// OnscreenKeyboard.cpp : Defines the class behaviors for the application.

#include "stdafx.h"
#include "OnscreenKeyboard.h"
#include "OnscreenKeyboardDlg.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;

// COnscreenKeyboardApp

BEGIN_MESSAGE_MAP(COnscreenKeyboardApp, CWinApp)
		// NOTE - the ClassWizard will add and remove mapping macros here.
		//    DO NOT EDIT what you see in these blocks of generated code!

// COnscreenKeyboardApp construction

	// TODO: add construction code here,
	// Place all significant initialization in InitInstance

// The one and only COnscreenKeyboardApp object

COnscreenKeyboardApp theApp;

// COnscreenKeyboardApp initialization

BOOL COnscreenKeyboardApp::InitInstance()

	// Standard initialization
	// If you are not using these features and wish to reduce the size
	//  of your final executable, you should remove from the following
	//  the specific initialization routines you do not need.

#ifdef _AFXDLL
	Enable3dControls();			// Call this when using MFC in a shared DLL
	Enable3dControlsStatic();	// Call this when linking to MFC statically

	COnscreenKeyboardDlg dlg;
	m_pMainWnd = &dlg;
	int nResponse = dlg.DoModal();
	if (nResponse == IDOK)
		// TODO: Place code here to handle when the dialog is
		//  dismissed with OK
	else if (nResponse == IDCANCEL)
		// TODO: Place code here to handle when the dialog is
		//  dismissed with Cancel

	// Since the dialog has been closed, return FALSE so that we exit the
	//  application, rather than start the application's message pump.
	return FALSE;

From where this programe start execution ?

Sorry but it didn't help me ... I want the answer from my given source code.

In the constructor (as always in C++) --> COnscreenKeyboardApp::COnscreenKeyboardApp()

A program starts at main() or another function with _stdcall in front of it.

This is just a class, so you'll prolly still need to create the class/run the constructor to start it.

Your main() should be in an other file...

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