box, click OK to finalize the data-source creation process. Finally, click OK
in the ODBC Data Source Administrator dialog box and close the Control Panel.
Your system is now set up to access the DeptStore.mdb database file with the Microsoft Access
ODBC driver.
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536 Chapter 22 Database Access
1. Select File, New from Developer Studio’s menu bar. Click the Projects tab.
2. Select MFC AppWizard (exe) and type Employee in the Project Name box, as shown in
Figure 22.8. Click OK. The Step 1 dialog box appears.
FIG. 22.8
Create an ordinary MFC
application with
AppWizard.
3. Select Single Document, as shown in Figure 22.9, to ensure that the Employee applica-
tion doesn’t allow more than one window to be open at a time. Click Next.
FIG. 22.9
Create a single-
document application.
4. Select the Database View Without File Support option, as shown in Figure 22.10, so that
AppWizard will generate the classes you need in order to view the contents of a data-
base. This application will not use any supplemental files besides the database, so it
doesn’t need file (serializing) support. Click the Data Source button to connect the
application to the data source you set up earlier.
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Creating an ODBC Database Program 537
22
5. In the Database Options dialog box, drop down the ODBC list and select the Department
Store data source, as shown in Figure 22.11. Click OK.
FIG. 22.11
Choose the Department
Store data source.
6. In the Select Database Tables dialog box, select the Employees table, as shown in Figure
22.12, and click OK. The Step 2 dialog box reappears, filled in as shown in Figure 22.13.
You’ve now associated the Employees table of the Department Store data source with the
Employee application. Click Next to move to Step 3.
FIG. 22.12
Select which tables
from the data source
you want to use in this
application.
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538 Chapter 22 Database Access
FIG. 22.13
After selecting the data
source, the Step 2
dialog box looks like
this.
7. Accept the default (None) no compound document support and click Next.
8. In the Step 4 dialog box, turn off the Printing and Print Preview option so that the dialog
box resembles Figure 22.14. Click Next.
FIG. 22.14
Turn off print support.
9. Accept the defaults for Step 5 by clicking Next. In Step 6, click Finish to finalize your
selections for the Employee application. Figure 22.15 shows the New Project Information
dialog box that appears.
10. Click OK, and AppWizard creates the basic Employee application.
At this point, you can compile the application by clicking the Build button on Developer
Studio’s toolbar, by selecting the Build, Build command from the menu bar, or by pressing F7
on your keyboard. After the program has compiled, select the Build, Execute command from
the menu bar or press Ctrl+F5 to run the program. When you do, you see the window shown in
Figure 22.16. You can use the database controls in the application’s toolbar to navigate from
one record in the Employee table to another. However, nothing appears in the window because
you’ve yet to associate controls with the fields in the table that you want to view. You will do
that in the following section.
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Creating an ODBC Database Program 539
FIG. 22.16
The basic Employee
application looks nice
but doesn’t do much.
1. In the workspace window, select the Resource View tab to display the application’s
resources.
2. Open the resource tree by clicking + next to the Employee resources folder. Then, open
the Dialog resource folder the same way. Double-click the IDD_EMPLOYEE_FORM dialog
box ID to open the dialog box into the resource editor, as shown in Figure 22.17.
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540 Chapter 22 Database Access
FIG. 22.17
Open the dialog box in
the resource editor.
3. Click the static string in the center of the dialog box to select it, and then press the
Delete key to remove the string from the dialog box.
4. Use the dialog box editor’s tools to create the dialog box, shown in Figure 22.18, by
adding edit boxes and static labels. (Editing dialog boxes is introduced in Chapter 2,
“Dialogs and Controls.”) Give the edit boxes the following IDs: IDC_EMPLOYEE_ID,
IDC_EMPLOYEE_NAME, IDC_EMPLOYEE_RATE, and IDC_EMPLOYEE_DEPT. Set the Read-Only
style (found on the Styles page of the Edit Properties property sheet) of the
IDC_EMPLOYEE_ID edit box.
Each of these edit boxes will represent a field of data in the database. The first edit box is
read-only because it will hold the database’s primary key, which should never be
modified.
FIG. 22.18
Create a dialog box to
be used in your
database form.
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Creating an ODBC Database Program 541
5. Choose View, ClassWizard to open ClassWizard, and click the Member Variables tab. Part
6. With the IDC_EMPLOYEE_DEPT resource ID selected, click the Add Variable button. The VI
Add Member Variable dialog box appears.
Ch
7. Click the arrow next to the Member Variable Name drop-down list and select
m_pSet->m_DeptID, as shown in Figure 22.19. Leave the type as CString and click OK to 22
add the variable.
FIG. 22.19
Connect the
IDC_EMPLOYEE_DEPT
control with the
m_DeptID member
variable of the
recordset.
FIG. 22.20
All four controls are
connected to member
variables.
9. Click the OK button in the MFC ClassWizard property sheet to finalize your changes.
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542 Chapter 22 Database Access
You’ve now created a data display form for the Employee application. Build and execute the
program again, and you will see the window shown in Figure 22.21. Now the application dis-
plays the contents of records in the Employee database table. Use the database controls in the
application’s toolbar to navigate from one record in the Employee table to another.
FIG. 22.21
The Employee applica-
tion now displays data
in its window.
After you’ve examined the database, try updating a record. To do this, simply change one of
the record’s fields (except the employee ID, which is the table’s primary key and can’t be ed-
ited). When you move to another record, the application automatically updates the modified
record. The commands in the application’s Record menu also enable you to navigate through
the records in the same manner as the toolbar buttons.
Notice that you’ve created a sophisticated database-access program without writing a single
line of C++ code—an amazing feat. Still, the Employee application is limited. For example, it
can’t add or delete records. As you may have guessed, that’s the next piece of the database
puzzle, which you will add.
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Creating an ODBC Database Program 543
CRecordView and CRecordSet classes, which provide all the member functions you need in Part
order to accomplish these common database tasks. You will need to add some menu items to
the application, as first discussed in Chapter 8, “Building a Complete Application: ShowString.”
VI
Follow these steps to include add and delete commands in the Employee application: Ch
1. Select the ResourceView tab, open the Menu folder, and double-click the IDR_MAINFRAME 22
menu ID. The menu editor appears, as shown in Figure 22.22.
FIG. 22.22
Developer Studio’s
menu editor is in the
pane on the right.
2. Click the Record menu item to open it, and click the blank menu item at the bottom of
the menu. Choose View, Properties and pin the Menu Item Properties dialog box in
place.
3. In the ID edit box, enter ID_RECORD_ADD and in the Caption box, enter &Add Record, as
shown in Figure 22.23. This adds a new command to the Record menu.
4. In the next blank menu item, add a delete command with the ID ID_RECORD_DELETE and
the caption &Delete Record.
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544 Chapter 22 Database Access
FIG. 22.23
Add a menu item that
adds a record to the
Employee table.
Next, you will connect these commands to toolbar buttons, as first discussed in Chapter 9,
“Status Bars and Toolbars.” Follow these steps:
1. In the ResourceView pane, open the Toolbar folder and then double-click the
IDR_MAINFRAME ID. The application’s toolbar appears in the resource editor.
2. Click the blank toolbar button to select it, and then use the editor’s tools to draw a red
plus on the button.
3. Double-click the new button in the toolbar. The Toolbar Button Properties property
sheet appears. Select ID_RECORD_ADD in the ID box to connect this button to the menu, as
shown in Figure 22.24.
4. Select the blank button again and draw a red minus sign, giving the button the
ID_RECORD_DELETE ID, as you can see in Figure 22.25. Drag and drop the Add and Delete
buttons to the left of the Help (question mark) button.
Now that you have added the menu items and the toolbar buttons, you need to arrange for
code to catch the command message sent when the user clicks the button or chooses the menu
item. Background information on this process is in Chapter 3, “Messages and Commands,” and
in Chapter 8 and Chapter 9. Because it is the view that is connected to the database, the view
will catch these messages. Follow these steps:
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Creating an ODBC Database Program 545
22
FIG. 22.25
The minus-sign button
will control the
Delete() function.
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546 Chapter 22 Database Access
2. Set the Class Name box to CEmployeeView, click the ID_RECORD_ADD ID in the Object IDs
box, and then double-click COMMAND in the Messages box. The Add Member Function
dialog box appears, as shown in Figure 22.26.
FIG. 22.26
Add a function to catch
the message.
3. Click the OK button to accept the default name for the new function. The function
appears in the Member Functions box at the bottom of the ClassWizard dialog box.
4. Add a member function for the ID_RECORD_DELETE command in the same way. The list of
functions should resemble Figure 22.27. Click OK to close ClassWizard.
FIG. 22.27
The new functions
appear in the Member
Functions box.
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Creating an ODBC Database Program 547
6. Double-click the CEmployeeView constructor in ClassView to edit it, and add this line at Part
the bottom of the function:
m_bAdding = FALSE;
VI
Ch
7. Double-click the OnRecordAdd() function and edit it so that it looks like Listing 22.1. This
code is explained in the next section. 22
Listing 22.1 CEmployeeView::OnRecordAdd()
void CEmployeeView::OnRecordAdd()
{
m_pSet->AddNew();
m_bAdding = TRUE;
CEdit* pCtrl = (CEdit*)GetDlgItem(IDC_EMPLOYEE_ID);
int result = pCtrl->SetReadOnly(FALSE);
UpdateData(FALSE);
}
8. Right-click CEmployeeView in ClassView and choose Add Virtual Function. Select OnMove
from the list on the left, as shown in Figure 22.28, and then click the Add and Edit button
to add the function and to edit the skeleton code immediately.
FIG. 22.28
Override the OnMove()
function.
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548 Chapter 22 Database Access
9. Edit the OnMove() function so that it has the code in Listing 22.2. This code is explained
in the next section.
10. Double-click the OnRecordDelete() function and edit it so that it looks like Listing 22.3.
This code is explained in the next section.
if (m_pSet->IsEOF())
m_pSet->MoveLast();
if (m_pSet->IsBOF())
m_pSet->SetFieldNull(NULL);
UpdateData(FALSE);
}
You’ve now modified the Employee application so that it can add and delete, as well as update,
records. After compiling the application, run it by selecting the Build, Execute command from
Developer Studio’s menu bar or by pressing Ctrl+F5. When you do, you see the Employee
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Creating an ODBC Database Program 549
application’s main window, which doesn’t look any different than it did in the preceding section. Part
Now, however, you can add new records by clicking the Add button on the toolbar (or by se-
lecting the Record, Add Record command on the menu bar) and delete records by clicking the
VI
Delete button (or by clicking the Record, Delete Record command). Ch
When you click the Add button, the application displays a blank record. Fill in the fields for the 22
record; then when you move to another record, the application automatically updates the data-
base with the new record. To delete a record, just click the Delete button. The current record
(the one on the screen) vanishes and is replaced by the next record in the database.
After the user has created a new record, the database will need to be updated. By setting a flag
in this routine, the move routine will be able to determine whether the user is moving away
from an ordinary database record or a newly added one. That’s why m_bAdding is set to TRUE
here.
Now, because the user is entering a new record, it should be possible to change the contents of
the Employee ID field, which is currently set to read-only. To change the read-only status of the
control, the program first obtains a pointer to the control with GetDlgItem() and then calls the
control’s SetReadOnly() member function to set the read-only attribute to FALSE.
Finally, the call to UpdateData() will display the new blank record.
When OnMove() is called, the first thing the program does is check the Boolean variable
m_bAdding to see whether the user is in the process of adding a new record. If m_bAdding is
FALSE, the body of the if statement is skipped and the else clause is executed. In the else
clause, the program calls the base class (CRecordView) version of OnMove(), which simply
moves to the next record.
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If m_bAdding is TRUE, the body of the if statement is executed. There, the program first resets
the m_bAdding flag and then calls UpdateData() to transfer data out of the view window’s con-
trols and into the recordset class. A call to the recordset’s CanUpdate() method determines
whether it’s okay to update the data source, after which a call to the recordset’s Update() mem-
ber function adds the new record to the data source.
To rebuild the recordset, the program must call the recordset’s Requery() member function,
and then a call to the view window’s UpdateData() member function transfers new data to the
window’s controls. Finally, the program sets the Employee ID field back to read-only, with
another call to GetDlgItem() and SetReadOnly().
A problem might arise, though, when the deleted record was in the last position or when the
deleted record was the only record in the recordset. A call to the recordset’s IsEOF() function
will determine whether the recordset was at the end. If the call to IsEOF() returns TRUE, the
recordset needs to be repositioned on the last record. The recordset’s MoveLast() function
takes care of this task.
When all records have been deleted from the recordset, the record pointer will be at the begin-
ning of the set. The program can test for this situation by calling the recordset’s IsBOF() func-
tion. If this function returns TRUE, the program sets the current record’s fields to NULL.
Finally, the last task is to update the view window’s display with another call to UpdateData().
1. Add a Sort menu to the application’s menu bar, as shown in Figure 22.29. Let Developer
Studio set the command IDs.
2. Use ClassWizard to arrange for CEmployeeView to catch the four new sorting commands,
using the function names suggested by ClassWizard. Figure 22.30 shows the resultant
ClassWizard property sheet.
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Creating an ODBC Database Program 551
22
FIG. 22.30
After you add the four
new functions,
ClassWizard looks
like this.
3. Add a Filter menu to the application’s menu bar, as shown in Figure 22.31. Let Developer
Studio set the command IDs.
4. Use ClassWizard to arrange for CEmployeeView to catch the four new filtering com-
mands, using the function names suggested by ClassWizard.
5. Create a new dialog box by choosing Insert, Resource and double-clicking Dialog; then
edit the dialog so that it resembles the dialog box shown in Figure 22.32. Give the edit
control the ID IDC_FILTERVALUE. Give the entire dialog the ID IDD_FILTER.
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552 Chapter 22 Database Access
FIG. 22.31
The Filter menu has four
commands.
FIG. 22.32
Create a filter
dialog box.
6. Start ClassWizard while the new dialog box is on the screen. The Adding a Class dialog
box appears. Select the Create a New Class option and click OK.
7. The New Class dialog box appears. In the Name box, type CFilterDlg, as shown in
Figure 22.33. Click OK to add the class.
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Creating an ODBC Database Program 553
22
Now that the menus and dialogs have been created and connected to skeleton functions, it’s
time to add some code to those functions. Double-click OnSortDepartment( ) in ClassView and
edit it to look like Listing 22.4.
Double-click OnSortID() in ClassView and edit it to look like Listing 22.5. Double-click
OnSortName() in ClassView and edit it to look like Listing 22.6. Double-click OnSortRate() in
ClassView and edit it to look like Listing 22.7.
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554 Chapter 22 Database Access
At the top of EmployeeView.cpp, add the following line after the other #include directives:
#include “FilterDlg.h”
void CEmployeeView::OnFilterId()
{
DoFilter(“EmployeeID”);
}
void CEmployeeView::OnFilterName()
{
DoFilter(“EmployeeName”);
}
void CEmployeeView::OnFilterRate()
{
DoFilter(“EmployeeRate”);
}
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Creating an ODBC Database Program 555
All four functions call DoFilter(). You will write this function to filter the database records Part
represented by the recordset class. Right-click CEmployeeView in ClassView and choose Add
Member Function. The Function Type is void, and the declaration is DoFilter(CString col).
VI
It’s a protected member function because it’s called only from other member functions of Ch
CEmployeeView. Click OK to close the Add Member Function dialog box. Add the code from
Listing 22.9.
22
if (result == IDOK)
{
CString str = col + “ = ‘“ + dlg.m_filterValue + “‘“;
m_pSet->Close();
m_pSet->m_strFilter = str;
m_pSet->Open();
int recCount = m_pSet->GetRecordCount();
if (recCount == 0)
{
MessageBox(“No matching records.”);
m_pSet->Close();
m_pSet->m_strFilter = “”;
m_pSet->Open();
}
UpdateData(FALSE);
}
You’ve now added the capability to sort and filter records in the employee database. Build the
application and run it. When you do, the application’s main window appears, looking the same
as before. Now, however, you can sort the records on any field, by selecting a field from the
Sort menu. You can also filter the records by selecting a field from the Filter menu and then
typing the filter string into the Filter dialog box that appears. You can tell how the records are
sorted or filtered by moving through them one at a time. Try sorting by department or rate, for
example. Then try filtering on one of the departments you saw scroll by.
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556 Chapter 22 Database Access
A CRecordset object (or any object of a class derived from CRecordset, such as this program’s
CEmployeeSet object) uses a special string, called m_strSort, to determine how the records
should be sorted. When the recordset is being created, the object checks this string and sorts
the records accordingly.
DoFilter() displays the same dialog box, no matter which filter menu item was chosen, by
creating an instance of the dialog box class and calling its DoModal() function.
If result doesn’t equal IDOK, the user must have clicked Cancel: The entire if statement is
skipped, and the DoFilter() function does nothing but return.
Inside the if statement, the function first creates the string that will be used to filter the data-
base. Just as you set a string to sort the database, so, too, do you set a string to filter the data-
base. In this case, the string is called m_strFilter. The string you use to filter the database
must be in a form like this:
ColumnID = ‘ColumnValue’
The column ID was provided to DoFilter() as a CString parameter, and the value was pro-
vided by the user. If, for example, the user chooses to filter by department and types hardware
in the filter value box, DoFilter() would set str to DeptID = ‘hardware’.
With the string constructed, the program is ready to filter the database. As with sorting, the
recordset must first be closed; then DoFilter() sets the recordset’s filter string and reopens
the recordset.
What happens when the given filter results in no records being selected? Good question. The
DoFilter() function handles this by obtaining the number of records in the new recordset and
comparing them to zero. If the recordset is empty, the program displays a message box telling
the user of the problem. Then the program closes the recordset, resets the filter string to an
empty string, and reopens the recordset. This restores the recordset to include all the records
in the Employees table.
Finally, whether the filter resulted in a subset of records or the recordset had to be restored,
the program must redisplay the data—by calling UpdateData(), as always.
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Choosing Between ODBC and DAO 557
adding a great deal of its own. Unfortunately, although DAO can read ODBC data sources for Part
which ODBC drivers are available, it’s not particularly efficient at the task. For this reason, the
DAO classes are best suited for programming applications that manipulate Microsoft’s .mdb
VI
database files, which are created by Microsoft Access. Other file formats that DAO can read Ch
directly are those created by Fox Pro and Excel. If you are writing an application that uses an
Access database and always will, you might want to use DAO for its extra functionality. If, as is
22
more likely, your application uses another database format now or will move to another format
in the future, use ODBC instead.
The DAO classes, which use the Microsoft Jet Database Engine, are so much like the ODBC
classes that you can often convert an ODBC program to DAO simply by changing the
classnames in the program: CDatabase becomes CDaoDatabase, CRecordset becomes
CDaoRecordset, and CRecordView becomes CDaoRecordView. One big difference between
ODBC and DAO, however, is the way in which the system implements the libraries. ODBC is
implemented as a set of DLLs, whereas DAO is implemented as COM objects. Using COM
objects makes DAO a bit more up to date, at least as far as architecture goes, than ODBC.
Although DAO is implemented as COM objects, you don’t have to worry about directly dealing
with those objects. The MFC DAO classes handle all the details for you, providing data and
function members that interact with the COM objects. The CDaoWorkspace class provides more
direct access to the DAO database-engine object through static member functions. Although
MFC handles the workspace for you, you can access its member functions and data members
to explicitly initialize the database connection.
Another difference is that the DAO classes feature a more powerful set of methods that you
can use to manipulate a database. These more powerful member functions enable you to per-
form sophisticated database manipulations without having to write a lot of complicated C++
code or SQL statements.
■ ODBC and DAO both can manipulate ODBC data sources. However, DAO is less
efficient at this task because it’s best used with .mdb database files.
■ AppWizard can create a basic database application based on either the ODBC or DAO
classes. Which type of application you want to create depends, at least in some part, on
the type of databases with which you will be working.
■ ODBC and DAO both use objects of an MFC database class to provide a connection to
the database being accessed. In ODBC, this database class is called CDatabase, whereas
in DAO, the class is called CDaoDatabase. Although these classes have different names,
the DAO database class contains some members similar to those found in the ODBC
class.
■ ODBC and DAO both use objects of a recordset class to hold the currently selected
records from the database. In ODBC, this recordset class is called CRecordset, whereas
in DAO, the class is called CDaoRecordset. Although these classes have different names,
the DAO recordset class contains not only almost the same members as the ODBC class
but also a large set of additional member functions.
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■ ODBC and DAO use similar procedures for viewing the contents of a data source. That
is, in both cases, the application must create a database object, create a recordset object,
and then call member functions of the appropriate classes to manipulate the database.
■ Although both ODBC and DAO MFC classes are much alike (very much, in some
cases), some similar methods have different names. In addition, the DAO classes feature
many member functions not included in the ODBC classes.
■ ODBC uses macros and enumerations to define options that can be used when opening
recordsets. DAO, on the other hand, defines constants for this purpose.
■ Under ODBC, snapshot recordsets are the default, whereas under DAO, dynamic
recordsets are the default.
■ The many available ODBC drivers make ODBC useful for many different database file
formats, whereas DAO is best suited to applications that need to access only .mdb files.
■ ODBC is implemented as a set of DLLs, whereas DAO is implemented as COM objects.
■ Under ODBC, an object of the CDatabase class transacts directly with the data source.
Under DAO, a CDaoWorkspace object sits between the CDaoRecordset and CDaoDatabase
objects, thus enabling the workspace to transact with multiple database objects.
OLE DB
OLE DB is a collection of OLE (COM) interfaces that simplify access to data stored in
nondatabase applications such as email mailboxes or flat files. An application using OLE DB
can integrate information from DBMS systems such as Oracle, SQL Server, or Access with
information from nondatabase systems, using the power of OLE (COM).
OLE DB applications are either consumers or providers. A provider knows the format for a
specific kind of file (such as an ODBC data source or a proprietary format) and provides access
to those files or data sources to other applications. A consumer wants to access a database. For
example, you might choose to rewrite the Employees example of this chapter as an OLE DB
consumer application.
You will receive some help from AppWizard if you choose to go this route. On Step 2, when you
select your data source, one of the choices is an OLE DB data source. Your application will be a
little more complex to write than the ODBC example presented here, but you will be able to
manipulate the data in a way very similar to the methods just covered. For example, the MFC
class COleDBRecordView is the OLE DB equivalent of CRecordView.
A full treatment of OLE DB is outside the scope of this chapter. You need to be comfortable
with OLE interfaces and with templates in order to use this powerful tool. An OLE DB
Programmer’s Reference is in the Visual C++ online documentation. When you are familiar
with OLE and ActiveX concepts and have used templates, that’s a great place to start. ●
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559
C H A P T E R
Part
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23
SQL and the Enterprise Edition
In this chapter
What’s in the Enterprise Edition? 560
Understanding SQL 560
Working with SQL Databases from C++ 561
Exploring the Publishing Application 562
Working with Your Database 579
Understanding Microsoft Transaction Server 582
Using Visual SourceSafe 583
The Enterprise Edition of Visual C++ includes several extra features within Visual Studio:
■ SQL debugging
■ Extended Stored Procedure Wizard
■ OLE DB support for AS 400 access
■ Visual SourceSafe
■ SQL Server 6.5 (Developer Edition, SP 3)
■ Visual Modeler
■ Microsoft Transaction Server
■ Internet Information Server 4.0
If you do database programming, if you develop large projects and produce object model dia-
grams, and if you work in teams and need to prevent revision collision, you need the features of
the Enterprise Edition.
Understanding SQL
Structured Query Language (SQL) is a way to access databases, interactively or in a program,
that is designed to read as though it were English. Most SQL statements are queries—requests
for information from one or more databases—but it’s also possible to use SQL to add, delete,
and change information. As mentioned in Chapter 22, “Database Access,” SQL is an enormous
topic. This section reviews the most important SQL commands so that even if you haven’t used
it before, you can understand these examples and see how powerful these tools can be.
SQL is used to access a relational database, which contains several tables. A table is made up of
rows, and a row is made up of columns. Table 23.1 lists some names used in database research
or in some other kinds of databases for tables, rows, and columns.
It produces a list of authors’ first and last names from a table called authors. (This table is
included in the sample pubs database that comes with SQL Server, which you will be using in
this chapter.) Here’s a far more complicated SQL statement:
SELECT item, SUM(amount) total, AVG(amount) average FROM ledger Part
WHERE action = ‘PAID’
GROUP BY item VI
having AVG(amount) > (SELECT avg(amount) FROM ledger
WHERE action = ‘PAID’) Ch
A SQL statement is put together from keywords, table names, and column names. The key- 23
words include the following:
■ SELECT returns the specific column of the database. Secondary keywords including FROM,
WHERE, LIKE, NULL, and ORDER BY restrict the search to certain records within each table.
■ DELETE removes records. The secondary keyword WHERE specifies which records to
delete.
■ UPDATE changes the value of columns (specified with SET) in records specified with
WHERE. It can be combined with a SELECT statement.
There are lots of reasons not to hard-code your SQL into your C++ program. The three most
compelling are
■ Reuse
■ Skill separation
■ Maintainability
Many programmers accessing a SQL database from a C++ application are building on the work
of other developers who have been building the database and its stored procedures for years.
Copying those procedures into your code would be foolish indeed. Calling them from within
your code lets you build slick user interfaces, simplify Internet access, or take advantage of the
speed of C++, while retaining all the power of the stored procedures previously written.
Highly skilled professionals are always in demand, and sometimes the demand exceeds the
supply. Many companies find it hard to recruit solid C++ programmers and equally as hard to
recruit experienced database administrators who can learn the structure of a database and
write in SQL. Imagine how difficult it would be to find a single individual who can do both—
almost as difficult as having two developers work on the parts of the program that called SQL
from C++. A much better approach is to have the C++ programmer call well-documented SQL
stored procedures and the SQL developer build those stored procedures and keep the data-
base running smoothly.
Separating the C++ and SQL parts of your application has another benefit: Changes to one
might not affect the other. For example, a minor C++ change that doesn’t involve the SQL will
compile and link more quickly because the C++ part of the application is a little smaller without
the SQL statements in it. Also, changes to the SQL stored procedure, if they don’t involve the
parameters to the function or the values it returns, will take effect without compiling and link-
ing the C++ program.
There is a downside, however. It can be very difficult to track down problems when you are
unsure whether they are in the C++ or the SQL part of your program. When one developer is
doing both parts, learning two different tools and switching between them makes the job
harder than it would be in a single tool. Also, the tools available for working with SQL lack
many features that Visual C++ has offered C++ programmers.
Now, with the Enterprise Edition of Visual C++, you can have the best of both worlds. You can
separate your C++ and SQL for reuse and maintenance but use the editor, syntax coloring, and
even the debugger from Visual C++ to work on your SQL stored procedures.
Choose Start, Settings, Control Panel and then double-click ODBC. Select the User DSN tab,
as in Figure 23.1, and click the Add button to add a new data source name (DSN).
FIG. 23.1
Add a user data source
name.
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23
On the next dialog box, choose SQL Server, as in Figure 23.2, and click Finish. You’re several
steps away from finishing, no matter what the button says.
FIG. 23.2
Connect to a SQL
Server.
On the next dialog box, fill in a name and description for the data source. Then drop down the
Server box; choose your server or type its name. Figure 23.3 shows the completed dialog box
for a test system with only the sample databases installed. Click Next.
FIG. 23.3
Specify the server.
You can choose to connect to the ser ver by using NT authentication or SQL Server authentica-
tion. If you’re not sure, talk to your system administrator. Because this sample was developed
on a test machine, SQL Server authentication—with the default account of sa and no
password—is acceptable. Figure 23.4 shows the completed dialog box. Click Next.
FIG. 23.4
Security can be lax on
test machines but not in
the real world.
At this point, you can choose whether to connect this data source name to a single database on
the server or to the server as a whole. If you want to associate this DSN with only one data-
base, select the top check box and choose your database. If not, leave the top check box dese-
lected. In either case, leave the rest of the dialog at the defaults, shown in Figure 23.5. Click
Next.
FIG. 23.5
This DSN is connected
to the entire server, not
just one database.
Accept the default on the next dialog box, shown in Figure 23.6, and click Next.
Leave both check boxes deselected on the last dialog, shown in Figure 23.7. Click Finish, and
the process really is over.
Figure 23.8 shows the summary of settings from this connection process. It’s a very good idea
to test your connection before moving on.
FIG. 23.6
Character translations
and regional settings
need no special
treatment in this
example.
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23
FIG. 23.7
There’s no need to log
slow queries or driver
statistics in this
example.
FIG. 23.8
Confirm your choices
for the ODBC SQL
connection.
Click Test Data Source, and you should see something like Figure 23.9. If you don’t, click
Cancel to return to the final step of the process and click Back until you are back to the step
you need to adjust. Then come forward again with Next.
FIG. 23.9
Make sure your DSN
connects properly.
When you have tested the connection successfully, click OK on the summary dialog and then
OK on the ODBC Data Source Administrator. Close Control Panel.
FIG. 23.10
Start AppWizard in the
usual way.
In Step 1 of AppWizard, choose an SDI application. Click Next to move to Step 2 of AppWizard.
As shown in Figure 23.11, select the Database View Without File Support option. Click Data
Source to connect a data source to your application.
Select the ODBC option and from the drop-down box next to it, select the DSN you just cre-
ated, as shown in Figure 23.12. Leave the Recordset Type as Snapshot and click OK to specify
the exact data source.
FIG. 23.11
This application needs
database support but
will not have a
document.
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23
FIG. 23.12
Your data source is an
ODBC data source
name.
The SQL Server login dialog appears. Click the Options button to show the enlarged dialog of
Figure 23.13. Choose pubs from the Database drop-down box and enter your login ID and
password at the top of the dialog. Click OK.
FIG. 23.13
Connect to the sample
pubs database.
The Select Database Tables dialog, shown in Figure 23.14, appears. Click on dbo.authors,
dbo.titleauthor, and dbo.titles. Click OK.
FIG. 23.14
Choose the authors,
titles, and
authortitle tables.
You are back to Step 2 of AppWizard. Click Next to move to Step 3. Choose No Support for
Compound Documents or ActiveX Controls and click Next to move to Step 4. Click Next to
accept the Step 4 defaults and then Next again to accept the Step 5 defaults. On Step 6, click
Finish. The New Project Information summary, shown in Figure 23.15, appears. Click OK to
create the project.
FIG. 23.15
Confirm that your
choices are correct
before clicking OK.
You have now completed a shell of an application that displays database values in a record view,
much like the one discussed in Chapter 22. Nothing you have done so far has been specific to
the Enterprise Edition. That is about to change.
FIG. 23.16
Create a subproject
within this project.
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23
4. The Select Data Source dialog appears. Click the Machine Data Source tab, choose the
DSN you created (shown in Figure 23.17), and click OK.
FIG. 23.17
Connect to the local
server.
5. The SQL Server Login dialog appears. As before, specify your login ID and password
and make sure the pubs database is selected. Click OK to complete the data connection.
In the Workspace pane on the left of the screen, a new tab has appeared. Figure 23.18 shows
the new DataView. Expand the Tables section and expand authors to show the columns within
the table. Double-click the authors table, and you can see your data on the right in Figure
23.18.
Also featured in Figure 23.18 is the Query toolbar, with the following buttons:
■ Show Diagram Pane toggles the Query Designer diagram pane (discussed in the next
section).
■ Show Grid Pane toggles the Query Designer grid pane (discussed in the next section).
■ Show SQL Pane toggles the Query Designer SQL pane (discussed in the next section).
FIG. 23.18
The DataView shows you
the database structure
and can display your
data in the working
area.
■ Show Results Pane toggles the Query Designer results pane (discussed in the next
section).
■ Change Type creates a SELECT, INSERT, UPDATE, or DELETE query in the four panes of
Query Designer.
■ Run executes your SQL.
■ Verify SQL Syntax checks the syntax of the SQL you have written.
■ Sort Ascending displays records from the low value of a selected column to high.
■ Sort Descending displays records from the high value of a selected column to low.
■ Remove Filter shows all the records instead of only those that meet the filter specifica-
tions.
■ Group By adds a GROUP BY condition to the query being built.
■ Properties displays information about a column or table.
The results of this query appear in the results pane, which is the only one of the four Query
Designer panes to be displayed, by default. This query was built for you by Quer y Designer
and means show all the columns and records of the authors table. Figure 23.19 shows the four
panes of Query Designer as they appear when you first make the data connection. To see all
four panes, use the toolbar buttons to toggle them on. You can adjust the vertical size of each
pane but not the horizontal.
To change your query, deselect * (All Columns) in the diagram pane (at the top of Figure Part
23.19) and then select au_lname, au_fname, and phone. The values in the results pane become VI
gray to remind you that these aren’t the results of the query you are now building. As you
Ch
make these selections in the diagram pane, the other panes update automatically, as shown in
Figure 23.20. 23
FIG. 23.19
The DataView shows
you the database
structure and can
display your data in the
working area.
Highlight phone in the diagram pane and click the Sort Ascending button on the Query toolbar.
This will sort the results by phone number. Click the Run button on the Query toolbar to ex-
ecute the SQL that has been built for you. Figure 23.21 shows what you should see, including
the new values in the results pane.
Stored Procedures
The capability to create simple SQL queries quickly, even if your SQL skills aren’t strong, is an
amazing aspect of the Enterprise Edition. However, using stored procedures is where the real
payoff of this software becomes apparent.
FIG. 23.20
You can build simple
queries even if you don’t
know any SQL.
FIG. 23.21
Running your SQL
queries is a matter of a
single click.
Collapse the tables section in the DataView and expand the Stored Procedures section. This
shows all the stored procedures that are kept in the database and are available for you to use.
Double-click reptq2 to display the procedure. One thing you probably notice immediately is
the syntax coloring in the editor window. The colors used are
FIG. 23.22
You can see the results
of any stored procedure
from within Developer
Studio.
Some stored procedures take parameters. For example, double-click reptq3; its code looks like
this:
CREATE PROCEDURE reptq3 @lolimit money, @hilimit money,
@type char(12)
AS
select pub_id, type, title_id, price
from titles
where price >@lolimit AND price <@hilimit AND type = @type
OR type LIKE ‘%cook%’
order by pub_id, type
COMPUTE count(title_id) BY pub_id, type
This stored procedure takes three parameters: lolimit, hilimit, and type. If you run it, the
dialog box shown in Figure 23.23 appears: Enter parameter values and click OK to run the
procedure. See the results in the Output window.
FIG. 23.23
Providing parameters to
stored procedures is
simple.
It might be nice if the type parameter were a drop-down box, enabling you to see all the type
values in the table before submitting the quer y rather than having to type business yourself.
That sort of capability is exactly what you can build into a C++ program that uses SQL stored
procedures. To see how, in the next section you will write a new stored procedure and call it
from your C++ program.
Edit this code so that it looks like Listing 23.1. Save the stored procedure by choosing File,
Save—there’s no need to specify the name because it’s in the first line. After the procedure has
been saved, its name appears in the DataView.
This SQL code gathers information from three tables, using the au_id and title_id columns
to connect authors to titles. It takes one parameter, sales, which is an integer value. Run the
procedure to see the results immediately. Listing 23.2 shows the results, using 4000 as the
value for sales.
You’re going to change this default SQL so that it calls your stored procedure, which is now
part of the pubs database. First, choose Project, Set Active Project and select Publishing.
Switch to ClassView in the Workspace pane, expand CPublishingSet, and double-click
GetDefaultSQL() to edit it. Replace the code with that in Listing 23.4.
N O T E Normally you would not hard-code the parameter value like this. Adding member variables
to the class to hold parameters and passing them to the SQL is a topic you can explore in
the online help when you are more familiar with the Enterprise Edition. ■
The records returned from this quer y will go into your recordset. The query returns four
columns (au_lname, au_fname, title, and ytd_sales), but the recordset is expecting far more
than that. You can use ClassWizard to edit your recordset definition. Follow these steps:
FIG. 23.24
ClassWizard manages
your recordset
definition.
Click the ResourceView tab, expand the resources, expand Dialogs, and double-click
IDD_PUBLISHING_FORM. This dialog box was created for you by AppWizard but has no controls
on it yet. Delete the static text reminding you to add controls, and add four edit boxes and their
labels so that the dialog resembles Figure 23.25. Use sensible resource IDs for the edit boxes,
not the defaults provided by Developer Studio. Name them IDC_QUERY_LNAME,
IDC_QUERY_FNAME, IDC_QUERY_TITLE, and IDC_QUERY_YTDSALES.
FIG.23.25
Edit your Record View
dialog box.
Part
VI
Ch
23
There is one task left: Connect these fields to member variables. Here’s how to make that
connection:
6. Figure 23.26 shows the ClassWizard dialog box when all four controls have been
connected. Click OK to close ClassWizard.
In ClassView, double-click the function DoFieldExchange() under CPublishingSet and look at
the code that was generated for you. The order in which the variables appear in this code is
important: It must match the order in which the fields are coming back from your stored proce-
dure. Figure 23.27 shows DoFieldExchange() and the stored procedure together. Adjust the
order of the fields in the SELECT statement, if required.
Build your project and run it. You should see a record view like Figure 23.28 (you might have
to go through the SQL login procedure again first), and if you scroll through the record view
with the arrow buttons, you should see every author from the report in Listing 23.2.
FIG. 23.26
Connect the record view
controls to member
variables of the
recordset.
FIG. 23.27
Make sure that the
fields are in the
same order in
DoFieldExchange()
as in your stored
procedure.
FIG. 23.28
Your application
displays the results of
the stored procedure’s
query.
TIP Make sure you have saved the SQL stored procedure before you build. Because the stored procedures
are in a subproject of Publishing, building Publishing will not trigger any saves in the subproject.
This application doesn’t do much at the moment: It calls a stored procedure and neatly pre-
sents the results. With a little imagination, you can probably see how your SQL-based C++
programs can wrap stored procedures in user-friendly interfaces and how easy it is to develop
Part
and maintain these stored procedures by using Developer Studio. You can even debug your
SQL by using the Developer Studio debugger. VI
Ch
Database Designer
Return to the DataView, right-click the authors table, and choose Design. With the Database
Designer, shown in Figure 23.29, you can change the key column, adjust the width, apply con-
straints on valid values, and more.
FIG. 23.29
The Database Designer
lets you change any
aspect of your
database’s design.
For example, to open the property sheet shown in Figure 23.30, click the Properties button at
the far right of the Table toolbar while au_id is selected. The constraint shown here means that
au_id must be a 9-digit number. Clicking the Relationship tab, shown in Figure 23.31, shows
that au_id is used to connect the authors table to the titleauthor table.
FIG. 23.30
It’s simple to specify
column constraints.
FIG. 23.31
The Relationships tab
makes it simple to see
how tables are related.
Database Diagrams
One of the easiest ways to quickly present information to people is with a diagram. Figure
23.32 shows a diagram that explains the relationships between the three tables used through-
out this chapter. To create the same diagram yourself, follow these steps:
6. Drag the links up or down until they run from one key to another, as they do in Figure
23.32.
FIG. 23.32
A picture is worth a
thousand words when
it’s time to explain your
Part
database design.
VI
Ch
23
If you want, you can save this diagram in the database. Just click the Save button on the stan-
dard toolbar and provide a name. The diagrams will be available to any other developers who
use the Enterprise Edition to access this database.
If you’re a database developer, you probably can’t wait to open your own database in the Data-
base Designer and set to work. Be sure to take advantage of the many features on the Database
Diagram toolbar. For example, you can add a note or explanation with the New Text Annotation
button; this note can be moved wherever you want. Four buttons grouped together control how
much detail is shown for each table. The first, Column Properties, shows all the details that
were in the table view. The second, Column Names, is the default in the diagram view. Keys
shows only those columns that are keys, and Name Only shrinks the grid to a tiny column
showing only the table’s name. This is useful for diagrams representing the relationships of
many tables or of tables from other projects.
To change any design decision about these tables, open the shortcut menu and choose Column
Properties; then edit these properties as you did in the Database Designer. How’s that for an
easy way to design and administer a SQL database?
To work with MTS, you must be comfortable doing under-the-hood ActiveX and COM pro-
gramming, working directly with interfaces. If you’ve always relied on MFC to hide interfaces
from you, you should probably read Chapter 21, “The Active Template Library,” to gain an
introduction to the way that interfaces are used.
Like ODBC, you can use MTS with almost any kind of database, including ordinary file sys-
tems. Certainly SQL databases work with MTS, but so do a huge variety of other resource
managers. This enables you access to the power of MTS without having to change your data-
base system at all.
An MTS component is a COM object. It can do any specific task within your system, and often
several components are involved in a given transaction. Components are gathered together into
packages, which are installed as a unit onto your system.
A transaction is a unit of work that should succeed or fail as a whole. For example, if a cus-
tomer is transferring money from one bank account to another, the money should be with-
drawn from one account and deposited to the other. It doesn’t make sense for one step in this
process to fail and the other to proceed to completion. This would either unfairly take money
away from customers or unfairly give money to customers. Database programmers have long
realized this and have developed ways of rolling back transactions that are partially completed
when a step fails or of checking conditions to ensure that all the steps will succeed before
starting. However, these techniques are much more difficult to implement in a large, distrib-
uted system—too difficult to implement by hand.
For example, imagine that two systems are about to take money (say, $100) from a customer’s
bank account. The first checks the balance, and there is enough money. Both systems are
connected through a network to the system that keeps the balance for that account. The first
system asks for the balance and receives the reply: $150. Moments later, the second asks and is
also told $150. The first confidently sends the request for $100 and succeeds; only a fraction of
a second later, the second asks for $100 and fails. Any portions of a transaction involving this
customer that were already completed by the second system will now have to be rolled back. A
transactional system such as MTS makes this process much simpler for developers by provid-
ing system services to support these tasks.
Sound good? Then install the product and get going in the online help. Two good sample
systems are included: a simple banking application and a game. You can also check out
Microsoft’s Transaction Server Web site at http://www.microsoft.com/transaction.
Revision control systems are not a new idea. They all implement these concepts:
VI
Ch
■ Check out a file—By bringing a copy of a file to your desktop from a central library or
repository, you mark the file as unavailable to others who might want to change it. 23
(Some systems allow changes to source files by several developers at once and can later
merge the changes.)
■ Check in a file—When your changes are complete, you return the file to the library. You
provide a brief description of what you’ve done, and the RCS automatically adds your
name, the date, and other files affected by this change.
■ Merge changes—Some RCS systems can accept check-ins by different developers on the
same file and will make sure that both sets of changes appear in the central file.
■ Change tracking—Some RCS systems can reconstruct earlier versions of a file by
working backwards through a change log.
■ History—The information added at check-in can form a nice summary of what was done
to each file, when, and why.
Microsoft’s Visual SourceSafe is a good revision control system that many developers use to
keep their code in order. What sets Visual SourceSafe apart from other RCS systems? It’s
project oriented, it hooks into Visual C++ (through the new SCCI interface, some other RCS
systems can also hook in), and it comes with the Enterprise Edition of Visual C++.
When you install Visual SourceSafe, choose a custom installation and select Enable SourceSafe
Integration. Doing this adds a cascading menu to Developer Studio’s Project menu, shown in
Figure 23.33. To enable the items on the menu, you must add your project to source control by
choosing Add to Source Control and logging into Visual SourceSafe.
FIG. 23.33
Installing Visual
SourceSafe adds a
cascading menu to the
Project menu.
■ Get Latest Version—For selected files, replace your copies with newer copies from the
library.
■ Check Out—Start to work on a file.
■ Check In—Finish working on a file and make your changed versions available to
everyone.
■ Undo Check Out—Give back a file without making any changes or an entry in the history.
■ Add to Source Control—Enable source control for this project.
■ Remove from Source Control—Disable source control for this project.
■ Show History—Display the changes made to selected files.
■ Show Differences—Display the differences between old and new files.
■ SourceSafe Properties—See information that SourceSafe keeps about your files.
■ Share from SourceSafe—Allow other developers to work on selected files.
■ Refresh Status—Update your display with status changes made by other developers.
■ SourceSafe—Run Visual SourceSafe to see reports and summaries.
You must have an account and password set up in Visual SourceSafe before you can put a
project under source control and use these features. Run Visual SourceSafe from this menu to
perform any administrative tasks that haven’t already been taken care of for you.
Unless you are the only developer who will work on your project, you simply must use a revi-
sion control system. Visual SourceSafe is good: It works from within Developer Studio, and if
you have the Enterprise Edition of Visual C++, it’s free. What more could you want? Install it,
learn it, use it. You won’t regret it.
TIP Revision control systems work on Web pages, database contents, documentation, bug lists, and
spreadsheets as well as they do on code and program files. After you get in the habit and see the
benefits, you won’t stop.
C H A P T E R
24
In this chapter
Finding Errors with ASSERT and TRACE 586
Adding Debug-Only Features 588
Sealing Memory Leaks 590
Using Optimization to Make Efficient Code 594
Finding Bottlenecks by Profiling 595
When developing a new application, there are various challenges developers must meet. You
need your application to compile, to run without blowing up, and you must be sure that it does
what you want it to do. On some projects, there is time to determine whether your application
can run faster and use less memory or whether you can have a smaller executable file. The
performance improvement techniques discussed in this chapter can prevent your program
from blowing up and eliminate the kind of thinkos that result in a program calculating or re-
porting the wrong numbers. These improvements are not merely final tweaks and touch-ups
on a finished product.
You should form the habit of adding an ounce of prevention to your code as you write and the
habit of using the debugging capabilities that Developer Studio provides you to confirm what’s
going on in your program. If you save all your testing to the end, both the testing and the bug-
fixing will be much harder than if you had been testing all along. Also, of course, any bug you
manage to prevent will never have to be fixed at all!
array[i] = 5;
You want to be sure that the index, i, isn’t less than zero and larger than the number of ele-
ments allocated for the array. Presumably you have already written code to calculate i, and if
that code has been written properly, i must be between 0 and the array size. An ASSERT state-
ment will verify that:
ASSERT( i > 0 && i < ARRAYSIZE)
N O T E There is no semicolon (;) at the end of the line because ASSERT is a macro, not a
function. Older C programs may call a function named assert(), but you should replace
these calls with the ASSERT macro because ASSERT disappears during a release build, as discussed
later in this section. ■
You can check your own logic with ASSERT statements. They should never be used to check
for user input errors or bad data in a file. Whenever the condition inside an ASSERT statement
is FALSE, program execution halts with a message telling you which assertion failed. At this
point, you know you have a logic error, or a developer error, that you need to correct.
This code can dereference the pointer in confidence, knowing execution will be halted if the
pointer is NULL.
You probably already know that Developer Studio makes it simple to build debug and release
versions of your programs. The debug version #defines a constant, _DEBUG, and macros and
other pre-processor code can check this constant to determine the build type. When _DEBUG
isn’t defined, the ASSERT macro does nothing. This means there is no speed constraint in the Part
final code, as there would be if you added if statements yourself to test for logic errors. There
is no need for you to go through your code, removing ASSERT statements when you release
VI
your application, and, in fact, it’s better to leave them there to help the developers who work on Ch
version 2. They document your assumptions, and they’ll be there when the debugging work 24
starts again. In addition, ASSERT can’t help you if there is a problem with the release version of
your code because it is used to find logic and design errors before you release version 1.0 of
your product.
In the old days, isolating bad code meant adding lots of print statements to your program,
which is problematic in a Windows application. Before you start to think up workarounds, such
as printing to a file, relax. The TRACE macro does everything you want, and like ASSERT, it magi-
cally goes away in release builds.
There are several TRACE macros: TRACE, TRACE0, TRACE1, TRACE2, and TRACE3. The number-
suffix indicates the number of parametric arguments beyond a simple string, working much
like printf. The different versions of TRACE were implemented to save data segment space.
When you generate an application with AppWizard, many ASSERT and TRACE statements are
added for you. Here’s a TRACE example:
if (!m_wndToolBar.Create(this)
|| !m_wndToolBar.LoadToolBar(IDR_MAINFRAME))
{
TRACE0(“Failed to create toolbar\n”);
return -1; // fail to create
}
If the creation of the toolbar fails, this routine will return -1, which signals to the calling pro-
gram that something is wrong. This will happen in both debug and release builds. In debug
builds, though, a trace output will be sent to help the programmer understand what went
wrong.
All the TRACE macros write to afxDump, which is usually the debug window, but can be set to
stderr for console applications. The number-suffix indicates the parametric argument count,
and you use the parametric values within the string to indicate the passed data type—for ex-
ample, to send a TRACE statement that includes the value of an integer variable:
TRACE1(“Error Number: %d\n”, -1 );
The most difficult part of tracing is making it a habit. Sprinkle TRACE statements anywhere you
return error values: before ASSERT statements and in areas where you are unsure that you
constructed your code correctly. When confronted with unexpected behavior, add TRACE state-
ments first so that you better understand what is going on before you start debugging.
All the settings and configurations of the compiler and linker are kept separately for debug and
release builds and can be changed independently. For example, many developers use different
compiler warning levels. To bump your warning level to 4 for debug builds only, follow these
steps:
1. Choose Project, Settings, which opens the Project Settings dialog box, shown in Figure
24.1.
2. Choose Debug or Release from the drop-down list box at the upper left. If you choose All
Configurations, you’ll change debug and release settings simultaneously.
3. Click the C/C++ tab and set the Warning Level to Level 4, as shown in Figure 24.2. The
default is Level 3, which you will use for the release version (see Figure 24.3).
Warning level 4 will generate a lot more errors than level 3. Some of those errors will probably
come from code you didn’t even write, such as MFC functions. You’ll just have to ignore those
warnings.
FIG. 24.1
The Project Settings
dialog box enables you
to set configuration
items for different
phases of development.
Part
FIG. 24.2 VI
Warning levels can be
set higher during Ch
development.
24
FIG. 24.3
Warning levels are
usually lower in a
production release.
// mismatched new and delete: new uses delete and new[] uses delete[]
{
float * f = new float[10];
// use array
delete f; // Oops! Deleted f[0] correct version is delete [] f;
}
class A
{
public:
int * pi;
}
A::A()
{
pi = new int();
*pi = 3;
seconda=firsta;
The code fragments all represent ways in which memory can be allocated and the pointer to
Part
that memory lost before deallocation. After the pointer goes out of scope, you can’t reclaim the
memory, and no one else can use it either. It’s even worse when you consider exceptions, dis- VI
cussed in Chapter 26, “Exceptions and Templates,” because if an exception is thrown, your flow Ch
of execution may leave a function before reaching the delete at the bottom of the code. Be-
cause destructors are called for objects that are going out of scope as the stack unwinds, you 24
can prevent some of these problems by putting delete calls in destructors. This, too, is dis-
cussed in more detail in Chapter 26, in the “Placing the catch Block” section.
Like all bugs, the secret to dealing with memory leaks is to prevent them—or to detect them as
soon as possible when they occur. You can develop some good habits to help you:
■ If a class contains a pointer and allocates that pointer with new, be sure to code a destruc-
tor that deletes the memory. Also, code a copy constructor and an operator (=).
■ If a function will allocate memory and return something to let the calling program access
that memory, it must return a pointer instead of a reference. You can’t delete a reference.
■ If a function will allocate memory and then delete it later in the same function, allocate
the memory on the stack, if at all possible, so that you don’t forget to delete it.
■ Never change a pointer’s value unless you have first deleted the object or array it was
pointing to. Never increment a pointer that was returned by new.
FIG. 24.4
Memory leaks are
detected automatically
in debug builds.
To see this for yourself, create an AppWizard MDI application called Leak, accepting all the
defaults. In the InitInstance() function of the application class (CLeakApp in this example),
add this line:
int* pi = new int[20];
Build a debug version of the application and run it by choosing Build, Start Debug, and Go, or
click the Go button on the Build minibar. You will see output like Figure 24.4. Notice that the
filename (Leak.cpp) and line number where the memory was allocated are provided in the
error message. Double-click that line in the output window, and the editor window displays
Leak.cpp with the cursor on line 54. (The coordinates in the lower-right corner always remind
you what line number you are on.) If you were writing a real application, you would now know
what the problem is. Now you must determine where to fix it (more specifically, where to put
the delete).
Automatic Pointers
When a program is executing within a particular scope, like a function, all variables allocated in
that function are allocated on the stack. The stack is a temporary storage space that shrinks
and grows, like an accordion. The stack is used to store the current execution address before a
function call, the arguments passed to the function, and the local function objects and variables.
When the function returns, the stack pointer is reset to that location where the prior execution
point was stored. This makes the stack space after the reset location available to whatever else
needs it, which means those elements allocated on the stack in the function are gone. This
process is referred to as stack unwinding.
N O T E Objects or variables defined with the keyword static are not allocated on the stack. ■
Stack unwinding also happens when an exception occurs. To reliably restore the program to its
state before an exception occurred in the function, the stack is unwound. Stack-wise variables
are gone, and the destructors for stack-wise objects are called. Unfortunately, the same is not
true for dynamic objects. The handles (for example, pointers) are unwound, but the unwinding
process doesn’t call delete. This causes a memory leak.
In some cases, the solution is to add delete statements to the destructors of objects that you
know will be destructed as part of the unwinding, so they can use these pointers before they go
out of scope. A more general approach is to replace simple pointers with a C++ class that can be
used just like a pointer but contains a destructor that deletes any memory at the location where
Part
it points. Don’t worry, you don’t have to write such a class: One is included in the Standard
Template Library, which comes with Visual C++. Listing 24.2 is a heavily edited version of the VI
auto_ptr class definition, presented to demonstrate the key concepts. Ch
TIP If you haven’t seen template code before, it’s explained in Chapter 26. 24
The class has one member variable, a pointer to whatever type that you want a pointer to. It has
a one-argument constructor to build an auto_ptr from an int* or a Truck* or any other pointer
type. The destructor deletes the memory pointed to by the internal member variable. Finally,
the class overrides -> and *, the dereferencing operators, so that dereferencing an auto_ptr
feels just like dereferencing an ordinary pointer.
If there is some class C to which you want to make an automatic pointer called p, all you do is
this:
auto_ptr<C> p(new C());
You never have to delete the C object that p points to, even in the event of an exception, be-
cause p was allocated on the stack. When it goes out of scope, its destructor is called, and the
destructor calls delete on the C object that was allocated in the new statement.
You can read more about managed pointers and exceptions in Chapter 26.
Here’s a simple example of how optimizers work. Imagine you have written a piece of code like
this:
for (i=0;i<10;i++)
{
y=2;
x[i]=5;
}
for (i=0; i<10; i++)
{
total += x[i];
}
Your code will run faster, with no effect on the final results, if you move the y=2 in front of the
first loop. In addition, you can easily combine the two loops into a single loop. If you do that, it’s
faster to add 5 to total each time than it is to calculate the address of x[i] to retrieve the value
just stored in it. Really bright optimizers may even realize that total can be calculated outside
the loop as well. The revised code might look like this:
y=2;
for (i=0;i<10;i++)
{
x[i]=5;
}
total += 50;
Optimizers do far more than this, of course, but this example gives you an idea of what’s going
on behind the scenes. It’s up to you whether the optimizer focuses on speed, occasionally at the
expense of memory usage, or tries to minimize memory usage, perhaps at a slighter lower
speed.
To set the optimization options for your project, select the Project, Settings command from
Developer Studio’s menu bar. The Project Settings property sheet, first shown in Figure 24.1,
appears. Click the C/C++ tab and make sure you are looking at the Release settings; then se-
lect Optimizations in the Category box. Keep optimization turned off for debug builds because
the code in your source files and the code being executed won’t match line for line, which will
confuse you and the debugger. You should turn on some kind of optimization for release
builds. Choose from the drop-down list box, as shown in Figure 24.5.
FIG. 24.5
Select the type of
optimization you want.
Part
VI
Ch
24
If you select the Customize option in the Optimizations box, you can select from the list of
individual optimizations, including Assume No Aliasing, Global Optimizations, Favor Fast
Code, Generate Intrinsic Functions, Frame-Pointer Omission, and more. However, as you can
tell from these names, you really have to know what you’re doing before you set up a custom
optimization scheme. For now, accept one of the schemes that have been laid out for you.
Another use of a profiler is to see whether the test cases you have put together result in every
one of your functions being called or in each line of your code being executed. You may think
you have selected test inputs that guarantee this; however, the profiler can confirm it for you.
Visual C++ includes a profiler integrated with the IDE: All you need to do is use it. First, adjust
your project settings to include profiler information. Bring up the Project Settings property
sheet as you did in the preceding section and click the Link tab. Check the Enable Profiling
check box. Click OK and rebuild your project. Links will be slower now because you can’t do
an incremental link when you are planning to profile, but you can go back to your old settings
after you’ve learned a little about the way your program runs. Choose Build, Profile and the
Profile dialog box, shown in Figure 24.6, appears.
FIG. 24.6
A profiler can gather
many kinds of
information.
If you aren’t sure what any of the radio buttons on this dialog box mean, click the question
mark in the upper-right corner and then click the radio button. You’ll receive a short explana-
tion of the option. (If you would like to add this kind of context-sensitive Help to your own
applications, be sure to read Chapter 11, “Help.”)
You don’t profile as a method to catch bugs, but it can help to validate your testing or show you
the parts of your application that need work, which makes it a vital part of the developer’s
toolbox. Get in the habit of profiling all your applications at least once in the development
cycle. ●
C H A P T E R
25
Reviewing the Benefits of Writing Reusable
Code 598
Using Component Gallery 598
Introducing Custom AppWizards 601
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598 Chapter 25 Achieving Reuse with the Gallery and Your Own AppWizards
In these days of complex programs, reusability has become more than a buzzword. It’s become
a survival technique for programmers who find themselves with the awesome task of creating
hundreds of thousands of lines of working source code in a minimum amount of time. Visual
C++ is packed with ways to let you reuse the work of programmers who have gone before you,
such as AppWizard, ClassWizard, and of course the Microsoft Foundation Classes. The tools
discussed in this chapter enable you to contribute code to the future, ready to be reused
quickly and easily by some future coworker—or better yet, by you.
In fact, there are two markets: one formal one, with vendors selling project parts such as con-
trols or templates, and another informal one within many large companies, with departments
developing reusable parts for brownie points or bragging rights, or other intangibles. Some
companies even have a reuse budget to which you can charge the time you spend making parts
of your project reusable, or they award reuse credits if someone else in the company reuses
one of your parts. If yours doesn’t, maybe it should: Reuse can save as much as 60% of your
software budget, but only if someone is noble or charitable enough to develop with reuse in
mind or if company policy inspires everyone to develop with reuse in mind.
Most newcomers to reuse think only of reusing code, but there are other parts of a project
that can save you far more time than you can save with code reuse only. These include the
following:
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Using Component Gallery 599
You can even create your own components and add them to Component Gallery. In fact, in its
default installation, Developer Studio automatically adds a category to Component Gallery for
new AppWizard applications that you create.
1. Start a new Custom AppWizard project workspace called App1. (Click Finish on Step 1 to
use all the default AppWizard settings; then click OK to create the project.)
2. Add a new dialog box to the project by choosing Insert, Resource and double-clicking
Dialog.
3. Using the techniques first presented in Chapter 2, “Dialogs and Controls,” build the
dialog-box resource shown in Figure 25.1, giving the dialog box the resource ID
IDD_NAMEDLG.
FIG. 25.1
Build a dialog box to Part
add to Component
Gallery.
VI
Ch
25
4. While the dialog box has focus, bring up ClassWizard and agree to create a new class.
Call the new class CNameDlg.
5. Close ClassWizard.
6. Right-click CNameDlg in ClassView and choose Add To Gallery from the shortcut menu.
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600 Chapter 25 Achieving Reuse with the Gallery and Your Own AppWizards
Although nothing appears to happen, the class CNameDlg and the associated resource have
been added to the Gallery. Minimize Developer Studio and browse your hard drive, starting
at My Computer, until you display C:\Program Files\Microsoft VisualStudio\Common\
MSDev98\Gallery (if you installed Visual C++ in another directory, look in that directory for
the MSDev98 folder and continue down from there). As you can see in Figure 25.2, there is
now an App1 folder in the Gallery.
FIG. 25.2
The Gallery uses your
project name as the
folder name when you
add a class.
Double-click the App1 folder and you’ll see it contains one file, Name Dlg.ogx, as shown in
Figure 25.3. The .ogx extension signifies a Gallery component.
FIG. 25.3
The filename for your
Gallery component is
based on the
classname.
Click the ClassView tab and expand the App2 classes. There are six: CAboutDlg, CApp2App,
CApp2Doc, CApp2View, CChildFrame, and CMainFrame.
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Introducing Custom AppWizards 601
Choose Project, Add To Project, and Components and Controls. The Gallery dialog box, shown
in Figure 25.4, appears.
FIG. 25.4
Gallery components are
arranged in folders.
Double-click App1 and you’ll see Name Dlg.ogx again. Double-click it. When prompted, con-
firm that you want to insert this component in your project. Click Close to close the Gallery. Part
Look at ClassView again. CNameDlg has been added. Check FileView and you’ll see that VI
NameDlg.cpp and NameDlg.h have been added to the project. Switch to ResourceView to Ch
confirm that the dialog box IDD_NAMEDLG has been added. You can use this resource in App2 in
just the way you used it in App1. 25
Exploring the Gallery
You can use Component Gallery to manage many other component types, including those that
you might get from a friend or buy from a third-party supplier. Component Gallery can add,
delete, import, and edit components in a variety of ways, depending on the type of component
with which you’re working. Take some time to experiment with Component Gallery, and you’ll
soon see how easy it is to use.
Figure 25.5 shows the contents of the Registered ActiveX Controls folder, reached by choosing
Project, Add to Project, Components and Controls. Both the ATL and MFC versions of the
Dieroll control are here: DieRoll Class was built in Chapter 21, “The Active Template Library,”
and Dieroll Control was built in Chapter 17, “Building an ActiveX Control.” Before this
shot was taken, DBGrid Control was highlighted and the More Info button was clicked.
Components can be bundled with a Help file that is reached from the More Info button.
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602 Chapter 25 Achieving Reuse with the Gallery and Your Own AppWizards
default AppWizard. If this special project is a one-time deal, you’ll probably just create the
project by hand. However, if you need to use this custom project type again and again, you
might want to consider creating a custom AppWizard.
FIG. 25.5
All ActiveX controls are
available through the
Gallery.
You can create a custom AppWizard in three ways: using the existing AppWizard steps as a
starting point, using an existing project as a starting point, or starting completely from scratch.
However, no matter what method you choose, creating a custom AppWizard can be a compli-
cated task, requiring that you understand and be able to write script files by using the macros
and commands that Visual C++ provides for this purpose.
The following tackles the very simplest case first, creating an AppWizard to reproduce an
existing project with a different name. Follow these steps:
1. Create a project in the usual way. Call it Original and click Finish on Step 1 to accept all
the AppWizard defaults.
2. Edit the About box to resemble Figure 25.6.
FIG. 25.6
Customize your
About box.
3. Choose File, New and click the Projects tab. Select Custom AppWizard and enter
OrigWiz, as shown in Figure 25.7. Click OK.
4. The first of two custom AppWizard dialog boxes appears, as shown in Figure 25.8. Select
An Existing Project to base your wizard on the project you created in steps 1 and 2. Do
not edit the wizard’s name. Click Next.
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Introducing Custom AppWizards 603
FIG. 25.7
Create a custom
AppWizard.
FIG. 25.8
Base your wizard on an
existing project.
Part
VI
Ch
25
5. The second custom AppWizard dialog box appears. Browse to the project file for the
Original project, Original.dsp. Click Finish.
6. The New Project Information dialog box, shown in Figure 25.9, confirms your choices.
Click OK.
You are now working on the OrigWiz project, and in many cases you would add code at this
point. Because this is an example, just build the project immediately.
To use your custom AppWizard, choose File, New again and click the Projects tab. As shown in
Figure 25.10, OrigWizard has been added to the list of choices on the left. Select it and enter
App3 for the name of the project. Click OK.
N O T E When you compile the custom AppWizard, Developer Studio creates the final files and
stores them in your C:\Program Files\Microsoft Visual Studio\Common\MSDev98\
Template directory. The next time you choose to start a new project workspace, your custom AppWizard
will be listed in the project types. To remove the custom AppWizard, delete the wizard’s .awx and .pdb
files from your C:\Program Files\Microsoft Visual Studio\Common\MSDev98\Template directory. ■
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604 Chapter 25 Achieving Reuse with the Gallery and Your Own AppWizards
FIG. 25.9
Your custom AppWizard
creates copies of the
Original project with
different names.
FIG. 25.10
Your custom AppWizard
has been added to the
list of AppWizards.
Figure 25.11 shows one of the tasks that you normally complete before you build the
AppWizard: generating the text for the New Project Information dialog box. Click OK.
Look at the classnames and the code—App3 looks like any of the projects created in this chap-
ter that accept all the AppWizard defaults, but you didn’t have to go through any dialog steps.
Switch to ResourceView and edit IDD_ABOUTBOX. As Figure 25.12 shows, it contains the extra
text (based on Original 1.0) that you added, but the application name on the top line of the box
has been correctly changed to App3. This is one smart wizard.
When you build a wizard from an existing project, all the classes, resources, and code that you
added will be incorporated in the new projects you generate with the wizard. It’s a great time-
saver.
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Introducing Custom AppWizards 605
FIG. 25.11
You have to write the
text for the New Project
Information dialog box.
FIG. 25.12
AppWizard copied your
custom About box to
the new project. Part
VI
You can also build custom AppWizards that present dialog boxes for you to fill out. Before you Ch
do that, you should be comfortable writing wizards that are not AppWizards, like the ones
discussed in Chapter 12, “Property Pages and Sheets.” You should also have generated lots of 25
different types of applications so that you have a feel for the sort of work AppWizard does.
When you’re ready, check the section in the online help titled “Creating Custom AppWizards.”
This whole book demonstrates the value of using other people’s designs, classes, code, con-
trols, dialog boxes, and other project parts. This chapter shows two simple ways to arrange for
other people (or you, in the future) to reuse your code, which benefits your customers or em-
ployer by saving significant development time. Your job will be more enjoyable when repetitive
tasks, such as building a dialog box and associating it with a class, are taken care of, freeing
you to do the fun stuff. ●
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Untitled-13 606 2/19/99, 8:42 AM
26
607
C H A P T E R
In this chapter
Understanding Exceptions 608
Exploring Templates 617
The Standard Template Library 625
Part
Understanding Namespaces 627 VI
Ch
26
C++ is an evolving language and frequently undergoes review and improvement. Two impor-
tant features that were added to C++ after many developers had already learned the language
are exceptions and templates. Although most programmers delay learning these concepts until
they have six months to a year of Visual C++ programming experience, you should consider
learning them now. These concepts are not much more difficult than the ones covered earlier
in this book and can add extra power to your programs.
Understanding Exceptions
When writing applications using Visual C++, sooner or later you’re going to run into error-
handling situations that don’t seem to have a solution. Perhaps you are writing a function that
returns a numeric value and need a way to send back an error response. Sometimes you can
come up with one special return value, perhaps 0 or -1, that indicates a problem. Other times
there doesn’t seem to be a way to signal trouble. Perhaps you use special return values but find
yourself writing code that starts out like this:
while (somefunction(x))
{
for (int i=0; i<limit; i++)
{
y = someotherfunction(i);
}
}
After writing that, perhaps you realize that if someotherfunction() returns -1, you should not
move on to the next i, and you should leave the while loop. Your code becomes the following:
int timetostop = 0;
while (somefunction(x) && !timetostop)
{
for (int i=0; i<limit && !timetostop; i++)
{
if ( (y = someotherfunction(i)) == -1)
timetostop = 1;
}
}
This isn’t bad, but it is hard to read. If there are two or three things that could go wrong, your
code becomes unmanageably complex.
Exceptions are designed to handle these sorts of problems. The exception mechanism allows
programs to signal each other about serious and unexpected problems. Three places in your
code participate in most exceptions:
■ The try block marks the code you believe might run into difficulty.
■ The catch block immediately follows the try block and holds the code that deals with the
problem.
■ The throw statement is how the code with a problem notifies the calling code.
For example, memory allocation is one place in a program where you might expect to run into
trouble. Listing 26.1 shows a nonsensical little program that allocates some memory and then
immediately deletes it. Because memory allocation could fail, the code that allocates the
memory is enclosed in a try program block. If the pointer returned from the memory alloca-
tion is NULL, the try block throws an exception. In this case, the exception object is a string.
N O T E The sample applications in this chapter are console applications, which can run from a
DOS prompt and don’t have a graphical interface. This keeps them small enough to be
shown in their entirety in the listings. To try them, create a console application as discussed in Chapter
28, “Future Explorations,” add a file to the project, and add the code shown here. ■
int main()
{
int* buffer;
Part
try
{
VI
buffer = new int[256]; Ch
if (buffer == NULL)
throw “Memory allocation failed!”;
26
else
delete buffer;
}
catch(char* exception)
{
cout << exception << endl;
}
return 0;
}
When the program throws the exception, program execution jumps to the first line of the catch
program block. (The remainder of the code inside the try block is not executed.) In the case of
Listing 26.1, this line prints out a message, after which the function’s return line is executed
and the program ends.
If the memory allocation is successful, the program executes the entire try block, deleting the
buffer. Then program execution skips over the catch block completely, in this case going di-
rectly to the return statement.
N O T E The catch program block does more than direct program execution. It actually catches the
exception object thrown by the program. For example, in Listing 26.1, you can see the
exception object being caught inside the parentheses following the catch keyword. This is very similar
to a parameter being received by a method. In this case, the type of the “parameter” is char* and the
name of the parameter is exception. ■
Exception Objects
The beauty of C++ exceptions is that the exception object thrown can be just about any kind of
data structure you like. For example, you might want to create an exception class for certain
kinds of exceptions that occur in your programs. Listing 26.2 shows a program that defines a
general-purpose exception class called MyException. In the case of a memory-allocation failure,
the main program creates an object of the class and throws it. The catch block catches the
MyException object, calls the object’s GetError() member function to get the object’s error
string, and then displays the string on the screen.
class MyException
{
protected:
char* m_msg;
public:
MyException(char *msg) { m_msg = msg; }
~MyException(){}
int main()
{
int* buffer;
try
{
buffer = new int[256];
if (buffer == NULL)
{
MyException* exception =
new MyException(“Memory allocation failed!”);
throw exception;
}
else
delete buffer;
}
catch(MyException* exception)
{
char* msg = exception->GetError();
cout << msg << endl;
}
return 0;
}
An exception object can be as simple as an integer error code or as complex as a fully devel-
oped class. MFC provides a number of exception classes, including CException and several
classes derived from it. The abstract class CException has a constructor and three member
functions: Delete(), which deletes the exception, GetErrorMessage(), which returns a string
describing the exception, and ReportError(), which reports the error in a message box.
Listing 26.3 is a short program that demonstrates this concept. The program throws the excep- Part
tion from the AllocateBuffer() function but catches the exception in main(), which is the
function from which AllocateBuffer() is called.
VI
Ch
class MyException
{
protected:
char* m_msg;
public:
MyException(char *msg) { m_msg = msg;}
~MyException(){}
char* GetError() {return m_msg;}
};
continues
int* AllocateBuffer();
int main()
{
int* buffer;
try
{
buffer = AllocateBuffer();
delete buffer;
}
catch (MyException* exception)
{
char* msg = exception->GetError();
cout << msg << endl;
}
return 0;
}
int* AllocateBuffer()
{
BigObject bigarray;
float* floatarray = new float[1000];
int* buffer = new int[256];
if (buffer == NULL)
{
MyException* exception =
new MyException(“Memory allocation failed!”);
throw exception;
}
delete floatarray;
return buffer;
}
When the exception is thrown in AllocateBuffer(), the remainder of the function is not ex-
ecuted. The dynamically allocated floatarray will not be deleted. The BigObject that was allo-
cated on the stack will go out of scope, and its destructor will be executed, deleting the intarray
member variable that was allocated with new in the constructor. This is an important concept to
grasp: Objects created on the stack will be destructed as the stack unwinds. Objects created on
the heap will not. Your code must take care of these. For example, AllocateBuffer() should
include code to delete floatarray before throwing the exception, like this:
if (buffer == NULL)
{
MyException* exception =
new MyException(“Memory allocation failed!”);
delete floatarray;
throw exception;
}
In many cases, using an object with a carefully written destructor can save significant code
duplication when you are using exceptions. If you are using objects allocated on the heap, you
may need to catch and rethrow exceptions so that you can delete them. Consider the code in
Listing 26.4, in which the exception is thrown right past an intermediate function up to the
catching function.
class MyException
{
protected:
char* m_msg;
public:
MyException(char *msg) { m_msg = msg;}
~MyException(){}
char* GetError() {return m_msg;} Part
};
VI
class BigObject Ch
{
private:
int* intarray;
26
public:
BigObject() {intarray = new int[1000];}
~BigObject() {delete intarray;}
};
int* AllocateBuffer();
int* Intermediate();
int main()
{
int* buffer;
try
{
buffer = Intermediate();
delete buffer;
continues
return 0;
}
int* Intermediate()
{
BigObject bigarray;
float* floatarray = new float[1000];
int* retval = AllocateBuffer();
delete floatarray;
return retval;
}
int* AllocateBuffer()
{
int* buffer = new int[256];
if (buffer == NULL)
{
MyException* exception =
new MyException(“Memory allocation failed!”);
throw exception;
}
return buffer;
}
{
delete floatarray;
throw;
}
delete floatarray;
return retval;
}
This revised version of Intermediate() catches the exception so that it can delete floatarray
and throw it farther up to the calling function. (Notice that the name of the exception is not in
this throw statement; it can throw only the exception it just caught.) There are a few things you
should notice about this revised code:
This is really starting to get ugly. Through this entire process, the BigObject called bigarray
has been quietly handled properly and easily, with an automatic call to the destructor no matter
which function allocated it or where the exception was called. When you write code that uses
exceptions, wrapping all your heap-allocated objects in classes such as BigObject makes your
life easier. BigObject uses a managed pointer : When a BigObject object such as bigarray goes
out of scope, the memory it pointed to is deleted. A very flexible approach to managed pointers
is described at the end of the section on templates in this chapter.
Part
Handling Multiple Types of Exceptions
Often, a block of code generates more than one type of exception, so you may want to use
VI
multiple catch blocks with a try block. You might, for example, need to be on the lookout for Ch
both CException and char* exceptions. Because a catch block must receive a specific type of
exception object, you need two different catch blocks to watch for both CException and char*
26
exception objects. You can also set up a catch block to catch whatever type of exception hasn’t
been caught yet, by placing ellipses (…) in the parentheses, rather than a specific argument.
The problem with this sort of multipurpose catch block is that you have no access to the ex-
ception object received and so must handle the exception in a general way.
Listing 26.6 is a program that generates three different types of exceptions based on a user’s
input. (In a real program, you shouldn’t use exceptions to deal with user errors. It’s a slow
mechanism, and checking what the user typed can usually be handled more efficiently in an-
other way.)
Running the program, you’re instructed to enter a value between 4 and 8, except for 6. If you
enter a value less than 4, the program throws a MyException exception; if you enter a value
greater than 8, the program throws a char* exception; and, finally, if you happen to enter 6, the
program throws the entered value as an exception.
Although the program throws the exceptions in the GetValue() function, the program catches
them all in main(). The try block in main() is associated with three catch blocks. The first
catches the MyException object, the second catches the char* object, and the third catches any
other exception that happens to come down the pike.
N O T E Similar to if...else statements, the order in which you place catch program blocks
can have a profound effect on program execution. You should always place the most
specific catch blocks first. For example, in Listing 26.6, if the catch(...) block were first, none of
the other catch blocks would ever be called. This is because the catch(...) is as general as you
can get, catching every single exception that the program throws. In this case (as in most cases), you
want to use catch(...) to receive only the leftover exceptions. ■
class MyException
{
protected:
char* m_msg;
public:
MyException(char *msg) { m_msg = msg;}
~MyException(){}
char* GetError() {return m_msg;}
};
int GetValue();
int main()
{
try
{
int value = GetValue();
cout << “The value you entered is okay.” << endl;
}
catch(MyException* exception)
{
char* msg = exception->GetError();
cout << msg << endl;
}
catch(char* msg)
{
cout << msg << endl;
}
catch(...)
{
cout << “Caught unknown exception!” << endl;
}
return 0;
}
int GetValue(){
int value;
if (value < 4)
{
MyException* exception =
new MyException(“Value less than 4!”);
throw exception;
}
else if (value > 8)
{
throw “Value greater than 8!”;
}
else if (value == 6)
{
throw value;
}
return value;
}
Exploring Templates
It’s a good guess that, at one time or another, you wished you could develop a single function
or class that could handle any kind of data. Sure, you can use function overloading to write
several versions of a function, or you can use inheritance to derive several different classes
from a base class. But, in these cases, you still end up writing many different functions or
classes. If only there were a way to make functions and classes a little smarter so that you
could write just one function that handled any kind of data you wanted to throw at it. There is a
way to accomplish this seemingly impossible task. You need to use something called templates,
the focus of this section.
Introducing Templates
A template is a kind of blueprint for a function or class. You write the template in a general way,
supplying placeholders, called parameters, for the data objects that the final function or class
will manipulate. A template always begins with the keyword template followed by a list of
parameters between angle brackets, like this:
template<class Type>
You can have as many parameters as you need, and you can name them whatever you like, but
each must begin with the class keyword and must be separated by commas, like this:
template<class Type1, class Type2, class Type3>
As you may have guessed from previous discussion, there are two types of templates: function
and class. The following sections describe how to create and use both types of templates.
An actual working example will help you understand how function templates become functions.
A common example is a Min() function that can accept any type of arguments. Listing 26.8 is a
short program that defines a template for a Min() function and then uses that function in
main(). When you run the program, the program displays the smallest value of whatever data
is sent as arguments to Min(). This is possible because the compiler takes the template and
creates functions for each of the data types that are compared in the program.
template<class Type>
Type Min(Type arg1, Type arg2)
{
Type min;
return min;
}
int main()
{
cout << Min(15, 25) << endl;
cout << Min(254.78, 12.983) << endl;
cout << Min(‘A’, ‘Z’) << endl;
return 0;
}
N O T E Notice how, in Listing 26.8, the Min() template uses the data type Type not only in its
parameter list and function argument list but also in the body of the function in order to
declare a local variable. This illustrates how you can use the parameter types just as you would use any
specific data type such as int or char. ■
Because function templates are so flexible, they often lead to trouble. For example, in the
Min() template, you have to be sure that the data types you supply as parameters can be com-
pared. If you tried to compare two classes, your program would not compile unless the classes
overloaded the < and > operators. Part
Another way you can run into trouble is when the arguments you supply to the template are VI
not used as you think. For example, what about adding the following line to main() in Listing Ch
26.6?
cout << Min(“APPLE”, “ORANGE”) << endl;
26
If you don’t think about what you’re doing in the previous line, you may jump to the conclusion
that the returned result will be APPLE. The truth is that the preceding line may or may not give
you the result you expect. Why? Because the “APPLE” and “ORANGE” string constants result in
pointers to char. This means that the program will compile smoothly, with the compiler creat-
ing a version of Min() that compares char pointers. But there’s a big difference between com-
paring two pointers and comparing the data to which the pointers point. If “ORANGE” happens to
be stored at a lower address than “APPLE”, the preceding call to Min() results in “ORANGE”.
A way to avoid this problem is to provide a specific replacement function for Min() that defines
exactly how you want the two string constants compared. When you provide a specific function,
the compiler uses that function rather than create one from the template. Listing 26.9 is a short
program that demonstrates this important technique. When the program needs to compare the
two strings, it doesn’t call a function created from the template but instead uses the specific
replacement function.
template<class Type>
Type Min(Type arg1, Type arg2)
{
Type min;
return min;
}
if (result < 0)
min = arg1;
else
min = arg2;
return min;
}
int main()
{
cout << Min(15, 25) << endl;
cout << Min(254.78, 12.983) << endl;
cout << Min(‘A’, ‘Z’) << endl;
cout << Min(“APPLE”, “ORANGE”) << endl;
return 0;
}
You define a class template much as you define a function template—by supplying the
template line followed by the class’s declaration, as shown in Listing 26.10. Notice that, just as
with a function template, you use the abstract data types given as parameters in the template
line in the class’s body. They might be the types for member variables, return types, and other
data objects.
public:
CMyClass(Type arg) { data = arg; }
~CMyClass() {};
};
When ready to instantiate objects from the template class, you must supply the data type that
will replace the template parameters. For example, to create an object of the CMyClass class,
you might use a line like this:
CMyClass<int> myClass(15);
The preceding line creates a CMyClass object that uses integers in place of the abstract data
type. If you wanted the class to deal with floating-point values, you’d create an object of the
class something like this:
CMyClass<float> myClass(15.75);
Part
For a more complete example, suppose you want to create a class that stores two values and
has member functions that compare those values. Listing 26.11 is a program that does just that.
VI
First, the listing defines a class template called CCompare. This class stores two values that are Ch
supplied to the constructor. The class also includes the usual constructor and destructor, as
well as member functions for determining the larger or smaller of the values, or whether the
26
values are equal.
template<class Type>
class CCompare
{
protected:
Type arg1;
Type arg2;
public:
CCompare(Type arg1, Type arg2)
{
continues
~CCompare() {}
Type GetMin()
{
Type min;
return min;
}
Type GetMax()
{
Type max;
return max;
}
int Equal()
{
int equal;
if (arg1 == arg2)
equal = 1;
else
equal = 0;
return equal;
}
};
int main()
{
CCompare<int> compare1(15, 25);
CCompare<double> compare2(254.78, 12.983);
CCompare<char> compare3(‘A’, ‘Z’);
return 0;
}
The main program instantiates three objects from the class template: one that deals with inte-
gers, one that uses floating-point values, and one that stores and compares character values.
After creating the three CCompare objects, main() calls the objects’ member functions in order
to display information about the data stored in each object. Figure 26.1 shows the program’s
output.
FIG. 26.1
The template3 program
creates three different
objects from a class
template.
Part
VI
Ch
26
You can pass as many parameters as you like to a class template, just like a function template.
Listing 26.12 shows a class template that uses two different types of data.
continues
~CMyClass() {}
};
To instantiate an object of the CMyClass class, you might use a line like this:
CMyClass<int, char> myClass(15, ‘A’);
Finally, you can use specific data types, as well as the placeholder data types, as parameters in
a class template. Just add the specific data type to the parameter list, as you add any other
parameter. Listing 26.13 is a short program that creates an object from a class template, using
two abstract parameters and one specific data type.
public:
CMyClass(Type1 arg1, Type2 arg2, int num)
{
data1 = arg1;
data2 = arg2;
data3 = num;
}
~CMyClass() {}
};
int main()
{
CMyClass<int, char, 0> myClass(15, ‘A’, 10);
return 0;
}
When you realize that ProcessEmployee() might throw an EmployeeException, you can
change this code to read like this:
// ...
Employee* emp = new Employee(stuff);
try
{
emp->ProcessEmployee;
}
catch (EmployeeException e)
{
delete emp;
throw;
}
delete emp;
// ...
But you think this is ugly and hard to maintain, so you go with an auto_ptr instead:
#include <memory>
// ...
auto_ptr<Employee> emp (new Employee(stuff));
emp->ProcessEmployee;
// ...
This looks like the first example, but it works like the second: Whether you leave this code
snippet normally or because of an exception, emp will go out of scope, and when it does, the
Employee object that was allocated on the heap will be deleted for you automatically. No extra
try or catch blocks, and as an extra bonus you don’t even have to remember to delete the
memory in the routine—it’s done for you.
Look again at the functions declared in the template: a constructor, a copy constructor, an
address-of (&) operator, a destructor, a contents of (*) operator, a dereferencing (->) operator,
and functions called get() and release(). These work together to ensure that you can treat
your pointer exactly as though it were an ordinary pointer.
■ deque
■ list
■ map
■ multimap
■ set
■ multiset
■ vector
■ basic_string
■ stack
■ swap
■ min, max
There are many more, but these will give you an idea of the amount of work you can save with
templates, especially with templates you don’t have to write.
Understanding Namespaces
A namespace defines a scope in which duplicate identifiers cannot be used. For example, you
already know that you can have a global variable named value and then also define a function
with a local variable called value. Because the two variables are in different namespaces, your
program knows that it should use the local value when inside the function and the global
value everywhere else.
Namespaces, however, do not extend far enough to cover some very thorny problems. One
example is duplicate names in external classes or libraries. This issue crops up when a pro-
grammer is using several external files within a single project. None of the external variables
and functions can have the same name as other external variables or functions. To avoid this
type of problem, third-party vendors frequently add prefixes or suffixes to variable and function
names in order to reduce the likeliness of some other vendor using the same name.
Obviously, the C++ gurus have come up with a solution to such scope-resolution problems. The
solution is user-defined namespaces.
Defining a Namespace
In its simplest form, a namespace is not unlike a structure or a class. You start the namespace
definition with the namespace keyword, followed by the namespace’s name and the declaration
of the identifiers that will be valid within the scope of that namespace.
Listing 26.16 shows a namespace definition. The namespace is called A and includes two identi-
fiers, i and j, and a function, Func(). Notice that the Func() function is completely defined
within the namespace definition. You can also choose to define the function outside the
Part
namespace definition. In that case, you must preface the function definition’s name with the
namespace’s name, much as you would preface a class’s member-function definition with the VI
class’s name. Listing 26.17 shows this form of namespace function definition. Ch
26
Listing 26.16 Defining a Namespace
namespace A
{
int i;
int j;
int Func()
{
return 1;
}
}
int Func();
}
int A::Func()
{
return 1;
}
N O T E Namespaces must be defined at the file level of scope or within another namespace
definition. They cannot be defined, for example, inside a function. ■
You can nest one namespace definition within another, as shown in Listing 26.18. In that case,
however, you have to use more complicated scope resolutions in order to differentiate between
the i variable declared in A and B, like this:
A::i = 0;
A::B::i = 0;
int Func()
{
return 1;
}
namespace B
{
int i;
}
}
If you’re going to frequently reference variables and functions within namespace A, you can
avoid using the A:: resolution by preceding the program statements with a using line, as
shown in Listing 26.19. This is very common in programs that use STL templates, most of
which are in the std namespace.
Unnamed Namespaces
To thoroughly confuse you, Visual C++ allows you to have unnamed namespaces. You define an
unnamed namespace exactly as you would any other namespace, without attaching a name.
Listing 26.20 shows the definition of an unnamed namespace. It lets you arrange variables
whose names are valid only within one namespace and cannot be accessed from elsewhere
because no other code can know the name of the unnamed namespace.
Namespace Aliases
Often you run into namespaces that have long names. In these cases, having to use the long
name over and over in your program in order to access the identifiers defined in the
namespace can be a major chore. To solve this problem, Visual C++ enables you to create
namespace aliases, which are just replacement names for a namespace. You create an alias like
this:
namespace A = LongName;
LongName is the original name of the namespace, and A is the alias. After the preceding line
executes, you can access the LongName namespace, using either A or LongName. You can think of
an alias as a nickname or short form. Listing 26.21 is a short program that demonstrates
namespace aliases.
int Func()
{
return 2;
}
}
int main()
{
namespace ns = ThisIsANamespaceName;
ns::i = 0;
ns::j = 0;
int num1 = ns::Func();
return 0;
}
C H A P T E R
In this chapter
Understanding Simple Threads 632
Understanding Thread Communication 636
Using Thread Synchronization 643
Part
VI
Ch
27
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632 Chapter 27 Multitasking with Windows Threads
When using Windows 95 (and other modern operating systems), you know that you can run
several programs simultaneously. This capability is called multitasking. What you may not
know is that many of today’s operating systems also enable threads, which are separate pro-
cesses that are not complete applications. A thread is a lot like a subprogram. An application
can create several threads—several different flows of execution—and run them concurrently.
Threads give you the ability to have multitasking inside multitasking. The user knows that he
can run several applications at a time. The programmer knows that each application can run
several threads at a time. In this chapter, you’ll learn how to create and manage threads in your
applications.
N O T E Any application always has at least one thread, which is the program’s primary or main
thread. You can start and stop as many additional threads as you need, but the main
thread keeps running as long as the application is active. ■
A thread is the smallest unit of execution, much smaller than a process. Generally each running
application on your system is a process. If you start the same application (for example,
Notepad) twice, there will be two processes, one for each instance. It is possible for several
instances of an application to share a single process: for example, if you choose File, New Win-
dow in Internet Explorer, there are two applications on your taskbar, and they share a process.
The unfortunate consequence is that if one instance crashes, they all do.
To create a worker thread using MFC, all you have to do is write a function that you want to
run parallel with the rest of your application. Then call AfxBeginThread() to start a thread that
will execute your function. The thread remains active as long as the thread’s function is execut-
ing: When the thread function exits, the thread is destroyed. A simple call to
AfxBeginThread() looks like this:
In the preceding line, ProcName is the name of the thread’s function, param is any 32-bit value
you want to pass to the thread, and priority is the thread’s priority, which is represented by a
number of predefined constants. Table 27.1 shows those constants and their descriptions.
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Understanding Simple Threads 633
N O T E A thread’s priority determines how often the thread takes control of the system, relative to
the other running threads. Generally, the higher the priority, the more running time the
thread gets, which is why the value of THREAD_PRIORITY_TIME_CRITICAL is so high. ■
To see a simple thread in action, build the Thread application as detailed in the following steps.
1. Start a new AppWizard project workspace called Thread, as shown in Figure 27.1.
FIG. 27.1
Start an AppWizard
project workspace
called Thread.
Part
VI
Ch
27
2. Give the new project the following settings in the AppWizard dialog boxes. The New
Project Information dialog box will then look like Figure 27.2.
Step 1: Single document
Step 2: Default settings
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634 Chapter 27 Multitasking with Windows Threads
FIG. 27.2
These are the AppWizard
settings for the Thread
project.
3. Use the resource editor to add a Thread menu to the application’s IDR_MAINFRAME menu.
Give the menu one command called Start Thread with a command ID of
ID_STARTTHREAD, and enter a sensible prompt and ToolTip, as shown in Figure 27.3.
FIG. 27.3
Add a Thread menu with
a Start Thread
command.
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Understanding Simple Threads 635
FIG. 27.4
Add the
OnStartthread()
message-response
function to the view
class.
5. Click the Edit Code button and then add the following lines to the new OnStartthread()
function, replacing the TODO: Add your command handler code here comment:
HWND hWnd = GetSafeHwnd();
AfxBeginThread(ThreadProc, hWnd, THREAD_PRIORITY_NORMAL);
This code will call a function called ThreadProc within a worker thread of its own. Next, add
ThreadProc, shown in Listing 27.1, to ThreadView.cpp, placing it right before the
OnStartthread() function. Note that ThreadProc() is a global function and not a member
function of the CThreadView class, even though it is in the view class’s implementation file.
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636 Chapter 27 Multitasking with Windows Threads
TIP The double colons in front of a function name indicate a call to a global function, instead of an MFC
class member function. For Windows programmers, this usually means an API or SDK call. For example,
inside an MFC window class, you can call MessageBox(“Hi, There!”) to display Hi, There! to the
user. This form of MessageBox() is a member function of the MFC window classes. To call the original
Windows version, you write something like ::MessageBox(0, “Hi, There!”, “Message”,
MB_OK). Notice the colons in front of the function name and the additional arguments.
When you run the Thread program, the main window appears. Select the Thread, Start Thread
command, and the system starts the thread represented by the ThreadProc() function and
displays a message box, as shown in Figure 27.5.
FIG. 27.5
The simple secondary
thread in the Thread
program displays a
message box and then
ends.
1. Use the resource editor to add a Stop Thread command to the application’s Thread
menu. Give this new command the ID_STOPTHREAD ID, as shown in Figure 27.6.
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Understanding Thread Communication 637
FIG. 27.6
Add a Stop Thread
command to the Thread
menu.
FIG. 27.7
Add the
OnStopthread()
message-response
function. Part
VI
Ch
27
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638 Chapter 27 Multitasking with Windows Threads
The volatile keyword means that you expect this variable will be changed from outside
a thread that uses it. The keyword requests that the compiler not cache the variable in a
register or in any way count on the value staying unchanged just because code in one
thread doesn’t seem to change it.
4. Add the following line to the OnStartthread() function, before the two lines you added
earlier:
threadController = 1;
while (threadController == 1)
{
;
}
return 0;
}
Now the thread first displays a message box, telling the user that the thread is starting. Then a
while loop continues to check the threadController global variable, waiting for its value to
change to 0. Although this while loop is trivial, it is here that you would place the code that
performs whatever task you want the thread to perform, making sure not to tie things up for
too long before rechecking the value of threadController.
Try a test: Build and run the program, and choose Thread, Start Thread to start the secondary
thread. When you do, a message box appears, telling you that the new thread was started. To
stop the thread, select the Thread, Stop Thread command. Again, a message box appears, this
time telling you that the thread is stopping.
CAUTION
Using global variables to communicate between threads is, to say the least, an unsophisticated approach to
thread communication and can be a dangerous technique if you’re not sure how C++ handles variables from
an assembly-language level. Other thread-communication techniques are safer and more elegant.
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Understanding Thread Communication 639
The first step is to define a user message, which you can do easily, like this:
const WM_USERMSG = WM_USER + 100;
The WM_USER constant, defined by Windows, holds the first available user-message number.
Because other parts of your program may use some user messages for their own purposes, the
preceding line sets WM_USERMSG to WM_USER+100.
After defining the message, you call ::PostMessage() from the thread to send the message to
the main program whenever you need to. (Message handling was discussed in Chapter 3,
“Messages and Commands.” Sending your own messages allows you to take advantage of the
message-handling facility built into MFC.) A typical call to ::PostMessage() might look like
this:
::PostMessage((HWND)param, WM_USERMSG, 0, 0);
PostMessage()’s four arguments are the handle of the window to which the message should be
sent, the message identifier, and the message’s WPARAM and LPARAM parameters.
Modify the Thread application according to the next steps to see how to implement posting
user messages from a thread.
1. Add the following line to the top of the ThreadView.h header file, right before the
beginning of the class declaration:
const WM_THREADENDED = WM_USER + 100;
2. Still in the header file, add the following line to the message map, right after the
//{{AFX_MSG(CThreadView) comment and before DECLARE_MESSAGE_MAP:
afx_msg LONG OnThreadended(WPARAM wParam, LPARAM lParam);
Part
3. Switch to the ThreadView.cpp file and add the following line to the class’s message map,
making sure to place it right after the }}AFX_MSG_MAP comment:
VI
ON_MESSAGE(WM_THREADENDED, OnThreadended) Ch
4. Replace the ThreadProc() function with the one shown in Listing 27.3. 27
Listing 27.3 The Message-Posting ThreadProc()
UINT ThreadProc(LPVOID param)
{
::MessageBox((HWND)param, “Thread activated.”, “Thread”, MB_OK);
while (threadController == 1)
{
continues
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640 Chapter 27 Multitasking with Windows Threads
return 0;
}
5. Add the function shown in Listing 27.4 to the end of the ThreadView.cpp file.
When you run the new version of the Thread program, select the Thread, Start Thread com-
mand to start the thread. When you do, a message box appears, telling you that the thread has
started. To end the thread, select the Thread, Stop Thread command. Just as with the previous
version of the program, a message box appears, telling you that the thread has ended.
Although this version of the Thread application seems to run identically to the previous ver-
sion, there’s a subtle difference. Now the program displays the message box that signals the
end of the thread in the main program rather than from inside the thread. The program can do
this because, when the user selects the Stop Thread command, the thread sends a
WM_THREADENDED message to the main program. When the program receives that message, it
displays the final message box.
Although the CEvent constructor has a number of optional arguments, you can usually get
away with creating the default object, as shown in the previous line of code. On creation, the
event object is automatically in its nonsignaled state. To signal the event, you call the event
object’s SetEvent() member function, like this:
threadStart.SetEvent();
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Understanding Thread Communication 641
After the preceding line executes, the threadStart event object will be in its signaled state.
Your thread should be watching for this signal so that the thread knows it’s okay to get to
work. How does a thread watch for a signal? By calling the Windows API function,
WaitForSingleObject():
::WaitForSingleObject(threadStart.m_hObject, INFINITE);
■ The handle of the event for which to check (stored in the event object’s m_hObject data
member)
■ The length of time the function should wait for the event
The predefined INFINITE constant tells WaitForSingleObject() not to return until the speci-
fied event is signaled. In other words, if you place the preceding line at the beginning of your
thread, the system suspends the thread until the event is signaled. Even though you’ve started
the thread execution, it’s halted until whatever you need to happen happens. When your pro-
gram is ready for the thread to perform its duty, you call the SetEvent() function, as previously
described.
When the thread is no longer suspended, it can go about its business. However, if you want to
signal the end of the thread from the main program, the thread must watch for this next event
to be signaled. The thread can do this by polling for the event. To poll for the event, you again
call WaitForSingleObject(), only this time you give the function a wait time of 0, like this:
::WaitForSingleObject(threadend.m_hObject, 0);
In this case, if WaitForSingleObject() returns WAIT_OBJECT_0, the event has been signaled.
Otherwise, the event is still in its nonsignaled state.
To better see how event objects work, follow these steps to further modify the Thread
application:
1. Add the following line to the top of the ThreadView.cpp file, right after the line #include
“ThreadView.h”:
#include “afxmt.h” Part
2. Add the following lines near the top of the ThreadView.cpp file, after the volatile int VI
threadController line that you placed there previously: Ch
CEvent threadStart;
CEvent threadEnd; 27
3. Delete the volatile int threadController line from the file.
4. Replace the ThreadProc() function with the one shown in Listing 27.5.
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642 Chapter 27 Multitasking with Windows Threads
return 0;
}
5. Replace all the code in the OnStartthread() function with the following line:
threadStart.SetEvent();
6. Replace the code in the OnStopthread() function with the following line:
threadEnd.SetEvent();
7. Use ClassWizard to add an OnCreate() function that handles the WM_CREATE message, as
shown in Figure 27.8. Make sure that you have CThreadView selected in the Class Name
box before you add the function.
FIG. 27.8
Use ClassWizard to add
the OnCreate()
function.
8. Add the following lines to the OnCreate() function, replacing the TODO: Add your
specialized creation code here comment:
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Using Thread Synchronization 643
Again, this new version of the program seems to run just like the preceding version. However,
the program is now using both event objects and user-defined Windows messages to communi-
cate between the main program and the thread. No more messing with clunky global variables.
One big difference from previous versions of the program is that the secondary thread is be-
gun in the OnCreate() function, which is called when the application first runs and creates the
view. However, because the first line of the thread function is the call to
WaitForSingleObject(), the thread immediately suspends execution and waits for the
threadStart event to be signaled.
When the threadStart event object is signaled, the thread is free to display the message box
and then enter its while loop, where it polls the threadEnd event object. The while loop contin-
ues to execute until threadEnd is signaled, at which time the thread sends the WM_THREADENDED
message to the main program and exits. Because the thread is started in OnCreate(), after the
thread ends, it can’t be restarted.
Trying to keep threads working together properly is called thread synchronization. Event ob-
jects, about which you just learned, are a form of thread synchronization. In this section, you’ll
learn about critical sections, mutexes, and semaphores—thread synchronization objects that
make your thread programming even safer.
Because the guarded data is represented by a single critical-section object and because only
one thread can own the critical section at any given time, the guarded data can never be ac-
cessed by more than a single thread at a time.
CCriticalSection criticalSection;
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644 Chapter 27 Multitasking with Windows Threads
Then, when program code is about to access the data that you want to protect, you call the
critical-section object’s Lock() member function, like this:
criticalSection.Lock();
If another thread doesn’t already own the critical section, Lock() gives the object to the calling
thread. That thread can then access the guarded data, after which it calls the critical-section
object’s Unlock() member function:
criticalSection.Unlock();
Unlock() releases the ownership of the critical-section object so that another thread can grab it
and access the guarded data.
The best way to implement something like critical sections is to build the data you want to
protect into a thread-safe class. When you do this, you no longer have to worry about thread
synchronization in the main program; the class handles it all for you. As an example, look at
Listing 27.6, which is the header file for a thread-safe array class.
class CCountArray
{
private:
int array[10];
CCriticalSection criticalSection;
public:
CCountArray() {};
~CCountArray() {};
The header file starts by including the MFC header file, afxmt.h, which gives the program
access to the CCriticalSection class. Within the CCountArray class declaration, the file de-
clares a 10-element integer array, which is the data that the critical section will guard, and
declares the critical-section object, here called criticalSection. The CCountArray class’s
public member functions include the usual constructor and destructor, as well as functions for
setting and reading the array. These latter two member functions must deal with the critical-
section object because these functions access the array.
Listing 27.7 is the CCountArray class’s implementation file. Notice that, in each member func-
tion, the class takes care of locking and unlocking the critical-section object. This means that
any thread can call these member functions without worrying about thread synchronization.
For example, if thread 1 calls SetArray(), the first thing SetArray() does is call
criticalSection.Lock(), which gives the critical-section object to thread 1. The complete for
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Using Thread Synchronization 645
loop then executes, without any fear of being interrupted by another thread. If thread 2 calls
SetArray() or GetArray(), the call to criticalSection.Lock() suspends thread 2 until thread
1 releases the critical-section object, which it does when SetArray() finishes the for loop and
executes the criticalSection.Unlock() line. Then the system wakes up thread 2 and gives it
the critical-section object. In this way, all threads have to wait politely for their chance to access
the guarded data.
criticalSection.Unlock();
}
criticalSection.Unlock();
}
Now that you’ve had a chance to see what a thread-safe class looks like, it’s time to put the
class to work. Perform the following steps, which modify the Thread application to test the Part
CCountArray class:
VI
1. Use the File, New command to add a new C++ header file called CountArray.h to the
Ch
project, as shown in Figure 27.9. Enter the code from Listing 27.6.
2. Again choose File, New, and create a new C++ source file called CountArray.cpp in this 27
project. Enter the code from Listing 27.7.
3. Switch to ThreadView.cpp and add the following line near the top of the file, after the line
#include “afxmt.h”, which you placed there previously:
#include “CountArray.h”
4. Add the following line near the top of the file, after the CEvent threadEnd line you placed
there previously:
CCountArray countArray;
5. Delete the CEvent threadStart and CEvent threadEnd lines from the file.
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646 Chapter 27 Multitasking with Windows Threads
FIG. 27.9
Add CountArray.h to the
Thread project.
return 0;
}
return 0;
}
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Using Thread Synchronization 647
8. Replace all the code in the OnStartthread() function with the following lines:
HWND hWnd = GetSafeHwnd();
AfxBeginThread(WriteThreadProc, hWnd);
AfxBeginThread(ReadThreadProc, hWnd);
9. Delete the OnStopthread(), OnThreadended, and OnCreate() functions from the file.
10. Switch to the ThreadView.h file and delete the line const WM_THREADENDED = WM_USER +
100 from the listing.
11. Also, in ThreadView.h, delete the lines afx_msg LONG OnThreadended(WPARAM wParam,
LPARAM lParam), afx_msg void OnStopthread(), and afx_msg int
OnCreate(LPCREATESTRUCT lpCreateStruct) from the message map.
12. Using the resource editor, remove the Stop Thread command from the Thread menu.
Now build and run the new version of the Thread application. When you do, the main window
appears. Select the Thread, Start Thread command to get things hopping. The first thing you’ll
see is a message box (see Figure 27.10) displaying the current values in the guarded array.
Each time you dismiss the message box, it reappears with the array’s new contents. The mes-
sage box will reappear 20 times. The values listed in the message box depend on how often you
dismiss the message box. The first thread is writing new values into the array once a second,
even as you’re viewing the array’s contents in the second thread.
FIG. 27.10
This message box
displays the current
contents of the guarded
array.
Part
VI
Ch
The important thing to notice is that at no time does the second thread interrupt when the first 27
thread is changing the values in the array. You can tell that this is true because the array al-
ways contains 10 identical values. If the first thread were interrupted as it modified the array,
the 10 values in the array would not be identical, as shown in Figure 27.11.
If you examine the source code carefully, you’ll see that the first thread, named
WriteThreadProc(), is calling the array class’s SetArray() member function 10 times within a
for loop. Each time through the loop, SetArray() gives the thread the critical-section object,
changes the array contents to the passed number, and then takes the critical-section object
away again. Note the call to the Sleep() function, which suspends the thread for the number of
milliseconds given as the function’s single argument.
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648 Chapter 27 Multitasking with Windows Threads
FIG. 27.11
Without thread
synchronization, you
might see something
like this in the message
box.
The second thread, named ReadThreadProc(), is also trying to access the same critical-section
object to construct a display string of the values contained in the array. However, if
WriteThreadProc() is currently trying to fill the array with new values, ReadThreadProc() has
to wait. The inverse is also true. That is, WriteThreadProc() can’t access the guarded data until
it can regain ownership of the critical section from ReadThreadProc().
If you really want to prove that the critical-section object is working, remove the
criticalSection.Unlock() line from the end of the CCountArray class’s SetArray() member
function. Then compile and run the program. This time when you start the threads, no mes-
sage box appears. Why? Because WriteThreadProc() takes the critical-section object and
never lets it go, which forces the system to suspend ReadThreadProc() forever (or at least until
you exit the program).
Using Mutexes
Mutexes are a lot like critical sections but a little more complicated because they enable safe
sharing of resources, not only between threads in the same application but also between
threads of different applications. Although synchronizing threads of different applications is
beyond the scope of this chapter, you can get a little experience with mutexes by using them in
place of critical sections.
Listing 27.9 is the CCountArray2 class’s header file. Except for the new classname and the
mutex object, this header file is identical to the original CountArray.h. Listing 27.10 is the modi-
fied class’s implementation file. As you can see, the member functions look a lot different when
they are using mutexes instead of critical sections, even though both objects provide essen-
tially the same type of services.
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Using Thread Synchronization 649
class CCountArray2
{
private:
int array[10];
CMutex mutex;
public:
CCountArray2() {};
~CCountArray2() {};
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650 Chapter 27 Multitasking with Windows Threads
The constructor’s argument is a pointer to the thread-synchronization object that you want to
control. Then, to gain access to the mutex, you call the CSingleLock object’s Lock() member
function:
singleLock.Lock();
If the mutex is unowned, the calling thread becomes the owner. If another thread already owns
the mutex, the system suspends the calling thread until the mutex is released, at which time
the waiting thread is awakened and takes control of the mutex.
To release the mutex, you call the CSingleLock object’s Unlock() member function. However,
if you create your CSingleLock object on the stack (rather than on the heap, using the new
operator) as shown in Listing 27.10, you don’t have to call Unlock() at all. When the function
exits, the object goes out of scope, which causes its destructor to execute. The destructor
automatically unlocks the object for you.
To try out the new CCountArray2 class in the Thread application, add new CountArray2.h and
CountArray2.cpp files to the Thread project and then delete the original CountArray.h and
CountArray.cpp files. Finally, in ThreadView.cpp, change all references to CCountArray to
CCountArray2. Because all the thread synchronization is handled in the CCountArray2 class, no
further changes are necessary to use mutexes instead of critical sections.
Using Semaphores
Although semaphores are used like critical sections and mutexes in an MFC program, they
serve a slightly different function. Rather than enable only one thread to access a resource at a
time, semaphores enable multiple threads to access a resource, but only to a point. That is,
semaphores enable a maximum number of threads to access a resource simultaneously.
When you create the semaphore, you tell it how many threads should be allowed simultaneous
access to the resource. Then, each time a thread grabs the resource, the semaphore decre-
ments its internal counter. When the counter reaches 0, no further threads are allowed access
to the guarded resource until another thread releases the resource, which increments the
semaphore’s counter.
You create a semaphore by supplying the initial count and the maximum count, like this:
CSemaphore Semaphore(2, 2);
Because in this section you’ll be using a semaphore to create a thread-safe class, it’s more
convenient to declare a CSemaphore pointer as a data member of the class and then create the
CSemaphore object dynamically in the class’s constructor, like this:
You should do this because you have to initialize a data member in the constructor rather than
at the time you declare it. With the critical-section and mutex objects, you didn’t have to supply
arguments to the class’s constructors, so you were able to create the object at the same time
you declared it.
brands 03/swg#4 seu vis c++ #1539-2 7.20.98 Ayanna ch27 lp#3
Using Thread Synchronization 651
After you have created the semaphore object, it’s ready to start counting resource access. To
implement the counting process, you first create a CSingleLock object (or CMultiLock, if you’re
dealing with multiple thread-synchronization objects), giving it a pointer to the semaphore you
want to use, like this:
CSingleLock singleLock(semaphore);
Then, to decrement the semaphore’s count, you call the CSingleLock object’s Lock() member
function:
singleLock.Lock();
At this point, the semaphore object has decremented its internal counter. This new count re-
mains in effect until the semaphore object is released, which you can do explicitly by calling
the object’s Unlock() member function:
singleLock.Unlock();
Alternatively, if you’ve created the CSingleLock object locally on the stack, you can just let the
object go out of scope, which not only automatically deletes the object but also releases the
hold on the semaphore. In other words, both calling Unlock() and deleting the CSingleLock
object increment the semaphore’s counter, enabling a waiting thread to access the guarded
resource.
Listing 27.11 is the header file for a class called CSomeResource. CSomeResource is a mostly
useless class whose only calling is to demonstrate the use of semaphores. The class has a
single data member, which is a pointer to a CSemaphore object. The class also has a constructor
and destructor, as well as a member function called UseResource(), which is where the sema-
phore will be used.
class CSomeResource
{ Part
private:
CSemaphore* semaphore; VI
Ch
public:
CSomeResource();
~CSomeResource();
27
void UseResource();
};
Listing 27.12 shows the CSomeResource class’s implementation file. You can see that the
CSemaphore object is constructed dynamically in the class’s constructor and deleted in the
destructor. The UseResource() member function simulates accessing a resource by attaining a
count on the semaphore and then sleeping for five seconds, after which the hold on the sema-
phore is released when the function exits and the CSingleLock object goes out of scope.
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652 Chapter 27 Multitasking with Windows Threads
CSomeResource::CSomeResource()
{
semaphore = new CSemaphore(2, 2);
}
CSomeResource::~CSomeResource()
{
delete semaphore;
}
void CSomeResource::UseResource()
{
CSingleLock singleLock(semaphore);
singleLock.Lock();
Sleep(5000);
}
If you modify the Thread application to use the CSomeResource object, you can watch sema-
phores at work. Follow these steps:
1. Delete any CountArray files that are still in the project. (In FileView, click the file once to
select it; then press Del to delete the file from the project.)
2. Create the new empty SomeResource.h and SomeResource.cpp files in the project.
3. Add the code from Listings 27.11 and 27.12 to these empty files.
4. Load ThreadView.cpp and replace the line #include “CountArray2.h” with the
following:
#include “SomeResource.h”
::MessageBox((HWND)param,
“Thread 1 had access.”, “Thread 1”, MB_OK);
return 0;
}
brands 03/swg#4 seu vis c++ #1539-2 7.20.98 Ayanna ch27 lp#3
Using Thread Synchronization 653
::MessageBox((HWND)param,
“Thread 2 had access.”, “Thread 2”, MB_OK);
return 0;
}
::MessageBox((HWND)param,
“Thread 3 had access.”, “Thread 3”, MB_OK);
return 0;
}
7. Replace the code in the OnStartthread() function with that shown in Listing 27.14.
Now compile and run the new version of the Thread application. When the main window ap-
pears, select the Thread, Start Thread command. In about five seconds, two message boxes
will appear, informing you that thread 1 and thread 2 had access to the guarded resource.
About five seconds after that, a third message box will appear, telling you that thread 3 also had
access to the resource. Thread 3 took five seconds longer because thread 1 and thread 2 Part
grabbed control of the resource first. The semaphore is set to allow only two simultaneous
resource accesses, so thread 3 had to wait for thread 1 or thread 2 to release its hold on the VI
semaphore. Ch
N O T E Although the sample programs in this chapter have demonstrated using a single thread-
27
synchronization object, you can have as many synchronization objects as you need in a
single program. You can even use critical sections, mutexes, and semaphores all at once to protect
different data sets and resources in different ways. ■
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654 Chapter 27 Multitasking with Windows Threads
For complex applications, threads offer the capability to maintain fast and efficient data pro-
cessing. You no longer have to wait for one part of the program to finish its task before moving
on to something else. For example, a spreadsheet application could use one thread to update
the calculations while the main thread continues accepting entries from the user. Using
threads, however, leads to some interesting problems, not the least of which is the need to
control access to shared resources. Writing a threaded application requires thought and careful
consideration of how the threads will be used and what resources they’ll access. ●
brands 03/swg#4 seu vis c++ #1539-2 7.20.98 Ayanna ch27 lp#3
28
655
C H A P T E R
Future Explorations
In this chapter
Creating Console Applications 656
Creating and Using a 32-Bit Dynamic
Link Library 660
Sending Messages and Commands 669
Considering International Software
Development Issues 670
Part
VI
Ch
28
There are a number of topics that have not been covered elsewhere in this book, but that are
well known to experienced Visual C++ programmers. They are best explored after you have
experience with Developer Studio, MFC, and C++ programming. This chapter has just enough
to show you how interesting these topics are, and to encourage you to explore them yourself in
the months and years to come.
Let’s walk together through the few steps necessary to create a basic console application, and
then we’ll explore some beneficial uses of creating these applications. The first console applica-
tion we’ll create is a spin on the classic “Hello, World!” that Kernighan and Ritchie (the creators
of C++’s ancestor C) created in the 1970s.
Open the Microsoft Developer Studio and follow these steps to create a console application:
The project is created immediately but has no file added to it. You create source and header
files and add them to the project. This sample will all fit in one file. Follow these steps:
1. Select File, New from the File menu and click the File tab.
2. Leave the Add to Project box selected; the new file will be added to
the project.
FIG. 28.1
Create a C++ source
file for your console
application.
A blank text file is created and named for you and added to the project, all in one step. Add the
code in Listing 28.1 to the new file.
Choose Build, Execute to compile, link, and execute the program. (A dialog will ask you to
confirm that you want to build the project before executing.) You should see a DOS box appear
that resembles Figure 28.2. The line Press any key to continue is generated by the system
and gives you a chance to read your output before the DOS box disappears.
FIG. 28.2
Your application
appears to be a DOS
program.
#include <iostream.h>
#include <afx.h>
class Hello
{
private:
CString message;
public:
Hello();
void display();
};
Hello::Hello()
{
message = “Hello from the console!”;
}
void Hello::display()
{
cout << message << endl;
}
int main()
{
Hello hello;
hello.display();
return 0;
Now this is an object-oriented program, and what’s more, it uses CString, an MFC class. To do
so, it must include <afx.h>. If you build the project now, you will get linker error messages that
refer to _beginthreadex and _endthreadex. By default, console applications are single-
threaded, but MFC is multithreaded. By including afx.h and bringing in MFC, this application
is making itself incompatible with the single-threaded default. To fix this, choose Project Set-
tings and click the C/C++ tab. From the drop-down box at the top of the dialog box, choose
Code Generation. In the drop-down list box labeled Use Run-Time Library, choose Debug
Multithreaded. (The completed dialog box is shown in Figure 28.3.) Click OK and rebuild the
project.
FIG. 28.3
Make your console
application
multithreaded so
that it can use MFC.
The output of this object-oriented program is just like that of the preceding program—this is
just a sample. But you see that console applications can use MFC, be built around objects, and
be quite small. They must have a main() function, and it is this function that is called by the
operating system when you run the application.
N O T E Although this application is small, Visual C++ creates a lot of overhead files.
The Debug directory occupies about 7.8MB, of which about 1.3MB is
Part
HelloWorld.exe. The rest is the MFC libraries—they aren’t small. ■
VI
Ch
Scaffolding Discrete Algorithms
One important reason to build a console application these days is to scaffold small code frag- 28
ments or single objects. This refers to building a temporary framework around the code you
want to test. (Some developers call this a test harness.) The simplest possible framework is a
console application like the one you just built: In fact, you’ll build a scaffold later in this chapter.
By applying a scaffold to any algorithm, you are helping to ensure the accuracy in the small.
Remember there are additional benefits involved, too: By placing the scaffold code directly into
the module, you are clearly documenting that the code has been tested and how to use it. You
make it available for further testing, debugging, or extending at a later date.
A good tool for poking around in Windows applications is the DumpBin utility, usually found in
\Program Files\Microsoft Visual Studio\VC98\Bin. DumpBin is a command line program that
shows you the imports and exports of executable files and dynamic link libraries. The follow-
ing listing is an excerpted example of the output produced when using DumpBin to examine
the executable file for Spy++, one of the utilities provided with Visual C++.
MFC42.DLL
44B138 Import Address Table
452B8C Import Name Table
Ordinal 818
Ordinal 4424
MSVCRT.dll
44B7A4 Import Address Table
4531F8 Import Name Table
0 time date stamp
0 Index of first forwarder reference
81 __set_app_type
6F __p__fmode
6A __p__commode
9D _adjust_fdiv
83 __setusermatherr
10F _initterm
58 __getmainargs
8F _acmdln
249 exit
2B5 sscanf
49 __CxxFrameHandler
298 memmove
1B9 _splitpath
134 _itoa
159 _mbscmp
2C9 strtoul
100 _getmbcp
168 _mbsnbcpy
8E _access
161 _mbsinc
192 _purecall
2B2 sprintf
A5 _beginthread
C4 _endthread
25E free
15F _mbsicmp
B7 _controlfp
291 malloc
158 _mbschr
F1 _ftol
1F3 _wcsupr
2EB wcsrchr
63 __p___argv Part
62 __p___argc
2D4 toupper VI
272 iscntrl
Ch
2D0 time
55
186
__dllonexit
_onexit
28
continues
MSVCIRT.dll
44B75C Import Address Table
4531B0 Import Name Table
0 time date stamp
0 Index of first forwarder reference
194 ?str@strstreambuf@@QAEPADXZ
11F ?freeze@strstreambuf@@QAEXH@Z
10F ?ends@@YAAAVostream@@AAV1@@Z
171 ?seekp@ostream@@QAEAAV1@J@Z
8B ??6ostream@@QAEAAV0@K@Z
87 ??6ostream@@QAEAAV0@G@Z
50 ??1ostrstream@@UAE@XZ
14 ??0ios@@IAE@XZ
31 ??0ostrstream@@QAE@XZ
1BB _mtlock
1BC _mtunlock
47 ??1ios@@UAE@XZ
8A ??6ostream@@QAEAAV0@J@Z
89 ??6ostream@@QAEAAV0@I@Z
88 ??6ostream@@QAEAAV0@H@Z
85 ??6ostream@@QAEAAV0@E@Z
93 ??6ostream@@QAEAAV0@PBD@Z
KERNEL32.dll
44B084 Import Address Table
452AD8 Import Name Table
0 time date stamp
0 Index of first forwarder reference
246 SetEvent
136 GetProfileStringA
10F GetModuleFileNameA
32 CreateFileA
19 CloseHandle
2AC WideCharToMultiByte
1CB MultiByteToWideChar
93 FindResourceA
272 SizeofResource
168 GlobalAlloc
173 GlobalLock
1AE LoadResource
1BC LockResource
17A GlobalUnlock
16F GlobalFree
USER32.dll
44B8AC Import Address Table
453300 Import Name Table
0 time date stamp
0 Index of first forwarder reference
2A5 wsprintfA
160 GetWindowWord
253 SetWindowLongA
158 GetWindowPlacement
1CF OffsetRect
189 IsIconic
16E InflateRect
240 SetRectEmpty
CF EnumWindows
BC EnumChildWindows
218 SetActiveWindow
EE GetClientRect
GDI32.dll
44B024 Import Address Table
452A78 Import Name Table
0 time date stamp
0 Index of first forwarder reference
167 Rectangle
121 GetStockObject
17A SelectObject
3D CreatePen
19D SetROP2
30 CreateFontIndirectA
36 CreateHatchBrush
41 CreateRectRgn
72 FrameRgn
1D CreateBitmap
E8 GetDeviceCaps
137 GetTextMetricsA
130 GetTextExtentPoint32A
3C CreatePatternBrush
14E PatBlt
161 PtInRegion
46 CreateSolidBrush
4C DeleteObject
111 GetObjectA Part
23 CreateCompatibleDC
D BitBlt VI
118 GetPixel
Ch
6B ExtTextOutA
ADVAPI32.dll
28
44B000 Import Address Table
452A54 Import Name Table
continues
148 RegCreateKeyA
15B RegOpenKeyA
160 RegQueryInfoKeyA
149 RegCreateKeyExA
170 RegSetValueExA
15C RegOpenKeyExA
165 RegQueryValueExA
145 RegCloseKey
Summary
17000 .data
A000 .rdata
10000 .rsrc
4A000 .text
As you can see, the utility program Spy++ uses the C Runtime and Windows DLLs extensively.
You can call functions from the Windows DLLs in any of your programs, and more importantly,
you can write DLLs of your own.
If you gather three or four functions into a DLL, your DLL exports those functions for other
programs to use. Quite often a DLL will also import functions from other DLLs to get its work
done.
Importing and Exporting Functions To designate a symbol as exportable, use the following
syntax:
__declspec(dllexport) data_type int var_name; // for variables
or
__declspec(ddlexport) return_type func_name( [argument_list ] );
// for functions
By convention, Microsoft uses a header file and a preprocessor macro to make the inclusion of
DLL declarations much simpler. The technique requires that you make a preprocessor token
using a unique token—the header filename works easily and requires very little in the way of
memorization—and define a macro that will replace the token with the correct import or ex-
port statement. Thus, assuming a header file named Diskfree.h, the preprocessor macro in the
header file would be as follows.
#ifndef __DISKFREE__
#define DISKFREELIB __declspec(dllimport)
#else
#define DISKFREELIB __declspec(dllexport)
#endif
// Use the macro to control an import or export declaration.
DISKFREELIB unsigned long DiskFree( unsigned int drive );
// (e.g. 0 = A:, 1 = B:, 2 = C:
#endif
By including the header file, you can let the preprocessor decide whether DiskFree is being
imported or exported. Now you can share the header file for the DLL developer and the DLL
user, and that means fewer maintenance headaches.
Creating the DiskFree DLL The DiskFree utility provides a simple way to determine the
amount of free disk space for any given drive. The underlying functionality is the
GetDiskFreeSpace() function found in Kernel32.dll.
To create a non-MFC DLL, choose File, New, click the Projects tab, select Win32 Dynamic
Link Library from the list on the left, and enter DiskFree for the project name. Click OK and
the AppWizard dialog box, shown in Figure 28.4, appears. Choose An Empty DLL project, and
your project is created with no files in it.
Add a C++ header file called DiskFree.h to the project and type in the code from Listing 28.5.
Add a C++ source file called DiskFree.cpp and type in the code from Listing 28.6.
Part
Listing 28.5 DiskFree.h
#ifndef __DISKFREE_H
VI
#define __DISKFREE_H Ch
#ifndef __DISKFREE__
#define
#else
__DISKFREELIB__ __declspec(dllimport) 28
#define __DISKFREELIB__ __declspec(dllexport)
#endif
continues
Now you can build the DLL. In the next section, you will see how to use 32-bit DLLs in general
and how Windows finds DLLs on your system.
FIG. 28.4
Creating a non-MFC DLL
project is a one-step
process.
The most common use of a DLL is to provide extended, reusable functionality and let Windows
implicitly load the DLL. Topics that aren’t discussed in this book, which you might want to
explore for yourself, include the following:
In this chapter you are going to use a default compile of DiskFree, using an implicit DllMain
(the compiler added one) and an implicit loading of the DLL, allowing Windows to manage
loading and unloading the library.
It is a common practice to place a DLL in the Windows or Windows\System directory after the
application is shipped, but in the meantime, you can use the development directory of the
executable for temporary storage. One thing to safeguard against is that you don’t end up with
multiple versions of the DLL in each of the Windows, Windows\System, or project directories.
Using a DLL Implicitly loading and using a DLL is about as simple as using any other func-
tion. This is especially true if you created the header file as described in the “Creating the
DiskFree DLL” section. When you compile your DLL, Microsoft Visual C++ creates a .LIB file.
(So, DISKFREE.DLL has a DISKFREE.LIB created by the compiler.) The library (.LIB) file is
used to resolve the load address of the DLL and specify the full pathname of the dynamic link
library, and the header file provides the declaration.
All you have to do is include the header in the file using the DLL functionality and add the .LIB
name to the Project Settings dialog box, on the Link tab (see Figure 28.5), in the Object/Li-
brary Modules edit field. Part
To test the DiskFree DLL, create a console application called TestDiskFree as An Empty VI
Project and add a C++ source file called TestDiskFree.cpp. Add the code from Listing 28.7 to
Ch
this file. Copy DiskFree.h to this folder and add it to the project by choosing Project, Add To
Project, Files, and selecting DiskFree.h. Copy DiskFree.dll and DiskFree.Lib to the 28
TestDiskFree folder also. (You’ll find them in DiskFree\Debug.) Change the project settings as
just described to include the DiskFree.Lib file, and build the project.
FIG. 28.5
Add your LIB file to the
project settings.
This code brings in the DLL by including DiskFree.h and then uses it. The CodeTrace macro
simply prints out a line of code before executing it. All this application does is call the
DiskFree() function to ask how much space is free on drive 2. Drive 0 is A:, drive 1 is B:, and
drive 2 is C:. If you build and execute the program, you should see output like Figure 28.6.
FIG. 28.6
Your little application
calls the DLL.
According to TestDiskFree, the C: drive on the machine used for these samples has more than
200MB of free disk space. This number is correct.
Now you know how to write real functions in a DLL and use them yourself or make them avail-
able for others.
What you may not know is that you can generate messages, too. There are two functions that
generate messages: CWnd::SendMessage() and CWnd::PostMessage(). Each of these gets a
message to an object that inherits from CWnd. An object that wants to send a message to a win-
dow using one of these functions must have a pointer to the window, and the window must be
prepared to catch the message. A very common approach to this situation is to have a member
variable in the sending object that stores a pointer to the window that will receive the message
and another that stores the message to be sent:
CWnd* m_messagewindow;
UINT m_message;
Messages are represented by unsigned integers. They appear to have names only because
names like WM_MOUSEMOVE are connected to integers with #define statements.
The sending class has a member function to set these member variables, typically very short:
void Sender::SetReceiveTarget(CWnd *window, UINT message)
{
m_messagewindow = window;
m_message = message;
}
When the sending class needs to get a message to the window, it calls SendMessage():
m_messagewindow->SendMessage(m_message, wparam, lparam);
or PostMessage():
m_messagewindow->PostMessage(m_message, wparam, lparam);
The difference between sending and posting a message is that SendMessage() does not return Part
until the message has been handled by the window that received it, but PostMessage() just VI
adds the message to the message queue and returns right away. If, for example, you build an
Ch
object, pass that object’s address as the lparam, and then delete the object, you should choose
SendMessage() because you can’t delete the object until you are sure that the message- 28
handling code has finished with it. If you aren’t passing pointers, you can probably use
PostMessage() and move on as soon as the message has been added to the queue.
The meaning of the wparam and lparam values depends on the message you are sending. If it is
a defined system message like WM_MOUSEMOVE, you can read the online documentation to learn
what the parameters are. If, as is more likely, you are sending a message that you have in-
vented, the meaning of the parameters is entirely up to you. You are the one who is inventing
this message and writing the code to handle it when it arrives at the other window.
To invent a message, add a defining statement to the header file of the class that will catch it:
#define WM_HELLO WM_USER + 300
WM_USER is an unsigned integer that marks the start of the range of message numbers available
for user-defined messages. In this release of MFC, its value is 0x4000, though you should not
depend on that. User-defined messages have message numbers between WM_USER and 0x7FFF.
Then add a line to the message map, in both the header and source file, outside the
ClassWizard comments. The source file message map might look like this:
BEGIN_MESSAGE_MAP(CMainFrame, CMDIFrameWnd)
//{{AFX_MSG_MAP(CMainFrame)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
ON_MESSAGE(WM_HELLO, OnHello)
END_MESSAGE_MAP()
communicate with users in languages other than English, and in characters sets other than the
typical Western character set.
Microcomputers were invented in the United States, which explains why we have 8-bit
character-based operating systems. There are only 26 letters in our alphabet and 10 digits,
which leaves plenty of room (about 220 characters worth) for punctuation and other miscella-
neous characters. But countries like Japan and China require a character set in the thousands.
Unicode is one way to tackle the character set problem. The Unicode standard was developed
and is supported by a consortium of some of the biggest players in the international computing
markets. Among these are Adobe, Aldus, Apple, Borland, Digital, IBM, Lotus, Microsoft,
Novell, and Xerox. (For more information, check www.unicode.org.)
Unicode uses two bytes for each character, whereas ASCII uses only one. One byte (8 bits) can
8
represent 2 or 256 characters. Two bytes (16 bits) can represent 65,536 characters. This is
enough not just for one language, but for all the character sets in general use. For example, the
Japanese character set, one of the largest, needs about 5,000 characters. Most require far less.
The Unicode specification sets aside different ranges for different character sets and can cover
almost every language on Earth in one universal code—a Unicode.
MFC has full Unicode support, with Unicode versions of almost every function. For example,
consider the function CWnd::SetWindowText(). It takes a string and sets the title of the window,
or the caption of a button, to that string. What kind of string it takes depends on whether you
have Unicode support turned on in your application. In reality, two different functions set the
window text one—a Unicode version and a non-Unicode version—and in WINUSER.H, the
block of code shown in Listing 28.8 changes the function name that you call to SetWindowTextA
if you are not using Unicode or to SetWindowTextW if you are.
#ifdef UNICODE
#define SetWindowText SetWindowTextW
#else
#define SetWindowText SetWindowTextA
#endif // !UNICODE
Part
The difference between these two functions is the type of the second parameter: LPCSTR for the
A version and LPCWSTR for the W (Wide) version.
VI
Ch
If you are using Unicode, whenever you pass a literal string (such as “Hello”) to a function,
wrap it in the _T macro, like this: 28
pWnd->SetWindowText(_T(“Hello”));
If you can deal with the annoyance of wrapping all text strings in _T macros, just like that, your
application is Unicode aware. When you prepare your Greek or Japanese version of the applica-
tion, life will be much simpler.
N O T E Windows 95 was built on earlier versions of Windows, so it was not built using Unicode.
This means that if you use Unicode in your Windows 95 programs, you are going to suffer
performance penalties because the Windows 95 kernel will have to convert Unicode strings back to
ordinary strings. Windows NT was designed at Microsoft from scratch, so it is completely compatible
with Unicode.
If you are developing for several platforms with C++ and using Unicode, your Win95 version may seem
sluggish in comparison to the Windows NT version. ■
VII
Appendixes
A C++ Review and Object-Oriented Concepts 675
D Debugging 757
APPENDIX
Part
VII
App
In this appendix
Working with Objects 676
Reusing Code and Design with Inheritance 683
Managing Memory 687
TIP If you never worked with C++ before you picked up this book, you are likely to need more help than one
chapter can provide. As an introduction, consider using any of Jesse Liberty’s books on C++: Sams
Teach Yourself C++ in 24 Hours, Sams Teach Yourself C++ in 21 Days, or Sams Teach Yourself C++
in 21 Days: Complete Compiler Edition.
What Is an Object?
An object is a bundle, a clump, a gathering together of items of information that belong to-
gether, and functions that work on those items of information. For example, a BankAccount
object might gather up a customer number, account number, and current balance—these three
pieces of information are required for all bank accounts. Many languages provide a way to
group related information together into structures or records or whatever the language calls the
feature. However, where an object differs from these is in including functions, or behavior, as
well as information. Our BankAccount object will have Deposit(), Withdraw(), and
GetBalance() functions, for example. Figure A.1 shows one way of looking at the design of an
object.
FIG. A.1
Objects combine
information (variables) GetBalance()
and behavior
(functions).
account_num
balance
customer_id
Deposit() Withdraw()
That code can now deposit or withdraw money or find out the balance in the account, like this:
account.Deposit(100.00);
account.Withdraw(50.00);
float newbalance = account.GetBalance();
This information hiding doesn’t seek to protect the numeric value of the account balance—the
three lines of code that work are obviously using and affecting that value. Instead, information
hiding protects design decisions made by the programmer, and it leaves you free to change
them later.
As an example, say you decide to use a floating point number to represent the account balance,
the number of dollars in the account. Later, you change your mind, deciding that using an
integer that represents the number of pennies in the account would be faster, or more accurate,
or less of a burden on available memory. Of course, you will have to change the code for
Deposit() and Withdraw(), which will still take floating point arguments, to convert from
dollars to pennies. After you do that, all the code that other people wrote that called those
functions will work perfectly: They’ll never know you changed anything. If you’re the one
writing the whole project, you’ll know that you have no work to do other than the changes
within your BankAccount object. If other code could talk to balance directly, as in the second
set of three lines, you’d have to find every place in the whole application that does so and
change it to convert from dollars to pennies or from pennies to dollars. What a nightmare!
What if you never make such a fundamental change as that? After all, it’s rare to change the
type of a variable partway through the project. Well then, imagine a change in the business
rules governing withdrawals. When the project started, you were told that accounts couldn’t be
overdrawn, so you wrote code for the Withdraw() function that looked like this:
balance -= amounttowithdraw;
if (balance < 0)
balance += amounttowithdraw; //reverse transaction
Then, just as the application was almost complete, you were told that, in fact, many accounts
have overdraft protection and you should have written the following:
balance -= amounttowithdraw;
if (balance < -overdraftlimit)
balance += amounttowithdraw; //reverse transaction
If all withdrawals go through the Withdraw() function, your life is easy: Make one change in
the function, and everything’s taken care of. If lots of other places in the code were processing
withdrawals themselves, by just lowering the value of balance, you would have to find all those
places and fix the overdraft check in each place. If you missed one, your program would have a
strange and subtle bug that missed overdrafts in some situations and caught them in others.
The object-oriented way is much safer.
What Is a Class?
In any bank, there are many bank accounts: yours, mine, and thousands of others. They all
have fundamental things in common: They have a balance and a customer, and certain kinds of
transactions are allowed with them. In a banking application, you will have perhaps thousands
of bank account objects, and each will be an instance of the BankAccount class.
When you define a class, you define what it means to be a BankAccount (or a Truck, or an
Employee, or whatever). You list the information that is kept by objects of this class in the
form of member variables, and the things objects of this class can do, in the form of member
functions. Also, you make it clear which parts of the class you want to protect with information
hiding. Listing A.1 shows a declaration for the class BankAccount.
public:
float GetBalance();
void Withdraw(float amounttowithdraw);
void Deposit(float amounttodeposit);
};
The keyword private before the three variables directs the compiler not to compile code that
accesses these variables, unless that code is within a member function of BankAccount. The
keyword public before the three functions tells the compiler any code at all can call them. This
is a typical arrangement for a well-designed object-oriented program: All the variables are
private, and all the functions are public.
TIP Occasionally, you might write a function for an object that is used to perform some repetitive task. It’s Part
not always appropriate for other objects to use that function to direct your object to perform that task. VII
In this case, you can make the function private. Many developers make variables public to save the
bother of writing public functions to access the variable. There’s rarely a good reason to do this; it’s just App
laziness. A
Now if certain code declares two bank accounts, mine and yours, each will have its own
balance, customer_id, and account_num variables. Depositing money into my bank account
will not affect your balance. Listing A.2 shows some code that creates bank accounts and then
exercises their functions.
public:
float GetBalance() { return balance;}
void Withdraw(float amounttowithdraw)
{
balance -= amounttowithdraw;
if (balance < 0)
balance += amounttowithdraw; //reverse transaction
}
void Deposit(float amounttodeposit) {balance += amounttodeposit;}
};
Notice that the semicolon after the function names in Listing A.1 has been replaced by the
function body, surrounded by braces. The Withdraw() function is a little too long to include in
the class declaration like this and would be better placed outside the class. Because all func-
tions in an object-oriented program belong to a class, when you provide the code, you must
indicate the name of the class to which the function belongs. Listing A.4 shows the code for
Withdraw() as it might appear outside the class declaration. The two colons (::) between the
classname and the function name are called the scope resolution operator.
N O T E Usually, the class declaration is placed in a file of its own with a name such as
BankAccount.h so that it can be used by all the other code that makes BankAccount
objects or calls BankAccount functions. This file is generally referred to as the header file. Typically,
the rest of the code is placed in another file with a name such as BankAccount.cpp, referred to as the
implementation file. ■
Inline Functions
It’s easy to confuse inline code, such as that in Listing A.3, with inline functions. The compiler can
choose to make any function an inline function, which provides tremendous performance improve-
ments for small functions. Because it can harm performance for long functions, generally the
compiler, not the programmer, makes the decision about inlining. When you provide inline code, you
are suggesting to the compiler that the function be inlined. Another way to make this suggestion is to
use the keyword inline with the code outside the class declaration, like this:
inline void BankAccount::Withdraw(float amounttowithdraw)
{
balance -= amounttowithdraw;
if (balance < 0)
If this function will be called from other objects, don’t inline it like this in the .cpp file. Leave it in the
header file or make a separate file for inline functions, an .inl file, and #include it into each file
that calls the member functions. That way the compiler will be able to find the code.
The compiler might not inline a function, even though it has inline code (in the class declaration) or
you use the inline keyword. If you know what you’re doing, the __forceinline keyword
introduced in Visual C++ 6 enables you to insist that a function be inlined. (Notice that this keyword, Part
like all nonstandard compiler keywords, starts with two underscores.) Because this can cause code
bloat and slow your application, use this feature only when you have an almost complete application
VII
and are looking for performance improvements. This is a Visual C++–only keyword that won’t work App
with other compilers.
A
Perhaps you’ve already seen one of the other advantages of C++. Functions generally require
much fewer parameters. In another language, you might pass the account number into each of
these three functions to make it clear which balance you want to know about or change. Per-
haps you would pass the balance itself into a Withdraw() function that checks the business
rules and then approves or denies the withdrawal. However, because these BankAccount func-
tions are member functions, they have all the member variables of the object to work with and
don’t require them as parameters. That makes all your code simpler to read and maintain.
If you prefer, you can declare it and initialize it at the same time, like this:
int i = 3;
A valid bank account needs values for its customer_id and account_num member variables. You
can probably start with a balance of 0, but what sensible defaults can you use for the other two?
More importantly, where would you put the code that assigns these values to the variables? In
C++, every object has an initializer function called a constructor, and it handles this work. A
constructor is different from ordinary member functions in two ways: Its name is the name of
the class, and it doesn’t have a return type, not even void. Perhaps you might write a construc-
tor like the one in Listing A.5 for the BankAccount class.
TIP strcpy() is a function from the C runtime library, available to all C and C++ programs, that copies
strings. The code in Listing A.5 copies the strings that were passed to the constructor into the member
variables.
After writing the BankAccount constructor, you would add its declaration to the class by adding
this line to the class declaration:
BankAccount(char* customer, char* account, float startbalance);
Notice that there is no return type. You don’t need the class name and scope resolution opera-
tor because you are in the class definition, and the semicolon at the end of the line indicates
that the code is outside the class declaration.
Now, when you declare a BankAccount object, you can initialize by providing constructor pa-
rameters, like this:
BankAccount account(“AB123456”,”11038-30”,100.00);
What Is Overloading?
Imagine the banking application you are writing also deals with credit cards and that there is a
CreditCard class. You might want a GetBalance() function in that class, too. In C, functions
weren’t associated with classes. They were all global, and you couldn’t have two functions with
the same name. In C++ you can. Imagine that you write some code like this:
BankAccount account(“AB123456”,”11038-30”,100.00);
float accountbalance = account.GetBalance();
CreditCard card(“AB123456”, “4500 000 000 000”, 1000.00);
card.GetBalance();
Most developers can see that the second line will call the BankAccount GetBalance() function,
whose full name is BankAccount::GetBalance(), and the fourth line will call
CreditCard::GetBalance(). In a sense, these functions don’t have the same name. This is one
example of overloading, and it’s a really nice thing for developers because it lets you use a
simple and intuitive name for all your functions, instead of one called
GetBankAccountBalance() and another called GetCreditCardBalance().
There’s another, even nicer situation in which you might want two functions with the same
name, and that’s within a single class. Take, for example, that BankAccount constructor you
saw a little earlier in this chapter. It might be annoying to pass in a zero balance all the time.
What if you could have two constructors, one that takes the customer identifier, account num-
ber, and starting balance and another that takes only the customer and account identifiers? You
might add them to the class declaration like this:
BankAccount(char* customer, char* account, float startbalance);
BankAccount(char* customer, char* account);
As Listing A.6 shows, the code for these functions would be very similar. You might feel that
you need different names for them, but you don’t. The compiler tells them apart by their signa-
ture: the combination of their full names and all the parameter types that they take. This isn’t
unique to constructors: All functions can be overloaded as long as at least one aspect of the
signature is different for the two functions that have the same name.
TIP Two functions in the same class, with the same name, must differ in the type or number of parameters. Part
If they differ only in the return type, that is not a valid overload. VII
App
What Is Inheritance?
To stick with the banking example, imagine that after you have BankAccount implemented,
tested, and working perfectly, you decide to add checking and savings accounts to your sys-
tem. You would like to reuse the code you have already written for BankAccount, not just copy it
into each of these new classes. To see whether you should reuse by making an object and
calling its functions or reuse by inheriting, you try saying these sample sentences:
Most people agree that the IS sentences sound better. In contrast, which of the following would
you choose?
If the IS sentences don’t sound silly, inheritance is the way to implement your design. Listing
A.7 contains possible class declarations for the two new classes.
TIP The class reusing code in this way is called a derived class or sometimes a subclass. The class
providing the code is called the base class or sometimes the superclass.
public:
SavingsAccount(char* customer, char* account,
float startbalance, float interest);
void CreditInterest(int days);
};
class CheckingAccount: public BankAccount
{
public:
Checking(char* customer, char* account, float startbalance);
void PrintStatement(int month);
};
Now, if someone makes a CheckingAccount object, he can call functions that CheckingAccount
inherited from BankAccount or functions that were written specially for CheckingAcount. Here’s
an example:
CheckingAccount ca(“AB123456”,”11038-30”,100.00);
ca.Deposit(100);
ca.PrintStatement(5);
What’s terrific about this is what happens when someone changes the business rules. Perhaps
management notices that there are no service charges in this system and instructs you to add
them. You will charge 10 cents for each deposit and withdrawal, and subtract the service
charges on instruction from some monthly maintenance code that another developer is writing.
You open up BankAccount.h and add a private member variable called servicecharges. You
set this to zero in the constructor and increase it by 0.1 in both Deposit() and Withdraw().
Then you add a public function called ApplyServiceCharges() that reduces the balance and
resets the charges to zero.
At this point in most other languages, you’d have to repeat all this for CheckingAccount and
SavingsAccount. Not in C++! You have to add a line to the constructors for these classes, but
you don’t change anything else. You can reuse your changes as easily as you reused your
BankAccount class in the first place.
If you want to grant code in derived classes direct access to a member variable, and you’re
confident that you will never need to find all these classes to repeat some change in all of them,
you can make the variable protected rather than private. The class declaration for BankAccount
would start like this:
class BankAccount
{
protected:
float balance;
private:
char[8] customer_id;
char[8] account_num;
// ...
};
What Is Overriding?
At times, your class will inherit from a base class that already provides a function you need, but
the code for that function isn’t quite what you want. For example, BankAccount might have a
Display() function that writes onscreen the values of the three member variables:
customer_id, account_num, and balance. Other code could create BankAccount,
CheckingAccount, or SavingsAccount objects and display them by calling this function. No
problem. Well, there is one little problem: All SavingsAccount objects have an interestrate
variable as well, and it would be nice if the Display() function showed its value, too. You can
write your own code for SavingsAccount::Display(). This is called an override of the function
from the base class.
What Is Polymorphism?
Polymorphism is a tremendously useful feature of C++, but it doesn’t sneak up on you. You can
use it only if you are using inheritance and pointers, and then only if the base class in your
inheritance hierarchy deliberately activates it. Consider the code in Listing A.8.
TIP If you haven’t worked with pointers before, you may find the &, *, and -> operators used in this code
example confusing. & means address of and obtains a pointer from a variable. * means contents of
and uses a pointer to access the variable it points to. -> is used when the pointer has the address of
an object rather than an integer, float, or other fundamental type.
BankAccount* pb = &ba;
CheckingAccount* pc = &ca;
SavingsAccount* ps = &sa;
pb->Display();
pc->Display();
ps->Display();
pc2->Display();
ps2->Display();
};
In this example, there are three objects and five pointers. pb, pc, and ps are straightforward,
but pc2 and ps2 represent what is often called an upcast: A pointer that points to a derived class
object is being carried around as a pointer to a base class object. Although there doesn’t seem
to be any use at all in doing such a thing in this code example, it would be very useful to be
able to make an array of BankAccount pointers and then pass it to a function that wouldn’t have
to know that SavingsAccount or CheckingAccount objects even existed. You will see an ex-
ample of that in a moment, but first you need to be clear about what’s happening in Listing A.8.
The call to pb->Display() will execute the BankAccount::Display() function, not surprisingly.
The call to pc->Display() would execute CheckingAccount::Display() if you had written one,
but because CheckingAccount only inherits the base class code, this call will be to
BankAccount::Display(), also. The call to ps->Display() will execute the override,
SavingsAccount::Display(). This is exactly the behavior you want. Each account will be
displayed completely and properly.
Things aren’t as simple when it comes to pc2 and ps2, however. These pointers, though they Part
point to a CheckingAccount object and a SavingsAccount object, are declared to be of type
pointer-to-BankAccount. Each of the display calls will execute the BankAccount::Display()
VII
function, which is not what you want at all. To achieve the desired behavior, you must include App
the keyword virtual in your declaration of BankAccount::Display(). (The keyword must
appear in the base class declaration of the function.) When you do so, you are asking for poly-
A
morphism, asking that the same line of code sometimes do quite different things. To see how
this can happen, consider a function such as this one:
void SomeClass::DisplayAccounts(BankAccount* a[], int numaccounts)
{
for (int i = 0; i < numaccounts; i++)
{
a[i]->Display();
}
}
This function takes an array of BankAccount pointers, goes through the array, and displays
each account. If, for example, the first pointer is pointing to a CheckingAccount object,
BankAccount::Display() will be executed. If the second pointer is pointing to a
SavingsAccount object, and Display() is virtual, SavingsAccount::Display() will be ex-
ecuted. You can’t tell by looking at the code which lines will be executed, and that’s polymor-
phism.
It’s a tremendously useful feature. Without it, you’d have to write switch statements that de-
cide which function to call, and every time you add another kind of BankAccount, you’d have to
find those switch statements and change them. With it, you can add as many new kinds of
BankAccount classes as you want, and you never have to change
SomeClass::DisplayAccounts() to accommodate that.
Managing Memory
When you declare an object in a block of code, it lasts only until the last line of code in the
block has been executed. Then the object goes out of scope, and its memory is reclaimed. If
you want some cleanup task taken care of, you write a destructor (the opposite of a constructor)
for the object, and the system will call the destructor before reclaiming the memory.
Often you want to create an object that will continue to exist past the lifetime of the function
that created it. You must, of course, keep a pointer to the object somewhere. A very common
situation is to have the pointer as a member variable of a class: The constructor for the class
allocates the memory, and the destructor releases it.
However, when you allocate memory for an object, you want the constructor to run. malloc(),
written long before C++ was developed, can’t call constructors. Therefore, you use an operator
called new to allocate and initialize the memory, like this:
BankAccount* pb = new BankAccount(“AB123456”,”11038-30”,100.00);
The parameters after the classname are passed along to the constructor, as they were when
you allocated a BankAccount within a block. Not only does new call the constructor, but you also
don’t have to calculate the number of bytes you need with sizeof, and you don’t have to cast
the pointer you receive back. This is a handy operator.
TIP The place where this memory is allocated is technically called the free store. Many C++ developers call
it the heap. On the other hand, variables allocated within a block are said to be on the stack.
When you’re finished with the object you allocated with new, you use the delete operator to get
rid of it, like this:
delete pb;
delete will call the destructor and then reclaim the memory. The older C function, free(),
must never be used to release memory that was allocated with new. If you allocate some other
memory (say, a dynamic array of integers) with malloc(), you must release it with free()
rather than delete. Many developers find it simpler to leave free() and malloc() behind
forever and use new and delete exclusively.
When you are finished with memory that was allocated like this, always use the array form of
delete to release it:
delete[] numbers;
You would have to write code in the constructor that finds the right Customer object using only
the customer identifer passed to the constructor, and you would probably add two new con-
structors that take Customer pointers. You can’t take away a public function after you’ve written
it, because someone might be relying on it. If you are sure no one is, you could remove it.
Now a BankAccount can do all sorts of useful things by delegating to the Customer object it is Part
associated with. Need to print the customer’s name and address at the top of the statement? No
problem, have the Customer object do it:
VII
App
pCustomer->PrintNameandAddress();
This is a terrific way to reuse all the work that went into formatting the name and address in A
the Customer class. It also completely isolates you from changes in that format later.
TIP This kind of reuse is generally called aggregation or containment and is contrasted with inheritance. It
corresponds to the HAS sentences presented in the inheritance section.
Dynamic Objects
A BankAccount is always associated with exactly one Customer object. However, there are other
things about a BankAccount that might or might not exist. Perhaps an account is associated
with a CreditCard, and if so, possible overdrafts are covered from that card.
To implement this in code, you would add another private member variable to the BankAccount
class:
CreditCard *pCard;
All the constructors written so far would set this pointer to NULL to indicate that it doesn’t point
to a valid CreditCard:
pCard = NULL;
You could then add a public function such as AddCreditCard() that would set the pointer. The
code could be inline, like this:
void AddCreditCard(CreditCard* card) {pCard = card;}
The new code for Withdraw() would probably look like this:
void BankAccount::Withdraw(float amounttowithdraw)
{
balance -= amounttowithdraw;
if (balance < 0)
{
if (pCard)
{
int hundreds = - (int) (balance / 100);
hundreds++;
pCard->CashAdvance(hundreds * 100);
balance += hundreds * 100;
}
else
balance += amounttowithdraw; //reverse transaction
}
}
This rounds the overdraft (not the withdrawal) to the nearest hundred and obtains that amount
from the credit card. If this account has no associated card, it reverses the transaction, as
before.
Consider the situation of ordering new checks. When the checks arrive, the charge is taken
out of the account. Perhaps you will make a CheckOrder object to gather up the information and
will add a function to CheckingAccount to make one of these. Without taking this example too
far afield by trying to design CheckOrder, the OrderChecks() function might look like this:
CheckingAccount::OrderChecks()
{
pOrder = new CheckOrder( /* whatever parameters the constructor takes */);
}
In the constructor for CheckingAccount, you would set pOrder to NULL because a brand new
account doesn’t have an outstanding check order.
When the checks arrive, whatever outside code called OrderChecks() could call
ChecksArrive(),which would look like this:
CheckingAccount::ChecksArrive()
{
balance -= pOrder.GetCharge();
delete pOrder;
pOrder = NULL;
}
N O T E This function will be able to access balance directly like this only if balance was
protected in BankAccount rather than private, as discussed earlier. ■
The delete operator will clean up the order object by running its destructor and then reclaim
the memory. You set the pointer to NULL afterwards to make sure that no other code tries to
use the pointer, which no longer points to a valid CheckOrder object.
What if a CheckingAccount is closed while an order is outstanding? If you throw away the
pointer, the memory occupied by the CheckOrder object will never be reclaimed. You will have
to write a destructor for CheckingAccount that cleans this up. Remember that constructors
always have the same name as the class. Destructor names are always a tilde (~) followed by
the name of the class. CheckingAccount::~CheckingAccount() would look like this:
CheckingAccount::~CheckingAccount()
{
delete pOrder;
}
This looks harmless enough. However, when you pass the CheckingAccount object to
SomeFunction(), the system makes a copy of it to give to the function. This copy is identical to
ca: It has a pointer in it that points to the same CheckOrder as ca. When the call to
SomeFunction() returns, the copy is no longer needed, so the system runs the destructor and
reclaims the memory. Unfortunately, the destructor for the temporary CheckingAccount object
will delete its CheckOrder, which is also ca’s CheckOrder. The call to ChecksArrive() can’t work
because the CheckOrder object is gone.
There are two ways to deal with this problem. The first is to change SomeFunction() so that it
takes a pointer to a CheckingAccount or a reference to a CheckingAccount. The second is to
write a function called a copy constructor that controls the way the temporary CheckingAccount
is made. References and copy constructors are beyond the scope of this chapter. If the function
takes a pointer, no copy is made, and there can be no accidental destruction.
Two topics not always covered in introductory material are exceptions and templates. These
are discussed in Chapter 26, “Exceptions and Templates.”
APPENDIX
Part
VII
App
B
Windows Programming Review and a
Look Inside CWnd
In this appendix
Programming for Windows 694
Encapsulating the Windows API 698
Inside CWnd 698
Getting a Handle on All These MFC Classes 701
The Microsoft Foundation Classes were written for one single purpose: to make Windows
programming easier by providing classes with methods and data that handle tasks common to
all Windows programs. The classes that are in MFC are designed to be useful to a Windows
programmer specifically. The methods within each class perform tasks that Windows program-
mers often need to perform. Many of the classes have a close correspondence to structures
and window classes, in the old Windows sense of the word class. Many of the methods corre-
spond closely to API (Application Programming Interface) functions already familiar to Win-
dows programmers, who often refer to them as the Windows SDK or as SDK functions.
WINUSER.H sets up two very similar window class structures: WNDCLASSA for programs that
use normal strings and WNDCLASSW for Unicode programs. Chapter 28, “Future Explorations,”
covers Unicode programs in the “Unicode” section.
TIP WINUSER.H is code supplied with Developer Studio. It’s typically in the folder \Program Files\
Files\Microsoft Visual Studio\VC98\include.
If you were creating a Windows program in C, you would need to fill a WNDCLASS structure. The
members of the WNDCLASS structure are as follows:
■ style—A number made by combining standard styles, represented with constants like
CS_GLOBALCLASS or CS_OWNDC, with the bitwise or operator (|). A perfectly good class can
be registered with a style value of 0; the other styles are for exceptions to normal
procedure.
■ lpfnWndProc—A pointer to a function that is the Windows Procedure (generally called Part
the WindProc) for the class. Refer to Chapter 3, “Messages and Commands,” for a VII
discussion of this function.
App
■ cbClsExtra—The number of extra bytes to add to the window class. It’s usually 0, but C
programmers would sometimes build a window class with extra data in it.
B
■ cbWndExtra—The number of extra bytes to add to each instance of the window, usually 0.
■ hInstance—A handle to an instance of an application, the running program that is
registering this window class. For now, think of this as a way for the window class to
reach the application that uses it.
■ hIcon—An icon to be drawn when the window is minimized. Typically, this is set with a
call to another API function, LoadIcon().
■ hCursor—The cursor that displays when the mouse is over the screen window associ-
ated with this window class. Typically, this is set with a call to the API function
LoadCursor().
■ hbrBackground—The brush to be used for painting the window background. The API
call to GetStockObject() is the usual way to set this variable.
■ lpszMenuName—A long pointer to a string that is zero terminated and contains the name
of the menu for the window class.
■ lpszClassName—The name for this window class, to be used by CreateWindow(), when a
window (an instance of the window class) is created. You make up a name.
Window Creation
If you’ve never written a Windows program before, having to fill out a WNDCLASS structure
might intimidate you. This is the first step, though, in Windows programming in C. However,
you can always find simple sample programs to copy, like this one:
WNDCLASS wcInit;
wcInit.style = 0;
wcInit.lpfnWndProc = (WNDPROC)MainWndProc;
wcInit.cbClsExtra = 0;
wcInit.cbWndExtra = 0;
wcInit.hInstance = hInstance;
wcInit.hIcon = LoadIcon (hInstance, MAKEINTRESOURCE(ID_ICON));
wcInit.hCursor = LoadCursor (NULL, IDC_ARROW);
Hungarian Notation
You might wonder what kind of variable name lpszClassName is or why it’s wcInit and not just
Init. The reason for this is Microsoft programmers use a variable naming convention called
Hungarian Notation. It is so named because a Hungarian programmer named Charles Simonyi
popularized it at Microsoft (and probably because at first glance, the variable names seem to be
written in another language).
In Hungarian Notation, the variable is given a descriptive name, like Count or ClassName, that
starts with a capital letter. If it is a multiword name, each word is capitalized. Then, before the
descriptive name, letters are added to indicate the variable type—for example, nCount for an integer
or bFlag for a Boolean (TRUE or FALSE) variable. In this way, the programmer should never forget a
variable type or do something foolish such as pass a signed variable to a function that is expecting
an unsigned value.
The style has gained widespread popularity, although some people hate it. If you long for the good
old days of arguing where to put the braces, or better still whether to call them brace, face, or
squiggle brackets, but can’t find anyone to rehash those old wars anymore, you can probably find
somebody to argue about Hungarian Notation instead. The arguments in favor boil down to “you
catch yourself making stupid mistakes,” and the arguments against it to “it’s ugly and hard to read.”
The practical truth is that the structures used by the API and the classes defined in MFC all use
Hungarian Notation, so you might as well get used to it. You’ll probably find yourself doing it for your
own variables, too. The prefixes are as follows:
Prefix Variable Type Comment
a Array
b Boolean
d Double
h Handle
i Integer “index into”
l Long
lp Long pointer to
lpfn Long pointer to function
m_ Member variable
n Integer “number of”
p Pointer to
s String
sz Zero-terminated string
u Unsigned integer
C Class
Many people add their own type conventions to variable names; the wc in wcInit stands for window
class.
Filling the wcInit structure and calling RegisterClass is standard stuff: registering a class
called NewWClass with a menu called DEMO and a WindProc called MainWndProc. Everything Part
else about it is ordinary to an experienced Windows C programmer. After registering the class, VII
when those old-time Windows programmers wanted to create a window onscreen, out popped
App
some code like this:
HWND hWnd;
B
hInst = hInstance;
hWnd = CreateWindow (
“NewWClass”,
“Demo 1”,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
NULL,
NULL,
hInstance,
NULL);
if (! hWnd)
return (FALSE);
This code calls CreateWindow(), then ShowWindow(), and UpdateWindow(). The parameters to
the API function CreateWindow() are as follows:
■ lpClassName—A pointer to the classname that was used in the RegisterClass() call.
■ lpWindowName—The window name. You make this up.
■ dwStyle—The window style, made by combining #define constants with the | operator.
For a primary application window like this one, WS_OVERLAPPEDWINDOW is standard.
■ x—The window’s horizontal position. CW_USEDEFAULT lets the operating system calculate
sensible defaults, based on the user’s screen settings.
■ y—The window’s vertical position. CW_USEDEFAULT lets the operating system calculate
sensible defaults, based on the user’s screen settings.
■ nWidth—The window’s width. CW_USEDEFAULT lets the operating system calculate
sensible defaults, based on the user’s screen settings.
■ nHeight—The window’s height. CW_USEDEFAULT lets the operating system calculate
sensible defaults, based on the user’s screen settings.
■ hWndParent—The handle of the parent or owner window. (Some windows are created by
other windows, which own them.) NULL means that there is no parent to this window.
■ hMenu—The handle to a menu or child-window identifier, in other words a window owned
by this window. NULL means that there are no children.
■ hInstance—The handle of the application instance that is creating this window.
■ lpParam—A pointer to any extra parameters. None are needed in this example.
Handles
A handle is more than just a pointer. Windows programs refer to resources such as windows, icons,
cursors, and so on, with a handle. Behind the scenes there is a handle table that tracks the
resource’s address as well as information about the resource type. It’s called a handle because a
program uses it as a way to “get hold of” a resource. Handles are typically passed to functions that
need to use resources and are returned from functions that allocate resources.
There are a number of basic handle types: HWND for a window handle, HICON for an icon handle,
and so on. No matter what kind of handle is used, remember that it’s a way to reach a resource so
that you can use the resource.
There are literally thousands of API functions, and it can take six months to a year to get a
good handle on the API, so this book doesn’t attempt to present a minitutorial on the API. In
the “Programming for Windows” section earlier in this chapter, you were reminded about two
API functions, RegisterClass() and CreateWindow(). These illustrate what was difficult about
C Windows programming with the API and how the MFC classes make it easier. Documenta-
tion on the API functions is available on MSDN, which comes with Visual C++.
Inside CWnd
CWnd is an enormously important MFC class. Roughly a third of all the MFC classes use it as a
base class—classes such as CDialog, CEditView, CButton, and many more. It serves as a wrap-
per for the old-style window class and the API functions that create and manipulate window
classes. For example, the only public member variable is m_hWnd, the member variable that
stores the window handle. This variable is set by the member function CWnd::Create() and
used by almost all the other member functions when they call their associated API functions.
You might think that the call to the API function CreateWindow() would be handled automati-
cally in the CWnd constructor, CWnd::CWnd, so that when the constructor is called to initialize a
CWnd object, the corresponding window on the screen is created. This would save you, the
programmer, a good deal of effort because you can’t forget to call a constructor. In fact, that’s
not what Microsoft has chosen to do. The constructor looks like this: Part
CWnd::CWnd() VII
{
AFX_ZERO_INIT_OBJECT(CCmdTarget);
App
}
B
AFX_ZERO_INIT_OBJECT is just a macro, expanded by the C++ compiler’s preprocessor, that uses
the C function memset to zero out every byte of every member variable in the object, like this:
#define AFX_ZERO_INIT_OBJECT(base_class)
➥ memset(((base_class*)this)+1, 0, sizeof(*this)
➥ - sizeof(class base_class));
The reason why Microsoft chose not to call CreateWindow() in the constructor is that con-
structors can’t return a value. If something goes wrong with the window creation, there are
no elegant or neat ways to deal with it. Instead, the constructor does almost nothing, a step
that essentially can’t fail, and the call to CreateWindow() is done from within the member
function Cwnd::Create()or the closely related CWnd::CreateEx(), which looks like the one
in Listing B.2.
continues
AfxHookWindowCreate(this);
HWND hWnd = ::CreateWindowEx(cs.dwExStyle, cs.lpszClass,
cs.lpszName, cs.style, cs.x, cs.y, cs.cx, cs.cy,
cs.hwndParent, cs.hMenu, cs.hInstance, cs.lpCreateParams);
#ifdef _DEBUG
if (hWnd == NULL)
{
TRACE1(“Warning: Window creation failed: Â
GetLastError returns 0x%8.8X\n”,
GetLastError());
}
#endif
if (!AfxUnhookWindowCreate())
PostNcDestroy();
// cleanup if CreateWindowEx fails too soon
if (hWnd == NULL)
return FALSE;
ASSERT(hWnd == m_hWnd); // should have been set in send msg hook
return TRUE;
}
TIP WINCORE.CPP is code supplied with Developer Studio. It’s typically in the folder \Program
Files\Microsoft Visual Studio\VC98\mfc\src.
This sets up a CREATESTRUCT structure very much like a WNDCLASS and fills it with the param-
eters that were passed to CreateEx(). It calls PreCreateWindow, AfxHookWindowCreate(),
::CreateWindow(), and AfxUnhookWindowCreate() before checking hWnd and returning.
TIP The AFX prefix on many useful MFC functions dates back to the days when Microsoft’s internal name for
its class library was Application Framework. The :: in the call to CreateWindow identifies it as an API
function, sometimes referred to as an SDK function in this context. The other functions are member
functions of CWnd that set up other background boilerplate for you.
On the face of it, there doesn’t seem to be any effort saved here. You declare an instance of
some CWnd object, call its Create() function, and have to pass just as many parameters as you
did in the old C way of doing things. What’s the point? Well, CWnd is really a class from which to
inherit. Things become much simpler in the derived classes. Take CButton, for example, a
class that encapsulates the concept of a button on a dialog box. A button is just a tiny window,
but its behavior is constrained—for example, the user can’t resize a button. Its Create() mem-
ber function looks like this:
BOOL CButton::Create(LPCTSTR lpszCaption, DWORD dwStyle,
const RECT& rect, CWnd* pParentWnd, UINT nID)
{
CWnd* pWnd = this;
return pWnd->Create(_T(“BUTTON”), lpszCaption, dwStyle, rect, pParentWnd, nID);
} Part
That amounts to a lot fewer parameters. If you want a button, you create a button and let the VII
class hierarchy fill in the rest.
App
B
Getting a Handle on All These MFC Classes
There are more than 200 MFC classes. Why so many? What do they do? How can any normal
human keep track of them and know which one to use for what? Good questions. Questions
that will take a large portion of this book to answer. The first half of this book presents the
most commonly used MFC classes. This section looks at some of the more important base
classes.
CObject
Figure B.1 shows a high-level overview of the inheritance tree for the classes in MFC. Only a
handful of MFC classes do not inherit from CObject. CObject contains the basic functionality
that all the MFC classes (and most of the new classes you create) will be sure to need, such as
persistence support and diagnostic output. As well, classes derived from CObject can be con-
tained in the MFC container classes, discussed in Appendix F, “Useful Classes.”
FIG. B.1
CObject
Almost all the classes
in MFC inherit from
CObject.
34
CCmdTarget CException CFile many other classes classes
not
derived
from
CObject
CCmdTarget
Some of the classes that inherit from CObject, such as CFile and CException, and their derived
classes don’t need to interact directly with the user and the operating system through mes-
sages and commands. All the classes that do need to receive messages and commands inherit
from CCmdTarget. Figure B.2 shows a bird’s-eye view of CCmdTarget’s derived classes, generally
called command targets.
FIG. B.2
CObject
Any class that will
receive a command
must inherit from
CCmdTarget.
CWnd
As already mentioned, CWnd is an extremely important class. Only classes derived from CWnd
can receive messages; threads and documents can receive commands but not messages.
TIP Chapter 3, “Messages and Commands,” explores the distinction between commands and messages.
Chapter 4, “Documents and Views,” explains documents, and Chapter 27, “Multitasking with Windows
Threads,” explains threads.
FIG. B.3
Any class that will CObject
receive a message must
inherit from CWnd,
which provides lots of
window-related
functions.
CCmdTarget many other classes Part
VII
App
CWnd many other classes B
APPENDIX
C
In this chapter
Reviewing Developer Studio: An Integrated Development Environment 706
Choosing a View 706
Looking at Interface Elements 708
Looking at Your Code, Arranged by Class 714
Looking at Your Code, Arranged by File 718
Output and Error Messages 719
Editing Your Code 719
Learning the Menu System 722
Reviewing Toolbars 752
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706 Appendix C The Visual Studio User Interface, Menus, and Toolbars
Microsoft Visual C++ is one component of the Microsoft Developer Studio. The capabilities of
this one piece of software are astonishing. It is called an integrated development environment
(IDE) because within a single tool, you can perform the following:
Visual C++ is, technically speaking, just one component of Developer Studio. You can buy, for
example, Microsoft’s Visual J++ compiler and use it in Developer Studio as well. Looking at it
another way, Visual C++ is more than just Developer Studio because the Microsoft Foundation
Classes (MFC) that are becoming the standard for C++ Windows programming are a class
library and not related to the development environment. In fact, the major C++ compilers all
use MFC now. However, for most people, Visual C++ and Developer Studio mean the same
thing, and in this book the names are used interchangeably.
Choosing a View
The user interface of Developer Studio encourages you to move from view to view in your
project, looking at your resources, classes, and files. The main screen is divided into panes that
you can resize to suit your own needs. There are many shortcut menus, reached by right-
clicking different places on the screen, that simplify common tasks.
With Visual C++, you work on a single application as a workspace, which contains one or more
projects. A project is a collection of files: source, headers, resources, settings, and configuration
information. Developer Studio is designed to enable work on all aspects of a single workspace
at once. You create a new application by creating a new project. When you want to work on
your application, open the workspace (a file with the extension .DSW) rather than each code
file independently. The interface of \revdttm1176855283 Developer Studio, shown in Figures
C.1 and C.2, is designed to work with a workspace and is divided into several zones.
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Choosing a View 707
FIG. C.1
The Developer Studio
interface presents a lot
of information. The
Workspace window is
on the left.
Part
VII
App
FIG. C.2
When the Workspace
window is narrowed, the
words on the tabs are
replaced with icons.
The zones that make up the Developer Studio interface are as follows:
■ Across the top: menus and toolbars. These are discussed in the second half of this
chapter.
■ On the left: the Workspace window.
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708 Appendix C The Visual Studio User Interface, Menus, and Toolbars
■ On the right: your main working area where you edit files.
■ Across the bottom: the output window and status bar.
TIP Open Developer Studio and try to resize the panes and follow along as functions are described in this
chapter. If you want an application to follow along with, you can build a very simple one as described
in Chapter 1, “Building Your First Windows Application.”
The Workspace window determines which way you look at your project and what is in the main
working area: code or resources (menus, icons, and dialog boxes). Each of these views is dis-
cussed in detail in a separate section in this chapter, including the following:
Developer Studio uses two different files to keep track of all the information about your project.
The project workspace file, with a .DSW extension, contains the names of all the files in the
project, what directories they are in, compiler and linker options, and other information re-
quired by everyone who may work on the project. There is also a project file, with a .DSP exten-
sion, for each project within the workspace. The workspace options file, with an .OPT extension,
contains all your personal settings for Developer Studio—colors, fonts, toolbars, which files are
open and how their MDI windows are sized and located, breakpoints from your most recent
debugging session, and so on. If someone else is going to work on your project, you give that
person a copy of the project workspace file and project file but not the project options file.
To open the project, open the project workspace file. The other files are opened automatically.
TIP Open one of the projects that was built in this book, or a sample project from Visual C++, and follow
along as functions are described in this section. ShowString, the sample application from Chapter 8, is
a good choice because it uses most of the features described in this section.
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Looking at Interface Elements 709
Accelerators
Accelerators associate key combinations with menu items. Figure C.3 shows an accelerator
resource created by AppWizard. All these accelerator combinations are made for you when you
create a new application. You can add accelerators for specific menu items, if necessary.
FIG. C.3
Accelerators associate
key combinations with
menu items.
Part
VII
App
Dialog Boxes
Your application receives information from users through dialog boxes. When a dialog resource
is being displayed in the main working area, as in Figure C.4, a control palette floats over the
working area. (If it’s not displayed, right-click the menu bar and check Controls to display it.)
Each small icon on the palette represents a control (edit box, list box, button, and so on) that
can be inserted onto your dialog box. By choosing View, Properties, the Dialog Properties box
shown in Figure C.4 is displayed. Here the behavior of a control or of the whole dialog box can
be controlled.
TIP Click the pushpin at the top left of the Properties box to keep it displayed, even when a different item is
highlighted. The box displays the properties of each item you click.
This method of editing dialog boxes is one of the reasons for the name Visual C++. In this
product, if you want a button to be a little lower on a dialog box, you click it with the mouse,
drag it to the new position, and release the mouse button. Similarly, if you want the dialog box
larger or smaller, grab a corner or edge and drag it to the new size, like any other sizable win-
dow. Before Visual C++ was released, the process involved coding and pixel counting and took
many minutes rather than just a few seconds. This visual approach to dialog box building made
Windows programming accessible to many more programmers.
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710 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.4
Dialog boxes receive
information from the
user.
Icons
Icons are small bitmaps that represent your program or its documents. For example, when a
program is minimized, an icon is used to represent it. A larger version of that icon is used to
represent both the program and its documents within an Explorer window. When an MDI
window is minimized within your application, the minimized window is represented by an icon.
Figure C.5 shows the default icon provided by AppWizard for minimized MDI windows. One of
your first tasks after building any application is to replace this with an icon that more clearly
represents the work your program performs.
An icon is a 32×32 pixel bitmap that can be edited with any number of drawing tools, including
the simple bitmap editor included in Developer Studio. The interface is very similar to
Microsoft Paint or Microsoft Paintbrush in Zoom mode. You can draw one pixel at a time by
clicking, or freehand lines by clicking and dragging. You can work on the small or zoomed
versions of the icon and see the effects at once in both places.
Menus
With menus, users can tell your program what to do. Keyboard shortcuts (accelerators) are
linked to menu items, as are toolbar buttons. AppWizard creates the standard menus for a new
application, and you edit those and create new ones in this view. Later, you’ll use ClassWizard
to connect menu items to functions within your code. Figure C.6 shows a menu displayed in
the ResourceView. Choose View, Properties to display the Menu \revised Properties box for
the menu item. Every menu item has the following three components:
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Looking at Interface Elements 711
FIG. C.5
Icons represent your
application and its
documents.
Part
VII
App
■ Resource ID. This uniquely identifies this menu item. Accelerators and toolbar buttons
are linked to resource IDs. The convention is to build the ID from the menu choices that
lead to the item. In Figure C.6, the resource ID is ID_FILE_OPEN.
■ Caption. This is the text that appears for a menu choice. In Figure C.6, the caption is
&Open…\tCtrl+O. The & means that the O will appear underlined, and the menu item can
be selected by typing O when the menu is displayed. The \t is a tab, and the Ctrl+O is
the accelerator for this menu item, as defined in Figure C.3.
■ Prompt. A prompt appears in the status bar when the highlight is on the menu item or
the cursor is over the associated toolbar button. In Figure C.6, the prompt is Open an
existing document\nOpen. Only the portion before the newline (\n) is displayed in the
status bar. The second part of the prompt, Open, is the text for the ToolTip that appears if
the user pauses the mouse over a toolbar button with this resource ID. All this function-
ality is provided for you automatically by the framework of Visual C++ and MFC.
Figure C.7 shows the string table for a sample application. To change a string, open the String
Table Properties dialog box and change the caption. Strings cannot be changed within the
main working area.
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712 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.6
Your application
receives commands
through menus.
FIG. C.7
The string table stores
all the prompts and text
in your application.
Toolbars
Toolbars are the lines of small buttons typically located directly underneath the menus of an
application. Each button is linked to a menu item, and its appearance depends on the state of
the menu item. If a menu item is grayed, the corresponding toolbar button is grayed as well. If
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Looking at Interface Elements 713
a menu item is checked, the corresponding toolbar button is typically drawn as a pushed-in
button. In this way, toolbar buttons serve as indicators as well as mechanisms for giving com-
mands to the application.
A toolbar button has two parts: a bitmap of the button and a resource ID. When a user clicks
the button, it is just as though the menu item with the same resource ID was chosen. Figure
C.8 shows a typical toolbar and the properties of the File, Open button on that toolbar. In this
view, you can change the resource ID of any button and edit the bitmap with the same tools
used to edit icons.
FIG. C.8
Toolbar buttons are
associated with menu
items through a Part
resource ID.
VII
App
Version Information
Good installation programs use the version information resource when installing your applica-
tion on a user’s machine. For example, if a user is installing an application that has already
been installed, the installation program may not have to copy as many files. It may alert the
user if an old version is being installed over a new version, and so on.
When you create an application with AppWizard, version information like that in Figure C.9 is
generated for you automatically. Before attempting to change any of it, make sure you under-
stand how installation programs use it.
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714 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.9
Version information
is used by install
programs.
FIG. C.10
The ClassView shows
the functions and
variables in each class
in your application.
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Looking at Your Code, Arranged by Class 715
Double-clicking a function name opens the source for that function in the main working area,
as shown in Figure C.10. Double-clicking a variable name opens the file in which the variable is
declared.
Right-clicking a classname opens a shortcut menu, shown in Figure C.11, with these items:
■ Go to Definition. Opens the header (.h) file at the definition of this class.
■ Go to Dialog Editor. For classes associated with a dialog box, opens the dialog box in the
resource editor.
■ Add Member Function. Opens the Add Member Function dialog box shown in Figure
C.12. This adds a declaration of the function to the header file, and the stub of a defini-
tion to the source file.
FIG. C.12
Never again forget to
add part of a function
declaration or definition
when you use the Add
Member Function
shortcut.
■ Add Member Variable. Opens the Add Member Variable dialog box shown in Figure C.13.
This adds a declaration of the variable to the header file.
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716 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.13
Simplify adding member
variables with this
shortcut.
■ Add Virtual Function. Opens the New Virtual Override dialog box, discussed in Chapter
3, “Messages and Commands.”
■ Add Windows Message Handler. Opens the New Windows Message and Event Handlers
dialog box, discussed in Chapter 3.
■ References. Opens a list of the places where the classname is mentioned within your
application. Typically the classname occurs in declarations of instances of the class, but
this will also find places where the classname is passed as a parameter to a function or
macro.
■ Derived Classes. Opens a list of all the member functions and member variables of this
class, a list of other classes that use this class as a base class, and the references
information.
■ Base Classes. Opens a list of all the member functions and member variables of this class,
a list of the base classes of this class, and the references information.
■ Add to Gallery. Adds this class to the Component Gallery, discussed in Chapter 25,
“Achieving Reuse with the Gallery and Your Own AppWizards.”
■ New Folder. Creates a folder you can drag classes into. This helps to organize projects
with large numbers of classes.
■ Group by Access. Rearranges the order of the list. By default, functions are listed in
alphabetical order, followed by data members in alphabetical order. With this option
toggled on, functions come first (public, then protected, then private functions, alphabeti-
cally in each section) followed by data members (again public, then protected, then
private data members, alphabetically in each section).
■ Docking View. Keeps the project workspace window docked at the side of the main
working area or undocks it if it was docked.
■ Hide. Hides the project workspace window. To redisplay it, choose View, Workspace.
■ Properties. Displays the properties of the class (name, base class).
TIP Menu items that appear on a toolbar have their toolbar icon next to them on the menu. Make note of
the icon; the next time you want to choose that item, perhaps you can use a toolbar instead.
Right-clicking the name of a member function opens a substantial shortcut menu, with the
following menu items:
■ Go To Definition. Opens the source (.cpp) file at the code for this function.
■ Go To Declaration. Opens the header (.h) file at the declaration of this function.
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Looking at Your Code, Arranged by Class 717
FIG. C.14
The Call Graph window
lists all the functions
that your function calls,
and all the functions
they call, and so on. Part
VII
App
C
■ Called By. Displays a Callers Graph listing the functions this function is called by.
■ New Folder. Creates a folder you can drag classes into. This helps organize projects with
large numbers of classes.
■ Group by Access. Rearranges the order of the list. By default, functions are listed in
alphabetical order, followed by data members in alphabetical order. With this option
toggled on, functions come first (public, then protected, then private functions, alphabeti-
cally in each section) followed by data members (again public, then protected, then
private data members, alphabetically in each section).
■ Docking View. Keeps the workspace window docked at the side of the main working area.
■ Hide. Hides the workspace window. To redisplay it, choose View, Workspace.
■ Properties. Displays the properties of the function (name, return type, parameters).
Right-clicking the name of a member variable opens a shortcut menu with less menu items.
The items are as follows:
■ Go To Definition. Opens the header (.h) file at the declaration of this variable.
■ References. Opens a list of the places where the variable is used within your application.
■ New Folder. Creates a folder you can drag classes into. This helps organize projects with
large numbers of classes.
■ Group by Access. Rearranges the order of the list. By default, functions are listed in
alphabetical order, followed by data members in alphabetical order. With this option
toggled on, functions come first (public, then protected, then private functions, alphabeti-
cally in each section) followed by data members (again public, then protected, then
private data members, alphabetically in each section).
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718 Appendix C The Visual Studio User Interface, Menus, and Toolbars
■ Docking View. Keeps the workspace window docked at the side of the main working area.
■ Hide. Hides the workspace window. To redisplay it, choose View, Workspace.
■ Properties. Displays the properties of the variable (name and type).
When the main working area is displaying a source or header file, you can edit your code as
described in the later section “Editing Your Code.”
The project workspace window contains a tree view of the source files in your project. The
default categories used are Source Files, Header Files, Resource Files, Help Files (if you
project has Help) and External Dependencies. You can add your own categories by right-
clicking anywhere in the FileView and choosing New Folder, and then specifying which file
extensions belong in the new category.
FIG. C.15
The FileView displays
source and header files.
Double-clicking a file name displays that file in the main working area. You can then edit the
file (even if it isn’t a source or header file) as described in the later section “Editing Your
Code.”
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Editing Your Code 719
TIP If there is no Output view on your screen, choose View, Output from the menu to restore the view.
By default, the window for the file you are editing is maximized within the main working
area. You can click the Restore button at the top right, just under the Restore button for all of
Developer Studio, to show the file in a smaller window. If you have several files open at once,
you can arrange them so that you can see them side by side, as shown in Figure C.16.
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720 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.16
Your files are in MDI
windows, so you can
edit several at once,
side by side.
TIP To select columns of text, as shown in Figure C.17, hold down the Alt key as you select the block.
Syntax Coloring
You may have noticed the color scheme used to present your code. Developer Studio
highlights the elements of your code with syntax coloring. By default, your code is black, with
comments in green and keywords (reserved words in C++ such as public, private, new, or
int) in blue. You can also arrange for special colors for strings, numbers, or operators
(such as + and -) if you want, using the Format tab of the Options dialog box, reached by
choosing Tools, Options.
Syntax coloring can help you spot silly mistakes. If you forget to close a C-style comment, the
huge swath of green in your file points out the problem right away. If you type inr where you
meant to type int, the inr isn’t blue, and that alerts you to a mistyped keyword. This means you
can prevent most compiler errors before you even compile.
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Editing Your Code 721
FIG. C.17
Selecting columns
makes fixing indents
much simpler. Hold
down the Alt key as you
select the block.
Part
VII
App
TIP If you build Web pages and still use Notepad from time to time so that you can see the tags, you’re in
for a pleasant surprise. Open an HTML file in Developer Studio and see HTML syntax coloring in action.
You’ll never go back to Notepad.
Shortcut Menu
Many of the actions you are likely to perform are available on the shortcut menu that appears
when you right-click within a file you are editing. The items on that menu are as follows:
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722 Appendix C The Visual Studio User Interface, Menus, and Toolbars
■ Go To Definition. Opens the file where the item under the cursor is defined (header for a
variable, source for a function) and positions the cursor at the definition of the item.
■ Go To Reference. Positions the cursor at the next reference to the variable or function
whose name is under the cursor.
■ Insert/Remove Breakpoint. Inserts a breakpoint at the cursor or removes one that is
already there.
■ Enable Breakpoint. Enables a disabled breakpoint (breakpoints are discussed in Appen-
dix D).
■ ClassWizard. Opens ClassWizard.
■ Properties. Opens the property sheet.
Not all the items are enabled at once—for example, Cut and Copy are only enabled when there
is a selection. Insert File into Project is enabled only when the file you’re editing is not in the
project you have open. All these actions have menu and toolbar equivalents and are discussed
more fully later in this chapter.
■ File. For actions related to entire files, such as opening, closing, and printing.
■ Edit. For copying, cutting, pasting, searching, and moving about.
■ View. For changing the appearance of Developer Studio, including toolbars and
subwindows such as the Workspace window.
■ Insert. For adding files or components to your project.
■ Project. For dealing with your entire project.
■ Build. For compiling, linking, and debugging.
■ Tools. For customizing the Developer Studio and accessing standalone utilities.
■ Window. To change which window is maximized or has focus.
■ Help. To use the InfoViewer system (not the usual online help).
The following section presents each Developer Studio menu in turn and mentions keyboard
shortcuts and toolbar buttons where they exist.
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Learning the Menu System 723
FIG. C.18
The File menu has
actions for files like
Open, Close, and Print.
File New (Ctrl+N) Choosing this menu item opens the New dialog box, shown in Figure Part
C.19. This tabbed dialog box is used to create new files, projects, workspaces, or other docu- VII
ments. The Project tab is used to start AppWizard, discussed for the first time in Chapter 1,
“Building Your First Windows Application.” App
C
FIG. C.19
The New dialog box is
used to create new files
or workspaces.
This dialog box is an easy way to create a blank file, give it a name, and insert it into your
project all in one step.
File Open (Ctrl+O) Choosing this item opens the Open dialog box, as shown in Figure C.20.
(It’s the standard Windows File Open dialog box, so it should be familiar.) The file type defaults
to Common Files with .C, .CPP, .CXX, .TLI, .H, .TLH, .INL, or .RC extensions. By clicking the
drop-down box, you can open almost any kind of file, including executables and workspaces.
TIP Don’t forget the list of recently opened files further down the File menu. That can save a lot of typing or
clicking.
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724 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.20
The familiar File Open
dialog box is used to
open a variety of file
types.
File Close Choosing the File, Close item closes the file that has focus; if no file has focus, the
item is grayed. You can also close a file by clicking the cancel button, depicted by an X, in the
top-right corner. You may also close the window by double-clicking the icon in the upper-left
corner. (The icon used to be the system menu, shown with a minus on a button.)
File Open Workspace Use this item to open a workspace. (You can use File, Open and
change the file type to Project Workspaces, but using File, Open Workspace is quicker.)
File Save Workspace Use this item to save a workspace and all the files within it.
File Close Workspace Use this item to close a workspace. The current workspace is closed
automatically when you create a new project or open another workspace, so you won’t use this
menu item very often.
File Save (Ctrl+S) Use this item to save the file that has focus at the moment; if no file has
focus, the item is grayed. There is a Save button on the Standard toolbar as well.
File Save As Use this item to save a file and change its name at the same time. It saves the
file that has focus at the moment; if no file has focus, the item is grayed.
File Save All This item saves all the files that are currently open. All files are saved just be-
fore a compile and when the application is closed, but if you aren’t compiling very often and are
making a lot of changes, it’s a good idea to save all your files ever y 15 minutes or so. (You can
do it less often if the idea of losing that amount of work doesn’t bother you.)
File Page Setup This item opens the Page Setup dialog box, shown in Figure C.21. Here you
specify the header, footer, and margins—left, right, top, and bottom. The header and footer can
contain any text including one or more special fields, which you add by clicking the arrow next
to the edit box or entering the codes yourself. The codes are
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Learning the Menu System 725
FIG. C.21
The Page Setup dialog
box lays out your
printed pages the way
you want.
File Print (Ctrl+P) Choosing this item prints the file with focus according to your Page Setup Part
settings. (The item is grayed if no file has focus.) The Print dialog box, shown in Figure C.22, VII
has you confirm the printer you want to print on. If you have some text highlighted, the Selec-
App
tion radio button is enabled. Choosing it lets you print just the selected text; otherwise, only
the All radio button is enabled, which prints the entire file. If you forget to set the headers, C
footers, and margins before choosing File, Print, the Setup button opens the Page Setup dialog
box discussed in the previous section. There is no way to print only certain pages or to cancel
printing after it has started.
FIG. C.22
The Print dialog box
confirms your choice to
print a file.
Recent Files and Recent Workspaces The recent files and workspaces items, between Print
and Exit, each lead to a cascading menu. The items on the secondary menus are the names of
files and workspaces that have been opened most recently, up to the last four of each. These
are real time-savers if you work on several projects at once. Whenever you want to open a file,
before you click that toolbar button and prepare to point and click your way to the file, think
first whether it might be on the File menu. Menus aren’t always the slower way to go.
File Exit Probably the most familiar Windows menu item of all, this closes Developer Studio.
You can also click the X in the top-right corner or double-click what used to be the system
menu in the top left. If you have made changes without saving, you get a chance to save each
file on your way out.
Edit
The Edit menu, shown in Figure C.23, collects actions related to changing text in a source file.
Edit Undo (Ctrl+Z) The Undo item reverses whatever you just did. Most operations, like text
edits and deleting text, can be undone. When Undo is disabled, it is an indication that nothing
needs to be undone or you cannot undo the last operation.
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726 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.23
The Edit menu holds
items that change the
text in a file.
There is an Undo button on the Standard toolbar. Clicking the arrow next to the button dis-
plays a stack (reverse order list from most recent to least recent) of operations that can be
undone. You must select a contiguous range of undo items including the first, second, and so
on. You cannot pick and choose.
Edit Redo (Ctrl+Y) As you undo actions, the name given to the operations move from the
Undo to the Redo list (Redo is next to Undo on the toolbar). If you undo a little too much,
choose Edit, Redo to un-undo them (if that makes sense).
Edit Cut (Ctrl+X) This item cuts the currently highlighted text to the Clipboard. That means
a copy of it goes to the Clipboard, and the text itself is deleted from your file. The Cut button
(represented as scissors) is on the Standard toolbar.
Edit Copy (Ctrl+C) Editing buttons on the toolbar are grouped next to the scissors (Cut).
Edit, Copy copies the currently selected text or item to the Windows Clipboard.
Edit Paste (Ctrl+V) Choosing this item copies the Clipboard contents at the cursor or re-
places the highlighted text with the Clipboard contents if any text is highlighted. The Paste
item and button are disabled if there is nothing in the Clipboard in a format appropriate for
pasting to the focus window. In addition to text, you can copy and paste menu items, dialog box
items, and other resources. The Paste button is on the Standard toolbar.
Edit Delete (Delete) Edit, Delete clears the selected text or item. If what you deleted is
undeletable, the Undo button is enabled, and the last operation is added to the Undo button
combo box. Deleted material does not go to the Clipboard and cannot be retrieved except by
undoing the delete.
Edit Select All (Ctrl+A) This item selects everything in the file with focus that can be se-
lected. For example, if a text file has focus, the entire file is selected. If a dialog box has focus,
every control on it is selected.
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Learning the Menu System 727
To select many items on a dialog box, you can click the first item and then Ctrl+click each
remaining item. It is often faster to use Edit, Select All to select everything and then Ctrl+click
to deselect the few items you do not want highlighted.
Edit Find (Ctrl+F) The Find dialog box shown in Figure C.24 enables you to search for text
within the file that currently has the focus. Enter a word or phrase into the Find What edit box.
The following check boxes set the options for the search:
■ Match Whole Word Only. If this is checked, table in the Find What box matches only
table, not suitable or tables.
■ Match Case. If this is checked, Chapter in the Find What box matches only Chapter, not
chapter or CHAPTER. Uppercase and lowercase must match.
■ Regular Expression. The Find What box is treated as a regular expression if this box is
checked. Part
■ Search All Open Documents. Expands your search to all the documents you have open at VII
the moment. App
■ Direction. Choose the Up radio button to search backwards and the Down radio button
to search forwards through the file.
C
FIG. C.24
The Find dialog box is
used to find a string
within the file that has
focus.
TIP If you highlight a block of text before selecting Edit, Find, that text is put into the Find What box for you.
If no text is highlighted, the word or identifier under the cursor is put into the Find What box.
A typical use for the Find dialog box is to enter some text and click the Find Next button until
you find the precise occurrence of the text for which you are searching. You may want to com-
bine the Find feature with bookmarks (discussed a little later in this section) and put a book-
mark on each line that has an occurrence of the string. Click the Mark All button in the Find
dialog box to add temporary, unnamed bookmarks on match lines; they are indicated with a
blue oval in the margin.
There is a Find edit box on the Standard toolbar. Enter the text you want to search for in the
box and press Enter to search forward. Regular expressions are used if you have turned them
on using the Find dialog box. To repeat a search, click in the search box and press Enter. You
may wish to add the Find Next or Find Previous buttons to the Standard toolbar using the
Tools, Customize menu item described later in this chapter.
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728 Appendix C The Visual Studio User Interface, Menus, and Toolbars
Regular Expressions
Many of the find and replace operations within Developer Studio can be made more powerful with
regular expressions. For example, if you want to search for a string only at the end of a line, or one of
several similar strings, you can do so by constructing an appropriate regular expression, entering it in
the Find dialog box, and instructing Developer Studio to use regular expressions for the search. A
regular expression is some text combined with special characters that represent things that can’t be
typed, such as “the end of a line” or “any number” or “three capital letters.”
When regular expressions are being used, some characters give up their usual meaning and instead
stand in for one or more other characters. Regular expressions in Developer Studio are built from
ordinary characters mixed in with these special entries, shown in Table C.1.
You don’t have to type these in if you have trouble remembering them. Next to the Find What box is
an arrowhead pointing to the right. Click there to open a shortcut menu of all these fields, and click
any one of them to insert it into the Find What box. (You need to be able to read these symbols to
understand what expression you are building, and there’s no arrowhead on the toolbar’s Find box.)
Remember to select the Regular Expressions box so that these regular expressions are evaluated
properly.
Here are some examples of regular expressions:
● ^test$ matches only test alone on a line.
● doc[1234] matches doc1, doc2, doc3, or doc4 but not doc5.
● doc[1-4] matches the same strings as above but requires less typing.
● doc[^56] matches doca, doc1, and anything else that starts with doc and is not doc5 or
doc6.
● H\~e matches Hillo and Hxllo (and lots more) but not Hello. H[^e]llo has the same
effect.
● [xy]z matches xz and yz.
● New *York matches New York but also NewYork and New York.
● New +York matches New York and New York but not NewYork.
● New.*k matches Newk, Newark, and New York, plus lots more.
● \:n matches 0.123, 234, and 23.45 (among others) but not -1C.
● World$ matches World at the end of a line, but World\$ matches only World$ anywhere
on a line.
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Learning the Menu System 729
Entry Matches
[] Any one of the characters within the brackets (use - for a range, ^ for “except”).
\~ Anything except the character that follows next.
* Zero or more of the next character.
+ One or more of the next character.
{} Doesn’t match specially, but saves part of the match string to be used in the
replacement string. Up to nine portions can be tagged like this.
[] Either of the characters within the [].
\:a A single letter or number.
\:b Whitespace (tabs or spaces). Part
\:c A single letter. VII
\:d A single numerical digit. App
\:n An unsigned number. C
\:z An unsigned integer.
\:h A hexadecimal number.
\:i A string of characters that meets the rules for C++ identifiers (starts with a letter,
number, or underscore).
\:w A string of letters only.
\:q A quoted string surrounded by double or single quotes.
\ Removes the special meaning from the character that follows.
Edit Find in Files This useful command searches for a word or phrase within a large number
of files at once. In its simplest form, shown in Figure C.25, you enter a word or phrase into the
Find What edit box, restrict the search to certain types of files in the In Files /File Types box,
and choose the folder to conduct the search within the In Folder edit box. The following check
boxes in the bottom half of the dialog box set the options for the search:
FIG. C.25
The simplest Find In
Files approach
searches for a string
within a folder and its
subfolders.
■ Match Whole Word Only. If this is checked, table in the Find What box matches only
table, not suitable or tables.
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730 Appendix C The Visual Studio User Interface, Menus, and Toolbars
■ Match Case. If this is checked, Chapter in the Find What box matches only Chapter, not
chapter or CHAPTER. Uppercase and lowercase must match.
■ Regular Expression. The Find What box is treated as a regular expression (see the
sidebar “Regular Expressions”) if this box is checked.
■ Look in Subfolders. Work through all the subfolders of the chosen folder if this is
checked.
■ Output to Pane 2. Sends the results to the Find in Files 2 pane of the output window, so
as not to wipe out the results of an earlier search.
Using Advanced Text Finding Features At the bottom right of the Find in Files dialog box is
the Advanced button. Clicking it expands the dialog box shown in Figure C.26 and allows you
to search several different folders at once.
FIG. C.26
Advanced Find in Files
searches for a string
within several folders
and their subfolders.
TIP If you highlight a block of text before selecting Find in Files, that text is put into the Find What box for
you. If no text is highlighted, the word or identifier under the cursor is put into the Find What box.
The results of the Find in Files command appear in the Find in Files 1 tab (unless you ask for
pane 2) of the output window; the output window will be visible after this operation if it was not
already. You can resize this window like any other window, by holding the mouse over the
border until it becomes a sizing cursor, and you can scroll around within the window in the
usual way. Double-clicking a filename in the output list opens that file with the cursor on the
line where the match was found.
Edit Replace (Ctrl+H) This item opens the Replace dialog box, shown in Figure C.27. It is
very similar to the Find dialog box but is used to replace the found text with new text. Enter
one string into the Find What edit box and the replacement string into the Replace With edit
box. The three check boxes—Regular Expression, Match Case, and Match Whole Word
Only—have the same meaning as on the Find dialog box (discussed in the previous section).
The Replace In radio buttons enable you to restrict the search-and-replace operation to a block
of highlighted text, if you prefer.
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Learning the Menu System 731
FIG. C.27
The Replace dialog box
is used to replace one
string with another.
To see the next match before you agree to replace it, click Find Next. To replace the next
match or the match you have just found, click Replace. If you are confident that there won’t be
any false matches, you can click Replace All to do the rest of the file all at once. (If you realize
after you click Replace All that you were wrong, there is always Edit, Undo.)
Edit Go To (Ctrl+G) The Go To dialog box (see Figure C.28) is a central navigation point. It
enables you to go to a particular line number (the default), address, reference, or bookmark,
Part
among other things. To use the Go To dialog box, select something from the Go To What list
on the left; if Line is selected, enter a line number; if Bookmark is selected, pick the particular VII
bookmark from the combo box; and so on. App
FIG. C.28
C
The Go To dialog box
moves you around
within your project.
TIP The pushpin in the upper-left corner of this dialog box is used to “pin” it to the screen so that it stays in
place after you have gone to the requested location. Click the pin to unpin the dialog box from the
screen so that it goes away after the jump.
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732 Appendix C The Visual Studio User Interface, Menus, and Toolbars
Edit Bookmarks (Alt+F2) This item is used to manage the bookmarks within your text files.
The bookmark list is shown in Figure C.29. Note that temporary bookmarks set by the Find
command are not included in this list.
FIG. C.29
The Bookmark dialog
box manages the
bookmarks you have set
in text files.
To add a named bookmark for the line you are on and have it saved with the file, type a name in
the Name box and click Add. To go to a named bookmark, choose it from the list box and click
Go To. There are buttons on the Edit toolbar to add or delete a bookmark at the cursor, move
to the next or preceding bookmark, and clear all bookmarks in the file.
Edit ActiveX Control in HTML If you have Visual InterDev installed and are working with an
ActiveX control, this menu item will let you edit its settings. Building ActiveX controls is dis-
cussed in Chapter 17, “Building an ActiveX Control.”
Edit HTML Layout This item is used to edit an HTML layout with Visual InterDev.
Edit Advanced Choosing this item opens a cascading menu with the following items:
■ Incremental Search. This is a faster search than opening the Find dialog box discussed
earlier. You enter your search string directly on the status bar. As you type each letter,
Developer Studio finds the string you have built so far. For example, in a header file, if
you choose Edit, Advanced, Incremental Search and then type p, the cursor will jump to
the first instance of the letter p, probably in the keyword public. If you then type r, the
cursor will jump to the first pr, probably in the keyword protected. This can save you
typing the entire word you are looking for.
■ Format Selection. This item adjust the indenting of a selection using the same rules that
apply when you are entering code.
■ Tabify Selection. Converts spaces to tabs.
■ Untabify Selection. Converts tabs to spaces.
■ Make Selection Uppercase. Converts the selected text to capital letters.
■ Make Selection Lowercase. Converts the selected text to lowercase letters.
■ View Whitespace. Inserts small placeholder characters (. for space and >> for tab) to
show all the whitespace in your document.
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Learning the Menu System 733
Edit Breakpoints (Alt+F9) A breakpoint pauses program execution. The Edit, Breakpoints
item displays the Breakpoints dialog box, shown in Figure C.30 and discussed in Appendix D.
FIG. C.30
The Breakpoints dialog
box is used in
debugging your
application.
Part
VII
App
Edit List Members (Ctrl+Alt+T) This item is used to “reawaken” Autocomplete for code you
have already typed. It opens a list of member variables and functions for the class whose imple- C
mentation you are editing, as well as global variables and functions. This list is generally too
long to be useful.
Edit Type Info (Ctrl+T) This pops up a little window telling you the type of variable the cursor
is on. You can get this window much more easily by pausing the mouse over the variable and
waiting a second or two.
Edit Parameter Info (Ctrl+Shift+Space) This pops up a window reminding you of the param-
eters taken by the function the cursor is on. Again, this information will pop up if you just pause
the mouse over the function name.
Edit Complete Word (Ctrl+Space) This asks Autocomplete to fill in the word you are typing.
If you haven’t typed much of it, you may get a dialog box from which to choose the word you
want. The Autocomplete dialog box generally only appears after you have typed -> or . to
indicate you are looking for a member function or variable. When the function you want to call
is a member of the class you are editing, it’s annoying to type this--> just to open
Autocomplete. Use Ctrl+Space instead.
N O T E If these options are disabled, check your AutoComplete settings by choosing Tools, Options
and clicking the Editor tab, shown in Figure C.55. ■
View ScriptWizard This InterDev-related command is used to edit Web page scripts.
View ClassWizard (Ctrl+W) ClassWizard is probably the most used tool in Developer Studio.
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734 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.31
The View menu controls
the appearance of
Developer Studio.
Whenever you add a resource (menu, dialog box, control, and so on), you connect it to your
code with ClassWizard. When you are working with ActiveX, you use ClassWizard to set up
properties, methods, and events. If you use custom messages, you use ClassWizard to arrange
for them to be caught. You learn how to use ClassWizard starting in Chapter 2.
CAUTION
All changed files are saved when you open ClassWizard, just as they are saved before a compile. If you have
been making changes that you may not want saved, don’t open ClassWizard.
View Resource Symbols This item opens the Resource Symbols dialog box, shown in Figure
C.32. It displays the resource IDs, such as ID_EDIT_COPY, used in your application. The large
list box at the top of the dialog box lists resource IDs, and the smaller box below it reminds you
where this resource is used—on a menu, in an accelerator, in the string table, and so on. The
buttons along the right side are used to make changes. Click New to create a new resource ID,
Delete to delete this resource ID (if it’s not in use), Change to change the ID (if it’s in use by
only one resource), and View Use to open the resource (menu, string table, and so on) that is
highlighted in the lower list.
FIG. C.32
The Resource Symbols
dialog box displays
resource IDs.
View Resource Includes Choosing this item opens the Resource Includes dialog box, as
shown in Figure C.33. It is unusual for you to need to change this generated material. In the
rare cases where the resource.h file generated for you is not quite what you need, you can add
extra lines with this dialog box.
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Learning the Menu System 735
FIG. C.33
The Resource Includes
dialog box lets you
insert extra instructions
into the file that
describes the resources
of your project.
View Full Screen This item hides all the toolbars, menus, Output window, and Project
Workspace window, giving you the entire screen as the main working area. One small toolbar Part
appears whose only button is Toggle Full Screen. Click that button or press the Esc key to
restore the menus, toolbars, and windows.
VII
App
View Workspace (Alt+0) Choosing this item opens the Workspace window, if it is hidden. It
does not take away the Workspace window. To hide it, right-click the window and choose Hide, C
or press Shift+Esc while the window has focus. There is a Workspace button on the Standard
toolbar, which hides or displays the window.
View Output (Alt+2) This item opens the Output window, if it is hidden. To hide the Output
window, right-click it and choose Hide, or press Shift+Esc while the window has focus. The
Output window opens automatically when you build your project or use Find in Files.
View Debug Windows This cascading menu deals with windows used while debugging,
which are discussed in Appendix D. It contains the following items:
■ Watch ■ Variables
■ Call Stack ■ Registers
■ Memory ■ Disassembly
View Properties (Alt+Enter) Choosing this item opens a property sheet. The property sheets
for different items vary widely, as shown in Figures C.34, C.35, and C.36, which illustrate the
property sheet for an entire source file, an accelerator table selected in the Project Workspace
window, and one key in that accelerator table, respectively.
Property sheets are a powerful way of editing non-source file entities, such as resources. For
functions and variables, however, it’s usually easier to make the changes in the source file.
Some rather obscure effects can only be achieved through property sheets. For example, to
turn off syntax coloring for a file, use the property sheet to set the language to None. (The
effect will be observed after the window is repainted by Windows.)
TIP The property normally disappears as soon as you click something else. If you click the pushpin button
in the top-left corner, it stays “pinned” to the screen as you work, displaying the properties of all the
entities you are working with.
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736 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.34
The property sheet for a
source file reminds you
of the name and size
and lets you set the
language (used for
syntax coloring) and tab
size.
FIG. C.35
The property sheet for
an accelerator table is
where you set the
language, enabling you
to include multiple
tables in one
application.
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Learning the Menu System 737
FIG. C.36
The property sheet for
an entry in an
accelerator table gives
you full control over the
keystrokes associated
with the resource ID.
Part
VII
App
Insert
The Insert menu, shown in Figure C.37, collects actions related to inserting something into
your project or one of its files.
FIG. C.37
The Insert menu is one
way to add items to a
project or a file.
Insert New Class Use this item to create a header and source file for a new class and add it
to this project. The New Class dialog box is shown in Figure C.38. Note the drop-down box that
makes specifying the base class simpler.
Insert New Form This item generates a CFormView and attaches it to your application. A
CFormView can contain controls, such as a combination of a dialog and a view.
Insert Resource (Ctrl+R) Use this item to add a new resource to your project. The Insert
Resource dialog box, shown in Figure C.39, appears. Choose the type of resource to be added
and click New.
There are buttons on the Resource toolbar to add a new dialog box, menu, cursor, icon, bitmap,
toolbar, accelerator, string table, or version.
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738 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.38
The New Class dialog
box simplifies creating a
new class.
FIG. C.39
The Insert Resource
dialog box is one way to
add resources to your
project.
Insert Resource Copy Use this item to copy an existing resource, changing only the lan-
guage (for example, from US English to Canadian French) or the condition (for example, build-
ing a debug version of a dialog box). Your project will have different language versions of the
resource, allowing you to use compiler directives to determine which resource is compiled into
the executable.
Insert File As Text This item reads an entire file from the hard drive into the file you are
editing. The text is inserted at the current cursor position.
Insert New ATL Object When you are creating an ActiveX control with the Active Template
Library (ATL), use this item to insert ATL objects into your project. See Chapter 21, “The
Active Template Library.”
Project
The Project menu, shown in Figure C.40, holds items associated with project maintenance. The
items in this menu are listed in the following sections.
Project Set Active Project If you have several projects in your workspace, this item sets
which project is active.
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Learning the Menu System 739
FIG. C.40
The Project menu
simplifies project
maintenance.
Project Add to Project This item opens a cascading menu with the following choices:
■ New. Opens the same dialog box as File, New with the Add to Project box selected.
■ New Folder. Creates a new folder to organize the classes in the project.
■ Files. Opens the Insert Files into Project dialog box shown in Figure C.41.
Part
■ Data Connection. Available in the Enterprise Edition discussed in Chapter 23, this item
connects your project to a data source. VII
■ Components and Controls. Opens the Components and Control Gallery, discussed in App
Chapter 25.
C
FIG. C.41
The Insert Files into
Project dialog box looks
very much like a File
Open dialog box.
Project Source Control This item gathers together a number of tasks related to tracking and
controlling revisions to your project source.
◊ See “Using Visual Source Safe,” p. 583
Project Dependencies This item allows you to make one project dependent on another so
that when one project is changed, its dependents are rebuilt.
Project Settings (Alt+F7) This item opens the Project Settings dialog box, which has the
following 10 tabs:
■ General. Change the static versus shared DLL choice you made when AppWizard built
this project, and change the directory where intermediate (source and object) or output
(EXE, DLL, OCX) files are kept (see Figure C.42).
■ Debug. These settings are discussed in Appendix D.
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740 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.42
The General tab of the
Project Settings dialog
box governs where files
are kept.
■ C/C++. These are your compiler settings. The Category combo box has General selected
by default. To change the settings category, select a category from the combo box.
Figure C.43 shows the General category. You can change the optimization criteria (your
choices are Default, Maximize Speed, Minimize Size, Customize, or Disable if your
debugging is being thrown off by the optimizer) or the warning level. This tab is
discussed in more detail in Chapter 24.
FIG. C.43
The C/C++ tab of the
Project Settings dialog
box governs compiler
settings in eight
categories, starting with
General.
■ Link. This tab controls linker options, which you are unlikely to need to change. The
settings are divided into five categories; the General category is shown in Figure C.44.
■ Resources. This tab, shown in Figure C.45, is used to change the language you are
working in. This tab enables you to change which resources are compiled into your
application, and other resource settings.
■ MIDL. This tab is used by programmers who are building a type library (TLB) from an
object description (ODL) file. ODL files are discussed in Chapter 16, “Building an
Automation Server.”
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Learning the Menu System 741
FIG. C.44
The Link tab of the
Project Settings dialog
box governs linker
settings in five
categories, starting with
General.
Part
FIG. C.45 VII
The Resources tab of
the Project Settings App
dialog box governs
resources settings,
C
including language.
■ Browse Info. This tab, shown in Figure C.46, controls the Browse Info (.BSC) file used
for Go To Definition, Go To Declaration, and similar menu items. If you never use these,
your links will be quicker if you don’t generate browse information. If you want browse
information, in addition to checking Build Browse Info File Name on this tab, check
Generate Browse Info in the General category of the C/C++ tab.
FIG. C.46
The Browse Info tab of
the Project Settings
dialog box turns on or
off the powerful browse
feature.
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742 Appendix C The Visual Studio User Interface, Menus, and Toolbars
■ Custom Build. These settings allow you to add your own steps to be performed as part of
every build process.
■ Pre-Link Step. You can add your own steps just before the link step.
■ Post-Build Step. You can add your own steps to be performed after everything else has
successfully completed.
To see the last few tabs, click the right-pointing arrow at the end of the list of tabs. You can
adjust the settings for each configuration (Debug, Release, and so on) separately or all at once.
Many of the panes have a Reset button that restores the settings to those you chose when you
first created the project.
Build
The Build menu, shown in Figure C.47, holds all the actions associated with compiling, run-
ning, and debugging your application.
FIG. C.47
The Build menu is used
to compile, link, and
debug your application.
The Build menu will be a hub of activity when your are ready to compile and debug. The Build
menu item names are listed in the following sections.
Build Compile (Ctrl+F7) Choosing this item compiles the file with focus. This is a very use-
ful thing to do when you are expecting to find errors or warnings, such as the first time you
compile after a lot of changes. For example, if there is an error in a header file that is included
in many source files, a typical build produces error messages related to that header file over
and over again as each source file is compiled. If there are warnings in one of your source files,
a typical build links the project, but you might prefer to stop and correct the warnings. There is
a Compile button on the Build toolbar, represented by a stack of papers with an arrow pointing
downward.
Build Build (F7) This item compiles all the changed files in the project and then links them.
There is a Build button on the Build toolbar.
Build Rebuild All This item compiles all files in the project, even those that have not been
changed since the last build, and then links them. There are times when a typical build misses
a file that should be recompiled; using this item corrects the problem.
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Learning the Menu System 743
Build Batch Build Typically a project contains at least two configurations: Debug and Re-
lease. Usually you work with the Debug configuration, changing, building, testing, and chang-
ing the project again until it is ready to be released, and then you build a Release version. If you
ever need to build several configurations at once, use this menu item to open the Batch Build
dialog box shown in Figure C.48. Choose Build to compile only changed files and Rebuild All
to compile all files. If the compiles are successful, links follow. Choose Clean to delete interme-
diate and output files, leaving only source files.
FIG. C.48
The Batch Build dialog
box builds several
configurations of your
project at once.
Part
VII
App
Build Clean This item deletes all the intermediate and output files so that your project direc- C
tory contains only source files.
Build Debugger Remote Connection It is possible to run a program on one computer and
debug it on another. As part of that process, you use this menu item to connect the two comput-
ers. This is discussed in Appendix D.
Build Execute (Ctrl+F5) Choosing the Build, Execute item runs your application without
opening the debugger.
Build Set Active Configuration The Set Active Project Configuration dialog box, shown in
Figure C.49, sets which of your configurations is active (typically Debug and Release). The
active configuration is built by the Build commands.
FIG. C.49
The Set Active Project
Configuration dialog
box sets the default
configuration.
Build Configurations Choosing this item opens the Configurations dialog box, shown in
Figure C.50. Here you can add or remove configurations. Use Project Settings to change the
settings for the new configuration.
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744 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.50
The Configurations
dialog box lets you add
to the standard Debug
and Release configura-
tions.
Build Profiler The profiler is a powerful tool to identify bottlenecks in your applications. It is
discussed in Chapter 24.
Tools
The Tools menu, shown in Figure C.51, simplifies access to add-in tools and holds some odds-
and-ends leftover commands that don’t fit on any other menu.
FIG. C.51
The Tools menu
organizes add-in tools.
Tools Source Browser (Alt+F12) The browser is a very powerful addition to Developer
Studio; you use it whenever you go to a definition or reference, check a call graph, or other-
wise explore the relationships among the classes, functions, and variables in your project.
However, it’s unusual to access the browser through this menu item, which opens the Browse
dialog box shown in Figure C.52. You are more likely to use Edit, Go To, a Go To item from the
right-click menu, or one of the 11 buttons on the Browse toolbar.
FIG. C.52
The Browse dialog box is
a less common way to
browse your objects,
functions, and variables.
Tools Close Source Browser File Whenever you rebuild your project, your browse file is re-
built, too. If you rebuild your project outside Developer Studio with a tool such as NMAKE, you
should close the browse file first (with this menu choice) so that it can be updated by that tool.
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Learning the Menu System 745
Accessory Tools A number of tools are added to the Tools menu when you install Visual C++,
and you can add more tools with the Customize menu item, discussed next.
Tools Customize Choosing this option opens the Customize dialog box. The Commands pane
of that dialog box is shown in Figure C.53 with the File buttons showing. The 11 buttons corre-
spond to items on the File menu, and if you would like one of those items on any toolbar, sim-
ply drag it from the dialog box to the appropriate place on the toolbar and release it. The list
box on the left side of the Toolbar tab lets you choose other menus, each with a collection of
toolbar buttons you can drag to any toolbar. Remember that the menu bar is also a toolbar to
which you can drag buttons, if you want.
FIG. C.53
The Commands pane of
the Customize dialog Part
box lets you build your
own toolbars. VII
App
TIP If your toolbars are messed up, with extra buttons or missing buttons or both, the Reset All Menus
button on this dialog box returns objects to their normal state.
The Toolbars pane, shown in Figure C.54, is one way to control which toolbars are displayed.
As you can see, you can also suppress ToolTips if they annoy you or turn on larger toolbar
buttons if you have the space for them. (The standard toolbar in Figure C.54 has large but-
tons.)
FIG. C.54
The Toolbars tab of the
Customize dialog box is
one way to turn a
toolbar on or off, and
the only way to govern
ToolTips and button
size.
The Tools tab lets you add programs to the Tools menu, and the Keyboard tab lets you change
the keyboard shortcuts for commands or add shortcuts for commands without them. The Add-
Ins and Macro Files tab lets you add macros, which are written in VBScript and can automate
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746 Appendix C The Visual Studio User Interface, Menus, and Toolbars
many Developer Studio tasks, or add-ins, which can be written in any language and also auto-
mate Developer Studio tasks, to your workspace.
Tools Options This item gathers up a great number of settings and options that relate to
Developer Studio itself. For example, Figure C.55 shows the Editor tab of the Options dialog
box. If there is a feature of Developer Studio you don’t like, you can almost certainly change it
within this large dialog box.
FIG. C.55
The Editor tab of the
Options dialog box is
where you change editor
settings.
■ Editor. Chooses scrollbars, enables drag and drop, sets automatic saving and loading,
and controls the AutoComplete suite of features
■ Tabs. Sets options related to tabs (inserted when you press the Tab key) and indents
(inserted by the editor on new lines after language elements such as braces)
■ Debug. Determines what information is displayed during debugging
■ Compatibility. Lets you choose to emulate another editor (Brief or Epsilon) or just one
portion of that editor’s interface
■ Build. Generates an external makefile or a build log
■ Directories. Sets directories in which to look for include, executable, library, and source
files
■ Source Control. Sets options related to Visual SourceSafe, discussed in Chapter 23
■ Workspace. Shown in Figure C.56, sets docking windows, status bar, and project
reloading
■ Data View. (Enterprise Edition only) Governs the appearance of the DataView
■ Macros. Sets the rules for reloading a changed macro
■ Help System. Determines the information displayed by the help system, typically MSDN
■ Format. Sets the color scheme, including syntax coloring, for source windows
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Learning the Menu System 747
FIG. C.56
The Workspace tab of
the Options dialog box
sets which views dock
and which float, as well
as reload options.
Part
VII
App
TIP If you work on the same project all the time, check the Reload Last Workspace at Startup box on the
Workspace tab of the Option dialog box. Loading the Developer Studio and the last project then
becomes a one-step process; simply loading the Developer Studio will load the last project, too. If you
work on a variety of different projects, uncheck this box so that Developer Studio comes up more
quickly.
Tools Macro This item opens the Macro dialog box, shown in Figure C.57. Here you can
record or play back simple macros, or edit a set of recorded keystrokes by adding VBScript
statements.
Tools Record Quick Macro If you don’t want to name your macro and use it in many
different projects but want to speed up a task right now, record a quick macro and you won’t
have to name it, describe it, or save it in a file. You can have only one “quick macro” at a time:
Recording a new one will wipe out the old one.
Tools Play Quick Macro This item plays your most recently recorded quick macro.
Window
The Window menu, shown in Figure C.58, controls the windows in the main working area of
Developer Studio.
Window New Window Choosing this item opens another window containing the same source
file as the window with focus. The first window’s title bar is changed, with :1 added after the
filename; in the new window, :2 is added after the filename. Changes made in one window are
immediately reflected in the other. The windows can be scrolled, sized, and closed indepen-
dently.
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748 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.57
The Macro dialog box is
the nerve center for
creating, editing, and
using macros.
FIG. C.58
The Window menu
controls the windows in
the main working area.
Window Split Choosing this window puts cross hairs over the file with focus; when you click
the mouse, the window is split into four panes along the lines of these cross hairs. You can drag
these boundaries about in the usual way if they are not in the right place. Scrolling one pane
scrolls its companion pane as well so that the views stay in sync. To unsplit a window, drag a
boundary right to the edge of the window and it disappears. Drag away both the horizontal and
vertical boundaries, and the window is no longer split.
Window Docking View (Alt+F6) This menu item governs whether the window with focus is a
docking view. It is disabled when the main working area has focus.
Window Close Choosing this item closes the window with focus and its associated file. If you
have any unsaved changes, you are asked whether to save them.
Window Close All Choosing this item closes all the windows in the main working area. If you
have any unsaved changes, you are asked whether to save them.
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Learning the Menu System 749
Window Next (Ctrl+Tab) This item switches focus to the next window. The order of the win-
dows can be determined by looking at the list of open windows at the bottom of the menu. If
you have a number of windows open at once, you can cycle among them using Ctrl+Tab. This
is a great way to get back to where you were after going to another file to look at something or
copy some code.
Window Previous (Ctrl+Shift+Tab) This item switches focus to the previous window.
Window Cascade This item arranges all the windows in the main working area in the famil-
iar cascade pattern, like the one shown in Figure C.59. Minimized windows are not restored
and cascaded.
FIG. C.59
Arranging windows in a
Part
cascade makes it easy
to switch between VII
them.
App
Window Tile Horizontally This item arranges all the windows in the main working area so
that each is the full width of the working area, as shown in Figure C.60. The file that had focus
when you chose this item is at the top.
Window Tile Vertically This item arranges all the windows in the main working area so that
each is the full height of the working area, as shown in Figure C.61. The file that had focus
when you chose this item is at the left.
Open Windows The bottom section of this menu lists the windows in the main working area
so that you can move among them even when they are maximized. If there are more than nine
open windows, only the first nine are listed. The rest can be reached by choosing Window,
Windows.
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750 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.60
When windows are tiled
horizontally, each is the
full width of the main
working area.
FIG. C.61
When windows are tiled
vertically, each is the full
height of the main
working area.
Window Windows This item opens the Windows dialog box, shown in Figure C.62. From
here you can close, save, or activate any window.
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Learning the Menu System 751
FIG. C.62
The Windows dialog box
allows access to any
window in the main
working area.
Help
The Help system for Developer Studio is a separate product. Choosing items on this menu, Part
shown in Figure C.63, or pressing F1 activates the Help system, typically the Microsoft Devel- VII
oper Network, MSDN.
App
FIG. C.63 C
The Help menu is your
doorway to the help
system.
Help Contents This item starts MSDN if it is not running, or switches focus to MSDN and
displays the Table of Contents tab.
Help Search This item starts MSDN if it is not running, or switches focus to MSDN and
displays the Search tab.
Help Index This item starts MSDN if it is not running, or switches focus to MSDN and dis-
plays the Index tab.
Help Use Extension Help This item, when set, triggers a different Help system instead of
MSDN. It’s a good way for your group to include your own documentation, but you’ll want to
toggle extension help off again so that F1 will search MSDN for your error messages or
classnames.
Help Readme This item displays the “read me” file for Visual C++.
Help Keyboard Map This item does not involve MSDN. Choosing it opens the Help Key-
board dialog box, shown in Figure C.64. Use the drop-down box at the top to choose the com-
mands for which you want to see keystrokes: Bound commands (those with keystrokes as-
signed), All commands, or commands from the File, Edit, View, Insert, Build, Debug, Tools,
Window, or Help menus. Commands related to Images and Layout are also available.
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752 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.64
The Help Keyboard
dialog box displays the
keystrokes associated
with commands.
Click the title bars across the top of the table to sort the display by that column. Keystrokes
cannot be changed here; choose Tools, Customize and use the Keyboard tab to change key-
strokes.
Help Tip of the Day Choosing this item opens the Tip of the Day, like that in Figure C.65.
Some are Windows tips; others are specific to Developer Studio. If you can’t wait to see a new
tip each time you open Developer Studio, click Next Tip to scroll through the list. If you are
annoyed by these tips on startup, deselect the Show Tips at Startup box.
FIG. C.65
The Tip of the Day is a
great way to learn more
about Developer Studio.
Help Technical Support If you think you need technical support, start here. Not only do you
learn how to get that support, but you may also find the answer to your question.
Help Microsoft on the Web One of the ways Microsoft supplies information about Developer
Studio and other products is through the World Wide Web. Choosing this item opens a cascad-
ing menu with a list of Web sites. Choosing any of these displays the pages in your default Web
browser.
Help About Visual C++ Choosing this item opens the About box for Visual C++, which in-
cludes, among other information, your Product ID.
Reviewing Toolbars
After you are familiar with the sorts of actions you are likely to request of Developer Studio, the
toolbars save you a lot of time. Instead of choosing File, Open, which takes two clicks and a
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Reviewing Toolbars 753
mouse move, it is simpler to just click the Open button on the toolbar. There are, however, 11
toolbars plus a menu bar in this product, and that means a lot of little icons to learn. In this
section, you will see each toolbar and which menu items the buttons correspond to.
Figure C.66 shows all the toolbars that are available in Developer Studio. The quickest way to
turn several toolbars on and off is with the Toolbars dialog box, which you can also use to turn
ToolTips on or off and set whether the tips include the shortcut keys for the command. Any of
these toolbars can dock against any of the four edges of the working area, as shown in Figure
C.67. To move a docked toolbar, drag it by the wrinkles—the two vertical bars at the far right.
You move an undocked toolbar like any other window. When it nears the edge of the main
working area, the shape change shows you it will dock. Take some time to experiment moving
toolbars around until you find a configuration that suits you.
Two of the most important toolbars are the Standard and the Build Mini-bar. These are dis-
cussed in the sections that follow. For a full description of what each button does, refer to the
section earlier in this chapter for the corresponding menu item.
Standard Toolbar
The Standard Toolbar helps you maintain and edit text and files in your workspace. Table C.2
names each Standard tool button and its equivalent menu operation.
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754 Appendix C The Visual Studio User Interface, Menus, and Toolbars
FIG. C.67
Developer Studio
toolbars can dock
against any edge.
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Reviewing Toolbars 755
Build Mini-bar
The names for the Build Mini-bar buttons, which are related to compiling and debugging, are
defined in Table C.3.
C
Using Other Toolbars
You can display any or all of the toolbars, add and remove buttons to them, and generally make
Developer Studio into a product that works the way you work. Experiment and see what simpli-
fies your software development effort.
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Untitled-6 756 2/19/99, 10:09 AM
D
757
APPENDIX
Debugging
Debugging is a vital part of programming. Whenever a program doesn’t do what you expect,
even if it doesn’t blow up, you should turn to the debugger to see what’s really going on. Some
of the philosophies and techniques of debugging have been explained elsewhere in this book,
especially in Chapter 24, “Improving Your Application’s Performance.” This appendix concen-
trates on the nuts and bolts of how to use the debugger: the menus, toolbars, and windows that
were not covered in Appendix C, “The Visual Studio User Interface, Menus, and Toolbars.”
Debugging Vocabulary
Probably the most important word in debugging is breakpoint. A breakpoint is a spot in your
program, a single line of code, where you would like to pause. Perhaps you are wondering how
many times a loop is executed, whether control transfers inside a certain if statement, or
whether a function is even called. Setting a breakpoint on a line will make execution stop when
that line is about to be executed. At that point you may want the program to be off and running
again or want to move through your code a line or so at a time. You may want to know some of
your variables’ values or see how control transferred to this point by examining the call stack.
Often, you’ll spot the cause of a bug and correct your code on the spot.
When it’s time to move along, there are a number of ways you might like execution to resume.
These are explained in the following list:
■ Go—Execute to the next breakpoint or, if there are no more breakpoints, until the
program completes.
■ Restart—Start again from the beginning.
■ Step Over—Execute only the next statement, and then pause again. If it is a function call,
run the whole function and pause after returning from it.
■ Step Into—Execute just the next statement, but if it is a function, go into it and pause
before executing the first statement in the function.
■ Step Out—Execute the rest of the current function and pause in the function that called
this one.
■ Run to Cursor—Start running and stop a few (or many) lines from here, where the
cursor is positioned.
Most information made available to you by the debugger is in the form of new windows. These
are discussed in the following sections.
Menu Items
The user interface for debugging starts with items on some ordinary menus that are used only
in debugging and are not discussed in Appendix C. These include
■ Edit, Breakpoints
■ View, Debug Windows, Watch
■ View, Debug Windows, Call Stack
■ View, Debug Windows, Memory
■ View, Debug Windows, Variables
■ View, Debug Windows, Registers
■ View, Debug Windows, Disassembly
■ Build, Start Debug, Go
■ Build, Start Debug, Step Into
■ Build, Start Debug, Run to Cursor
■ Build, Start Debug, Attach to Process
■ Build, Debugger Remote Connection
Part
These are not the only menu items you’ll use, of course. For example, the Edit, Go To dialog
box can be used to scroll the editor to a specific breakpoint as easily as a line, bookmark, or VII
address. Many menu items you’ve already learned about are useful during debugging. App
When you start debugging, the Build menu disappears and a Debug menu appears. The items D
on that menu are as follows:
■ Debug, Go
■ Debug, Restart
■ Debug, Stop Debugging
■ Debug, Break
■ Debug, Apply Code Changes
■ Debug, Step Into
■ Debug, Step Over
■ Debug, Step Out
■ Debug, Run to Cursor
■ Debug, Step into Specific Function
■ Debug, Exceptions
■ Debug, Threads
■ Debug, Show Next Statement
■ Debug, QuickWatch
As you can see, some items from the Build, Start Debug cascading menu are also on the De-
bug menu, along with many other items. The sections that follow discuss the individual items.
Setting Breakpoints
Probably the simplest way to set a breakpoint is to place the cursor on the line of code where
you would like to pause. Then, toggle a breakpoint by pressing F9 or by clicking the Insert/
Remove Breakpoint button on the Build MiniBar, which looks like an upraised hand (you’re
supposed to think “Stop!”). A red dot appears in the margin to indicate you have placed a
breakpoint here, as shown in Figure D.1.
FIG. D.1
The F9 key toggles a
breakpoint on the line
containing the cursor.
Choosing Edit, Breakpoints displays a tabbed dialog box to set simple or conditional
breakpoints. For example, you may want to pause whenever a certain variable’s value changes.
Searching through your code for lines that change that variable’s value and setting breakpoints
on them all is tiresome. Instead, use the Data tab of the Breakpoints dialog box, shown in Fig-
ure D.2. When the value of the variable changes, a message box tells you why execution is
pausing; then you can look at code and variables, as described next.
You can also set conditional breakpoints, such as break on this line when i exceeds 100,
that spare you from mindlessly clicking Go, Go, Go until you have been through a loop 100
times.
FIG. D.2
You can arrange for
execution to pause
whenever a variable or
expression changes
value.
FIG. D.3
VII
A yellow arrow indicates App
the line of code about
to execute.
D
Move the mouse over a variable name, like color or horizcenter. A DataTip appears, telling
you the current value of this variable. You can check as many local variables as you want like
this, then continue executing, and check them again. There are other ways, though, to examine
variable values.
You could click on the variable (or move the cursor to it some other way) and choose Debug,
QuickWatch or click the QuickWatch button (a pair of glasses) on the toolbar. This brings up
the QuickWatch window, which shows you the value of a variable or expression and lets you
add it to the Watch window, if you want. You’re probably wondering why anyone uses this
feature now that DataTips will show you a variable’s value without even clicking. DataTips can’t
handle expressions, even simple ones like dlg.m_horizcenter, but QuickWatch can, as you see
in Figure D.4. You can also change a variable’s value with this dialog box to recover from hor-
rible errors and see what happens.
FIG. D.4
The QuickWatch dialog
box evaluates expres-
sions. You add them to
the Watch window by
clicking Add Watch.
Figure D.5 shows a debug session after running forward a few lines from the original
breakpoint (you’ll see how to do this in a moment). The Watch and Variable windows have
been undocked to show more clearly which is which, and two watches have been added: one
for horizcenter and one for dlg.m_horizcenter. The program is paused immediately after the
user clicks OK on the Options dialog, and in this case the user changed the string, the color,
and both kinds of centering.
The Watch window simply shows the values of the two variables that were added to it.
horizcenter is still TRUE (1) because the line of code that sets it has not yet been executed.
dlg.m_horizcenter is FALSE (0) because the user deselected the check box associated with the
member variable. (Dialogs, controls, and associating controls with member variables are dis-
cussed in Chapter 2, “Dialogs and Controls.”)
The Variables window has a lot more information in it, which sometimes makes it harder to
use. The local variable dlg and the pointer to the object for whom this member function was
invoked, this, are both in the Variables window in tree form: Click on a + to expand the tree
and on a – to collapse it. In addition, the return value from DoModal(), 1, is displayed.
At the top of the Variables window is a drop-down box labeled Context. Dropping it down shows
how control got here: It lists the names of a series of functions. The top entry is the function in
which the line about to be executed is contained, CShowStringDoc::OnToolsOptions(). The
second entry is the function that called this one, _AfxDispatchCmdMsg(), which dispatches
command messages. Chapter 3, “Messages and Commands,” introduces commands and mes-
sages and discusses the way that control passes to a message-handling function like
OnToolsOptions(). Here, the debugger gives proof of this process right before your eyes.
FIG. D.5
The Watch window and
the Variable window
make it easy to know
the values of all your
variables.
Part
Click on any function name in the drop-down box and the code for that function is displayed. VII
You can look at variables local to that function, and so on.
App
The Call Stack window, shown in Figure D.6, is easier to examine than the drop-down box in
the Variables window, and it shows the same information. As well as the function names, you
D
can see the parameters that were passed to each function. You may notice the number 32771
recurring in most of the function calls. Choose View, Resource Symbols, and you’ll see that
32771 means ID_TOOLS_OPTIONS, the resource ID associated with the menu item Tools, Options
in ShowString (see Figure D.7).
FIG. D.6
The Call Stack window
shows how you arrived
here.
mouse over each button to see the command it is connected to and a reminder of the keyboard
shortcut. For example, the button showing an arrow going down into a pair of braces is Step
Into, and the shortcut key is F11.
FIG. D.7
The number 32771
corresponds to
ID_TOOLS_OPTIONS.
As you move through code, the yellow arrow in the margin moves with you to show which line
is about to execute. Whenever the program is paused, you can add or remove breakpoints,
examine variables, or resume execution. These are the mechanics of debugging.
In version 6.0 of Visual C++, in many cases you can keep right on debugging after making a
code change—without rebuilding and without rerunning. This feature is called Edit and Con-
tinue and is sure to be a major time-saver.
To use Edit and Continue, you should start by confirming that it’s enabled both for the product
as a whole and for this specific project. First, choose Tools, Options and click the Debug tab.
Make sure that Debug commands Invoke Edit and Continue is selected, as in Figure D.8.
Second, choose Project, Settings and click the C/C++ tab. In the left pane, make sure you are
editing your Debug settings. Ensure that the Debug Info drop-down box contains Program
Database for Edit and Continue. If not, drop the box down, select this option, as in Figure D.9
(it’s last on the list), and then rebuild the project after exiting the Project Settings dialog. Al-
ways check the project settings when you start a new project, to confirm that Edit and Con-
tinue is enabled.
FIG. D.8
Enable Edit And
Continue on the Debug
tab of the Options
dialog.
FIG. D.9
Your project must
generate Edit and
Continue information.
Part
VII
App
Now, debug as you always did, but don’t automatically click Build after making a code change:
Try to step to the next line. If it’s not possible to continue without a build, you will receive a line
of output in the Build tab of the Output window telling you so and the familiar One or More
Files Are out of Date message box offering you a chance to rebuild your project. If it’s possible
to continue, you will have saved a tremendous amount of time.
Most simple code changes, such as changing the condition in an if or for statement or chang-
ing the value to which you set a variable, should work immediately. More complex changes will
require a rebuild. For example, you must rebuild after any one of these changes:
Try it yourself: Imagine that you can’t remember why the string originally displayed by
ShowString is black, and you’d like it to be red. You suspect that the OnNewDocument() function
is setting it, so you expand CShowStringDoc in the ClassView and double-click
OnNewDocument(). Then you place a breakpoint (F9) on this line:
Click Go (F5), or choose Build, Start Debug, Go; ShowString will run, create a new document,
and stop at your breakpoint. Change the next line of code to read
color = 1; //red
Click Go again and wait. Watch your output window and you will see that showstringdoc.cpp is
recompiling. After a short wait, the familiar Hello, world! will appear—in red. Your changes
went into effect immediately.
When you finish your debugging session, it’s a good idea to do a build because the changes
used by Edit and Continue may be in memory only and not written out to your executable file.
The Memory Window This window, shown in Figure D.10, shows you the hex values in every
byte of the memory space from 0x00000000 to 0xFFFFFFFF. It’s a very long list, which makes
the dialog box hard to scroll—use the Address box to enter an address that interests you.
Typically, these addresses are copied (through the Clipboard, not by hand) from the Variables
window. It is a handy way to look through a large array or to track down subtle platform-
dependent problems.
FIG. D.10
You can examine raw
memory, though you’ll
rarely need to.
The Registers Window If you are debugging at the assembler level, it might be useful to
examine the registers. Figure D.11 shows the Registers window. This shot was taken at the
same point of execution as Figure D.5, and you can see that the EAX register contains the
value 1, which is the return value from DoModal().
FIG. D.11
All the registers
are available for
examination.
The Disassembly Window By default, the Disassembly window comes up full screen, replac-
ing the C++ code in the main working area. You can see the assembly language statements
generated for your C++ code, shown in Figure D.12. Debugging at the assembly level is beyond
the scope of this book, though perhaps you might be curious to see the assembly code gener-
ated for parts of your program.
FIG. D.12
You can debug the
assembler that was
generated for you.
Part
VII
App
FIG. D.13
A standalone utility
simplifies setting trace
flags.
Tracer doesn’t do very much: It’s just an easy way to set trace flags that govern the kind of
debug output you get. Try setting all the flags on and running ShowString, simply starting it up
and shutting it down. Turn off a few flags and see how the output changes.
With all the trace flags on, your application will be slow. Use Tracer to set only the ones you’re
interested in, while you’re interested in them. It’s much easier than changing a variable on-
the-fly.
MFC classes inherit Dump() from Cobject, where it is defined like this:
virtual void Dump(CDumpContext& dc ) const;
The keyword virtual suggests you should override the method in your derived classes, and
const indicates that Dump() will not modify the object state.
Like trace and assert statements, the Dump() member function disappears in a release build.
This saves users seeing output they can’t deal with and makes a smaller, faster, release version
for you. You have to make this happen yourself for any Dump() function you write, with condi-
tional compilation, as discussed in the “Adding Debug-Only Features” section of Chapter 24.
In the implementation file, the definition, which includes a code body, might look like this:
#include “cnewclass.h”
#ifdef _DEBUG
void CNewClass::Dump( CDumpContext& dc ) const
{
CObject::Dump( dc ); // Dump parent;
// perhaps dump individual members, works like cout
dc << “member: “ << /* member here */ endl;
}
#endif
As you see in the code for the Dump() function, writing the code is much like writing to stan-
dard output with the cout object or serializing to an archive. You are provided with a
CDumpContext object called dc, and you send text and values to that object with the << operator.
If this is unfamiliar to you, read Chapter 7, “Persistence and File I/O.”
When linking a debug version of this product, if you receive error messages that refer to
_beginthreadex and _endthreadex, you need to change some settings. By default, console
applications are single-threaded, but MFC is multithreaded. By including afx.h and bringing in
MFC, this application is making itself incompatible with the single-threaded default. To fix this,
choose Project Settings and click the C/C++ tab. From the drop-down box at the top of the
dialog box, choose Code Generation. In the drop-down box labeled Use Runtime Library,
choose Debug Multithreaded. (Figure D.15 shows the completed dialog.) Click OK and
rebuild the project. You should usually change the settings for release as well, but because the
calls to Dump() aren’t surrounded by tests of _DEBUG, this code won’t compile a release version
anyway.
// constructor
CPeople::CPeople( const char * name) : person( new CString(name)) {};
// destructor
CPeople::~CPeople(){ delete person; }
#ifdef _DEBUG
void CPeople::Dump( CDumpContext& dc ) const
{
CObject::Dump(dc);
dc << person->GetBuffer( person->GetLength() + 1);
continues
int main()
{
CPeople person1(“Kate Gregory”);
CPeople person2(“Clayton Walnum”);
CPeople person3(“Paul Kimmel”);
if( !dumpFile )
{
afxDump << “File open failed.”;
}
else
{
// Dump with other CDumpContext
CDumpContext context(&dumpFile);
person2.Dump(context);
}
return 0;
}
This single file contains a class definition, all the code for the class member functions, and a
main() function to run as a console application. Each of these parts of the file is explained in
the next few paragraphs. The class is a simple wrapper around a CString pointer, which allo-
cates the CString with new in the constructor and deletes it in the destructor. It’s so simple that
it’s actually useless for anything other than demonstrating the Dump() function.
First, the <afx.h> header file is included, which contains the CObject class definition and pro-
vides access to afxDump.
Next, this code defines the class CPeople derived from CObject. Notice the placement of the
override of the virtual Dump() method and the conditional compiler wrap. (Any calls to Dump()
should be wrapped in the same way, or that code will not compile in a release build.)
Following the constructor and destructor comes the code for CPeople::Dump(). Notice how it,
too, is wrapped in conditional compiler directives. The call to CObject::Dump() takes advantage
of the work done by the MFC programmers, dumping information all objects keep.
Finally, the main() function exercises this little class. It creates three instances of the CPeople
class and dumps the first one.
For the second CPeople object, this code creates and opens a CFile object by passing a text
string to the constructor. If the open succeeds, it creates a CDumpContextObject from the file
and passes this context to Dump instead of the usual afxDump().
If you run this program, you’ll see output like that in Figure D.14. The file dumpout.txt will
contain these lines:
a CObject at $71FDDC
Clayton Walnum
FIG. D.14
Using the afxDump
context sends your
output to the Debug
window.
Part
VII
App
The first line of the output, to both the debug window and the file, came from CObject::Dump()
and gives you the object type and the address. The second line is from your own code and is
simply the CString kept within each CPeople.
FIG. D.15
To use MFC in a
console application,
change to the
multithreaded runtime
library.
Now that you’ve seen the basic tools of debugging in action, you’re ready to put them to work
in your own applications. You’ll find errors quickly, understand other people’s code, and see
with your own eyes just how message-routing and other behind-the-scenes magic really occur.
If you find yourself enjoying debugging, don’t worry—no one else has to know!
APPENDIX
In this appendix
Application Information and Management
Functions 774
ClassWizard Comment Delimiters 775
Part
Collection Class Helpers 776
VII
CString Formatting and Message-Box Display 777
App
Data Types 777
E
Diagnostic Services 778
Exception Processing 780
Message-Map Macros 781
Runtime Object Model Services 781
Standard Command and Window IDs 782
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774 Appendix E MFC Macros and Globals
When you’re writing programs, you must use many types of data and operations again and
again. Sometimes, you have to do something as simple as creating a portable integer data type.
Other times, you need to do something a little more complex, such as extracting a word from a
long word value or storing the position of the mouse pointer. As you might know, when you
compile your program with Visual C++, many constants and variables are already defined. You
can use these in your programs to save time writing code and to make your programs more
portable and more readable for other programmers. In the following tables, you’ll have a look
at the most important of these globally available constants, macros, and variables.
Because there are so many constants, macros, and global variables, it is helpful to divide them
into the following ten categories. The next sections describe each of these categories and the
symbols they define:
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ClassWizard Comment Delimiters 775
Function Description
AfxGetAppName() Gets the application’s name
AfxGetInstanceHandle() Gets the application’s instance handle
AfxGetMainWnd() Gets a pointer to the application’s main window
AfxGetResourceHandle() Gets the application’s resource handle
AfxGetThread() Gets a pointer to a CWinThread object
AfxRegisterClass() Registers a window class in an MFC DLL
AfxRegisterWndClass() Registers a Windows window class in an MFC application
AfxSetResourceHandle() Sets the instance handle that determines where to load the
application’s default resources
AfxSocketInit() Initializes Windows Sockets (see Chapter 18, “Sockets, MAPI,
and the Internet”)
Part
Table E.2 ClassWizard Delimiters VII
Delimiter Description App
AFX_DATA Starts and ends member variable declarations in header files that are E
associated with dialog data exchange
AFX_DATA_INIT Starts and ends dialog data exchange variable initialization in a dialog
class’s constructor
AFX_DATA_MAP Starts and ends dialog data exchange function calls in a dialog class’s
DoDataExchange() function
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776 Appendix E MFC Macros and Globals
For example, if you want to keep a sorted list, the functions that insert new items into the list
must be able to compare two Truck objects or two Employee objects to decide where to put a
new Truck or Employee. You implement CompareElements() for the Truck class or Employee
class, and then the collection class code can use this function to decide where to put new addi-
tions to the collection.
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Data Types 777
Data Types
The most commonly used constants are those that define a portable set of data types. You’ve
seen tons of these constants (named in all uppercase letters) used in Windows programs. You’ll Part
recognize many of these from the Windows SDK. Others are included only as part of Visual
C++. You use these constants exactly as you would any other data type. For example, to declare
VII
an unsigned integer variable, you’d write something like this: App
UINT flag; E
Table E.5 lists the most commonly used data types defined by Visual C++ for Windows 95/98
and NT. Searching in the help index on any one of these types will lead you to a page in the
online help that lists all the data types used in MFC and the Windows SDK.
continues
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778 Appendix E MFC Macros and Globals
Diagnostic Services
When you have written your program, you’re far from finished. Then comes the grueling task
of testing, which means rolling up your sleeves, cranking up your debugger, and weeding out
all the gotchas hiding in your code. Luckily, Visual C++ provides many macros, functions, and
global variables for incorporating diagnostic abilities into your projects. By using these tools,
you can print output to a debugging window, check the integrity of memory blocks, and much
more. Table E.6 lists these valuable diagnostic macros, functions, and global variables. Many
are discussed in Chapter 24, “Improving Your Application’s Performance,” and Appendix D,
“Debugging.”
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Diagnostic Services 779
Symbol Description
afxDump A global CDumpContext object that enables a program to
send information to the debugger window.
AfxDump() Dumps an object’s state during a debugging session.
AfxEnableMemoryTracking() Toggles memory tracking.
AfxIsMemoryBlock() Checks that memory allocation was successful.
AfxIsValidAddress() Checks that a memory address range is valid for the
program.
AfxIsValidString() Checks string pointer validity.
afxMemDF A global variable that controls memory-allocation diagnos-
tics. It can be set to allocMemDF, DelayFreeMemDF, or
checkAlwaysMemDF.
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780 Appendix E MFC Macros and Globals
Exception Processing
Exceptions give a program greater control over how errors are handled (see Chapter 26).
Before exceptions were part of the language, MFC developers used macros to achieve the
same results. Now that exceptions are firmly established in Visual C++, a number of functions
make it easier to throw exceptions of various types. These macros and functions are listed in
Table E.7.
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Runtime Object Model Services 781
Message-Map Macros
Windows is an event-driven operating system, which means that every Windows application
must handle a flood of messages that flow between an application and the system. MFC does
away with the clunky switch statements that early Windows programmers had to construct to
handle messages and replaces those statements with a message map. A message map is noth-
ing more than a table that matches a message with its message handler (see Chapter 3, “Mes-
sages and Commands”). To simplify the declaration and definition of these tables, Visual C++
defines a set of message-map macros. Many of these macros, which are listed in Table E.8, will
already be familiar to experienced MFC programmers.
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782 Appendix E MFC Macros and Globals
There are far too many of these identifiers to list here. However, if you’re interested in seeing
them, just open the AFXRES.H file from your Visual C++ installation folder.
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F
783
APPENDIX
Useful Classes
In this appendix
The Array Classes 784
The List Classes 791
The Map Classes 798
Collection Class Templates 802
The String Class 803
The Time Classes 805
Part
VII
App
MFC includes a lot more than classes for programming the Windows graphical user interface.
It also features many utility classes for handling such things as lists, arrays, times and dates,
and mapped collections. By using these classes, you gain extra power over data in your pro-
grams and simplify many operations involved in using complex data structures such as lists.
For example, because MFC’s array classes can change their size dynamically, you are relieved
of creating oversized arrays in an attempt to ensure that the arrays are large enough for the
application. In this way, you save memory. You don’t have to worry about resizing the arrays
yourself, and you avoid many of the subtle bugs and memory leaks that occur from mistakes in
array-resizing code. The other collection classes provide many other similar conveniences.
Function Description
RemoveAll() Removes all the array’s elements.
RemoveAt() Removes the value at the specified index.
SetAt() Places a value at the specified index. Because this function will not
increase the array’s size, the index must be currently valid.
SetAtGrow() Places a value at the specified index, increasing the array’s size, as
needed.
SetSize() Sets the array’s initial size and the amount by which it grows when
needed. By allocating more than one element’s worth of space at a time,
you save time but might waste memory.
Array Templates
Because the only difference between all these array classes is the type of data they hold, they seem
like an obvious use for templates. In fact, they predate the implementation of templates in Visual
C++. There is a vector template in the Standard Template Library, discussed in Chapter 26, “Excep-
tions and Templates,” which holds simple lists of any single data type. Many developers find the MFC
array classes much easier to use than templates. There are also MFC collection templates, discussed
later in this chapter.
You can add an element to the array in several ways. To see these choices, click in the
application’s window. The dialog box shown in Figure F.2 appears. Type an array index in the
Index box and the new value in the Value box. Then select whether you want to set, insert, or
add the element. When you choose Set, the value of the element you specify in the Index field
is changed to the value in the Value field. The Insert operation creates a new array element at
the location specified by the index, pushing succeeding elements forward. Finally, the Add
operation tacks the new element on the end of the array. In this case, the program ignores the
Index field of the dialog box.
FIG. F.2
The Add to Array dialog
box enables you to add
elements to the array.
Suppose, for example, that you enter 3 in the dialog box’s Index field and 15 in the Value field,
leaving the Set radio button selected. Figure F.3 shows the result: The program has placed the
value 15 in element 3 of the array, overwriting the previous value. Now type 2 in Index, 25 in
Value, select the Insert radio button, and click OK. Figure F.4 shows the result: The program
stuffs a new element in the array, shoving the other elements forward.
FIG. F.3
The value 15 has
been placed in array
element 3.
An interesting thing to try—something that really shows how dynamic MFC’s arrays are—is to
set an array element beyond the end of the array. For example, given the program’s state
shown in Figure F.4, if you type 20 in Index and 45 in Value and then choose the Set radio
button, you get the results shown in Figure F.5. Because there was no element 20, the array
class created the new elements that it needed to get to 20. You don’t need to keep track of how
many elements are in the array. Try that with an old-fashioned array.
FIG. F.4
The screen now shows
the new array element,
giving 11 elements
in all.
FIG. F.5
The array class has
added the elements
needed to set
element 20.
Besides adding new elements to the array, you can also delete elements in one of two ways. To
do this, first right-click in the window. When you do, you see the dialog box shown in Figure Part
F.6. If you type an index in the Remove field and then click OK, the program deletes the se-
lected element from the array. This has the opposite effect of the Insert command because the
VII
Remove command shortens the array, rather than lengthen it. If you want, you can select the App
Remove All option in the dialog box. Then the program deletes all elements from the array, F
leaving it empty.
FIG. F.6
The Remove From Array
dialog box enables you
to delete elements
from the array.
Then, in the view class’s constructor, the program initializes the array to 10 elements:
array.SetSize(10, 5);
The SetSize() function takes as parameters the number of elements to give the array initially
and the number of elements by which the array should grow whenever it needs to. You don’t
need to call SetSize() to use the array class. If you don’t, MFC adds elements to the array one
at a time, as needed, which can be slow. Unless you’re doing some heavy processing, though,
you’re not likely to notice any difference in speed. If your application doesn’t often add ele-
ments to its arrays and you are concerned about memor y consumption, don’t use SetSize(). If
your application repeatedly adds elements and you have lots of memory available, using
SetSize() to arrange for many elements to be allocated at once will reduce the number of
allocations performed, giving you a faster application.
TIP Chapter 3, “Messages and Commands,” shows you how to catch mouse clicks and arrange for a
message handler such as OnLButtonDown() to be called.
This code starts by creating a dialog object and initializing it, as discussed in Chapter 2, “Dia-
logs and Controls.” If the user exits the dialog box by clicking the OK button, the
OnLButtonDown() function checks the value of the dialog box’s m_radio data member. A value
of 0 means that the first radio button (Set) is selected, 1 means that the second button (Insert)
is selected, and 2 means that the third button (Add) is selected.
TIP Chapter 2, “Dialogs and Controls,” discusses displaying dialog boxes and getting values from them.
If the user wants to set an array element, the program calls SetAtGrow(), giving the array
index and the new value as arguments. Unlike the regular SetAt() function, which you can use
only with a currently valid index number, SetAtGrow() will enlarge the array as necessary to
set the specified array element. That’s how the extra array elements were added when you
chose to set element 20.
When the user has selected the Insert radio button, the program calls the InsertAt() function,
giving the array index and new value as arguments. This causes MFC to create a new array
element at the index specified, shoving the other array elements forward. Finally, when the
user has selected the Add option, the program calls the Add() function, which adds a new
element to the end of the array. This function’s single argument is the new value to place in the
added element. The call to Invalidate() forces the window to redraw the data display with the
new information.
TIP Chapter 5, “Drawing on the Screen,” shows you how to write an OnDraw() function and how it is
called.
Part
continues
Here, the program first gets the current font’s height so that it can properly space the lines of
text that it displays in the window. It then gets the number of elements in the array by calling
the array object’s GetSize() function. Finally, the program uses the element count to control a
for loop, which calls the array object’s GetAt() member function to get the value of the cur-
rently indexed array element. The program converts this value to a string for display purposes.
CView::OnRButtonDown(nFlags, point);
}
In this function, after displaying the dialog box, the program checks the value of the dialog
box’s m_removeAll data member. A value of TRUE means that the user has checked this option
and wants to delete all elements from the array. In this case, the program calls the array
object’s RemoveAll() member function. Otherwise, the program calls RemoveAt(), whose
single argument specifies the index of the element to delete. The call to Invalidate() forces
the window to redraw the data display with the new information.
FIG. F.7
A linked list has a head
and a tail, with the head
remaining nodes in
between.
next next next
tail
MFC provides three list classes that you can use to create your lists. These classes are CObList
(which represents a list of objects), CPtrList (which represents a list of pointers), and
CStringList (which represents a list of strings). Each of these classes has similar member
Part
functions, and the classes differ in the type of data that they can hold in their lists. Table F.2
lists and describes the member functions of the list classes. VII
App
Table F.2 Member Functions of the List Classes F
Function Description
AddHead() Adds a node to the head of the list, making the node the new head
AddTail() Adds a node to the tail of the list, making the node the new tail
Find() Searches the list sequentially to find the given object pointer and
returns a POSITION value
continues
List Templates
Linked lists are another good use for templates. There is a list and a deque (double-ended queue) in
the Standard Template Library, discussed in Chapter 26, “Exceptions and Templates.” Many develop-
ers find the MFC list classes much easier to use than templates. There are also MFC collection
templates, discussed later in this chapter.
FIG. F.8
The List application
begins with one node in
its list.
Using the List application, you can experiment with adding and removing nodes from a list. To
add a node, left-click in the application’s window. You then see the dialog box shown in Figure
F.9. Enter the two values that you want the new node to hold and then click OK. When you do,
the program adds the new node to the tail of the list and displays the new list in the window.
For example, if you enter the values 55 and 65 in the dialog box, you see the display shown in
Figure F.10.
FIG. F.9
A left click in the
window brings up the
Add Node dialog box.
FIG. F.10
Each node you add to
the list can hold two
different values.
Part
VII
App
You can also delete nodes from the list. To do this, right-click in the window to display the
Remove Node dialog box (see Figure F.11). Using this dialog box, you can choose to remove
the head or tail node. If you exit the dialog box by clicking OK, the program deletes the speci-
fied node and displays the resulting list in the window.
N O T E If you try to delete nodes from an empty list, the List application displays a message box,
warning you of your error. If the application didn’t catch this possible error, the program
could crash when it tries to delete a nonexistent node. ■
FIG. F.11
Right-click in the
window to delete a
node.
Here, the program is declaring an object of the CPtrList class. This class holds a linked list of
pointers, which means that the list can reference nearly any type of information.
Although there’s not much you need to do to initialize an empty list, you do need to decide
what type of information will be pointed to by the pointers in the list. That is, you need to de-
clare exactly what a node in the list will look like. The List application declares a node as shown
in Listing F.4.
Here, a node is defined as a structure holding two integer values. However, you can create any
type of data structure you like for your nodes. To add a node to a list, you use the new operator
to create a node structure in memory, and then you add the returned pointer to the pointer list.
The List application begins its list with a single node, which is created in the view class’s con-
structor, as shown in Listing F.5.
In Listing F.5, the program first creates a new CNode structure on the heap and then sets the
node’s two members. After initializing the new node, a quick call to the list’s AddTail() mem-
ber function adds the node to the list. Because the list was empty, adding a node to the tail of
the list is the same as adding the node to the head of the list. That is, the program could have
also called AddHead() to add the node. In either case, the new single node is now both the head
and tail of the list.
}
CView::OnLButtonDown(nFlags, point);
VII
App
In Listing F.6, after displaying the dialog box, the program checks whether the user exited the F
dialog with the OK button. If so, the user wants to add a new node to the list. In this case, the
program creates and initializes the new node, as it did previously for the first node that it added
in the view class’s constructor. The program adds the node in the same way, too, by calling the
AddTail(). If you want to modify the List application, one thing you could try is to give the user
a choice between adding the node at the head or the tail of the list, instead of just at the tail.
Here, after displaying the dialog box, the program checks whether the user exited the dialog
box via the OK button. If so, the program must then check whether the user wants to delete a
node from the head or tail of the list. If the Remove Head radio button was checked, the dialog
box’s m_radio data member will be 0. In this case, the program calls the list class’s
RemoveHead() member function. Otherwise, the program calls RemoveTail(). Both of these
functions return a pointer to the object that was removed from the list. Before calling either of
these member functions, however, notice how the program calls IsEmpty() to determine
whether the list contains any nodes. You can’t delete a node from an empty list.
N O T E Notice that when removing a node from the list, the List application calls delete on the
pointer returned by the list. It’s important to remember that when you remove a node from
a list, the node’s pointer is removed from the list, but the object to which the pointer points is still in
memory, where it stays until you delete it. ■
In the while loop, the iteration actually takes place. The program calls the list object’s
GetNext() member function, which requires as its single argument the position of the node to
retrieve. The function returns a pointer to the node and sets the position to the next node in the
list. When the position is NULL, the program has reached the end of the list. In Listing F.8, this
NULL value is the condition that’s used to terminate the while loop.
The destructor in Listing F.9 iterates over the list in a while loop until the IsEmpty() member
function returns TRUE. Inside the loop, the program removes the head node from the list
(which makes the next node in the list the new head) and deletes the node from memory.
When the list is empty, all the nodes that the program allocated have been deleted.
CAUTION
Don’t forget that you’re responsible for deleting every node that you create with the new operator. If you fail
to delete nodes, you might cause a memory leak. In a small program like this, a few wasted bytes don’t
matter, but in a long-running program adding and deleting hundreds or thousands of list nodes, you could
create serious errors in your program. It’s always good programming practice to delete any objects you
allocate in memory.
TIP Chapter 24, “Improving Your Application’s Performance,” discusses memory management and
preventing memory leaks.
key, and the second is the value type. For example, CMapStringToOb uses strings as keys and
objects as values, whereas CMapStringToString, which this section uses in its examples, uses
strings as both keys and values. All the map classes are similar and so have similar member
functions, which are listed and described in Table F.3.
Map Templates
Maps and lookup tables are another good use for templates. There are set, multiset, map, and
multimap templates in the Standard Template Library, discussed in Chapter 26, “Exceptions and
Templates.” Many developers find the MFC map classes much easier to use than templates. There are
also MFC collection templates, discussed later in this chapter.
FIG. F.12
The Map application
displays the contents
of a map object.
FIG. F.13
The Get Map Value
dialog box enables you
to match a key with the
key’s value in the map.
FIG. F.14
This message box
displays the requested
map value.
This is an object of the CMapStringToString class, which means that the map uses strings as
keys and strings as values.
Declaring the map object doesn’t, of course, fill it with values. You have to do that on your own,
which the Map application does in its view class constructor, shown in Listing F.10.
map.SetAt(“6”, “Six”);
map.SetAt(“7”, “Seven”);
map.SetAt(“8”, “Eight”);
map.SetAt(“9”, “Nine”);
map.SetAt(“10”, “Ten”);
}
The SetAt() function takes as parameters the key and the value to associate with the key in the
map. If the key already exists, the function replaces the value associated with the key with the
new value given as the second argument.
In OnLButtonDown(), the program displays the dialog box in the usual way, checking whether
F
the user exited the dialog box by clicking the OK button. If the user did, the program calls the
map object’s Lookup() member function, using the key that the user entered in the dialog box
as the first argument. The second argument is a reference to the string in which the function
can store the value it retrieves from the map. If the key can’t be found, the Lookup() function
returns FALSE; otherwise, it returns TRUE. The program uses this return value to determine
whether it should display the string value retrieved from the map or a message box indicating
an error.
Much of this OnDraw() function is similar to other versions that you’ve seen in this chapter. The
map iteration, however, begins when the program calls the map object’s GetStartPosition()
member function, which returns a position value for the first entry in the map (not necessarily
the first entry that you added to the map). Inside a while loop, the program calls the map
object’s GetNextAssoc() member function, giving the position returned from
GetStartPosition() as the single argument. GetNextAssoc() retrieves the key and value at
the given position and then updates the position to the next element in the map. When the
position value becomes NULL, the program has reached the end of the map.
templates is easy enough. For example, suppose that you want to create an array class that can
hold structures of the type shown in Listing F.13.
The first step is to use the template to create your class, like this:
CArray<MyValues, MyValues&> myValueArray;
Here, CArray is the template you use for creating your own array classes. The template’s two
arguments are the type of data to store in the array and the type of data that the new array
class’s member functions should use as arguments where appropriate. In this case, the type of
data to store in the array is structures of the MyValues type. The second argument specifies
that class member functions should expect references to MyValues structures as arguments,
where needed.
To build your array, you optionally set the array’s initial size:
myValueArray.SetSize(10, 5);
Then you can start adding elements to the array, like this:
MyValues myValues;
myValueArray.Add(myValues);
After you create your array class from the template, you use the array as you do any of MFC’s
array classes, described earlier in this chapter. Other collection class templates you can use are
CList and CMap. This means you can take advantage of all the design work put in by the MFC
team to create an array of Employee objects, or a linked list of Order objects, or a map linking
Part
names to Customer objects.
VII
App
The String Class F
There are few programs that don’t have to deal with text strings of one sort or another. Unfor-
tunately, C++ is infamous for its weak string-handling capabilities, whereas languages such as
BASIC and Pascal have always enjoyed superior power when it comes to these ubiquitous data
types. MFC’s CString class addresses C++’s string problems by providing member functions
that are as handy to use as those found in other languages. Table F.4 lists the commonly used
member functions of the CString class.
Besides the functions listed in the table, the CString class also defines a full set of operators for
dealing with strings. Using these operators, you can do things like concatenate (join together)
strings with the plus sign (+), assign values to a string object with the equal sign (=), access the
string as a C-style string with the LPCTSTR operator, and more.
Of course, there are lots of ways to construct your string object. The previous example is only
one possibility. You can create an empty string object and assign characters to it later, you can
create a string object from an existing string object, and you can even create a string from a
repeating character. The one thing you don’t have to do is decide the size of your string as you
make it. Managing the memory isn’t your problem any more.
After you have created the string object, you can call its member functions and manipulate the
string in a number of ways. For example, to convert all the characters in the string to upper-
case, you’d make a function call like this:
str.MakeUpper();
or neater still:
if (testStr == str)
If you peruse your online documentation, you’ll find that most of the other CString member
functions are equally easy to use.
Because GetCurrentTime() is a static member function of the CTime class, you can call it with-
out actually creating a CTime object. You do, however, have to include the class’s name as part
of the function call, as shown in the preceding code. As you can see, the function returns a
CTime object. This object represents the current time. If you wanted to display this time, you
could call on the Format() member function, like this:
CString str = time.Format(“DATE: %A, %B %d, %Y”);
The Format() function takes as its single argument a format string that tells the function how
to create the string representing the time. The previous example creates a string that looks like
this:
DATE: Saturday, April 19, 1998
The format string used with Format() is not unlike the format string used with functions like
the old DOS favorite, printf(), or the Windows conversion function wsprintf(). That is, you
specify the string’s format by including literal characters along with control characters. The
literal characters, such as the “DATE:” and the commas in the previous string example, are
added to the string exactly as you type them, whereas the format codes are replaced with the
appropriate values. For example, the %A in the previous code example will be replaced by the
name of the day, and the %B will be replaced by the name of the month. Although the format-
string concept is the same as that used with printf(), the Format() function has its own set of
format codes, which are listed in Table F.7.
continues
Other CTime member functions such as GetMinute(), GetYear(), and GetMonth() are obvious
in their use. However, you may like an example of using a function like GetLocalTm(), which is
what the following shows:
struct tm* timeStruct;
timeStruct = time.GetLocalTm();
The first line of the previous code declares a pointer to a tm structure. (The tm structure is
defined by Visual C++ and shown in Listing F.14.) The second line sets the pointer to the tm
structure created by the call to GetLocalTm().
N O T E The CTime class features a number of overloaded constructors, enabling you to create
CTime objects in various ways and using various times. ■
Part
VII
App
Index
Symbols
<< operator, 144 Active Document servers, ActiveX containers,
creating, 367-371 295-296, 304
>> operator, 144
document extensions, 369 ActiveX Control Test Container,
32-bit DLLs, 667-669 402
Active Documents, 365-367
creating, 664-667 adding to Tools menu, 403
DiskFree DLL, creating, Active Messaging, 436
AppWizard-generated code,
665-667 Active Template Library (ATL), 304, 317-318
exporting functions, 664-665 492 CShowStringApp class, 306
importing functions, 664-665 CShowStringCntrItem class,
ActiveX, 290-292
library file, 667 315-318
Active Documents, 365-367
3D Controls option Automation servers, 299-300 CShowStringDoc class, 308
(AppWizard), 17 Component Object Model, 290, CShowStringView class,
298-299 308-314
document-centered in-place editing, 319-320
A applications, 290-292 menus, 304-307
interfaces, 298-300 control test container, 402
A-keyword footnote, 256 IDispatch, 299-300 adding to Tools menu, 403
IUnknown, 298-299 deleting objects, 341-342
About dialog box (ShowString
application), 167-168 object embedding, double clicks, handling, 330
294-297 drag and drop, 331
About Visual C++ command drag sources, 331-332
containers, 295-296
(Help menu), 752 drop targets, 332-333
drag and drop technique,
accelerator tables (property 297 function skeletons, 333-335
sheets), 736 servers, 295-296 OnDragDrop( ) function,
accelerators (user interfaces), object linking, 292-293 339-341
709 containers, 295-296 OnDragEnter( ) function,
servers, 295-296 335-337
Accept method (CAsyncSocket),
type libraries, 389-391 OnDragLeave( ) function,
429 339
ActiveX container/server
accessing databases, 532 OnDragOver( ) function,
combination application,
Active desktop, removing, 520 337-339
365-367
Create New Data Source dialog CShowStringDoc document custom interfaces (ATL
box, 534 class, 376-377 control), 496
Create( ) function, 698, 701 CShowStringSrvrItem class, custom properties, 399
arguments, 216 349-351 adding to ATL controls, 500
CToolBar class, 192 CShowStringView class ATL controls, 501-503
Create( ) method (CStatusBar ActiveX container code, 308-314 Customize command (Tools
class), 194 CShowStringView class, 313 menu), 745
IsSelected( ), 311 Customize dialog box, 745
CreateEx( ) function, 699 OnCancelEditCntr( )
CreateFontIndirect( ) function, Cut command (Edit menu),
function, 314
106 726
OnInitialUpdate( ) function,
CreateListView( ) function, 310 CView class, 92
219-223 OnInsertObject( ), 311-313 CWhoisView object, command
OnSetFocus( ) function, 313 updating, 76
CreateLocater( ) function,
OnSize( ) function, 314
parameters, 456-457 CWinApp class, 157
ActiveX server, 349
CreateProgressBar( ) function, CWnd class, 698-702
CSingleLock objects, creating,
208 CWnd constructor, 699
649
CREATESTRUCT structure,
CSocket methods (Winsock),
107-109
431-432
CreateTrackbar( ) function, 211
CSomeResource class,
D
CreateTreeView( ) function, 651-652 DAO classes, comparing to
228-229
CStatusBar class, methods, OBDC, 556-558
CreateUpDownCtrl( ) function, 194 data connections (Publishing
213
CString class, 144, 803 application), 568-570
CreateWindow( ) function, member functions, 804 DataView, 570
697-699 Query toolbar, 569-570
CStrings
parameters, 697-698
adding to dialog box classes, 55 data source name (Publishing
CRecordset class, 533 formatting functions, 777 application), 562-566
CRecordView class, 92, 533 message-box functions, 777 data sources (Publishing
CRichEditView class, 92-93 CTime class application), 562-566
CTime object, 806-808 data types, 777-778
critical sections (thread
Format( ) function format controls, 49
synchronization), 643-648
codes, 807-808
critical-section objects, CTimeSpan object, 809 Database Designer, editing
creating, 643 databases, 579-580
member functions, 805-806
CScrollView class, 92 Database Options dialog box,
CTimeSpan class, member
537
CShowString View class, 312 functions, 806
database support (AppWizard),
CShowStringApp class CToolBar class, member
14
ActiveX container code, 306 functions, 191-193
ActiveX server, 346-348
message maps, 67
databases, 579 debug builds (memory leaks), default status bar, 195
Database Designer, editing 591-592 default strings (status bar
databases, Debug menu, 759-760 panes), 196-197
579-580
Debug toolbar, 763 default toolbar, 186
DeptStore.mdb file, 534
diagrams, 580-581 Debug Windows command defining
flat databases, 530 (View menu), 735 Dump( ) function, 768
ODBC classes, 533 debug-only features IDs, 46
ODBC database programs (performance improvement), message names, 62
basic Employee application, 588 namespaces, 627-628
535-539 user-messages, 639
debugging, 758
creating, 533 Delete command (Edit menu),
ActiveX controls, 487-489
database display, creating, 726
breakpoints, 758
539-542
setting, 760 DELETE keyword (SQL
DoFilter( ) function, 556
variable values, examining, statements), 561
filtering, adding, 550-555
761-764 delete operator
OnMove( ) function, 549
Breakpoints command (Edit memory leaks, 590-592
OnRecordAdd( ) function,
menu), 733 releasing memory, 688
549
Dump( ) function, 769-772
OnRecordDelete( ) function, deleting
axfDump object,
550 elements from arrays, 787, 790
769-772
OnSortDept( ) function, 555 nodes from lists, 793-797
CDumpContext class,
records, adding/deleting, objects from ActiveX
769-772
542-548 containers, 341-342
defining, 768
registering the database, toolbar buttons, 186-188
MFC Tracer utility, 767
533-535 delimiters (ClassWizard),
user interface, 758
sorting, adding, 550-555
breakpoints, setting, 760 775-776
pubs, 562
Call Stack window, 763 Dependencies command
relational databases, 531-532
Debug toolbar, 763 (Project menu), 739
accessing, 532
Disassembly window, 767
keys, 531 DeptStore.mdb file, 534
Edit and Continue feature,
SQL scripting language, 532 derived classes, 684
764-766
tables, 532
Memory window, 766 descriptions (buttons), defining,
SQL, see SQL databases
menu items, 759 189
tables, 531, 560
QuickWatch window, 762
records, adding/deleting, design, reusing (inheritance),
Registers window, 766
542 683-684
variable values, examining, overriding functions, 685
DataView, 570-571, 579 761-764
pointers, 686-687
database diagrams, 580-581 Variable window, 762
editing databases, 579-580 polymorphism, 686-687
Watch window, 762 protected access, 685
date picker control, 238-239 yellow arrow, 761
styles, 238 Design Mode, preparing ATL
DECLARE DYNCREATE macro, controls, 522-523
DblClick event, 404 94-95
DestructElements( ) function,
DC (device contexts), 98-99 DECLARE SERIAL( ) macro,
776
paint DCs, 101 149
destructors, 687
DDE (Dynamic Data Exchange), declaring
pointer interaction, 690
290 arrays (Array application), 788
running accidentally, 691
DDV functions, 53 lists (List application), 794 view class destructor, iterating
nodes, 794
DDX functions, 53 over lists, 798
DSN (data source name), List Members command, 733 Netscape Navigator Web
Publishing application, Parameter Info command, 733 pages, 469-470
562-566 Paste command, 726 objects, 294-296
dual interfaces (ATL control), Redo command, 726 containers, 295-296
496 Replace command, 730-731 drag and drop technique,
Select All command, 726 297
dual-interface control, 496
Type Info command, 733 servers, 295-296
Dump( ) function, 769-772 Undo command, 725 Employee application
CDumpContext class, 769-772
editing creating, 533-539
defining, 768 applications (AppWizard), 28 database display, 539-542
DumpBin utility, 660-663 CMessages class, 149-150 DoFilter( ) function, 556
DumpElements( ) function, code (Visual editor), 719 filtering, adding, 550-555
776 shortcut menu, 721-722 OnMove( ) function, 549
syntax coloring, 720 OnRecordAdd( ) function,
DWORD data type, 777
text blocks, 720-721 549
Dynamic Data Exchange (DDE), typing modes, 719-720 OnRecordDelete( ) function,
290 document data, 142-143 550
dynamic link libraries (DLLs), in-place editing OnSortDept( ) function, 555
19, 660-669 ActiveX containers, 319-320 records, adding/deleting,
32-bit DLLs, 667-669 ActiveX menus, 304 542-548
creating, 664-667 recordset definitions, 576 registering the database,
DiskFree DLL, creating, Registry (ActiveX server), 358 533-535
665-667 resources (Property Sheet sorting, adding,
exporting functions, 664-665 Demo application), 550-555
importing functions, 664-665 270-272 Enable( ) function (CCmdUI
library file, 667 Editor tab (Options dialog box), object), 75
DumpBin utility, 660-663 746 EndPaint( ) function, 101
extensions (ISAPI), 438
editors endthreadex, 769
creating, 439-441
button editor, 188
filters (ISAPI), 438 Enterprise Edition (Visual C++),
dialog box editor, 44
creating, 439-441 560
menu editor, 543
dynamic objects, 689-690 Registry editor, entities, 560
154-155, 358 enums, anonymous enums,
string table editor, 196 102
E toolbar editor, 187
Error event, 404
Visual Studio editor, 719
Edit and Continue feature Insert mode, 719 error messages
(debugging), 764-766 Overstrike mode, 719 beginthreadex, 769
shortcut menu, endthreadex, 769
Edit box control, 46
721-722 Output view, 719
Edit Contents Tab Entry dialog
syntax coloring, 720 error-handling (exceptions),
box, 264-265
text blocks, 720-721 608
Edit menu, 725 typing modes, 719-720 catch block, 608-617
Advanced command, 732 exception-handling, 609-610
Ellipse( ) function (rolling-die
Bookmarks command, 732 handling multiple types, 615-617
control), 409
Breakpoints command, 733 macro mechanism, 617
Complete Word command, 733 <EMBED> tag, 469-470
objects, 610-611
Copy command, 726 embedding throw statement, 608
Cut command, 726 ActiveX controls throwing, 611-615
Delete command, 726 Internet Explorer Web try block, 608-610, 615-617
Find command, 727-729 pages, 466-469
Find in Files command, 729-730
Go To command, 731
workspace options file, 708 fts file extension (Help CreateEx( ), 699
writing directly, 150-153 systems), 248 CreateFontIndirect( ), 106
CFile class, 151-153 Full Screen command (View CreateListView( ) (list view
FileView, 718 menu), 735 control), 219-223
CreateLocater( ), 456-457
filtering (database records), full text search files (Help CreateProgressBar( ) (progress
550-555 systems), 248
bar control), 208
filters (ISAPI), 438 full text search group list (Help CreateTrackbar( ) (slider
creating, 439-441 systems), 248 control), 211
Find command (Edit menu), function skeletons, setting up, CreateTreeView( ) (tree view
727-729 333-335 control), 228-229
CreateUpDownCtrl( ) (up-down
Find dialog box, 727-729 function templates, creating,
control), 213
regular expressions, 728-729 618-620
CreateWindow( ), 697-699
Find in Files command (Edit Min( ) function example,
parameters, 697-698
menu), 729-730 618-619
CString class member
Find in Files dialog box, functions, 679-681 functions, 804
729-730 ActiveX interfaces, 298-299 CTime class member functions,
Advanced button, 730 IDispatch, 299-300 805-806
IUnknown, 298-299 CTimeSpan class member
flags, file mode flags (CFile
AddBar( ), parameters, 203 functions, 806
class), 152-153
AddDocTemplate( ), 95 CToolBar class member
flat databases, 530 AfxBeginThread( ), 632 functions, 191-193
floating toolbars, 187 AfxOleLockApp( ), 377 DDV functions, 53
AllocateBuffer( ), throwing DDX functions, 53
focus rectangles, 334
exceptions, 611-614 DestructElements( ), 776
removing (ActiveX containers),
API functions, 698-700 diagnostic functions, 778-779
340
application information and DoDataExchange( ), 53
fonts, view fonts, 104-107 management, 774-775 DoDragDrop( ), 332
footnote types, 256-257 Apply( ), 514-515 DoFilter( ) (ODBC database
forceinline keyword, 680 array classes member program), 556
functions, 784-785 DoModal( ), 50, 281
ForeColor property (rolling-die AssertValid( ), 318 DoPreparePrinting( ), 135
control), 418-420 Automation servers, DoPropExchange( ) (ActiveX
format codes, 807-808 299-300 controls), 400
Format( ) function, 807-808 BeginPaint( ), 101 DoRoll( )
blocking (sockets), 429 ATL control, 520-521
formatting functions (CString), CAsyncSocket member
777 rolling-die control, 422-423
functions (Winsock), 429-431 DoUpdate( ) function (CCmdUI
frame windows, 95 CFile class member functions, object), 75
frames, properties, 18 151-152 DrawText( ), 180-181
Collection class helper Dump( ), 769-772
free store, 688
functions, 776 axfDump object, 769-772
Free Threading Model CommandToIndex( ) CDumpContext class,
(controls), 496 (CToolBar class), 192 769-772
free( ) function, 688 CompareElements( ), 776 defining, 768
ConstructElements( ), 776 DumpElements( ), 776
FromHandle method
constructors, 681-682 Ellipse( ) (rolling-die control),
CAsyncSocket, 430
CSocket, 431 copy constructors, 691 409
Create( ), 698, 701 Enable( ) function (CCmdUI
ftg file extension (Help arguments, 216 object), 75
systems), 248 CToolBar class, 192 EndPaint( ), 101
FTP sites, querying, 453-455 exception functions, 780
exporting, 32-bit DLLs, 664-665 map classes member functions, OnEndPrinting( ), 134
Format( ), 807-808 799 OnFileChangeString( ), 200
formatting functions (CString), message-box functions OnFileNew( ), 161
777 (CString), 777 OnFileWizard, 283-284
free( ), 688 message-catching functions OnGetExtent( ) (ActiveX
Get, 380-382 (ShowString application), server), 351
ATL control custom 172-174 OnGetItemPosition( ), 316
properties, 502-503 message-handler, associating OnHelpInfo( ), 253-254
CDierollCtrl class, 483 with button command IDs, OnHScroll( ) (slider control),
Image property, 505-506 189-190 212-213
GetButtonInfo( ) (CToolBar message-handling functions, 65 OnInitDialog( ), 513-514
class), 192 MessageBox( ), 635 list box control, 54-55
GetButtonStyle( ) (CToolBar MFC functions (AFX prefix), radio buttons, 58
class), 192 700 OnInitialUpdate( ), 310
GetButtonText( ) (CToolBar Min( ), function templates, OnInsertObject( ), 311-313
class), 192 618-619 OnLButtonDown( ), 103, 126,
GetDeviceCaps( ), 130 naming, 682-683 328, 788-789, 795, 801
GetDiskFreeSpace( ), 665 Notification, 380 Rectangles application, 90
GetDocument( ), 86 objects, 676 OnMove( ) (ODBC database
GetEmbeddedItem( ) (ActiveX OnActivate( ), 316 program), 549
server), 348 OnAppAbout( ), 33, 70 OnNewDocument( ), 84, 141,
GetItemID( ) (CToolBar class), OnBeginPrinting( ), 162, 178
192 129, 133 Rectangles application, 89
GetItemRect( ) (CToolBar OnCancelEditCntr( ), 314 OnNotify( ), 225-226
class), 192 OnChange( ), 315 tree view control, 232
GetReadyState( ), 481 OnChangeItemPosition( ), 317 OnOK( ), 53
GetToolBarCtrl( ) (CToolBar OnCircle( ), 191 OnPaint( ), 101
class), 192 OnCreate( ), 333, 642-643 OnPrepareDC( ), 134-135
HashKey( ), 776 ActiveX server, 352 overriding, 131-133
helper functions, hit testing, rebars, 202 OnPreparePrinting( ),
325-326 OnCreateControlBars( ) 134-135
importing, 32-bit DLLs, 664-665 (ActiveX server), 352-353 OnPrint( ), 134-135
InitInstance( ), 70 OnData( ), 507 OnPropsheet( ), 278-279
ActiveX server, 346-347, 355 OnDeactivateUI( ), 317 OnQuery( ), 448
ClassView, 50 OnDragDrop( ), 339-341 OnRButtonDown( ),
dialog-based applications, OnDragEnter( ), 335-337 127, 790, 796
38-39 OnDragLeave( ), 339 OnRecordAdd( ) (ODBC
list box control, 57 OnDragOver( ), 337-339 database program), 549
MDI applications, 36-37 OnDraw( ), 102, 128, 133, 142, OnRecordDelete( ) (ODBC
radio buttons, 58 382-384, 789-790, 797, 802 database program), 550
SDI applications, 31-33 ActiveX server, 350-351, OnSetActive( ), 284
inline code, 679-680 361-363 OnSetFocus( ), 313
inline functions, 680-681 asynchronous properties, OnSize( ), 314
Invalidate( ), 112 486-487 OnSortDept( ) (ODBC database
IsSelected( ), 311 ATL controls, 508-512 program), 555
list classes member functions, changing, 180-181 OnStartthread( ), 653
791-792 drawing multiple container OnStartthread( ) function, 635
LoadBitmap( ) (CToolBar items, 326-327 OnStopthread( ) function, 637
class), 192 rebars, 204 OnToolsOptions( ),
LoadToolBar( ) (CToolBar Rectangles application, 89-90 174-175
class), 192 rolling-die control, 401, changing, 179
Lock( ), 644, 651 408-411, 420-422 OnULine( ) (rich edit control),
malloc( ), 687-688 Scroll application, 235-236
116-117
client interfaces (MAPI), 435 init-safe registration, ISAPI (Internet Server API),
Active Messaging, 436 470-474 438-441
Common Messaging Calls, optimizing, 475-478 classes, 439
435-436 Activates When Visible Extension Wizard, 439-441
Extended MAPI, 436 option, 476 extensions, 438
debugging, 758 Flicker-Free Activation creating, 439-441
Call Stack window, 763 option, 478 filters, 438
Debug toolbar, 763 Unclipped Device Context creating, 439-441
Disassembly window, 767 option, 477 ISAPI Extension Wizard project
Edit and Continue feature, Windowless Activation (AppWizard), 27
764-766 option, 477
Memory window, 766 with AppWizard, 479 IsBlocking method (CSocket),
431
menu items, 759 script-safe registration, 470-474
QuickWatch window, 762 testing, 487-489 IsSelected( ) function, 311
Registers window, 766 Internet client applications iterating over
setting breakpoints, 760 (WinInet classes), 437-438 lists, 797
variable values, examining, view class destructor, 798
761-764 Internet Explorer
Active Documents, 367-371 maps, 802
Variable window, 762
ActiveX controls, debugging, IUnknown interface, 298-299
Watch window, 762
IDispatch interface, 496 487-488
Web pages, embedding ActiveX
Internet Query application,
445-447
controls, 466-469 J-K
IPointerInactive, optimizing Internet Query application
designing, 444-445 Java applets, comparing to
ActiveX controls, 478
Finger protocol queries, 458-460 ActiveX controls, 474-475
user interface, see user interface
FTP site queries, 453-455
internal data, 399 keyboard accelerators, resource
Gopher site queries, 455-457
international software HTTP site queries, 448-453 IDs, 167
development issues, Query dialog box, building, Keyboard Map command (Help
670-672 445-447 menu), 751
Internet, 428 user interface, building, 445-447 keyboard shortcuts, 709-710
connection settings, 450 Whois protocol queries, 460-462
KeyDown event, 404
Internet ActiveX controls Internet Server API, see ISAPI
KeyPress event, 404
asynchronous properties, 480 Internet sessions,
BLOBs, 481 keys
asynchronous sessions, 451
CDierollCtrl class, 482-484 databases, 531
Invalidate( ) function, 112 predefined keys (Registry),
CDierollDataPathProperty
class, 482, 486 inventing messages, 670 155-156
OnDraw( ) function, 486-487 Invoke Methods dialog box, KeyUp event, 404
<PARAM> tag, 480 422 keywords
ReadyState property, class, 618
IOCtl method (CAsyncSocket),
484-485
430 forceinline, 680
ReadyStateChange event,
IP address control, 238 inline, 680
484-485 namespace, 627
debugging, 487-489 IP addresses, 428 private keyword, 678
downloading, CAB files, 467
IPointerInactive interface, public keyword, 678
embedding optimizing ActiveX controls, SQL statements, 561
Internet Explorer Web
478 template, 618
pages, 466-469
using, 629
Netscape Navigator Web
pages, 469-470 keywords footnote, 256
Settings command, 739-742 Window Split command, 748 programming context help,
Source Control command, Windows command, 750 253
739 message maps, 65-68, 397, WM HELP, 247
prompts, 711 781 programming context help,
Resource IDs, 711 creating with ClassWizard, 69 253
shortcut menus (Visual Studio Add Windows Message WM PAINT, 100-102
editor), 721-722 Handler dialog box, 70-71 Messaging API, see MAPI
ShowString application, 164-166 classes, 72
Thread menu, adding to Thread messaging applications, 432
Tabbed dialog box, 69-70
application, 634 macros, 66-67 messaging services, 432
Tools menu, 744 polymorphism, 68 messaging-aware applications,
Close Source Browser File rolling-die control, 405-406 432
command, 744 virtual functions, 68 messaging-based applications,
Customize command, 745 WindowProc( ) function, 67-68 433
Macro command, 747
message-box functions messaging-enabled
Options command, 746-747
(CString), 777 applications, 432
Play Quick Macro
command, 747 message-handling methods
Record Quick Macro functions, 65 adding to event interface (ATL
command, 747 associating with button control), 517-518
Source Browser command, command IDs, 189-190 Automation servers, 299
744 message-map macros, 781 CSocket methods (Winsock),
user interfaces, 710-712 431-432
MessageBox( ) function, 635
View menu, 733 CStatusBar class, 194
ClassWizard command, 733 messages, 62-63 DoPropExchange( ), 400
Debug Windows command, catching InitInstance( ), 94
735 with ClassWizard, 69-72 ActiveX container code, 306
Full Screen command, 735 with MFC code, 69 see also functions
Output command, 735 command updating with
MFC (Microsoft Foundation
Properties command, 735 ClassWizard, 76-77
Classes), 676
Resource Includes commands, 73-74
catching with ClassWizard, printing, 122-124, 133-137
command, 734 CPrintInfo class members,
Resource Symbols 76-77
134
command, 734 command routing, 74
resource IDs, 74 functions of a view class, 133
ScriptWizard command, 733 Winsock, 429-432
Workspace command, 735 generating, 669
CAsyncSocket member
Visual SourceSafe cascading handling, 62
inventing, 670 functions, 429-431
menu, 583-584 CSocket methods,
Window menu, 747 loops
431-432
Cascade command, 749 TranslateMessage( )
Close All command, 748 function, 64 MFC ActiveX ControlWizard
Close command, 748 WinMain( ) routine, 63 project (AppWizard), 27
Docking View command, WndProc( ) function, 64-65 MFC applications
748 names, 72-73 painting
New Window command, 747 defining, 62 OnPaint( ) function, 101
Next command, 749 prefixes, 72-73 WM PAINT message,
Previous command, 749 window types, 72-73 100-102
Tile Horizontally command, routing, 62 Registry use, 156-157
749 sending, 669-670
MFC AppWizard project
Tile Vertically command, WM COMMAND, 247
(AppWizard), 27
749 WM CONTEXTMENU,
247-248 MFC class hierarchy, view
classes, 93
MFC functions, AFX prefix, 700 single clicks, handling in naming conventions, Hungarian
MFC libraries, 19 ActiveX containers, 327-330 Notation, 696-697
MFC Tracer utility, 767 MouseDown event, 404 NCompass Labs Web site, 469
MFC’s document/view MouseMove event, 404 nested documents, creating,
architecture, 82 MouseUp event, 404 365-367
Microsoft Control Pad moving ActiveX container nesting namespace definitions,
ATL controls, 516-517 items, 322-323 628-629
Web site, 467 MRU (Most Recently Used), Netscape Navigator
Microsoft Developer Studio, 157 ScriptActive plug-in, 469
creating console applications, Web pages, embedding ActiveX
MTA (Multithreaded Apartment
656 controls, 469-470
model), 496
Microsoft Internet Explorer, New ATL Object command
MTS (Microsoft Transaction (Insert menu), 738
Active Documents, 367-371 Server), 582
Microsoft Office Binder, 367 New Class command (Insert
multi-threaded console menu), 737
Microsoft on the Web command applications, creating, 659
(Help menu), 752 New Class dialog box,
multiple document
47, 553, 737
Microsoft Transaction Server interface, 13
(MTS), 582 applications, creating, 186 New command (File menu),
723
Microsoft Web site, 449, 453, multiple document interface
475, 516, 582 applications, 21 New dialog box, 12, 723
Min( ) function, 618-619 boilerplate code (AppWizard), New Form command (Insert
analyzing, 34-37 menu), 737
minimizing executable size
(ATL controls), 523-525 multitasking, 632 new operator
mutexes (thread allocating memory, 688
MM LOENGLISH mapping memory leaks, 590-592
mode, 125 synchronization), 648-650
MyException object, 610 New Project Information dialog
MM TEXT mapping mode, 124 box, 87-88, 115, 122, 493,
modeless dialog boxes, 50 539, 603-605, 633
monikers, 481 N New Symbol dialog box, 196
month calendar control, 240 New Virtual Override dialog box
Most Recently Used (MRU), namespace keyword, 627 (ClassWizard), 71
157 namespaces, 627-630 New Window command
aliases, 629-630 (Window menu), 747
mouse
defining, 627-628
double clicks, handling in New Windows Message and
ActiveX containers, 330 nesting definitions,
Event Handlers dialog
628-629
drag and drop, 331 box, 54
unnamed namespaces, 629
drag sources, 331-332 newline character, 451
drop targets, 332-333 naming
function skeletons, 333-335 ATL controls, 494 Next command (Window
OnDragDrop( ) function, functions, 682-683 menu), 749
339-341 messages, 72-73 nodes, 791
OnDragEnter( ) function, defining message names, 62 adding to lists, 793-795
335-337 prefixes, 72-73 declaring, 794
OnDragLeave( ) function, window types, 72-73 deleting from lists, 793-797
339 nonblocking sessions (Internet
OnDragOver( ) function, sessions), 451
337-339
pop-up Help topic windows, programming Help, 247-248 Project Information dialog box,
246 command help, 251-252 269
port numbers, 428 Contents file adjustments, Project menu, 738
264-265 Add to Project command, 739
POSITION data type, 778
context help, 253-255 Dependencies command, 739
positioning windows, 107-109 WM CONTEXTMENU Set Active Project command,
PostMessage( ) function, message, 253 738
639, 669 WM HELP message, 253 Settings command, 739-742
help text Source Control command, 739
PreCreateWindow( ) function,
adding topics, 259-263
107-109 Project Settings dialog box,
footnotes, 256
ActiveX server, 353 589, 667, 739-742
How to Modify Text topic,
predefined keys (Registry), Browse Info tab, 741
changing, 263-264
155-156 C/C++ tab, 740
placeholder strings,
changing, 257-259 General tab, 740
preprocessor macros (DLLs),
Link tab, 741
665 writing, 255-257
Resources tab, 741
Previous command (Window WM COMMAND message, 247
WM CONTEXTMENU project workspace files, 708
menu), 749
message, 247-248 projects, 706
primary verb (container items), WM HELP message, 247 Component Gallery
330
programs components, 600
Print command (File menu), ODBC database prompts (menu items), 711
725 basic Employee application,
properties, 374
Print dialog box, 725 535-539
ActiveX controls, 399
print-capable applications, creating, 533
ambient properties, 399
creating, 122-124 database display, creating,
ActiveX controls, 416-418
539-542
printing, 122-124 dispids, 417
DoFilter( ) function, 556
CPrintInfo class members, 134 variable types, 417
filtering, adding, 550-555
functions of a view class, 133 asynchronous, 480
OnMove( ) function, 549
images, scaling, 124-126 adding to ATL control,
OnRecordAdd( ) function,
mapping modes, 124-126 504-507
549
multiple pages, 126-131 BLOBs, 481
OnRecordDelete( ) function,
setting the origin, 131-133 CDierollCtrl class, 482-484
550
CDierollDataPathProperty
priority constants (threads), OnSortDept( ) function, 555
class, 482, 486
632 records, adding/deleting,
OnDraw( ) function, 486-487
private functions, 679 542-548
<PARAM> tag, 480
registering the database,
private keyword, 678 ReadyState property,
533-535
processes, 632 484-485
sorting, adding,
ReadyStateChange event,
ProcessShellCommand( ) 550-555
484-485
function, command-line see also applications
Automation servers, 299
parameters, 33 progress bar control, BackColor (rolling-die control),
profiling, 595-596 208-210 418-420
creating, 208-209 custom properties, 399
programming (Windows)
CreateProgressBar( ) adding to ATL controls,
c-style window class, 694
handles, 698 function, 208 500-503
initializing, 209 direct-access properties, 378
window creation, 695-698
timer updates, 209-210 exposing (ShowString
WNDCLASS structure, 695
WNDCLASSA structure, 694 project files, 708 application), 377-382
window type footnote, 257 interfaces, choosing, 12 changing property sheets to,
WindowProc( ) function, resource language settings, 14 281-285
message maps, 67-68 statically linked MFC libraries, displaying wizards, 283-284
19 responding to wizard
windows
test phase, 21-22 buttons, 285
Call Stack, 763 setting wizard buttons, 284
ClassView, 277 Windows command (Window
menu), 750 Wizard Demo application,
creating (Windows
running, 281-283
programming), 695-698 Windows dialog box, 750 wizard pages, creating, 283
CreateWindow( ) function, Windows Explorer displaying, 283-284
697-698 list view control, 217-219 Help systems, 247
Hungarian Notation, 696-697 tree view control, 228 pages, creating, 283
Disassembly, 767
Windows programming WM COMMAND message, 247
displaying (ShowString
handles, 698
application), 385-386 WM CONTEXTMENU message,
frame windows, 95 window class, 694 247-248
c-style window class, 694
Help, 245-246 programming context help, 253
WNDCLASS structure, 695
Memory, 766 WM HELP message, 247
messages, 62 WNDCLASSA structure, 694
window creation, 695-698 programming context help, 253
pop-up Help topic windows, 246
CreateWindow( ) function, WM PAINT message, 100-102
positioning, 107-109
QuickWatch, 762 697-698 WNDCLASS structure,
Hungarian Notation, 696-697 members, 695
Registers, 766
ResourceView window Windows sockets, 428-432 WNDCLASSA structure, 694
(Developer Studio), 270 ChatSrvr program, 432
WNDPROC data type, 778
scrolling windows, 113-114 Chatter program, 432
sizing, 107-109 connection-based, 428 WndProc( ) function, 64-65
types (message names), 72-73 Winsock, 428 word class, 694
Variable, 762 CAsyncSocket member
WORD data type, 778
Watch, 762 functions, 429-431
Workspace window, 707 CSocket methods, 431-432 Word documents, opening in
ResourceView tab, 708 MFC, 429-432 Visual Studio, 256
X-Y-Z
yellow arrow (debugging), 761
■ IP Address Control
■ Date Picker
■ Month Calendar
■ Rebars
New Features:
■ Autocomplete
■ Edit and Continue
■ New ATL Wizards
■ New View Classes
t the rearr anged menus and new dialog boxes in
All the instr uctions have been revised to reflec
Visual C++ 6.0.
The code is
been completely tested under version 6.0.
All the sample code and applications have
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Kate Gregory
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Trademarks
All terms mentioned in this book that are known to be trademarks
or service marks have been appropriately capitalized. Que cannot
attest to the accuracy of this information. Use of a term in this book
should not be regarded as affecting the validity of any trademark or
service mark.
Contents at a Glance
Introduction 1
V Internet Programming
18 Sockets, MAPI, and the Internet 427
19 Internet Programming with the WinInet Classes 443
20 Building an Internet ActiveX Control 465
21 The Active Template Library 491
VII Appendixes
A C++ Review and Object-Oriented Concepts 675
B Windows Programming Review and a Look Inside CWnd 693
C The Developer Studio User Interface, Menus, and Toolbars 705
D Debugging 757
E MFC Macros and Globals 773
F Useful Classes 783
Index 811
Table of Contents
The Add Windows Message Handler 6 Printing and Print Preview 121
Dialog Box 70
Which Class Should Catch the Understanding Basic Printing and Print
Message? 72 Preview with MFC 122
III Improving Your User Interface The Rich Edit Control 233
Creating the Rich Edit Control 233
Initializing the Rich Edit Control 234
9 Status Bars and Toolbars 185 Manipulating the Rich Edit
Working with Toolbars 186 Control 235
Deleting Toolbar Buttons 186
IP Address Control 238
Adding Buttons to a Toolbar 188
The CToolBar Class’s Member The Date Picker Control 238
Functions 191
Month Calendar Control 240
Working with Status Bars 193
Scrolling the View 240
Creating a New Command ID 195
Creating the Default String 196
Adding the ID to the Indicators 11 Help 243
Array 196 Different Kinds of Help 244
Creating the Pane’s Command-Update Getting Help 244
Handler 198 Presenting Help 245
Setting the Status Bar’s Using Help 246
Appearance 199 Programming Help 247
Working with Rebars 201 Components of the Help System 248
Choosing Between ActiveX and Java Exposing the DoRoll() function 520
Applets 474
Registering as init Safe and script
Using AppWizard to Create Faster Safe 522
ActiveX Controls 475
Preparing the Control for Use in Design
Speeding Control Loads with Mode 522
Asynchronous Properties 480
Minimizing Executable Size 523
Properties 480
Using BLOBs 481 Using the Control in a Web Page 525
Changing Dieroll 482
Testing and Debugging Dieroll 487
VI Advanced Programming
21 The Active Template Library 491 Techniques
Why Use the ATL? 492
Using AppWizard to Get Started 492 22 Database Access 529
Using the Object Wizard 493 Understanding Database Concepts 530
Adding a Control to the Project 493 Using the Flat Database Model 530
Naming the Control 494 Using the Relational Database
Setting Control Attributes 495 Model 531
Supporting Stock Properties 497 Accessing a Database 532
The Visual C++ ODBC Classes 533
Adding Properties to the Control 497
Code from the Object Wizard 498 Creating an ODBC Database
Adding the ReadyState Stock Program 533
Property 500 Registering the Database 533
Adding Custom Properties 500 Creating the Basic Employee
Initializing the Properties 503 Application 535
Adding the Asynchronous Creating the Database Display 539
Property 504 Adding and Deleting Records 542
Examining the OnRecordAdd()
Drawing the Control 508 Function 549
Persistence and a Property Page 512 Examining the OnMove()
Adding a Property Page 512 Function 549
Connecting the Property Page to Examining the OnRecordDelete()
CDieRoll 516 Function 550
Persistence in a Property Bag 516 Sorting and Filtering 550
Examining the OnSortDept()
Using the Control in Control Pad 516 Function 555
Adding Events 517 Examining the DoFilter()
Adding Methods to the Event Function 556
Interface 517 Choosing Between ODBC and DAO 556
Implementing the IConnectionPoint
Interface 518 OLE DB 558
Firing the Click Event 519
Firing the ReadyStateChange
Event 519
Credits
EXECUTIVE EDITOR
Bradley L. Jones
ACQUISITIONS EDITOR
Kelly Marshall
DEVELOPMENT EDITOR
Matt Purcell
MANAGING EDITOR
Jodi Jensen
SENIOR EDITOR
Susan Ross Moore
COPY EDITORS
Susan M. Dunn
Kate O. Givens
Kate Talbot
INDEXER
Greg Pearson
TECHNICAL EDITOR
Olaf Meding
PRODUCTION
Carol Bowers
Mona Brown
Ayanna Lacey
Gene Redding
Dedication
To my children, Beth and Kevin, who keep me connected to the world away
from the keyboard, and remind me every day how good it feels to learn new
things.
Acknowledgments
Writng a book is hard, hard work. What makes it possible is the support I get from those
around me. First, as always, my family, Brian, Beth, and Kevin, who know it’s only temporary.
Brian does double duty as both supportive husband and world’s best technical editor. This
time around I was lucky enough to have Bryan Oliver helping, shooting figures, testing code,
finding bugs, and generally pitching in. Thanks, Bryan.
There’s an army of editors, proofers, indexers, illustrators, and general saints who turn my
Word documents into the book you hold in your hand. Many of the team members this time
have been involved in other Que projects with me, and I know that I landed the “good ones” for
this book. Special mention has to go to Olaf Meding, who provided a terrific tech edit based on
a fast-changing product. Joe Massoni and Mike Blaszczak at Microsoft have also earned my
gratitude during this release cycle.
While I cheerfully share the credit for the accurate and educational aspects of this book, the
mistakes and omissions I have to claim as mine alone. Please bring them to my attention so
that they can be corrected in subsequent printings and editions. I am as grateful as ever to
readers who have done so in the past, and improved this book in the process.
As the Executive Editor for the Programming team at Macmillan Computer Publishing, I wel-
come your comments. You can fax, email, or write me directly to let me know what you did or
didn’t like about this book—as well as what we can do to make our books stronger.
Please note that I cannot help you with technical problems related to the topic of this book, and that
due to the high volume of mail I receive, I might not be able to reply to every message.
When you write, please be sure to include this book’s title and author as well as your name and
phone or fax number. I will carefully review your comments and share them with the author
and editors who worked on the book.
Fax: 317-817-7070
Email: adv_prog@mcp.com