I have no idea what this means. But here is the code that it supposely is happening in.

//=======================================================================================
// d3dApp.cpp by Frank Luna (C) 2008 All Rights Reserved.
//=======================================================================================

#include "d3dApp.h"
#include <stream>

LRESULT CALLBACK
MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    static D3DApp* app = 0;

    switch( msg )
    {
        case WM_CREATE:
        {
            // Get the 'this' pointer we passed to CreateWindow via the lpParam parameter.
            CREATESTRUCT* cs = (CREATESTRUCT*)lParam;
            app = (D3DApp*)cs->lpCreateParams;
            return 0;
        }
    }

    // Don't start processing messages until after WM_CREATE.
    if( app )
        return app->msgProc(msg, wParam, lParam);
    else
        return DefWindowProc(hwnd, msg, wParam, lParam);
}

D3DApp::D3DApp(HINSTANCE hInstance)
{
    mhAppInst   = hInstance;
    mhMainWnd   = 0;
    mAppPaused  = false;
    mMinimized  = false;
    mMaximized  = false;
    mResizing   = false;

    mFrameStats = L"";

    md3dDevice          = 0;
    mSwapChain          = 0;
    mDepthStencilBuffer = 0;
    mRenderTargetView   = 0;
    mDepthStencilView   = 0;
    mFont               = 0;

    mMainWndCaption = L"D3D10 Application";
    md3dDriverType  = D3D10_DRIVER_TYPE_HARDWARE;
    mClearColor     = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);
    mClientWidth    = 800;
    mClientHeight   = 600;
}

D3DApp::~D3DApp()
{
    ReleaseCOM(mRenderTargetView);
    ReleaseCOM(mDepthStencilView);
    ReleaseCOM(mSwapChain);
    ReleaseCOM(mDepthStencilBuffer);
    ReleaseCOM(md3dDevice);
    ReleaseCOM(mFont);
}

HINSTANCE D3DApp::getAppInst()
{
    return mhAppInst;
}

HWND D3DApp::getMainWnd()
{
    return mhMainWnd;
}

int D3DApp::run()
{
    MSG msg = {0};

    mTimer.reset();

    while(msg.message != WM_QUI
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