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From: Chris R. <c....@gm...> - 2004-11-15 12:45:25
|
I have another devenv dilemma to add.=20 I am currently supposed to port and maintain an old and large project from unix to win32, which is working out suprisingly well with the new studio 7.1 - except that *.cc files are still not fully supported. I remember I had to set some registry values in devenv 6 to get it to compile *.cc files - in devenv 7.1 it recognizes and compiles them correctly, but I have to set the C++ project settings manually for every single .cc file.=20 With about 6 build configurations and >300 .cc files that is >300*6 settings pages I have to configure manually. I have searched the web and asked coworkers and friends - with no result, and if there is no solution, I will continue to beg for the permission to massively rename the >300 .cc files to .cpp - or switch to a different build-system like scons or jam and use makefile projects.=20 Is there a way to convince devenv that .cc files are exactly the same as .cpp files and it should treat them in exactly the same way? --=20 regards,=20 Chris Raine=20 |
From: Jon W. <hp...@mi...> - 2004-11-11 19:49:38
|
The conclusion: This reproduces in .NET 2005 beta. A bug is filed. Two work-arounds apparently exist: - disable minimal re-build - remove the redundant "virtual" declaration in the derived class Several people have offered help and suggestions off-list, and I thank you all for it! Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Jon Watte Sent: Wednesday, November 10, 2004 9:07 AM To: gam...@li... Subject: RE: [GD-Windows] DEVENV template error crashes > error reporting on template stuff has always been a bit flaky on MS stuff. > Best approach i've found so far is: if you get that error, and there's a > template nearby, assume you've got a bug in your template code somewhere. > Binary search your code for the thing that's causing the compiler to barf > (#ifdef 0 bits of it out). Pin down bug, fix it, move on. Far from ideal. If > anyone has a better solution, i'd love to hear it :) So I already did that. In fact, I already piped the code through GCC to find what the problem is, and GCC liked it just fine. I'm pasting the repro case below. Note that blind random fiddling found that removing the (redundant) "virtual" from the declaration of Derived::someFunction will avoid the internal compiler error, although it took quite a while to get to that point from the initial C1001. Also, I tried to report this simple repro case on the MSDN LadyBug site, but it appears they don't accept bug reports for their currently active released products (MSVC 2003) -- only for their current beta 2005. I'm not about to download and install a beta product just to report a bug I've found in their shipped product, because I'm trying to get MY job done, not theirs. I find their approach to customer support more than a little arrogant in cases like these... Cheers, / h+ template< class From, class To, void (From::* Func)( To * ) > class RefPointer { public: RefPointer() { from_ = 0; to_ = 0; } void setThisPointer( From * from ) { from_ = from; } void setPointer( To * to ) { to_ = to; } void onTermination() { (from_->*Func)( to_ ); to_ = 0; } From * from_; To * to_; }; class FirstBase { public: virtual void whatever() = 0; }; class Base { public: virtual void someFunction( FirstBase * ) = 0; }; class Derived : private Base { public: virtual void someFunction( FirstBase * ); typedef RefPointer< Derived, FirstBase, &Derived::someFunction > SomePtr; }; int main() { Derived::SomePtr p; return 0; } ------------------------------------------------------- This SF.Net email is sponsored by: Sybase ASE Linux Express Edition - download now for FREE LinuxWorld Reader's Choice Award Winner for best database on Linux. http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 |
From: Jon W. <hp...@mi...> - 2004-11-10 17:07:17
|
> error reporting on template stuff has always been a bit flaky on MS stuff. > Best approach i've found so far is: if you get that error, and there's a > template nearby, assume you've got a bug in your template code somewhere. > Binary search your code for the thing that's causing the compiler to barf > (#ifdef 0 bits of it out). Pin down bug, fix it, move on. Far from ideal. If > anyone has a better solution, i'd love to hear it :) So I already did that. In fact, I already piped the code through GCC to find what the problem is, and GCC liked it just fine. I'm pasting the repro case below. Note that blind random fiddling found that removing the (redundant) "virtual" from the declaration of Derived::someFunction will avoid the internal compiler error, although it took quite a while to get to that point from the initial C1001. Also, I tried to report this simple repro case on the MSDN LadyBug site, but it appears they don't accept bug reports for their currently active released products (MSVC 2003) -- only for their current beta 2005. I'm not about to download and install a beta product just to report a bug I've found in their shipped product, because I'm trying to get MY job done, not theirs. I find their approach to customer support more than a little arrogant in cases like these... Cheers, / h+ template< class From, class To, void (From::* Func)( To * ) > class RefPointer { public: RefPointer() { from_ = 0; to_ = 0; } void setThisPointer( From * from ) { from_ = from; } void setPointer( To * to ) { to_ = to; } void onTermination() { (from_->*Func)( to_ ); to_ = 0; } From * from_; To * to_; }; class FirstBase { public: virtual void whatever() = 0; }; class Base { public: virtual void someFunction( FirstBase * ) = 0; }; class Derived : private Base { public: virtual void someFunction( FirstBase * ); typedef RefPointer< Derived, FirstBase, &Derived::someFunction > SomePtr; }; int main() { Derived::SomePtr p; return 0; } |
From: Jamie F. <ja...@qu...> - 2004-11-10 12:05:17
|
error reporting on template stuff has always been a bit flaky on MS stuff. Best approach i've found so far is: if you get that error, and there's a template nearby, assume you've got a bug in your template code somewhere. Binary search your code for the thing that's causing the compiler to barf (#ifdef 0 bits of it out). Pin down bug, fix it, move on. Far from ideal. If anyone has a better solution, i'd love to hear it :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Jon Watte Sent: 10 November 2004 01:01 To: gam...@li... Subject: [GD-Windows] DEVENV template error crashes While we're on the subject of DEVENV inadequacies: Has anyone else noticed that the error reporting for template usage errors has significant bugs? Specifically, it seems to cause crashes in the actual error reporting, which gets caught and reported as an internal compiler error (msc1.cpp lie 2701). When you have templates that work fine in GCC, and seem to be totally legal, but get this internal compiler error from CL, it's pretty darn annoying. What can I do about it? (I mean, apart from voting on LadyBug, which I've already done) Cheers, / h+ ------------------------------------------------------- This SF.Net email is sponsored by: Sybase ASE Linux Express Edition - download now for FREE LinuxWorld Reader's Choice Award Winner for best database on Linux. http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 |
From: Jon W. <hp...@mi...> - 2004-11-10 01:01:08
|
While we're on the subject of DEVENV inadequacies: Has anyone else noticed that the error reporting for template usage errors has significant bugs? Specifically, it seems to cause crashes in the actual error reporting, which gets caught and reported as an internal compiler error (msc1.cpp lie 2701). When you have templates that work fine in GCC, and seem to be totally legal, but get this internal compiler error from CL, it's pretty darn annoying. What can I do about it? (I mean, apart from voting on LadyBug, which I've already done) Cheers, / h+ |
From: Alen L. <ale...@cr...> - 2004-11-04 08:00:58
|
Maybe not directly related to your original question, but some time ago we've switched over to Jam for dependencies, and never looked back since. If you need to keep track of several different platforms and configurations, Jam is a breeze, because you can write your own rules, so for us, per-project jamfiles are about 10 lines long; and they compile transparently on Win32, Xbox and Linux for now. So we work in devenv, but all projects are makefile projects handled by jam. I'd never want to click over all those property sheets again. :) Just my 0.02 cents, Alen ----- Original Message ----- From: "Jon Watte" <hp...@mi...> To: <gam...@li...> Sent: Wednesday, November 03, 2004 22:14 Subject: [GD-Windows] DEVENV dependency display > > Thanks for the suggestion. Unfortunately, that only shows the > linker display. The problem is that DEVENV decides to call the > linker in the first place. Thus, I need devenv itself (not one > of the tools) to print out a list of which targets depend on > what other targets, and which ultimate root is deemed newer > than the build target. > > I e, something akin to "make -d" on UNIX. > > I did figure out that it's a .rc file that keeps getting re- > built into a .res file, even though the .res file already > exists and is newer than the .rc file. I also am told that in > devenv, it's up to each tool to do dependency checking, rather > than have the hosting IDE do it. Thus, could this be a problem > with the dependency checking in rc.exe? (We're using /fo to > rename the output file -- I'll go check on this a bit) > > Cheers, > > / h+ > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Simon O'Connor > Sent: Wednesday, November 03, 2004 10:38 AM > To: gam...@li... > Subject: RE: [GD-Windows] graphics card capabilities > > > > Project -> Properties -> > > Configuration Properties -> Linker -> General -> > > Change "Show Progress" to "Display All Progress Messages (/VERBOSE)" > > > Cheers, > > Simon. > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Sybase ASE Linux Express Edition - download now for FREE > LinuxWorld Reader's Choice Award Winner for best database on Linux. > http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |
From: Jon W. <hp...@mi...> - 2004-11-03 22:14:09
|
Thanks for the suggestion. Unfortunately, that only shows the linker display. The problem is that DEVENV decides to call the linker in the first place. Thus, I need devenv itself (not one of the tools) to print out a list of which targets depend on what other targets, and which ultimate root is deemed newer than the build target. I e, something akin to "make -d" on UNIX. I did figure out that it's a .rc file that keeps getting re- built into a .res file, even though the .res file already exists and is newer than the .rc file. I also am told that in devenv, it's up to each tool to do dependency checking, rather than have the hosting IDE do it. Thus, could this be a problem with the dependency checking in rc.exe? (We're using /fo to rename the output file -- I'll go check on this a bit) Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Simon O'Connor Sent: Wednesday, November 03, 2004 10:38 AM To: gam...@li... Subject: RE: [GD-Windows] graphics card capabilities Project -> Properties -> Configuration Properties -> Linker -> General -> Change "Show Progress" to "Display All Progress Messages (/VERBOSE)" Cheers, Simon. |
From: Simon O'C. <si...@sc...> - 2004-11-03 18:37:51
|
Project -> Properties -> Configuration Properties -> Linker -> General -> Change "Show Progress" to "Display All Progress Messages (/VERBOSE)" Cheers, Simon. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Jon Watte > Sent: 03 November 2004 18:22 > To: gam...@li... > Subject: RE: [GD-Windows] graphics card capabilities > > > Here's a question on Visual Studio 2003. We're using native > C++, and building a number of libraries. One of these > libraries has gotten "stuck" in its dependency chain, and > keeps re-linking (but not re-building any sources) each time > I try to run the project. > > On UNIX, I would run make with the debug flag, and it would > spit out its dependency tree so I could figure out how I got > into this state and fix it. Is there a similar flag to Visual > Studio 2003 so I can figure out where this is coming from? > > FWIW, the library in question is STLPort, but I doubt that > has any significance. > > Cheers, > > / h+ > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Sybase ASE Linux Express Edition - download now for FREE > LinuxWorld Reader's Choice Award Winner for best database on Linux. > http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > --- > Incoming mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.788 / Virus Database: 533 - Release Date: 01/11/2004 > > --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.788 / Virus Database: 533 - Release Date: 01/11/2004 |
From: Jon W. <hp...@mi...> - 2004-11-03 18:22:31
|
Here's a question on Visual Studio 2003. We're using native C++, and building a number of libraries. One of these libraries has gotten "stuck" in its dependency chain, and keeps re-linking (but not re-building any sources) each time I try to run the project. On UNIX, I would run make with the debug flag, and it would spit out its dependency tree so I could figure out how I got into this state and fix it. Is there a similar flag to Visual Studio 2003 so I can figure out where this is coming from? FWIW, the library in question is STLPort, but I doubt that has any significance. Cheers, / h+ |
From: Dan T. <da...@ar...> - 2004-10-20 16:40:08
|
Along the same note, is there somewhere that lists out what a DirectX8 level card, and a DirectX9 level card is required to have? Google has failed me... -Dan Ali F wrote: >http://d3dcaps.chris.dragan.name/d3dcaps.web >http://www.techlogic.ca/directx/caps/query.mv > > >On Mon, 18 Oct 2004 12:43:39 +0800, Brett Bibby <res...@ga...> wrote: > > >>Is there a repository somewhere online that lists the different graphic card >>models, their capabilities and the PS, VS version they support? I can't >>seem to find it but I remember somebody mentioning that something like this >>was available I thought. >>Thanks >> >>------------------------------------------------------- >>This SF.net email is sponsored by: IT Product Guide on ITManagersJournal >>Use IT products in your business? Tell us what you think of them. Give us >>Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more >>http://productguide.itmanagersjournal.com/guidepromo.tmpl >>_______________________________________________ >>Gamedevlists-windows mailing list >>Gam...@li... >>https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >>Archives: >>http://sourceforge.net/mailarchive/forum.php?forum_id=555 >> >> >> > > >------------------------------------------------------- >This SF.net email is sponsored by: IT Product Guide on ITManagersJournal >Use IT products in your business? Tell us what you think of them. Give us >Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more >http://productguide.itmanagersjournal.com/guidepromo.tmpl >_______________________________________________ >Gamedevlists-windows mailing list >Gam...@li... >https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >Archives: >http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > > > |
From: Marco S. <mar...@li...> - 2004-10-20 14:53:34
|
Thank you for your gold suggestions. Best regards, Marco Severino -----Messaggio originale----- Da: gam...@li... [mailto:gam...@li...] Per conto di Jon Watte Inviato: marted=EC 19 ottobre 2004 17.31 A: gam...@li... Oggetto: RE: [GD-Windows] R: exception handling > Because I don't want to use exception, I must to pass to C libraries > (only for critical performance components). I'm wrong? A try/catch block usually has zero performance impact until and=20 unless you actually throw an exception. The only cost is the=20 tables of EIP-to-unwind information, which sit on disk until they=20 get paged in by being referenced by throwing an exception. Yes, actually throwing is very expensive. Don't do it often! Cheers, / h+ ------------------------------------------------------- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 |
From: Jon W. <hp...@mi...> - 2004-10-19 21:44:22
|
> Exception handling code can significantly increase the size of the stack > frame and lead to quite some increase in executable size so you really > don't want to do it for inlined functions that get called a lot. I know that very old implementations of C++ would add to the stack (to store basically a jmp_buf) when doing a try. However, I'm under the impression that all modern compilers use zero overhead exceptions, where the only overhead happens if you actually throw -- plus, as we agree, the tables in the executable on disk. If you don't have a goof VM system, those can hurt a lot :-) Hmm. Everything I know about exception implementation actually comes from my CodeWarrior days plus a bit of GCC. Could it be that MSDEV has specialness in this area? I just disassembled a MSDEV 7.1 compiled program, and it appears that it actually puts all functions with exception information into a special list, so they don't actually implement zero-overhead exceptions. Curious. Thanks for the heads up! Cheers, / h+ |
From: Daniel V. <Dan...@ep...> - 2004-10-19 20:49:42
|
> A try/catch block usually has zero performance impact until and=20 > unless you actually throw an exception.=20 Exception handling code can significantly increase the size of the stack frame and lead to quite some increase in executable size so you really don't want to do it for inlined functions that get called a lot. Having said that, all Unreal games shipped with a try/ catch block for almost all non performance critical functions, adding ~1 MByte to the executable and costing ~5% performance. -- Daniel, Epic Games Inc. |
From: Jon W. <hp...@mi...> - 2004-10-19 16:31:26
|
> Because I don't want to use exception, I must to pass to C libraries > (only for critical performance components). I'm wrong? A try/catch block usually has zero performance impact until and unless you actually throw an exception. The only cost is the tables of EIP-to-unwind information, which sit on disk until they get paged in by being referenced by throwing an exception. Yes, actually throwing is very expensive. Don't do it often! Cheers, / h+ |
From: Marco S. <mar...@li...> - 2004-10-19 10:04:34
|
Hi, >And hope you don't use the standard libraries in a way that will throw >exceptions... (are YOU sure what your operator new will do when out of >memory?) Naturally, I can always receive an error from new operator, but I control the address which returns me (old style), I created a my operator for this problem. Searching on MSDN, I understood that the exceptions can't be really disable. Because I don't want to use exception, I must to pass to C libraries (only for critical performance components). I'm wrong? |
From: mike w. <mi...@ge...> - 2004-10-18 23:17:52
|
Slashdot just posted a site that compared 101 graphics cards http://www.ixbt-labs.com/articles2/over2k4/index.html it's not a specific list of the bits that each card supports, but it might be a good starting point... Brett Bibby wrote: > Is there a repository somewhere online that lists the different graphic > card models, their capabilities and the PS, VS version they support? I > can't seem to find it but I remember somebody mentioning that something > like this was available I thought. > Thanks > > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > |
From: Jon W. <hp...@mi...> - 2004-10-18 16:56:28
|
Ignore the warning in that mode. And hope you don't use the standard libraries in a way that will throw exceptions... (are YOU sure what your operator new will do when out of memory?) Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Marco Severino Sent: Saturday, October 16, 2004 8:12 AM To: gam...@li... Subject: [GD-Windows] exception handling Hi list, I'm using Visual C++ vr. 6.0 and I wish to disable exception handling. I set compiler flag /GX-, but I get several warnings because of the standard libraries (fstream, iostream). Any suggests? Best Regards, Marco Severino |
From: Jamie F. <ja...@qu...> - 2004-10-18 10:55:10
|
Um, ignore them or turn them off? :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Marco Severino Sent: 16 October 2004 16:12 To: gam...@li... Subject: [GD-Windows] exception handling Hi list, I'm using Visual C++ vr. 6.0 and I wish to disable exception handling. I set compiler flag /GX-, but I get several warnings because of the standard libraries (fstream, iostream). Any suggests? Best Regards, Marco Severino |
From: Rob C. <r.j...@vi...> - 2004-10-18 09:40:53
|
there is also http://www.delphi3d.net/hardware/index.php for opengl caps -- rob ----- Original Message ----- From: "Brett Bibby" <res...@ga...> To: <Gam...@li...> Sent: Monday, October 18, 2004 5:43 AM Subject: [GD-Windows] graphics card capabilities | Is there a repository somewhere online that lists the different graphic card | models, their capabilities and the PS, VS version they support? I can't | seem to find it but I remember somebody mentioning that something like this | was available I thought. | Thanks | | | | ------------------------------------------------------- | This SF.net email is sponsored by: IT Product Guide on ITManagersJournal | Use IT products in your business? Tell us what you think of them. Give us | Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more | http://productguide.itmanagersjournal.com/guidepromo.tmpl | _______________________________________________ | Gamedevlists-windows mailing list | Gam...@li... | https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows | Archives: | http://sourceforge.net/mailarchive/forum.php?forum_id=555 |
From: Ali F <ali...@gm...> - 2004-10-18 08:26:21
|
http://d3dcaps.chris.dragan.name/d3dcaps.web http://www.techlogic.ca/directx/caps/query.mv On Mon, 18 Oct 2004 12:43:39 +0800, Brett Bibby <res...@ga...> wrote: > Is there a repository somewhere online that lists the different graphic card > models, their capabilities and the PS, VS version they support? I can't > seem to find it but I remember somebody mentioning that something like this > was available I thought. > Thanks > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |
From: Brett B. <res...@ga...> - 2004-10-18 04:39:51
|
Is there a repository somewhere online that lists the different graphic card models, their capabilities and the PS, VS version they support? I can't seem to find it but I remember somebody mentioning that something like this was available I thought. Thanks |
From: Marco S. <mar...@li...> - 2004-10-16 15:12:19
|
Hi list, I'm using Visual C++ vr. 6.0 and I wish to disable exception handling. I set compiler flag /GX-, but I get several warnings because of the standard libraries (fstream, iostream). Any suggests? Best Regards, Marco Severino |
From: Lewin, G. <gl...@ea...> - 2004-10-14 15:49:49
|
It's pretty easy, create the shap of the window in a region and use SetWindowRgn http://msdn.microsoft.com/library/default.asp?url=3D/library/en-us/gdi/pa= n tdraw_2him.asp Also, look at WM_HITTEST. I'm only saying that as the 'how do I make my entire window drag able' question typically follows on to the 'how do I make non-square windows' :) _________________________________________ Gareth Lewin - http://www.garethlewin.com "Facts are useless. You can use facts to prove anything that's even remotely true. Facts shmacts!" -- Homer Jay Simpson.=20 > -----Original Message----- > From: Richard Fabian [mailto:ra...@gm...]=20 > Sent: Thursday, October 14, 2004 6:55 AM > To: gamedevwindows > Subject: [GD-Windows] Alpha windows and cutouts >=20 > How do applications such as winamp and WMP make windows that=20 > are non rectangular? >=20 > I haven't even got an idea of where to start. >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on=20 > ITManagersJournal Use IT products in your business? Tell us=20 > what you think of them. Give us Your Opinions, Get Free=20 > ThinkGeek Gift Certificates! Click to find out more=20 > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 >=20 >=20 |
From: Richard F. <ra...@gm...> - 2004-10-14 13:54:45
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How do applications such as winamp and WMP make windows that are non rectangular? I haven't even got an idea of where to start. |
From: Enno R. <en...@de...> - 2004-09-24 08:53:33
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One of our programmers remembers he had a registry 'fix' to make fstat() go a lot faster on windows (some cache size increase or something), but he lost it in a harddisk crash. He says this improved the time make used to check dependencies by a lot, but can't find it now that he's been googling for it again. Does anyone have a clue what it is I might be talking about? Enno. -- /dev/wd0: Kein Weltraum links auf dem Gerät. |