I need a Sample Code about flash++.h and swc.

hi,help me !
i need a Sample Code about flash++.h and swc.
my Sample Code bitmapdata.cpp:
#include <AS3/AS3.h>
#include <Flash++.h>
using namespace AS3::ui;
void gettpoint() __attribute__((used,
annotate(“as3sig:public function gettpoint(x:Number,y:Number):uint”),
annotate(“as3package:MyLibrary”)));
void gettpoint()
double xx;
double yy;
inline_as3( “%0 = x;%1 = y\n” : “=r”(xx) : “r”(yy) );
flash::geom::Point p=flash::geom::Point::_new();
AS3_Return(xx);
int main()
AS3_GoAsync();
return 0;
the compile command is “$(FLASCC)/usr/bin/g++” $(BASE_CFLAGS) -O4 bitmapdata.cpp -emit-swc=MyLibrary -o bitmapdata.swc -lFlash++ -lAS3++
It took me ten minutes to compile,but it can’t work.why?

Compiling a SWC using Flash++ will result in poor compiler performance if you are using the Flex SDK to compile that SWC into a SWF.
To get better performance try using the new version of mxmlc that is shipped in the Adobe Gaming SDK.  (Note that this new version of mxmlc doesn't support Flex)
You will need to install the Gaming SDK and then extract the archive in the "AIR SDK" folder.  Once that archive is extracted you'll notice the new mxmlc compiler in the bin folder.
Unfortunately compiling a SWF seems to be a little tricky.  You'll notice in the sample Makefile below project that it changes directory into the bin folder before calling ./mxmlc.  Ideally you wouldn't need to do this (like how it worked with the Flex mxmlc).  I'll investigate why that is the case.
Makefile:
# Path to your FlasCC SDK folder
$?FLASCC=/Users/stshongr/builds/alchemy/1.0.0/sdk
$?GAMINGSDK="/Applications/Adobe Gaming SDK 1.0/AIR SDK/air3-5_p4_sdk_asc2_mac_112112/bin"
# The folder the source files are in
$?SRC_FOLDER=$(PWD)
all:
          "$(FLASCC)/usr/bin/g++" MyLibrary.c -emit-swc=MyLibrary -o MyLibrary.swc -lFlash++ -lAS3++
          cd $(GAMINGSDK) && ./mxmlc -library-path=$(SRC_FOLDER)/MyLibrary.swc $(SRC_FOLDER)/demo.as -o $(SRC_FOLDER)/demo.swf
clean:
          rm -f *.swf *.swc *.bc *.exe
MyLibrary.c:
#include <AS3/AS3.h>
#include <Flash++.h>
using namespace AS3::ui;
void gettpoint() __attribute__((used,
                                annotate("as3sig:public function gettpoint(x:Number,y:Number):uint"),
                                annotate("as3package:MyLibrary")));
void gettpoint()
    double xx;
    double yy;
    inline_as3( "%0 = x;%1 = y\n" : "=r"(xx) : "r"(yy) );
    flash::geom::Point p=flash::geom::Point::_new();
    AS3_Return(xx);
int main()
    AS3_GoAsync();   
    return 0;
demo.as:
package {
    import flash.display.Sprite;
    import flash.text.TextField;
          import flash.events.Event;
    import MyLibrary.CModule;
    public class demo extends Sprite {
                    private var tf:TextField;
        public function demo() {
            addEventListener(Event.ADDED_TO_STAGE, initCode);
        private function initCode(e:Event):void {
            tf = new TextField();
            addChild(tf);
            // start the FlasCC library
            MyLibrary.CModule.startAsync(this);
            // call the function
                              tf.appendText("OUTPUT:" + MyLibrary.gettpoint(2,2));

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    Bob.

    Hello Bob -
    I'm curious why you'd like to use BitBlt.  What functionality does it offer that you've not seen in the CVI canvas control?
    It's hard to say without knowing what transitions you're looking for, but the canvas is very capable of animating/transitioning.  The place it can fall a little short is if you require access to the alpha channel for transparency.
    I put together a short demo for you - maybe it will address some of what you're looking for.  The important functions are CanvasStartBatchDraw, CanvasEndBatchDraw, and CanvasDrawBitmap.  The animation/transition is driven by a simple UI timer.
    Let me know if you have any questions -
    NickB
    National Instruments
    Attachments:
    CanvasAnimation.zip ‏10 KB

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    I have just started on using InDesign CS5.5. I am trying to compile the sample code on Windows 7 and with Visual Studio 2008. On compilation it is giving me an error of SDKLib.sdk.lib
    "LINK : fatal error LNK1181: cannot open input file '..\..\..\build\win\objr\SDKLib.sdk.lib'"
    Have I missed some settings. I have set the Bin folder in the tools option. If anyone knows about this error please do let me know.
    Thanks all in advance.
    Regards,
    Farzana.

    Hi to all again,
    I just noticed that I don't have the SDKLib.sdk.lib file in the folder. Neither for Debug or for Release I have this file. Do I need to download this from somewhere??
    Thanks in advance.
    Regards
    Farzana.

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