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Example : Using Microsoft Unity Block from Configuration File

/// Client code ///


using Microsoft.Practices.Unity.Configuration;
using System.Configuration;
using Microsoft.Practices.Unity;

namespace unityman
{
class Program
{
static void Main(string[] args)
{
IUnityContainer mycontainer = new UnityContainer();
UnityConfigurationSection config = (UnityConfigurationSection)ConfigurationManager.GetSection("unity");
config.Containers.Default.Configure(mycontainer);
MyInterface proxy = mycontainer.Resolve();
proxy.SayHello();

}
}
}


////// App.config Configuration File ////



Optionally you can change MyClass from FriendClass to see it's effects.


//// MyInterface, MyClass and FriendClass codes


using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Practices.Unity;

namespace myunityclass
{
public class MyClass : MyInterface
{
public MyClass(MyParam myParam)
{
myParam.UserAddress = "1111";
myParam.userName = "Jeremy"…

FFMpeg on MSVC++

Instead of building FFMPEG using Cygwin and Msys you can get the libraries from here.

Next goto you need to extract this into a folder.

Once you have extracted you need to create a simple Win32 console application in Visual Studio and configure its properties.

Under Configuration Properties

C/C++->Additional Include Directories = C:\del\ffmpeg\include\libavcodec;C:\del\ffmpeg\include\libavutil;C:\del\ffmpeg\include\libavformat; C:\del\ffmpeg\include\libswscale

Linker->General->Additional Libraries Directory = C:\del\ffmpeg\lib

Linker->Input->swscale-0.lib avdevice-52.lib avformat-52.lib avcodec-51.lib avutil-49.lib


To test your project out, use to following codes and see if you can compile it .


extern "C"
{

#include
#include
#include
#include

}


int _tmain(int argc, _TCHAR* argv[])
{

//// Just to load the codes ///
av_register_all();
}


Next please make sure you copy the required *.dll (from the distribution above) to your project folder;