Working with Smart Cards over Windows 10 PE - c++

I'm trying to develop an c++ project that must work with smart cards (and smart cards readers) - this project had to work over Windows 10 pe- but when I tried to test the project I got an error SCARD_E_NO_SERVICE from the method SCardEstablishContext. (however- when I tried it on standard Windows 10 it works fine)
Anyway, I wonder if it's possible (and how) at all to work with smart cards over Windows10PE? So if anyone has some suggestions or more experienced with Windows10PE, working with SmartCards or windows at all I will be really glad for some help here!!
really thanks! :)

Related

VST2.x GUI How does it work?

Although I know how to create a VST plugin today, I still don't understand the GUI part of it.
I've been playing around with Steinbergs samples and what I can see is that they are using some default sliders in the exapmles, but am I supposed to use these when designing my own and apply some graphics to them? Or should I create my own completly? How should I think around the GUI approach to make the GUI code also work for both PC and MAC later on?
I've been searching my rearbehind off but can't find anything about these questions anywhere. Please give my a lead or guide me to the light so I can grow my hair back.
How should I think around the GUI approach to make the GUI code also
work for both PC and MAC later on?
If that is your ultimate goal, then I strongly suggest you check out the JUCE library. The plugin wrappers are very good and it is completely cross-platform.

Input while using Graphics.h

I am making a login page for a game , That uses outextxy() for output;
So I would like to have the input at a specific desired location ( at specific coordinates )
[using cin doesn't help it stills input from the top of the program ],
Is there any inbuilt function for this ??
I have even tried using gotoxy() ..but didn't work ,
gotoxy(320,15);
cin>>a;
It will be really helpful if u can explain or give a link to explain( if it requires good knowledge , cause i am still a beginner )
You are reading from cin just as you are used to. But it is you that should take care to display what is displayed. C++ won't do that for you. For instance if you are entering a string after entering a character, you have to display it in the desired location. Things get even messier once you start dealing with correction in the input(i.e. pressing backspace). I have implemented several games using graphics.h myself and remember dealing with all this tweaks was hell.
My proposal is that you try to use a more advance graphics library. My personal choice is usually opengl. For it you can find a lot of helper libraries for instance wxWidgets.
graphics.h is part of the ancient DOS library called BGI, delivered with old Borland compilers only. Borland stopped supporting this 15 years ago. In fact Borland doesn't even make compilers any longer. And no other compiler has ever supported it. Also, Windows no longer support 16-bit DOS programs so you can't even run BGI programs on modern computers.
Don't use graphics.h.
Better alternatives are OS-dependent. In Windows you should use the console functions API and in Linux there is a library called ncurses. Though of course, this would mean that you would have to upgrade to 32 bit computer...
oh i figured it out... it was stupidity on my part .. referred the help file and came to know that gotoxy has some maximum arguments ( but I still don't understand the value of arguements )
Courtesy : Lundin

Calls to the FreeSid() function crashes my MFC application on Windows 7

FreeSid() crashes frequently on Windows 7 in our MFC application. It has been working perfectly fine in Windows XP for years.
Does anyone know the workaround for this?
Someone else had this same problem in VB, but it is not clear how to fix it in C++.
There are different ways to free a SID. If you get it from ConvertStringSidToSid, use LocalFree. If you get it from AllocateAndInitializeSid, use FreeSid. Mixing the two will give undefined results which may differ between Windows versions.

How easy is it to put my C++ demo onto an iPhone?

I have access to both OSX and Windows. I have built my demo in Visual Studio 2010 using C++ and DirectX 10. I have read that C++ can be run on the iPhone using XCode, but that any input has to handled in objective-c.
At present there is no input so that's not an issue right now.
What are the steps I would have to take to get it running on the iPhone?
also - was not quite sure how to tag this question. by all means edit them if they're wrong.
Yes, you can run C++ code fine on an iPhone. I've released a couple games which have a large C++ component. Of course, the graphics will need to be redone.
Likely you'll need a little bit of Objective-C++ code to communicate between the UI layer and the underlying engine.
There's no DirectX on iOS (being that it's made by Microsoft) so any code that calls DirectX is going to need to be ported over to something that can be run on iOS, like OpenGL.
Other than that you'll be treating your code like a library. With a layer of objective-c that sets up the app, and calls the necessary parts of your C++ code.

C++ Live Sound Control

In C++ compiled with Visual Studio 2008 or 2010, am looking for a way to play a note on an instrument and then be able to change the pitch of that note (i.e. from a C to a D), its volume, and even the instrument that plays it in a program.
I know this sounds a lot like MIDI, but I'm not sure how to accomplish it. I would be fine or even prefer using a 3rd party program such as CSound, but again don't know how and cannot figure it out.
Thanks in advance for your help!
Edit: Using CSound is easy, but how do I control CSound through Visual Studio?
You need a C++ music synthesizer framework, such as:
CLAM: http://clam-project.org/index.html
STK: https://ccrma.stanford.edu/software/stk/
SuperCollider: http://supercollider.sourceforge.net/
nsound: http://nsound.sourceforge.net/ (maybe the easiest)
playback through soundcard is possible with (I think) all of them.