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AppGameKit Classic Chat / v1088 Tier2 - EditBox & StartTextInput do not allow me to put text into them!

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Alex_Peres
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Posted: 5th Feb 2013 14:59
v1088 Tier2 - EditBox & StartTextInput do not allow to put text into them!
I'm trying to put the text into one of them but nothing happens!
Doesn't metter VC++2008 or VC++2010!
It's serious bug! Even if I run InputText-Example!!! But in tier1 - it works fine!!!
baxslash
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Posted: 5th Feb 2013 15:16
Can you share your setup code and any other code you are using for the editbox?


this.mess = abs(sin(times#))
Alex_Peres
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Posted: 5th Feb 2013 15:36
The same situation with the v1076!!!

I use just example from AppGameKit for VS2008 named - "032 Input - TextInput" - fresh downloaded and setted up.
All I see it's just blinking vertical symbol and I can't input anything! Nothing shows in the input box!

I use Windows 7 & Windows 8
The Zoq2
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Posted: 5th Feb 2013 15:55
I have the same problem and I have another thread regarding this called editboxes... again
Ancient Lady
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Posted: 5th Feb 2013 15:58
The example projects are NOT up to date with the correct core AppGameKit files.

Try taking the main.h/.cpp files from that project, rename them to template.h/.cpp and put them in a new project created from the appropriate vanilla template from the AppGameKit Wiki Templates page.

I assume that you have completely separate directories for your v1088 and v1076 AppGameKit setups.

I just tested that and it worked fine.

The problem is that the example Tier 2 projects are way to far out of date.

Cheers,
Ancient Lady
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Alex_Peres
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Posted: 5th Feb 2013 15:59
The same trouble with EditBox'es!!! I said that in first post!
Ancient Lady
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Posted: 5th Feb 2013 16:00
The Zoq2, in your posted issue, your problem is not necessarily the same. Alex_Peres's problem is because he was working with the example projects and they just don't work now (and this is known).

Cheers,
Ancient Lady
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The Zoq2
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Posted: 5th Feb 2013 16:20
Oh, never mind then. However, the problems could be the same, because I have the exact same symptoms
Alex_Peres
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Posted: 5th Feb 2013 16:40 Edited at: 5th Feb 2013 17:13
Ancient Lady

I've tryed to use your Template "template_vs10_v1088.zip" on VS2010, and EditBox doesn't work at all! StartInputBox works only with non-ascII symbols! If I put english letters or digits - "Input" just stuck!!!

And EditBox even with random size and position!


But your Template for 1076 version everything works fine!!!
Any ideas?
Ancient Lady
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Posted: 5th Feb 2013 17:18
I have just posted the bug in the google list about the v1088 EditBox issue.

The sample program you mentioned uses TextInput, which is a different mechanism and not used with EditBox.

And I just tested the code from the sample you mentioned in both v1076 and v1088 (using the vanilla templates) and it works fine in v1076, but not in v1088.

So, this is another bug! And I will report it as well.

Cheers,
Ancient Lady
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Alex_Peres
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Posted: 5th Feb 2013 17:32 Edited at: 5th Feb 2013 17:37
Thank you Ancient Lady!

And I also forgot to say, that Template for 1076 & VS2010 works very well! And Template for v1088 & VS2010 works only with "Release" setting, not for Debug!
"AGKWindows.lib(WindowsCore.obj) : error LNK2001:......."
Ancient Lady
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Posted: 5th Feb 2013 17:36
If the project you want to work on doesn't need the 3D stuff, start doing it in v1076. Then, when v108 is fixed, you should only need to copy your code and media files to a new project (there are files in each project that are specific to each AppGameKit version) and it should work.

Cheers,
Ancient Lady
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Alex_Peres
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Posted: 5th Feb 2013 17:39
And I also forgot to say, that Template for 1076 & VS2010 works very well! And Template for v1088 & VS2010 works only with "Release" setting, not for Debug!
"AGKWindows.lib(WindowsCore.obj) : error LNK2001:......."



And you see, I'm using DrawSprite and DrawLine functions, so I must using 1088...
Ancient Lady
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Posted: 5th Feb 2013 18:01
I thought I updated the v1088 Windows template to fix that.

If you look at the link input for the Release and Debug configurations, you might see that the Debug one is not the same. Simply copy the Release string to the Debug string.

Like I said, I thought I fixed that upload. But I apparently hadn't. I just downloaded it and checked. I had fixed the 'tweaked' one. I have just uploaded the proper, fixed vanilla one to the page.

My apologies for the mistake.

Cheers,
Ancient Lady
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Alex_Peres
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Posted: 5th Feb 2013 19:01
Thank you again Ancient Lady! Now DEBUG mode wors fine!!!
The Zoq2
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Posted: 5th Feb 2013 19:06
I have had that issue to, but I have been to lazy to fix it. You realy deserve that valued member badge!
Ancient Lady
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Posted: 5th Feb 2013 19:07
Always glad to help (and to fix my own mistakes).

Cheers,
Ancient Lady
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Alex_Peres
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Posted: 5th Feb 2013 19:39
One more question, when program is stoped by the Break Point(DEBUG mode) and I change something in program - the changes are not applied after run(continue).
Please tell me, what can I do?
Ancient Lady
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Posted: 5th Feb 2013 19:43
I don't use the debugger, so I'm not sure. But, I don't think changes made to the code while in debugging mode are applied to the current session. The debugging session uses specially built files with debug information that applies to the code as of the last compilation. If you change code, then it doesn't align with those files anymore (until you recompile).

Cheers,
Ancient Lady
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Alex_Peres
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Posted: 5th Feb 2013 19:45
In VS 2008 it works without any problems!!! It's very important for good and fast programing!
Ancient Lady
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Posted: 5th Feb 2013 19:54
Okay. Like I said, I haven't used it and so didn't know.

What are you changing during the break? Code or a variable value?

Cheers,
Ancient Lady
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Alex_Peres
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Posted: 5th Feb 2013 20:02
I'm changing both!
Ancient Lady
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Posted: 5th Feb 2013 20:25
Okay. I don't know. Are you using VS2010 Express?

I just tried to change a line of code in the vanilla v1088 template (adding to the print statement) at a break and then restart. It gave me the warning "This source file has changed. It no longer matches the version of the file used to build the application being debugged." And it did not change the display. (This is what I would expect.)

But I was able to change a watched variable and have that effect show up.

Cheers,
Ancient Lady
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Alex_Peres
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Posted: 5th Feb 2013 21:21
No! You just able to see the variables! You can't change them to take effect!
But in VS2008 - you can do anything you want!!! And it seams like you don't even need to use VS2010 library of AppGameKit, you can just put VS2008 libs even in Visual Studio 2012! And everything will be the same! Same result - you'll be able to see your variables!
And even you're must not use DEBUG library! Just put everywere Release libs from 2008 directory of AppGameKit!

Why use VS2010 libs???
Ancient Lady
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Posted: 5th Feb 2013 21:43
Let's try again.

What version of Visual Studio are you using? I am using VS2010 Express (and therefore the VS2010 AppGameKit libraries).

I was able to change a watched variable during a break and restart and the program reacted to the changed variable's new value. I did not change the code, just the actual value. So that works fine in VS2010.

The reason to use the correct AppGameKit libraries for the version of Visual Studio you use is that there are significant differences in some of the core Visual Studio stuff and how the resulting AppGameKit libraries are built.

And the Debug libraries are specifically built (regardless of VS version) so that they interact properly when you are in Debug mode.

Cheers,
Ancient Lady
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Alex_Peres
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Posted: 5th Feb 2013 22:50
I used VS2008 but VS2010 is better. So I desided to move on it!

And everything is fine now!!! I just changed linker option to "/INCREMENTAL" and it's just perfect!!! If you didn't use it before - try! You'll be really excited! Save your time!

Thank you for all your help, Ancient Lady!
Ancient Lady
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Posted: 5th Feb 2013 23:39
Always glad to help, even if I didn't do much.

My current app has 34 .cpp files (including template.cpp). The tricky part in debugging it is that I use a lot of vectors and lots of dynamic instantiations. It makes it hard to figure out where you need to break to find out why something doesn't work.

But, I'll remember that it is an option to try next time a bug pops up.

I always have 'incremental' off, but now I see where it might be beneficial to have it on.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master

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