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ANIMATION [DEV-C++]
Information sur la source
Description
IL FAUT AVOIR GLAUX.DLL ET NE PAS OUBLIER DE METTRE DES FICHIERS BMP... By SoftPower http://www.softpower.t2u.com
Source
- ////////////////////////////////////////////////////////////////////////////////////////
- // MAIN.CPP
- ///////////////////////////////////////////////////////////////////////////////////////
-
-
- #include "main.h"
-
- ///////////////////////////////////////////////////////////////////////////////
- // SoftPower Productions //
- /////////////////////////////////////////////////////////////////////////////
-
-
- void RePaint ()
- {
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glMatrixMode (GL_MODELVIEW);
- glLoadIdentity ();
-
- gluLookAt(x,0,z,x,0,z+10,0,1,0);
- glRotated(rot,0,1,0);
-
- if (zbuff) glEnable (GL_DEPTH_TEST);
- else glDisable (GL_DEPTH_TEST);
-
- if (tex) glEnable(GL_TEXTURE_2D);
- else glDisable (GL_TEXTURE_2D);
-
-
- glTranslatef(0, 0, 0);
- glBindTexture(GL_TEXTURE_2D, texture[0]);
- glBegin(GL_QUADS);
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-15, 1, -15);
-
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, -15);
-
- glTexCoord2f(12.0f, 0.0f); glVertex3f(15, -1, -15);
-
- glTexCoord2f(12.0f, 1.0f); glVertex3f(15, 1, -15);
- glEnd();
-
- glTranslatef(0, 0, 0);
- glBindTexture(GL_TEXTURE_2D, texture[0]);
- // Display a 4 long quads to represent walls
- glBegin(GL_QUADS);
-
- ////////////////////// BACK WALL ///////////////////////
-
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-15, 1, -15);
-
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, -15);
-
- glTexCoord2f(12.0f, 0.0f); glVertex3f(15, -1, -15);
-
- glTexCoord2f(12.0f, 1.0f); glVertex3f(15, 1, -15);
-
- ////////////////////// FRONT WALL ///////////////////////
-
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-15, 1, 15);
-
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, 15);
-
- glTexCoord2f(12.0f, 0.0f); glVertex3f(15, -1, 15);
-
- glTexCoord2f(12.0f, 1.0f); glVertex3f(15, 1, 15);
-
- ////////////////////// LEFT WALL ///////////////////////
-
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-15, 1, -15);
-
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, -15);
-
- glTexCoord2f(12.0f, 0.0f); glVertex3f(-15, -1, 15);
-
- glTexCoord2f(12.0f, 1.0f); glVertex3f(-15, 1, 15);
-
-
- ////////////////////// RIGHT WALL ///////////////////////
-
- glTexCoord2f(0.0f, 1.0f); glVertex3f(15, 1, -15);
-
- glTexCoord2f(0.0f, 0.0f); glVertex3f(15, -1, -15);
-
- glTexCoord2f(12.0f, 0.0f); glVertex3f(15, -1, 15);
-
- glTexCoord2f(12.0f, 1.0f); glVertex3f(15, 1, 15);
-
- // Stop drawing the walls
- glEnd();
-
-
- glTranslatef(0, 0, 0);
- // Bind this texture to the floor quad
- glBindTexture(GL_TEXTURE_2D, texture[2]);
-
- // Display a huge quad to represent a floor
- glBegin(GL_QUADS);
-
- glTexCoord2f(0.0f, 16.0f); glVertex3f(-15, -1, -15);
-
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, 15);
-
- glTexCoord2f(16.0f, 0.0f); glVertex3f(15, -1, 15);
-
- glTexCoord2f(16.0f, 16.0f); glVertex3f(15, -1, -15);
-
- // Stop drawing the floor
- glEnd();
-
-
-
- if (a <= -5) ecranComplet = 0;
- if (a >= 5) ecranComplet = 1;
- if (!ecranComplet) a += 0.1;
- if (ecranComplet) a -= 0.1;
- glTranslated (0,0,a);
- glScaled (.5,.5,.5);
-
-
- glBindTexture(GL_TEXTURE_2D, texture[8]);
- glBegin(GL_QUADS);
- glTexCoord2i(1,0);glVertex3i (-1,-1,1);
- glTexCoord2i(1,1);glVertex3i (-1,1,1);
- glTexCoord2i(0,1);glVertex3i (1,1,1);
- glTexCoord2i(0,0);glVertex3i (1,-1,1);
-
-
- glEnd();
-
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER , 0.9f);
-
- glTranslatef(-1-t, 0, -5.75-g);
- glBindTexture(GL_TEXTURE_2D, texture[5]);
-
- glBegin (GL_QUADS);
- glTexCoord2i(1,0);glVertex3i (-1,-1,1);
- glTexCoord2i(1,1);glVertex3i (-1,1,1);
- glTexCoord2i(0,1);glVertex3i (1,1,1);
- glTexCoord2i(0,0);glVertex3i (1,-1,1);
- glEnd();
- glDisable(GL_ALPHA_TEST);
- SwapBuffers (DC);
- }
-
-
- void InitPixelFormat (HDC hDC)
- {
- PIXELFORMATDESCRIPTOR pfd =
- {
- sizeof (PIXELFORMATDESCRIPTOR),
- 1,
- PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER,
- 16,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 16,
- 0, 0, 0, 0, 0, 0, 0
- };
-
- SetPixelFormat (hDC, ChoosePixelFormat (hDC, &pfd), &pfd);
- }
-
- LRESULT CALLBACK WindowProc (HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
- {
-
- switch (uMsg)
- {
- case WM_CREATE:
- DC=GetDC (hwnd);
- InitPixelFormat (DC);
- RC = wglCreateContext (DC);
- wglMakeCurrent (DC, RC);
- glEnable (GL_DEPTH_TEST);
- glFogfv(GL_FOG_COLOR, fogcolor);
-
- glClearColor (0,0,1,0);
- glFogfv(GL_FOG_COLOR, fogcolor);
- glFogi(GL_FOG_MODE, GL_EXP);
- glHint(GL_FOG_HINT, GL_NICEST);
- glFogf(GL_FOG_DENSITY, 0.3f);
- glFogf(GL_FOG_START, 1.0);
- glFogf(GL_FOG_END, 5.0);
- glEnable(GL_TEXTURE_2D);
- //On charge les textures
- LoadTexture("data/mur.bmp", &texture[0]);
- LoadTexture("data/floor1.bmp", &texture[2]);
- LoadTexture("data/envwall.bmp", &texture[3]);
- LoadTexture("data/perso.bmp", &texture[5]);
- LoadTexture("data/plafond.bmp", &texture[6]);
- LoadTexture("data/crate.bmp", &texture[7]);
- LoadTexture("data/porte.bmp", &texture[8]);
-
- break;
- case WM_CLOSE:
- wglMakeCurrent (NULL, NULL);
- wglDeleteContext (RC);
- ReleaseDC (hwnd,DC);
- PostQuitMessage (0);
- break;
- case WM_SIZE:
- glViewport (0,0,LOWORD (lParam),HIWORD (lParam));
- glMatrixMode (GL_PROJECTION);
- glLoadIdentity ();
- gluPerspective (45,(float)(LOWORD(lParam))/(float)(HIWORD(lParam)),1,100);
- break;
- case WM_PAINT:
- RePaint ();
- break;
- default:
- return DefWindowProc (hwnd,uMsg,wParam,lParam);
- break;
- case WM_KEYDOWN:
- switch (wParam) {
- case VK_DOWN:
- z--;
- g++;
- break;
- case VK_UP:
- z++;
- g--;
- break;
- case VK_RIGHT:
- x--;
- t++;
- break;
- case VK_LEFT:
- x++;
- t--;
- break;
- case 'B':
- fog=!fog;
- break;
- case 'A':
- LoadTexture("data/perso2.bmp", &texture[5]);
- break;
- /*case 'A':
- rot-- -rot--;
- break;
- case 'Z':
- rot++ +rot++;
- break;*/
- }
-
-
- }
- return 0;
- }
-
- int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int CmdShow)
- {
-
- wc.style = CS_OWNDC;
- wc.lpfnWndProc = WindowProc;
- wc.cbClsExtra = 0;
- wc.cbWndExtra = 0;
- wc.hInstance = hInstance;
- wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
- wc.hCursor = LoadCursor(NULL, IDC_ARROW);
- wc.hbrBackground = (HBRUSH)GetStockObject(LTGRAY_BRUSH);
- wc.lpszMenuName = NULL;
- wc.lpszClassName = "OGL";
-
- RegisterClass(&wc);
-
- hWnd = CreateWindow
- ("OGL", "l HADJ SALAH Adrien l SoftPower Productions",
- WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE | WS_MAXIMIZEBOX,
- 0, 0, 640, 480, NULL, NULL, hInstance, NULL
- );
-
- while (GetMessage(&msg, NULL, 0, 0)) {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
-
- return 0;
- }
-
-
-
-
-
-
- //////////////////////////////////////////////////////////////////////////////////////////////////
- // MAIN.h
- /////////////////////////////////////////////////////////////////////////////////////////////////
-
- #include <windows.h>
- #include <stdio.h>
- #include <iostream.h>
- #include <stdlib.h>
- #include <gl/gl.h>
- #include <gl/glu.h>
- #include <gl/glaux.h>
-
- #define LIFE 100
-
- WNDCLASS wc;
- MSG msg;
- HWND hWnd;
- HDC DC;
- HGLRC RC;
-
-
- double a;
- int ecranComplet;
-
- bool fullscreen=TRUE;
- unsigned texture[10];
- double x=0, y, n ,z=-5,filt,tex=1,zbuff=1, fog, rot, hb=0, aa=0, gd=0, g, t;
- // x pour les cotes et z pour l' avant/arrière le reste effet
- //test de y pour modifier l' angle
- // complement de 3D
- float fogcolor[4] = {-1,-1,-1,-1};
- // couleur lorsque "b" est enclanché
-
- GLUquadricObj *Quadric1 = gluNewQuadric();
-
- void LoadTexture(char *Filename, unsigned *TextureName)
- {
-
- AUX_RGBImageRec *Texture;
- Texture = auxDIBImageLoad(Filename);
- unsigned char *ImageData = Texture->data;
- glGenTextures(2, TextureName);
- glBindTexture(GL_TEXTURE_2D, *TextureName);
-
- unsigned char *RgbaData = new unsigned char[Texture->sizeX * Texture->sizeY * 4];
-
- int i;
- for (i=0; i< (Texture->sizeX * Texture->sizeY); i++)
- {
- RgbaData[i*4] = ImageData[i*3];
- RgbaData[i*4+1] = ImageData[i*3+1];
- RgbaData[i*4+2] = ImageData[i*3+2];
- if (RgbaData[i*4] == 255 && RgbaData[i*4+1] == 255 && RgbaData[i*4+2] == 255) //Si c'est du blanc
- RgbaData[i*4+3] = 0; //alors la valeur alpha = 0 (transparent)
- else
- RgbaData[i*4+3] = 255; //alors la valeur alpha = 255 (opaque)
- }
-
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, 4, Texture->sizeX, Texture->sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, RgbaData);
- delete[] RgbaData;
- }
////////////////////////////////////////////////////////////////////////////////////////
// MAIN.CPP
///////////////////////////////////////////////////////////////////////////////////////
#include "main.h"
///////////////////////////////////////////////////////////////////////////////
// SoftPower Productions //
/////////////////////////////////////////////////////////////////////////////
void RePaint ()
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
gluLookAt(x,0,z,x,0,z+10,0,1,0);
glRotated(rot,0,1,0);
if (zbuff) glEnable (GL_DEPTH_TEST);
else glDisable (GL_DEPTH_TEST);
if (tex) glEnable(GL_TEXTURE_2D);
else glDisable (GL_TEXTURE_2D);
glTranslatef(0, 0, 0);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-15, 1, -15);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, -15);
glTexCoord2f(12.0f, 0.0f); glVertex3f(15, -1, -15);
glTexCoord2f(12.0f, 1.0f); glVertex3f(15, 1, -15);
glEnd();
glTranslatef(0, 0, 0);
glBindTexture(GL_TEXTURE_2D, texture[0]);
// Display a 4 long quads to represent walls
glBegin(GL_QUADS);
////////////////////// BACK WALL ///////////////////////
glTexCoord2f(0.0f, 1.0f); glVertex3f(-15, 1, -15);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, -15);
glTexCoord2f(12.0f, 0.0f); glVertex3f(15, -1, -15);
glTexCoord2f(12.0f, 1.0f); glVertex3f(15, 1, -15);
////////////////////// FRONT WALL ///////////////////////
glTexCoord2f(0.0f, 1.0f); glVertex3f(-15, 1, 15);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, 15);
glTexCoord2f(12.0f, 0.0f); glVertex3f(15, -1, 15);
glTexCoord2f(12.0f, 1.0f); glVertex3f(15, 1, 15);
////////////////////// LEFT WALL ///////////////////////
glTexCoord2f(0.0f, 1.0f); glVertex3f(-15, 1, -15);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, -15);
glTexCoord2f(12.0f, 0.0f); glVertex3f(-15, -1, 15);
glTexCoord2f(12.0f, 1.0f); glVertex3f(-15, 1, 15);
////////////////////// RIGHT WALL ///////////////////////
glTexCoord2f(0.0f, 1.0f); glVertex3f(15, 1, -15);
glTexCoord2f(0.0f, 0.0f); glVertex3f(15, -1, -15);
glTexCoord2f(12.0f, 0.0f); glVertex3f(15, -1, 15);
glTexCoord2f(12.0f, 1.0f); glVertex3f(15, 1, 15);
// Stop drawing the walls
glEnd();
glTranslatef(0, 0, 0);
// Bind this texture to the floor quad
glBindTexture(GL_TEXTURE_2D, texture[2]);
// Display a huge quad to represent a floor
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 16.0f); glVertex3f(-15, -1, -15);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-15, -1, 15);
glTexCoord2f(16.0f, 0.0f); glVertex3f(15, -1, 15);
glTexCoord2f(16.0f, 16.0f); glVertex3f(15, -1, -15);
// Stop drawing the floor
glEnd();
if (a <= -5) ecranComplet = 0;
if (a >= 5) ecranComplet = 1;
if (!ecranComplet) a += 0.1;
if (ecranComplet) a -= 0.1;
glTranslated (0,0,a);
glScaled (.5,.5,.5);
glBindTexture(GL_TEXTURE_2D, texture[8]);
glBegin(GL_QUADS);
glTexCoord2i(1,0);glVertex3i (-1,-1,1);
glTexCoord2i(1,1);glVertex3i (-1,1,1);
glTexCoord2i(0,1);glVertex3i (1,1,1);
glTexCoord2i(0,0);glVertex3i (1,-1,1);
glEnd();
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER , 0.9f);
glTranslatef(-1-t, 0, -5.75-g);
glBindTexture(GL_TEXTURE_2D, texture[5]);
glBegin (GL_QUADS);
glTexCoord2i(1,0);glVertex3i (-1,-1,1);
glTexCoord2i(1,1);glVertex3i (-1,1,1);
glTexCoord2i(0,1);glVertex3i (1,1,1);
glTexCoord2i(0,0);glVertex3i (1,-1,1);
glEnd();
glDisable(GL_ALPHA_TEST);
SwapBuffers (DC);
}
void InitPixelFormat (HDC hDC)
{
PIXELFORMATDESCRIPTOR pfd =
{
sizeof (PIXELFORMATDESCRIPTOR),
1,
PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER,
16,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
16,
0, 0, 0, 0, 0, 0, 0
};
SetPixelFormat (hDC, ChoosePixelFormat (hDC, &pfd), &pfd);
}
LRESULT CALLBACK WindowProc (HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CREATE:
DC=GetDC (hwnd);
InitPixelFormat (DC);
RC = wglCreateContext (DC);
wglMakeCurrent (DC, RC);
glEnable (GL_DEPTH_TEST);
glFogfv(GL_FOG_COLOR, fogcolor);
glClearColor (0,0,1,0);
glFogfv(GL_FOG_COLOR, fogcolor);
glFogi(GL_FOG_MODE, GL_EXP);
glHint(GL_FOG_HINT, GL_NICEST);
glFogf(GL_FOG_DENSITY, 0.3f);
glFogf(GL_FOG_START, 1.0);
glFogf(GL_FOG_END, 5.0);
glEnable(GL_TEXTURE_2D);
//On charge les textures
LoadTexture("data/mur.bmp", &texture[0]);
LoadTexture("data/floor1.bmp", &texture[2]);
LoadTexture("data/envwall.bmp", &texture[3]);
LoadTexture("data/perso.bmp", &texture[5]);
LoadTexture("data/plafond.bmp", &texture[6]);
LoadTexture("data/crate.bmp", &texture[7]);
LoadTexture("data/porte.bmp", &texture[8]);
break;
case WM_CLOSE:
wglMakeCurrent (NULL, NULL);
wglDeleteContext (RC);
ReleaseDC (hwnd,DC);
PostQuitMessage (0);
break;
case WM_SIZE:
glViewport (0,0,LOWORD (lParam),HIWORD (lParam));
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (45,(float)(LOWORD(lParam))/(float)(HIWORD(lParam)),1,100);
break;
case WM_PAINT:
RePaint ();
break;
default:
return DefWindowProc (hwnd,uMsg,wParam,lParam);
break;
case WM_KEYDOWN:
switch (wParam) {
case VK_DOWN:
z--;
g++;
break;
case VK_UP:
z++;
g--;
break;
case VK_RIGHT:
x--;
t++;
break;
case VK_LEFT:
x++;
t--;
break;
case 'B':
fog=!fog;
break;
case 'A':
LoadTexture("data/perso2.bmp", &texture[5]);
break;
/*case 'A':
rot-- -rot--;
break;
case 'Z':
rot++ +rot++;
break;*/
}
}
return 0;
}
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int CmdShow)
{
wc.style = CS_OWNDC;
wc.lpfnWndProc = WindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(LTGRAY_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "OGL";
RegisterClass(&wc);
hWnd = CreateWindow
("OGL", "l HADJ SALAH Adrien l SoftPower Productions",
WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE | WS_MAXIMIZEBOX,
0, 0, 640, 480, NULL, NULL, hInstance, NULL
);
while (GetMessage(&msg, NULL, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
//////////////////////////////////////////////////////////////////////////////////////////////////
// MAIN.h
/////////////////////////////////////////////////////////////////////////////////////////////////
#include <windows.h>
#include <stdio.h>
#include <iostream.h>
#include <stdlib.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glaux.h>
#define LIFE 100
WNDCLASS wc;
MSG msg;
HWND hWnd;
HDC DC;
HGLRC RC;
double a;
int ecranComplet;
bool fullscreen=TRUE;
unsigned texture[10];
double x=0, y, n ,z=-5,filt,tex=1,zbuff=1, fog, rot, hb=0, aa=0, gd=0, g, t;
// x pour les cotes et z pour l' avant/arrière le reste effet
//test de y pour modifier l' angle
// complement de 3D
float fogcolor[4] = {-1,-1,-1,-1};
// couleur lorsque "b" est enclanché
GLUquadricObj *Quadric1 = gluNewQuadric();
void LoadTexture(char *Filename, unsigned *TextureName)
{
AUX_RGBImageRec *Texture;
Texture = auxDIBImageLoad(Filename);
unsigned char *ImageData = Texture->data;
glGenTextures(2, TextureName);
glBindTexture(GL_TEXTURE_2D, *TextureName);
unsigned char *RgbaData = new unsigned char[Texture->sizeX * Texture->sizeY * 4];
int i;
for (i=0; i< (Texture->sizeX * Texture->sizeY); i++)
{
RgbaData[i*4] = ImageData[i*3];
RgbaData[i*4+1] = ImageData[i*3+1];
RgbaData[i*4+2] = ImageData[i*3+2];
if (RgbaData[i*4] == 255 && RgbaData[i*4+1] == 255 && RgbaData[i*4+2] == 255) //Si c'est du blanc
RgbaData[i*4+3] = 0; //alors la valeur alpha = 0 (transparent)
else
RgbaData[i*4+3] = 255; //alors la valeur alpha = 255 (opaque)
}
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 4, Texture->sizeX, Texture->sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, RgbaData);
delete[] RgbaData;
}
Conclusion
Voila 2 fichiers cpp & un h
http://www.softpower.t2u.com
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Une mauvaise utilisation de rx lors de l'écriture d'une couche d'accès à des services peut conduire à des cas embarassants avec des erreurs mal gérées, des appels qui ne partent lorsqu'ils le devraient, et même des résultats incorrects . le tout nuis...
Cliquez pour lire la suite de l'article par Groc SHAREPOINT BLOG SITE, PROBLèME D'ARCHIVESSHAREPOINT BLOG SITE, PROBLèME D'ARCHIVES par junarnoalg
Dernièrement, nous avons migré le site
myTIC
vers un nouveau serveur SharePoint 2010. Dans les contenus que nous vouloins récupérer, nous avions un certain nombre de blogs.
Nous avons utilisé les commandes Power...
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Forum
MATRICE TEMPLATEMATRICE TEMPLATE par hjr2610
Cliquez pour lire la suite par hjr2610 RE : SAC A DOS RE : SAC A DOS par hadjkaddour
Cliquez pour lire la suite par hadjkaddour
Logiciels
sDEVIS-FACTURES vlPRO (8.1.0.3)SDEVIS-FACTURES VLPRO (8.1.0.3)sDEVIS-FACTURES vlPRO a été mis au point pour les particuliers, créateurs, entrepreneurs, artisa... Cliquez pour télécharger sDEVIS-FACTURES vlPRO 974 Application Server (12.2.4.6)974 APPLICATION SERVER (12.2.4.6)Développez de puissantes applications dans un environnement de 'cloud computing', clusterisé, séc... Cliquez pour télécharger 974 Application Server vPicture (1.4.2.1)VPICTURE (1.4.2.1)Avec vPicture, hébergez vos images facilement et rapidement.
vPicture est un utilitaire simple, ... Cliquez pour télécharger vPicture Easy-Planning (2.2.1.6)EASY-PLANNING (2.2.1.6)Easy-Planning permet de créer des plannings sous la représentation de diagrammes et est adapté au... Cliquez pour télécharger Easy-Planning COM-BACKUP (2.0)COM-BACKUP (2.0)
COM-BACKUP est un logiciel de sauvegarde qui permet de planifier les sauvegardes de vos dossiers ...
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