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From: Lewin, G. <gl...@ea...> - 2004-08-25 19:06:08
|
You get a lot of WM_SIZE if you have full contents moving on. It's needed because the entire window needs to reshape itself. Not sure about WM_EXITSIZEMOVE, probably the same thing.=20 What are you trying to accomplish? You could listen for WM_NCLBUTTONUP or whatever it's called. _________________________________________ 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. -----Original Message----- From: Brian Hook [mailto:ho...@bo...]=20 Sent: Wednesday, August 25, 2004 9:48 AM To: gam...@li... Subject: [GD-Windows] WM_EXITSIZEMOVE According to the docs, this is supposed to be generated every time an application exits the size/move modal loop: "The window enters the moving or sizing modal loop when the user clicks the window's title bar or sizing border, or when the window passes the WM_SYSCOMMAND message to the DefWindowProc function and the wParam parameter of the message specifies the SC_MOVE or SC_SIZE value. " I never click though, it's generated every time the cursor simply passes over the edge of the window.=20 Any ideas what gives? For now I'm just doing a GetClientRect() and comparing against the last one to see if this is a "real" size change. I'm not using WM_SIZE since it's sending a stream of events as the window is resized (which is what I thought WM_SIZING was supposed to do, but whatever). Brian ------------------------------------------------------- SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Brian H. <ho...@bo...> - 2004-08-25 16:48:28
|
According to the docs, this is supposed to be generated every time an application exits the size/move modal loop: "The window enters the moving or sizing modal loop when the user clicks the window's title bar or sizing border, or when the window passes the WM_SYSCOMMAND message to the DefWindowProc function and the wParam parameter of the message specifies the SC_MOVE or SC_SIZE value. " I never click though, it's generated every time the cursor simply passes over the edge of the window. Any ideas what gives? For now I'm just doing a GetClientRect() and comparing against the last one to see if this is a "real" size change. I'm not using WM_SIZE since it's sending a stream of events as the window is resized (which is what I thought WM_SIZING was supposed to do, but whatever). Brian |
From: Dan T. <da...@ar...> - 2004-08-20 18:37:52
|
If I remember right its just the pointer. Last time I mucked with it was for a user level threading library, and I don't remember anything else stack related. Dan ----- Original Message ----- From: "Jon Watte" <hp...@mi...> To: <gam...@li...> Sent: Friday, August 20, 2004 11:12 AM Subject: RE: [email] RE: [GD-Windows] Function to see if a pointer is on the stack > > > Yeah. If you are just on windows machines, you can use the > > CONTEXT structure. I think (not sure) all windows boxes grow > > CONTEXT does not tell you the stack base, does it? It'll tell > you the stack pointer, but you can get that equally easily by > just taking the address of a local variable. > > Cheers, > > / h+ > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > 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...> - 2004-08-20 18:13:48
|
> Yeah. If you are just on windows machines, you can use the > CONTEXT structure. I think (not sure) all windows boxes grow CONTEXT does not tell you the stack base, does it? It'll tell you the stack pointer, but you can get that equally easily by just taking the address of a local variable. Cheers, / h+ |
From: Dan T. <da...@ar...> - 2004-08-20 17:03:51
|
Dunno, I think (Since its debug code), I would chuck cycles at it and just check against my stored list of strings. If I have it already I would point to the old copy, otherwise make a new one. (may refcount?) Okay... train of thought gone. My coworker thought he'd be funny and leave a watch with an alarm set hidden on my desk. ..copy..stack... Yeah. If you are just on windows machines, you can use the CONTEXT structure. I think (not sure) all windows boxes grow down with the stack, so that makes the is stack function trivial.(If not its fairly easy to see which way it goes). If you have to run on too many machines, it may not be worth all the crazy code, so I'd say stick with tracking anything you haven't seen yet. This minor feature probably has already cost you enough in terms of time spent. -Dan ----- Original Message ----- From: "Jon Watte" <hp...@mi...> To: <gam...@li...> Sent: Friday, August 20, 2004 8:49 AM Subject: [email] RE: [GD-Windows] Function to see if a pointer is on the stack > > You should be able to easily wrap the thread creation functions > to initialize thread-local data for the "isonstack" call. You > could also add a grep for thread creation to your checkin tests > to make sure nobody breaks the rule (make sure to exempt the > actual wrapper implementation, though :-) > > Sadly, the Platform SDK doesn't have a function to test whether > something is on a stack or not -- in fact, there isn't even a > function to query the stack extent of a specific thread, only > the current stack pointer! (By getting the CONTEXT structure) > This has annoyed me in the past, but if you're Windows specific, > the creation wrapping and Tls / Fls stack base works pretty > well. > > Cheers, > > / h+ > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Jacob Turner (Core Design Ltd) > Sent: Friday, August 20, 2004 4:29 AM > To: gam...@li... > Subject: RE: [GD-Windows] Function to see if a pointer is on the stack > > > Unfortunately can't do the reliable method. My example for copying strings > is just an example so can't use std::string<> or bare pointer technique. > > Bit scared about the other option because we are in a multi-threaded app and > this function would be common to all threads and we don't have explicit > creation of common library stuff when a new thread is made. > > Isn't there a really PC specific code e.g. getting the stack ptr etc. This > is how I am doing the function on consoles. > > Mind you not a big hassle because on the PC we have so much memory that > don't care if just always copy strings or whatever data i.e. can make is > variable on stack function return TRUE all the time. > > Thanks > > Jake > > > -----Original Message----- > > From: gam...@li... > > [mailto:gam...@li...]On Behalf Of > > Jon Watte > > Sent: 19 August 2004 18:19 > > To: gam...@li... > > Subject: RE: [GD-Windows] Function to see if a pointer is on the stack > > > > > > The most reliable way of doing this is to use a class for > > your argument rather than bare pointers, and have a > > constructor from bare pointers, and use reference counting > > in the class implementation -- this is almost exactly what > > std::string<> already does for you! > > > > Else, you can register the stack pointer in main() (or the > > entry function for each thread/fiber), and get the stack > > pointer in the called function, and compare -- this is not > > entirely portable, because the stack may grow up on some > > architectures. > > > > // non-threaded version -- if you use threads or fibers, > > // you need one gBase per thread/fiber > > > > char * gBase; > > > > void register_main( char * base ) { > > gBase = base; > > } > > > > bool is_stack_pointer( char const * ptr ) { > > char top[10]; > > assert( top < gBase ); // else stack grows up > > return (ptr < gBase) && (ptr > top); > > } > > > > int main() { > > ... > > char junk[ 10 ]; > > register_main( junk ); > > ... > > } > > > > void some_func( char * anArg ) { > > if( is_stack_pointer( anArg ) ) { > > ... > > } > > } > > > > > > -----Original Message----- > > From: gam...@li... > > [mailto:gam...@li...]On Behalf Of > > Jacob Turner (Core Design Ltd) > > Sent: Thursday, August 19, 2004 9:30 AM > > To: gam...@li... > > Subject: [GD-Windows] Function to see if a pointer is on the stack > > > > > > Is there some simple and reliable code for a console or > > windows app to test > > if a pointer value is on the stack or not ? > > > > If the pointer is on the stack (e.g. a string) then we want > > to copy the > > string to heap memory for reuse later on. > > > > Cheers > > > > Jake > > > > > > ------------------------------------------------------- > > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > > _______________________________________________ > > Gamedevlists-windows mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_idU5 > > > > > > > > ------------------------------------------------------- > > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > > _______________________________________________ > > Gamedevlists-windows mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > 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...> - 2004-08-20 15:51:12
|
You should be able to easily wrap the thread creation functions to initialize thread-local data for the "isonstack" call. You could also add a grep for thread creation to your checkin tests to make sure nobody breaks the rule (make sure to exempt the actual wrapper implementation, though :-) Sadly, the Platform SDK doesn't have a function to test whether something is on a stack or not -- in fact, there isn't even a function to query the stack extent of a specific thread, only the current stack pointer! (By getting the CONTEXT structure) This has annoyed me in the past, but if you're Windows specific, the creation wrapping and Tls / Fls stack base works pretty well. Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Jacob Turner (Core Design Ltd) Sent: Friday, August 20, 2004 4:29 AM To: gam...@li... Subject: RE: [GD-Windows] Function to see if a pointer is on the stack Unfortunately can't do the reliable method. My example for copying strings is just an example so can't use std::string<> or bare pointer technique. Bit scared about the other option because we are in a multi-threaded app and this function would be common to all threads and we don't have explicit creation of common library stuff when a new thread is made. Isn't there a really PC specific code e.g. getting the stack ptr etc. This is how I am doing the function on consoles. Mind you not a big hassle because on the PC we have so much memory that don't care if just always copy strings or whatever data i.e. can make is variable on stack function return TRUE all the time. Thanks Jake > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Jon Watte > Sent: 19 August 2004 18:19 > To: gam...@li... > Subject: RE: [GD-Windows] Function to see if a pointer is on the stack > > > The most reliable way of doing this is to use a class for > your argument rather than bare pointers, and have a > constructor from bare pointers, and use reference counting > in the class implementation -- this is almost exactly what > std::string<> already does for you! > > Else, you can register the stack pointer in main() (or the > entry function for each thread/fiber), and get the stack > pointer in the called function, and compare -- this is not > entirely portable, because the stack may grow up on some > architectures. > > // non-threaded version -- if you use threads or fibers, > // you need one gBase per thread/fiber > > char * gBase; > > void register_main( char * base ) { > gBase = base; > } > > bool is_stack_pointer( char const * ptr ) { > char top[10]; > assert( top < gBase ); // else stack grows up > return (ptr < gBase) && (ptr > top); > } > > int main() { > ... > char junk[ 10 ]; > register_main( junk ); > ... > } > > void some_func( char * anArg ) { > if( is_stack_pointer( anArg ) ) { > ... > } > } > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Jacob Turner (Core Design Ltd) > Sent: Thursday, August 19, 2004 9:30 AM > To: gam...@li... > Subject: [GD-Windows] Function to see if a pointer is on the stack > > > Is there some simple and reliable code for a console or > windows app to test > if a pointer value is on the stack or not ? > > If the pointer is on the stack (e.g. a string) then we want > to copy the > string to heap memory for reuse later on. > > Cheers > > Jake > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > ------------------------------------------------------- SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Jacob T. \(C. D. Ltd\) <Ja...@Co...> - 2004-08-20 12:08:04
|
Yes and unfortunately I can't use ref counted technique. What we are using this for is: when we construct hash'es from a string we save the string ptr in a map = table so we can go back from a hash value to a string to aid debugging. = This fails if the string was constructed on the stack. So now we are = copying the string to our own string table and saving the pointer to the = copy. But in a quest for optimisation (because we are cross-platform = and want to run on some console h/w with no extra debug memory) we only = want to copy the string to our string table if the string is on the = stack, because for strings from static data then the pointer is valid. I think for now we will just make the PC function return TRUE and write = correct versions for other consoles which need it. In fact we might just ditch the whole thing are just always use the = string table because it doesn't require that much space (~8KB) and I = have also thought of a situation where the copying of the pointer would = fail even for non-stack strings. For hash'es made from strings in a = loaded in from an asset file then the pointer could be invalid because = we allow our asset files to get moved around in memory. Thanks anyway Jake > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Andrew Grant > Sent: 20 August 2004 12:53 > To: gam...@li... > Subject: RE: [GD-Windows] Function to see if a pointer is on the stack >=20 >=20 > =20 > I think Jon's point wasn't necessarily to use std::string,=20 > but to use a > refcounted technique with something like a smartpointer. That=20 > ensures that > your encapsulated data stays alive as long as the=20 > smartpointer does - which > can be returned, passed back by reference and so on. >=20 > Consoles are easy as you can control where the stack goes=20 > yourself and check > the range (for instance on PS2 our main thread's on the top=20 > half of the > scratchpad) but trying something like this on Windows would=20 > fill me with > dread :) >=20 > I'm curious as to what you're trying to do though, I can see=20 > the case with > strings where e.g you might want to format and return an=20 > error message (we > do this and have a string class with derivatives for stack=20 > usage and heap > usage which understand each other and know how to handle the=20 > situation of > e.g passing a string which was build up on the heap). >=20 >=20 > _____________________________ > andrew grant > lead programmer, climax brighton >=20 >=20 >=20 >=20 > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On=20 > Behalf Of Jacob > Turner (Core Design Ltd) > Sent: 20 August 2004 12:29 > To: gam...@li... > Subject: RE: [GD-Windows] Function to see if a pointer is on the stack >=20 > Unfortunately can't do the reliable method. My example for=20 > copying strings > is just an example so can't use std::string<> or bare pointer=20 > technique. >=20 > Bit scared about the other option because we are in a=20 > multi-threaded app and > this function would be common to all threads and we don't=20 > have explicit > creation of common library stuff when a new thread is made. >=20 > Isn't there a really PC specific code e.g. getting the stack=20 > ptr etc. This > is how I am doing the function on consoles. >=20 > Mind you not a big hassle because on the PC we have so much=20 > memory that > don't care if just always copy strings or whatever data i.e.=20 > can make is > variable on stack function return TRUE all the time. >=20 > Thanks >=20 > Jake >=20 > > -----Original Message----- > > From: gam...@li... > > [mailto:gam...@li...]On=20 > Behalf Of=20 > > Jon Watte > > Sent: 19 August 2004 18:19 > > To: gam...@li... > > Subject: RE: [GD-Windows] Function to see if a pointer is=20 > on the stack > >=20 > >=20 > > The most reliable way of doing this is to use a class for your=20 > > argument rather than bare pointers, and have a constructor=20 > from bare=20 > > pointers, and use reference counting in the class implementation --=20 > > this is almost exactly what std::string<> already does for you! > >=20 > > Else, you can register the stack pointer in main() (or the entry=20 > > function for each thread/fiber), and get the stack pointer in the=20 > > called function, and compare -- this is not entirely=20 > portable, because=20 > > the stack may grow up on some architectures. > >=20 > > // non-threaded version -- if you use threads or fibers, //=20 > you need=20 > > one gBase per thread/fiber > >=20 > > char * gBase; > >=20 > > void register_main( char * base ) { > > gBase =3D base; > > } > >=20 > > bool is_stack_pointer( char const * ptr ) { > > char top[10]; > > assert( top < gBase ); // else stack grows up > > return (ptr < gBase) && (ptr > top); } > >=20 > > int main() { > > ... > > char junk[ 10 ]; > > register_main( junk ); > > ... > > } > >=20 > > void some_func( char * anArg ) { > > if( is_stack_pointer( anArg ) ) { > > ... > > } > > } > >=20 > >=20 > > -----Original Message----- > > From: gam...@li... > > [mailto:gam...@li...]On=20 > Behalf Of=20 > > Jacob Turner (Core Design Ltd) > > Sent: Thursday, August 19, 2004 9:30 AM > > To: gam...@li... > > Subject: [GD-Windows] Function to see if a pointer is on the stack > >=20 > >=20 > > Is there some simple and reliable code for a console or=20 > windows app to=20 > > test if a pointer value is on the stack or not ? > >=20 > > If the pointer is on the stack (e.g. a string) then we want to copy=20 > > the string to heap memory for reuse later on. > >=20 > > Cheers > >=20 > > Jake > >=20 > >=20 > > ------------------------------------------------------- > > SF.Net email is sponsored by Shop4tech.com-Lowest price on=20 > Blank Media=20 > > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for=20 > only $33 Save=20 > > 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > > _______________________________________________ > > Gamedevlists-windows mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_idU5 > >=20 > >=20 > >=20 > > ------------------------------------------------------- > > SF.Net email is sponsored by Shop4tech.com-Lowest price on=20 > Blank Media=20 > > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for=20 > only $33 Save=20 > > 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > > _______________________________________________ > > 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 >=20 > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on=20 > Blank Media 100pk > Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33=20 > Save 50% off > Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 >=20 >=20 > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > 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 |
From: Andrew G. <ag...@cl...> - 2004-08-20 11:52:55
|
I think Jon's point wasn't necessarily to use std::string, but to use a refcounted technique with something like a smartpointer. That ensures that your encapsulated data stays alive as long as the smartpointer does - which can be returned, passed back by reference and so on. Consoles are easy as you can control where the stack goes yourself and check the range (for instance on PS2 our main thread's on the top half of the scratchpad) but trying something like this on Windows would fill me with dread :) I'm curious as to what you're trying to do though, I can see the case with strings where e.g you might want to format and return an error message (we do this and have a string class with derivatives for stack usage and heap usage which understand each other and know how to handle the situation of e.g passing a string which was build up on the heap). _____________________________ andrew grant lead programmer, climax brighton -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Jacob Turner (Core Design Ltd) Sent: 20 August 2004 12:29 To: gam...@li... Subject: RE: [GD-Windows] Function to see if a pointer is on the stack Unfortunately can't do the reliable method. My example for copying strings is just an example so can't use std::string<> or bare pointer technique. Bit scared about the other option because we are in a multi-threaded app and this function would be common to all threads and we don't have explicit creation of common library stuff when a new thread is made. Isn't there a really PC specific code e.g. getting the stack ptr etc. This is how I am doing the function on consoles. Mind you not a big hassle because on the PC we have so much memory that don't care if just always copy strings or whatever data i.e. can make is variable on stack function return TRUE all the time. Thanks Jake > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Jon Watte > Sent: 19 August 2004 18:19 > To: gam...@li... > Subject: RE: [GD-Windows] Function to see if a pointer is on the stack > > > The most reliable way of doing this is to use a class for your > argument rather than bare pointers, and have a constructor from bare > pointers, and use reference counting in the class implementation -- > this is almost exactly what std::string<> already does for you! > > Else, you can register the stack pointer in main() (or the entry > function for each thread/fiber), and get the stack pointer in the > called function, and compare -- this is not entirely portable, because > the stack may grow up on some architectures. > > // non-threaded version -- if you use threads or fibers, // you need > one gBase per thread/fiber > > char * gBase; > > void register_main( char * base ) { > gBase = base; > } > > bool is_stack_pointer( char const * ptr ) { > char top[10]; > assert( top < gBase ); // else stack grows up > return (ptr < gBase) && (ptr > top); } > > int main() { > ... > char junk[ 10 ]; > register_main( junk ); > ... > } > > void some_func( char * anArg ) { > if( is_stack_pointer( anArg ) ) { > ... > } > } > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Jacob Turner (Core Design Ltd) > Sent: Thursday, August 19, 2004 9:30 AM > To: gam...@li... > Subject: [GD-Windows] Function to see if a pointer is on the stack > > > Is there some simple and reliable code for a console or windows app to > test if a pointer value is on the stack or not ? > > If the pointer is on the stack (e.g. a string) then we want to copy > the string to heap memory for reuse later on. > > Cheers > > Jake > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 Save > 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 Save > 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > ------------------------------------------------------- SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Jacob T. \(C. D. Ltd\) <Ja...@Co...> - 2004-08-20 11:27:27
|
Unfortunately can't do the reliable method. My example for copying = strings is just an example so can't use std::string<> or bare pointer = technique. Bit scared about the other option because we are in a multi-threaded app = and this function would be common to all threads and we don't have = explicit creation of common library stuff when a new thread is made. Isn't there a really PC specific code e.g. getting the stack ptr etc. = This is how I am doing the function on consoles. Mind you not a big hassle because on the PC we have so much memory that = don't care if just always copy strings or whatever data i.e. can make is = variable on stack function return TRUE all the time. Thanks Jake > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Jon Watte > Sent: 19 August 2004 18:19 > To: gam...@li... > Subject: RE: [GD-Windows] Function to see if a pointer is on the stack >=20 >=20 > The most reliable way of doing this is to use a class for > your argument rather than bare pointers, and have a > constructor from bare pointers, and use reference counting > in the class implementation -- this is almost exactly what > std::string<> already does for you! >=20 > Else, you can register the stack pointer in main() (or the > entry function for each thread/fiber), and get the stack > pointer in the called function, and compare -- this is not > entirely portable, because the stack may grow up on some > architectures. >=20 > // non-threaded version -- if you use threads or fibers, > // you need one gBase per thread/fiber >=20 > char * gBase; >=20 > void register_main( char * base ) { > gBase =3D base; > } >=20 > bool is_stack_pointer( char const * ptr ) { > char top[10]; > assert( top < gBase ); // else stack grows up > return (ptr < gBase) && (ptr > top); > } >=20 > int main() { > ... > char junk[ 10 ]; > register_main( junk ); > ... > } >=20 > void some_func( char * anArg ) { > if( is_stack_pointer( anArg ) ) { > ... > } > } >=20 >=20 > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Jacob Turner (Core Design Ltd) > Sent: Thursday, August 19, 2004 9:30 AM > To: gam...@li... > Subject: [GD-Windows] Function to see if a pointer is on the stack >=20 >=20 > Is there some simple and reliable code for a console or=20 > windows app to test > if a pointer value is on the stack or not ? >=20 > If the pointer is on the stack (e.g. a string) then we want=20 > to copy the > string to heap memory for reuse later on. >=20 > Cheers >=20 > Jake >=20 >=20 > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 >=20 >=20 >=20 > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > 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 |
From: Jon W. <hp...@mi...> - 2004-08-19 17:21:04
|
The most reliable way of doing this is to use a class for your argument rather than bare pointers, and have a constructor from bare pointers, and use reference counting in the class implementation -- this is almost exactly what std::string<> already does for you! Else, you can register the stack pointer in main() (or the entry function for each thread/fiber), and get the stack pointer in the called function, and compare -- this is not entirely portable, because the stack may grow up on some architectures. // non-threaded version -- if you use threads or fibers, // you need one gBase per thread/fiber char * gBase; void register_main( char * base ) { gBase = base; } bool is_stack_pointer( char const * ptr ) { char top[10]; assert( top < gBase ); // else stack grows up return (ptr < gBase) && (ptr > top); } int main() { ... char junk[ 10 ]; register_main( junk ); ... } void some_func( char * anArg ) { if( is_stack_pointer( anArg ) ) { ... } } -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Jacob Turner (Core Design Ltd) Sent: Thursday, August 19, 2004 9:30 AM To: gam...@li... Subject: [GD-Windows] Function to see if a pointer is on the stack Is there some simple and reliable code for a console or windows app to test if a pointer value is on the stack or not ? If the pointer is on the stack (e.g. a string) then we want to copy the string to heap memory for reuse later on. Cheers Jake ------------------------------------------------------- SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Jacob T. \(C. D. Ltd\) <Ja...@Co...> - 2004-08-19 16:28:04
|
Is there some simple and reliable code for a console or windows app to = test if a pointer value is on the stack or not ? If the pointer is on the stack (e.g. a string) then we want to copy the = string to heap memory for reuse later on. Cheers Jake |
From: Lewin, G. <gl...@ea...> - 2004-08-07 01:16:22
|
Ok, then my previous email is what you want... To elborate, whenever the hittest of the current mouse position changes(or under other conditions), the system sends out a WM_SETCURSOR to the window asking it what cursor to set. You want ot handle http://msdn.microsoft.com/library/default.asp?url=3D/library/en-us/winui/= W inUI/WindowsUserInterface/Resources/Cursors/CursorReference/CursorMessag es/WM_SETCURSOR.asp and check for HTCLIENT, if that is the cursor, call SetCursor with your hand cursor, and return TRUE _________________________________________ 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. -----Original Message----- From: Brian Hook [mailto:ho...@bo...]=20 Sent: Friday, August 06, 2004 5:49 PM To: gam...@li... Subject: Re: [email] [GD-Windows] SetCursor question On Fri, 6 Aug 2004 17:29:43 -0700, Dan Thompson wrote: > Did you try setting the hCursor in your window class? That's where I=20 > always do my cursor stuff.. I'm trying to do this dynamically, i.e. changing the cursor to reflect my current state (a la Photoshop) for a tool. Brian ------------------------------------------------------- This SF.Net email is sponsored by OSTG. Have you noticed the changes on Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, one more big change to announce. We are now OSTG- Open Source Technology Group. Come see the changes on the new OSTG site. www.ostg.com _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Lewin, G. <gl...@ea...> - 2004-08-07 01:07:58
|
You have to handle WM_SETCURSOR or else the cursor will get reset to the default of the window (depending on the hittest it will change) If you just want to replace the arrow with the cursor, then change the cursor in your window class=20 _________________________________________ 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. -----Original Message----- From: Brian Hook [mailto:ho...@bo...]=20 Sent: Friday, August 06, 2004 5:14 PM To: gam...@li... Subject: [GD-Windows] SetCursor question I'm currently calling SetCursor( LoadCursor( NULL, IDC_HAND ) ) one time during application startup. It switches to a hand, but immediately goes back to an arrow when I move the mouse. That's the only place I call it -- is there some message I'm not handling to make sure that the cursor stays that way until I change it? Brian ------------------------------------------------------- This SF.Net email is sponsored by OSTG. Have you noticed the changes on Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, one more big change to announce. We are now OSTG- Open Source Technology Group. Come see the changes on the new OSTG site. www.ostg.com _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Brian H. <ho...@bo...> - 2004-08-07 00:49:29
|
On Fri, 6 Aug 2004 17:29:43 -0700, Dan Thompson wrote: > Did you try setting the hCursor in your window class? That's where > I always do my cursor stuff.. I'm trying to do this dynamically, i.e. changing the cursor to reflect my current state (a la Photoshop) for a tool. Brian |
From: Dan T. <da...@ar...> - 2004-08-07 00:29:54
|
Did you try setting the hCursor in your window class? That's where I always do my cursor stuff.. -dan ----- Original Message ----- From: "Brian Hook" <ho...@bo...> To: <gam...@li...> Sent: Friday, August 06, 2004 5:13 PM Subject: [email] [GD-Windows] SetCursor question I'm currently calling SetCursor( LoadCursor( NULL, IDC_HAND ) ) one time during application startup. It switches to a hand, but immediately goes back to an arrow when I move the mouse. That's the only place I call it -- is there some message I'm not handling to make sure that the cursor stays that way until I change it? Brian ------------------------------------------------------- This SF.Net email is sponsored by OSTG. Have you noticed the changes on Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, one more big change to announce. We are now OSTG- Open Source Technology Group. Come see the changes on the new OSTG site. www.ostg.com _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Brian H. <ho...@bo...> - 2004-08-07 00:13:37
|
I'm currently calling SetCursor( LoadCursor( NULL, IDC_HAND ) ) one time during application startup. It switches to a hand, but immediately goes back to an arrow when I move the mouse. That's the only place I call it -- is there some message I'm not handling to make sure that the cursor stays that way until I change it? Brian |
From: Jon W. <hp...@mi...> - 2004-08-04 16:24:46
|
We've had very good results with UDP in general. The trick is of course to be NAT safe and, ideally, NAT introduction aware (if you're peer-to-peer). We fall back to TCP if UDP can't get through, and the amount of people who CAN get through with TCP but CANNOT get through with UDP is < 1 %. Note that there's a bunch of people who can't get through with either UDP or TCP, because they're behind a corporate wall that lets nothing through, and that proxys connections on port 80 to make sure it's "really" HTTP. We thought about encapsulating our UDP packets in HTTP, but had better uses for our time at that point ;-) Someone on the thread said their lobby used TCP. Try using UDP for the lobby (in fact, the same socket for connecting to the lobby and to the peers) and you'll probably get more success. I have a summary of the technique and pointers to a bunch of alternate summaries (some much better :-) at http://www.mindcontrol.org/~hplus/nat-punch.html Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Ivan-Assen Ivanov Sent: Saturday, July 31, 2004 11:11 AM To: gam...@li... Subject: Re: [GD-Windows] Network code What's your experience (Brian's with enet, and Mike's with HawkNL) with regards to firewalls/NATs? We have a custom reliable-on-UDP layer, and it fails miserably on most such setups - firewalls seem to HATE UDP. ------------------------------------------------------- This SF.Net email is sponsored by OSTG. Have you noticed the changes on Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, one more big change to announce. We are now OSTG- Open Source Technology Group. Come see the changes on the new OSTG site. www.ostg.com _______________________________________________ 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: Ivan-Assen I. <iva...@gm...> - 2004-07-31 18:50:32
|
> You may want to ping the enet mailing list for a better answer, but > it's used for Cube (?), a popular FPS in Europe apparently, and I > don't believe it runs into any significant issues with firewalls > (well, no worse than anyone else is running into). (Well, calling Cube popular is a bit of a overstatement - it's reasonably complete fun and well-rounded for a open-source project, but it's far from the popularity of the big commercial FPSes.) But this is a side issue. As most (all? all but the Dooms?) FPSes Cube is built on a client/server model, which is inherently more forgiving with firewalls - as long as the server is outside any firewalls, and with a real IP. Our games are lockstep peer-to-peer, and fail when all peers are behind firewalls. Our lobby code, which uses TCP, works OK, but once the players click "Start" and the protocol switches to UDP, most firewalls stop forwarding their packets. (We had the bad luck of testing on our office firewall when developing it, which had the strange habit of keeping open UDP ports briefly after the corresponding TCP ports were used, and opened, so the games work with it.) E.g. Gamespy and Xbox Live offer all-peers-behind-firewalls peer-to-peer networking, using a central server for the initial handshake; a complete networking lib should include such functionality IMHO (of course, leaving the very significant and non-trivial issue of actually providing such a server to you). |
From: Brian H. <ho...@bo...> - 2004-07-31 18:23:37
|
> What's your experience (Brian's with enet, and Mike's with HawkNL) > with regards to firewalls/NATs? You may want to ping the enet mailing list for a better answer, but it's used for Cube (?), a popular FPS in Europe apparently, and I don't believe it runs into any significant issues with firewalls (well, no worse than anyone else is running into). Brian |
From: Ivan-Assen I. <iva...@gm...> - 2004-07-31 18:10:48
|
What's your experience (Brian's with enet, and Mike's with HawkNL) with regards to firewalls/NATs? We have a custom reliable-on-UDP layer, and it fails miserably on most such setups - firewalls seem to HATE UDP. |
From: Mike <mi...@ge...> - 2004-07-31 02:23:54
|
we use HawkNL with pretty good results, it is a layer above sockets, provides a number of message types and is cross-platform. www.rakkarsoft.com also provide their own network API that is freely licensable if you email them nice ;} i'm considering using rakkar's system for our v2 engine. mike w www.gekidodesigns.com Brian Hook wrote: >>Hello all. This post was inspired by a recent thread on the >>DirectXDev mailing list, where I learned that Microsoft appears to >>be planning to stop developing DirectPlay by the end of the year. > > > WHAT?! That's unpossible, DirectPlay was SO MUCH BETTER THAN ANYTHING > ANY DEVELOPER COULD DO BY THEMSELVES!!!!!!1111 (Sorry, inside joke > for anyone that remembers that thread from the Tony Cox days). > > >>I'm wondering what people here use for their network code these >>days. Does everyone roll their own API based on something low- >>level (like UDP), or are there commercially available APIs (or open >>source APIs) that people have had good experiences with?. > > > http://enet.cubik.org, all your UDP goodness you'll need or want. > It's low level and implements reliable-on-UDP, but high level stuff > such as managing object state is still up to you. > > Brian > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by OSTG. Have you noticed the changes on > Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, > one more big change to announce. We are now OSTG- Open Source Technology > Group. Come see the changes on the new OSTG site. www.ostg.com > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 > > |
From: brian s. <pud...@po...> - 2004-07-31 01:50:41
|
You can subclass the window procedure of the toolbar so that you can catch the messages sent from the slider and pass them up to your app's wndproc (with SendMessage as someone else suggested). I suspect that MFC does a lot of heavy lifting for you in this area, but I don't know if you're using it. Subclassing windows isn't that hard anyway. I think you can also create the slider with your app's window as the parent, and then after it's created, call SetParent to change the parent window to the toolbar...that might get the messages going to your parent while maintaining the correct hierarchy for drawing. Kind of a hack though. --brian On Jul 30, 2004, at 7:36 AM, Brian Hook wrote: > Let's say I make a toolbar window and add a slider to it. The slider > will automatically send messages to the toolbar window, but I want > those slider messages to get to the application. Is there a standard > way of doing this (or does a toolbar automatically propagate child > messages upstream if it doesn't understand them?). > > Thanks, > > Brian |
From: Brian H. <ho...@bo...> - 2004-07-30 22:01:54
|
> Hello all. This post was inspired by a recent thread on the > DirectXDev mailing list, where I learned that Microsoft appears to > be planning to stop developing DirectPlay by the end of the year. WHAT?! That's unpossible, DirectPlay was SO MUCH BETTER THAN ANYTHING ANY DEVELOPER COULD DO BY THEMSELVES!!!!!!1111 (Sorry, inside joke for anyone that remembers that thread from the Tony Cox days). > I'm wondering what people here use for their network code these > days. Does everyone roll their own API based on something low- > level (like UDP), or are there commercially available APIs (or open > source APIs) that people have had good experiences with?. http://enet.cubik.org, all your UDP goodness you'll need or want. It's low level and implements reliable-on-UDP, but high level stuff such as managing object state is still up to you. Brian |
From: Carl B. <car...@ya...> - 2004-07-30 21:49:37
|
Hello all. This post was inspired by a recent thread on the DirectXDev mailing list, where I learned that Microsoft appears to be planning to stop developing DirectPlay by the end of the year. I'm wondering what people here use for their network code these days. Does everyone roll their own API based on something low-level (like UDP), or are there commercially available APIs (or open source APIs) that people have had good experiences with?. It's been a while since I've worked on a multiplayer game, and everyone here at the office assumed we'd be using DirectPlay. I guess we're all out of the loop. :-) We'd appreciate any pointers on subjects or APIs to research. The game we are working on won't require huge amounts of bandwidth or great network performance (it's not a twitch game), but we would like to learn some up-to-date technology moving forward. Thanks! Carl |
From: tweety <mi...@sy...> - 2004-07-30 18:58:26
|
Use SendMessage. ---------------------------------- Peace and love, Tweety mi...@sy... - twe...@us... YahooID: tweety_04_01 > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Brian Hook > Sent: July 30, 2004 10:37 AM > To: gam...@li... > Subject: [GD-Windows] Propagating messages from child to parents > > Let's say I make a toolbar window and add a slider to it. The slider > will automatically send messages to the toolbar window, but I want > those slider messages to get to the application. Is there a standard > way of doing this (or does a toolbar automatically propagate child > messages upstream if it doesn't understand them?). > > Thanks, > > Brian > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by OSTG. Have you noticed the > changes on > Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, > one more big change to announce. We are now OSTG- Open Source > Technology > Group. Come see the changes on the new OSTG site. www.ostg.com > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 > |