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echo: nthelp
to: Geo
from: Paul Ranson
date: 2004-10-29 13:00:16
subject: Re: Organizing source code

From: "Paul Ranson" 

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You'll have to look deeper into the Win32 API, which is where 'cout' or =
'printf' will end up anyway. Try this for example,

#include 

int main()
{
   HANDLE hC =3D ::GetStdHandle ( STD_OUTPUT_HANDLE ) ;
   if ( hC =3D=3D INVALID_HANDLE_VALUE )
   return 1;
   COORD c ;
   c.X =3D 10 ;
   c.Y =3D 10 ;
   DWORD dw ;
   ::FillConsoleOutputAttribute (  hC,
           FOREGROUND_GREEN | FOREGROUND_INTENSITY |
              BACKGROUND_RED | BACKGROUND_INTENSITY,
                                                 10,
                                                  c,
                                                &dw ) ;

   ::WriteConsoleOutputCharacter ( hC,
                                       "Hello Geo.",
                                                 10,
                                                  c,
                                                &dw ) ;

   ::Sleep ( 5000 ) ;

   return 0;
}

etc.

Paul

"Geo"  wrote in message
news:4180c3a9$1{at}w3.nls.net...
> "Paul Ranson"  wrote in message =
news:417fac9f{at}w3.nls.net...
>=20
>> Poking bytes into screen memory isn't going to help you on a modern
> Windows
>> machine. With today's technology the display overhead is very small =
for
> text
>> and normal stuff in relation to how much you can absorb as a user.
>=20
> Is there a way when writing a command window to cout text to a =
specific
> location in the command window? Like 3 characters over and 2 rows down =
or
> something along those lines? I find that when you just print a line =
each
> time and it forces the whole screen to scroll up one line it is very =
slow.
>=20

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You'll have to look deeper into the Win32
API, which =
is where=20
'cout' or 'printf' will end up anyway. Try this for =
example,
 
#include=20
<windows.h>
 
int=20
main(){   HANDLE hC =3D
::GetStdHandle ( = STD_OUTPUT_HANDLE )=20
;   if ( hC =3D=3D INVALID_HANDLE_VALUE
)   =
return=20
1;   COORD c ;   c.X =3D 10 =
;   c.Y =3D 10=20
;   DWORD dw ;   =
::FillConsoleOutputAttribute=20
(  =
hC,          =20
FOREGROUND_GREEN | FOREGROUND_INTENSITY=20
|           &n=
bsp;=20
 BACKGROUND_RED |=20
BACKGROUND_INTENSITY,        =
            &=
nbsp;           &n=
bsp;           &nb=
sp;   =20
10,           =
            &=
nbsp;           &n=
bsp;           &nb=
sp; =20
c,           &=
nbsp;           &n=
bsp;           &nb=
sp;           =20
&dw ) ;
 
  =20
::WriteConsoleOutputCharacter (=20
hC,           =
            &=
nbsp;           &n=
bsp;  =20
"Hello=20
Geo.",          &nb=
sp;           &nbs=
p;            =
;    =20
         10,  =
            &=
nbsp;           &n=
bsp;           &nb=
sp;=20
         =20
c,           &=
nbsp;           &n=
bsp;           &nb=
sp;=20
          
&dw )=20
;
 
   =
::Sleep ( 5000 )=20
;
 
   =
return=20
0;}
 
etc.
 
Paul
 
"Geo" <mailto:georger{at}nls.net">
size=3D2>georger{at}nls.net> wrote in message =
news:4180c3a9$1{at}w3.nls.net...> "Paul Ranson" <mailto:paul{at}barkto.com">
size=3D2>paul{at}barkto.com> wrote in message =
news:417fac9f{at}w3.nls.net...> =
>>=20
Poking bytes into screen memory isn't going to help you on a =
modern>=20
Windows>> machine. With today's technology the
display = overhead is=20
very small for> text>> and normal
stuff in relation to = how much=20
you can absorb as a user.> > Is there a
way when writing a = command=20
window to cout text to a specific> location in the command
= window? Like 3=20
characters over and 2 rows down or> something along those
lines? = I find=20
that when you just print a line each> time and it forces
the = whole screen=20
to scroll up one line it is very slow.>


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