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From: <v.l...@co...> - 2007-04-05 22:23:54
|
Hi everyone, (If you've seen this on: swe...@li..., please ignore) I was curious if there is a way, on Windows, to track memory allocations, particularly third party DLL allocations? For example, in a Windows application I am working on, during load time it says that the total Private Bytes is 100MB (using perfmon) about 10 seconds after load time. For allocations I am doing myself, it would be simply to funnel all allocations to a debug allocator, which I've done and that's accounted for 30MB in private bytes. Where is the other 70MB? I've tried a few software solutions: AQTime, Glowcode, Memory Validator, and umdh. AQTime - most promising, actually shows how much each DLL takes (commited/reserved bytes, but I cannot verify the numbers.). It's however very slow. Glowcode - did not work at all. even simple memory leaks. Memory Validator - also promising, but did not do what I needed it to do. umdh - Microsoft tool. only tracks heap allocations, does not track DX/OGL allocations. For code solutions, I've implemented stack tracing that works, and I tried using HeapWalk to see if I can see allocations, but using a simple directx test where I call CreateTexture a whole bunch of times, umdh did not detect the texture memory allocated, even though Private Bytes increased by the correct size. A few nice people from the sweng-gamedev list (Chad Austin, Andy O'Neil) have shown me: -MS Detours -fixing the IAT If anyone has any other solutions on this, it would be very much appreciated. :) -Vermont Lasmarias |
From: Dan T. <da...@ar...> - 2007-03-23 00:46:54
|
Does it go away if you turn off COMDAT folding? We had an issue where a tutorial system was using the function pointer as a resource, and the comdat system folded several functions into one, breaking it. Different bug, but we had to turn off the folding for it. Does anyone know how much gain you get from it, anyway? -Dan Jon Watte wrote: > And the ACTUAL error, for those of who you need such things, is: > > media fatal error LNK1179: invalid or corrupt file: duplicate COMDAT > '?Access@?$FieldArrayAccessor@USasCamera@impl_DX9@@M$GIA@A@A@@impl_DX9@@QAEPBMABUSasCamera@2@@Z' > > > Cheers, > > / h+ > > > Jon Watte wrote: > >> We're using VC 2003 (can't upgrade to 2005 just yet, although it's on >> the long-term map). >> >> When building a certain file, which uses some moderately simple >> templates, I get a linker error about duplicate COMDAT sections for a >> specific template instantiation. It seems as if the function in question >> is being instantiated twice in the same obj file by the compiler. >> >> Googling for this turns up a bunch of errors in VC6, which have nothing >> to do with this problem, and a few people who had problems with some bg >> in the incremental linker. I've turned off incremental linking for this >> library (I'm building a DLL), and the error still happens. >> >> >> I'm looking for the following things: >> >> 1) A fix for a known problem. >> 2) Suggestions for how to work around this problem. >> 3) A drinking buddy who has the same problem and can relate to the sorrow. >> >> >> The code looks somewhat like: >> >> namespace impl_DX9 { >> >> template<typename Container, typename Type, Type (Container::*Field)[]> >> class FieldArrayAccessor { >> public: >> typedef Container ContainerType; >> typedef Type FieldType; >> Type const *Access(Container const &c) { return c.*Field; } >> }; >> >> // Match SasCamera >> struct SasCamera { >> Mat4Float worldtoview; // will always be the identity transform >> Mat4Float projection; >> float nearfarclipping[2]; >> FastTriple position; // because the camera is always the >> center of the world view, it's always 0,0,0 >> }; >> >> >> I have tried making the Access() functions be inline static, and regular >> static as well (in fact, they started life out being inline static); I >> still get this error. >> >> The three uses of the template in the file look like this: >> >> >> return new WholeArraySetter<FieldArrayAccessor< >> SasCamera, float, reinterpret_cast<float >> (SasCamera::*)[]>(&SasCamera::nearfarclipping)> >> >(pb, cam, 2); >> >> setter_ = new ArrayItemSetter<FieldArrayAccessor< >> SasCamera, float, reinterpret_cast<float >> (SasCamera::*)[]>(&SasCamera::nearfarclipping)> >> > (this, core_->camera_, l); >> >> setter_ = new WholeArraySetter<FieldArrayAccessor< >> SasSkeleton, pit::Mat4Float, reinterpret_cast<pit::Mat4Float >> (SasSkeleton::*)[]>( >> &SasSkeleton::meshtojointtoworld)> >(this, core_->skeleton_, >> &core_->skeleton_.get().numjoints); >> >> >> The templates that invoke the actual instance (Access function) look >> like (look at the Update() functions): >> >> template<typename Accessor> >> class WholeArraySetter : public IValueSetter { >> public: >> // When the count is fixed, stuff it in a member, and point the >> pointer at that. >> WholeArraySetter(ParameterBinder *bind, DirtyState<typename >> Accessor::ContainerType> const &ds, int cnt) >> : bind_(bind), ds_(ds), cnt_(cnt) { cntptr_ = &cnt_; } >> // When the count is variable, bind using a pointer. The 'cnt' is >> not used. >> WholeArraySetter(ParameterBinder *bind, DirtyState<typename >> Accessor::ContainerType> const &ds, int const *cnt) >> : bind_(bind), ds_(ds), cntptr_(cnt) { cnt_ = -1; } >> virtual void Dispose() { delete this; } >> >> virtual HRESULT Update(ID3DXEffect *fx) { >> if (!ds_.dirty()) { >> return S_OK; >> } >> //later: handle type casting (float->int, etc). >> return fx->SetValue(bind_->param_, Accessor().Access(ds_.get()), >> sizeof(typename Accessor::FieldType) * *cntptr_); >> } >> >> ParameterBinder *bind_; >> DirtyState<typename Accessor::ContainerType> const &ds_; >> int cnt_; >> int const *cntptr_; >> }; >> >> template<typename Accessor> >> class ArrayItemSetter : public IValueSetter { >> public: >> // When the count is fixed, stuff it in a member, and point the >> pointer at that. >> ArrayItemSetter(ParameterBinder *bind, DirtyState<typename >> Accessor::ContainerType> const &ds, int cnt) >> : bind_(bind), ds_(ds), cnt_(cnt) {} >> virtual void Dispose() { delete this; } >> >> virtual HRESULT Update(ID3DXEffect *fx) { >> if (!ds_.dirty()) { >> return S_OK; >> } >> //later: handle type casting (float->int, etc). >> return fx->SetValue(bind_->param_, Accessor().Access(ds_.get()) + >> cnt_, >> sizeof(typename Accessor::FieldType)); >> } >> >> ParameterBinder *bind_; >> DirtyState<typename Accessor::ContainerType> const &ds_; >> int cnt_; >> }; >> >> >> >> ------------------------------------------------------------------------- >> Take Surveys. Earn Cash. Influence the Future of IT >> Join SourceForge.net's Techsay panel and you'll get the chance to share your >> opinions on IT & business topics through brief surveys-and earn cash >> http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV >> _______________________________________________ >> Gamedevlists-windows mailing list >> Gam...@li... >> https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_id=555 >> >> >> >> > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > 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...> - 2007-03-23 00:08:06
|
And the ACTUAL error, for those of who you need such things, is: media fatal error LNK1179: invalid or corrupt file: duplicate COMDAT '?Access@?$FieldArrayAccessor@USasCamera@impl_DX9@@M$GIA@A@A@@impl_DX9@@QAEPBMABUSasCamera@2@@Z' Cheers, / h+ Jon Watte wrote: > We're using VC 2003 (can't upgrade to 2005 just yet, although it's on > the long-term map). > > When building a certain file, which uses some moderately simple > templates, I get a linker error about duplicate COMDAT sections for a > specific template instantiation. It seems as if the function in question > is being instantiated twice in the same obj file by the compiler. > > Googling for this turns up a bunch of errors in VC6, which have nothing > to do with this problem, and a few people who had problems with some bg > in the incremental linker. I've turned off incremental linking for this > library (I'm building a DLL), and the error still happens. > > > I'm looking for the following things: > > 1) A fix for a known problem. > 2) Suggestions for how to work around this problem. > 3) A drinking buddy who has the same problem and can relate to the sorrow. > > > The code looks somewhat like: > > namespace impl_DX9 { > > template<typename Container, typename Type, Type (Container::*Field)[]> > class FieldArrayAccessor { > public: > typedef Container ContainerType; > typedef Type FieldType; > Type const *Access(Container const &c) { return c.*Field; } > }; > > // Match SasCamera > struct SasCamera { > Mat4Float worldtoview; // will always be the identity transform > Mat4Float projection; > float nearfarclipping[2]; > FastTriple position; // because the camera is always the > center of the world view, it's always 0,0,0 > }; > > > I have tried making the Access() functions be inline static, and regular > static as well (in fact, they started life out being inline static); I > still get this error. > > The three uses of the template in the file look like this: > > > return new WholeArraySetter<FieldArrayAccessor< > SasCamera, float, reinterpret_cast<float > (SasCamera::*)[]>(&SasCamera::nearfarclipping)> > >(pb, cam, 2); > > setter_ = new ArrayItemSetter<FieldArrayAccessor< > SasCamera, float, reinterpret_cast<float > (SasCamera::*)[]>(&SasCamera::nearfarclipping)> > > (this, core_->camera_, l); > > setter_ = new WholeArraySetter<FieldArrayAccessor< > SasSkeleton, pit::Mat4Float, reinterpret_cast<pit::Mat4Float > (SasSkeleton::*)[]>( > &SasSkeleton::meshtojointtoworld)> >(this, core_->skeleton_, > &core_->skeleton_.get().numjoints); > > > The templates that invoke the actual instance (Access function) look > like (look at the Update() functions): > > template<typename Accessor> > class WholeArraySetter : public IValueSetter { > public: > // When the count is fixed, stuff it in a member, and point the > pointer at that. > WholeArraySetter(ParameterBinder *bind, DirtyState<typename > Accessor::ContainerType> const &ds, int cnt) > : bind_(bind), ds_(ds), cnt_(cnt) { cntptr_ = &cnt_; } > // When the count is variable, bind using a pointer. The 'cnt' is > not used. > WholeArraySetter(ParameterBinder *bind, DirtyState<typename > Accessor::ContainerType> const &ds, int const *cnt) > : bind_(bind), ds_(ds), cntptr_(cnt) { cnt_ = -1; } > virtual void Dispose() { delete this; } > > virtual HRESULT Update(ID3DXEffect *fx) { > if (!ds_.dirty()) { > return S_OK; > } > //later: handle type casting (float->int, etc). > return fx->SetValue(bind_->param_, Accessor().Access(ds_.get()), > sizeof(typename Accessor::FieldType) * *cntptr_); > } > > ParameterBinder *bind_; > DirtyState<typename Accessor::ContainerType> const &ds_; > int cnt_; > int const *cntptr_; > }; > > template<typename Accessor> > class ArrayItemSetter : public IValueSetter { > public: > // When the count is fixed, stuff it in a member, and point the > pointer at that. > ArrayItemSetter(ParameterBinder *bind, DirtyState<typename > Accessor::ContainerType> const &ds, int cnt) > : bind_(bind), ds_(ds), cnt_(cnt) {} > virtual void Dispose() { delete this; } > > virtual HRESULT Update(ID3DXEffect *fx) { > if (!ds_.dirty()) { > return S_OK; > } > //later: handle type casting (float->int, etc). > return fx->SetValue(bind_->param_, Accessor().Access(ds_.get()) + > cnt_, > sizeof(typename Accessor::FieldType)); > } > > ParameterBinder *bind_; > DirtyState<typename Accessor::ContainerType> const &ds_; > int cnt_; > }; > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > 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...> - 2007-03-23 00:02:44
|
We're using VC 2003 (can't upgrade to 2005 just yet, although it's on the long-term map). When building a certain file, which uses some moderately simple templates, I get a linker error about duplicate COMDAT sections for a specific template instantiation. It seems as if the function in question is being instantiated twice in the same obj file by the compiler. Googling for this turns up a bunch of errors in VC6, which have nothing to do with this problem, and a few people who had problems with some bg in the incremental linker. I've turned off incremental linking for this library (I'm building a DLL), and the error still happens. I'm looking for the following things: 1) A fix for a known problem. 2) Suggestions for how to work around this problem. 3) A drinking buddy who has the same problem and can relate to the sorrow. The code looks somewhat like: namespace impl_DX9 { template<typename Container, typename Type, Type (Container::*Field)[]> class FieldArrayAccessor { public: typedef Container ContainerType; typedef Type FieldType; Type const *Access(Container const &c) { return c.*Field; } }; // Match SasCamera struct SasCamera { Mat4Float worldtoview; // will always be the identity transform Mat4Float projection; float nearfarclipping[2]; FastTriple position; // because the camera is always the center of the world view, it's always 0,0,0 }; I have tried making the Access() functions be inline static, and regular static as well (in fact, they started life out being inline static); I still get this error. The three uses of the template in the file look like this: return new WholeArraySetter<FieldArrayAccessor< SasCamera, float, reinterpret_cast<float (SasCamera::*)[]>(&SasCamera::nearfarclipping)> >(pb, cam, 2); setter_ = new ArrayItemSetter<FieldArrayAccessor< SasCamera, float, reinterpret_cast<float (SasCamera::*)[]>(&SasCamera::nearfarclipping)> > (this, core_->camera_, l); setter_ = new WholeArraySetter<FieldArrayAccessor< SasSkeleton, pit::Mat4Float, reinterpret_cast<pit::Mat4Float (SasSkeleton::*)[]>( &SasSkeleton::meshtojointtoworld)> >(this, core_->skeleton_, &core_->skeleton_.get().numjoints); The templates that invoke the actual instance (Access function) look like (look at the Update() functions): template<typename Accessor> class WholeArraySetter : public IValueSetter { public: // When the count is fixed, stuff it in a member, and point the pointer at that. WholeArraySetter(ParameterBinder *bind, DirtyState<typename Accessor::ContainerType> const &ds, int cnt) : bind_(bind), ds_(ds), cnt_(cnt) { cntptr_ = &cnt_; } // When the count is variable, bind using a pointer. The 'cnt' is not used. WholeArraySetter(ParameterBinder *bind, DirtyState<typename Accessor::ContainerType> const &ds, int const *cnt) : bind_(bind), ds_(ds), cntptr_(cnt) { cnt_ = -1; } virtual void Dispose() { delete this; } virtual HRESULT Update(ID3DXEffect *fx) { if (!ds_.dirty()) { return S_OK; } //later: handle type casting (float->int, etc). return fx->SetValue(bind_->param_, Accessor().Access(ds_.get()), sizeof(typename Accessor::FieldType) * *cntptr_); } ParameterBinder *bind_; DirtyState<typename Accessor::ContainerType> const &ds_; int cnt_; int const *cntptr_; }; template<typename Accessor> class ArrayItemSetter : public IValueSetter { public: // When the count is fixed, stuff it in a member, and point the pointer at that. ArrayItemSetter(ParameterBinder *bind, DirtyState<typename Accessor::ContainerType> const &ds, int cnt) : bind_(bind), ds_(ds), cnt_(cnt) {} virtual void Dispose() { delete this; } virtual HRESULT Update(ID3DXEffect *fx) { if (!ds_.dirty()) { return S_OK; } //later: handle type casting (float->int, etc). return fx->SetValue(bind_->param_, Accessor().Access(ds_.get()) + cnt_, sizeof(typename Accessor::FieldType)); } ParameterBinder *bind_; DirtyState<typename Accessor::ContainerType> const &ds_; int cnt_; }; |
From: Glyn H. <gly...@al...> - 2007-03-09 15:15:11
|
A reminder that the phase 1 deadline for sending in games concepts for the FuturePlay games competition is one week away on March 16, 2007. Teams that are interested in submitting games in any of the following categories are asked to submit a 1-2 page game concept sheet by March 16, 2007: Indie Games, Student Games or Serious Games. Those who are successful in phase 1 will be invited to submit a fully working game by August 3, 2007. Winners of each category will be invited to present their games at FuturePlay in November (http://www.futureplay.org) in Toronto. Full competition details are available at http://www.futureplay.org/games regards, Glyn Heatley Divisional Director of Computer Games Technology Promotions Algoma University College=20 1520 Queen Street East Sault Ste. Marie, Ontario, P6A 2G4 Tel: (705) 949-2301 Ext. 4113 Fax: (705) 949-6583 Email: gly...@al... Earn an MSc Computer Games Technology in 12 months. http://www.mastersdegreeingaming.com FuturePlay 2007 - Research. Play. Share http://www.futureplay.org=20 |
From: Glyn H. <gly...@al...> - 2007-02-19 20:19:09
|
Sorry for any cross list spam FuturePlay 2007 is asking for teams to submit games for their competition this year. They are asking for games in the following categories: Indie Games, Student Games and Serious Games.=20 Important dates: March 16, 2007 - deadline for a 1 or 2 page concept via email; August 1, 2007 - deadline for winners of round 1 to submit a fully working game; November 15-17 FuturePlay conference in Toronto, Canada where winners will exhibit their games and collect their prizes. Full details are available on www.futureplay.org/games Please blog it, Digg it and just plain ole talk it up so as we can get a great selection in each category. regards, Glyn Heatley Divisional Director of Computer Games Technology Promotions Algoma University College=20 1520 Queen Street East Sault Ste. Marie, Ontario, P6A 2G4 Tel: (705) 949-2301 Ext. 4113 Fax: (705) 949-6583 Email: gly...@al... Earn an MSc Computer Games Technology in 12 months. http://www.mastersdegreeingaming.com FuturePlay 2007 - Research. Play. Share http://www.futureplay.org=20 |
From: Glyn H. <gly...@al...> - 2007-02-12 20:09:36
|
This might be of interest to some of the list readers. It is the Call for Papers for FuturePlay 2007 in Toronto, Canada. I have included a snippet of the types of papers, but the full version is on the web site. A call for Indie and student games is due out soon. FuturePlay 2007 - Research. Play. Share. www.futureplay.org November 15-17, 2007 Toronto, Ontario, Canada FuturePlay evolved from the former Computer Game Technology (CGT) Conference initiated and run by Algoma University College since 2002. The goal of FuturePlay is to bring together academics, industry, and students to advance game design and technology through peer-reviewed research, creative and experimental game design and development, and formal and informal discussion on academic and industry-related topics. --Scope of the Conference-- The FuturePlay conference focuses on three main themes. The first theme, future game development, addresses academic research and emerging industry trends in the area of game technology and game design. The second theme, future game impacts and applications, includes academic research and emerging industry trends focused on designing games for learning, for gender, for serious purposes, and to impact society. Finally, the third theme, future game talent, is designed to provide a number of industry and academic perspectives on the knowledge, skills, and attitude it takes to excel in the games industry. FuturePlay addresses these issues through exciting and thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper sessions, panel sessions (including academic and industry discussions), workshops (including design, technology, and career workshops), and exhibitions of posters, games, and the latest game technologies and supports from industry-leading vendors. Continuing with the tradition established by CGT and improved upon by last year's conference, the highlight of the games exhibition is a peer-reviewed competition of games in three categories: Future (experimental) Games, Serious Games, and Student Games. Topics of interest to FuturePlay include, but are not restricted to, the following: * Game project management and processes * Software engineering for games * Artificial intelligence in games * Graphics modeling and rendering in games * Animation and motion capture for games * Networking and multiplayer support for games * Sound and music for games * Game asset creation and management * Cross disciplinary issues in game development * Serious games * Applications of game technologies =20 * Game and game engine design * Social and ethical issues in games * Gender issues in game development * Human factors in games * Experiences and lessons learned from game development in academia and industry * Artistic design for games * Games and learning (educational games) * Game development curriculum * Academic issues in gaming education * Bridging the academia-industry gap Paper submission deadline: June 30, 2007 Notification: August 3, 2007 Early bird registration: October 1, 2007 Conference Dates: November 15-17 For full details please go to www.futureplay.org regards, Glyn Heatley Divisional Director of Computer Games Technology Promotions Algoma University College=20 1520 Queen Street East Sault Ste. Marie, Ontario, P6A 2G4 Tel: (705) 949-2301 Ext. 4113 Fax: (705) 949-6583 Email: gly...@al... Earn an MSc Computer Games Technology in 12 months. http://www.mastersdegreeingaming.com FuturePlay 2007 - Research. Play. Share http://www.futureplay.org=20 |
From: Michiel K. <mko...@ni...> - 2007-01-09 10:22:34
|
Thanks! I think I've got it all worked out now (and became pretty frustrated at times!), but I'll upgrade once my copy has arrived! _____ Van: gam...@li... [mailto:gam...@li...] Namens Jim Scott Verzonden: dinsdag 9 januari 2007 1:04 Aan: Game Development for MS Windows Onderwerp: Re: [GD-Windows] Parental control bug in Windows Vista RC1? Hey I just noticed this and wanted to give a friendly warning. When I did all this stuff with the RC I had a *ton* of problems and became pretty frustrated. Once I upgrade to the gold build it fixed so many issues and it would have saved me a lot of time if I just hadn't bothered doing any of this stuff until the gold build had come out. So if you're still using RC1, I highly recommend switching over to the gold build. Cheers, Jim _____ From: gam...@li... [mailto:gam...@li...] On Behalf Of Michiel Kolders Sent: Thursday, January 04, 2007 1:23 AM To: 'Game Development for MS Windows' Cc: 'Jurjen Katsman' Subject: Re: [GD-Windows] Parental control bug in Windows Vista RC1? Ok, I've figured it out now. My test user didn't have the my test "root agency certificate" installed. Once I installed that, VerifyAccess returned pfHasAcces == true. Still wondering why the Game Explorer does show the rating, even without the root agency certificate installed. Didn't expect that. Perhaps because the games explorer entry was created for All users, and I was installing it with my administrator user? _____ Van: gam...@li... [mailto:gam...@li...] Namens Jason Sandlin Verzonden: woensdag 3 januari 2007 14:37 Aan: Game Development for MS Windows Onderwerp: Re: [GD-Windows] Parental control bug in Windows Vista RC1? So VerifyAccess is returning *pfHasAccess == false? It's possible your signing your exe with an untrusted cert. Do you see rating being displayed properly for your game in the Game Explorer UI? Have you tried setting your parental controls to allow games that have no rating to see if that works? Jason From: gam...@li... [mailto:gam...@li...] On Behalf Of Michiel Kolders Sent: Wednesday, January 03, 2007 5:19 AM To: gam...@li... Subject: [GD-Windows] Parental control bug in Windows Vista RC1? Hi, I've ran into a strange problem with Parental Control in Windows Vista (RC1): I've done all the necessary things to support the feature; embedded manifest, signed the executable, added the game using IGameExplorer in the installer and calling IGameExplorer::VerifyAccess on startup of my game. This all seems to work well, except when I switch Parental Control ON with the following settings. - Game Ratings: Up to 18+ (PEGI) - Block games with no rating - No additional game descriptors blocked - Always blocked: None - Always allowed: None My game has a rating of 12+ (PEGI), so my game should run fine. The Game Explorer indicates that it's allowed to run, and starts the game. Then, when IGameExplorer::VerifyAccess is called, it returns false, denying access! Does anyone here have a clue why the Game Explorer says it's fine, but VerifyAccess thinks it's not? Many thanks in advance! Michiel Kolders |
From: Jim S. <Ji...@ar...> - 2007-01-09 00:04:32
|
Hey I just noticed this and wanted to give a friendly warning. When I did all this stuff with the RC I had a *ton* of problems and became pretty frustrated. Once I upgrade to the gold build it fixed so many issues and it would have saved me a lot of time if I just hadn't bothered doing any of this stuff until the gold build had come out. So if you're still using RC1, I highly recommend switching over to the gold build.=20 =20 Cheers, Jim ________________________________ From: gam...@li... [mailto:gam...@li...] On Behalf Of Michiel Kolders Sent: Thursday, January 04, 2007 1:23 AM To: 'Game Development for MS Windows' Cc: 'Jurjen Katsman' Subject: Re: [GD-Windows] Parental control bug in Windows Vista RC1? Ok, I've figured it out now. My test user didn't have the my test "root agency certificate" installed. Once I installed that, VerifyAccess returned pfHasAcces =3D=3D true. =20 Still wondering why the Game Explorer does show the rating, even without the root agency certificate installed. Didn't expect that. Perhaps because the games explorer entry was created for All users, and I was installing it with my administrator user? =20 ________________________________ Van: gam...@li... [mailto:gam...@li...] Namens Jason Sandlin Verzonden: woensdag 3 januari 2007 14:37 Aan: Game Development for MS Windows Onderwerp: Re: [GD-Windows] Parental control bug in Windows Vista RC1? =20 So VerifyAccess is returning *pfHasAccess =3D=3D false? It's possible = your signing your exe with an untrusted cert. Do you see rating being displayed properly for your game in the Game Explorer UI? Have you tried setting your parental controls to allow games that have no rating to see if that works? =20 =20 Jason =20 From: gam...@li... [mailto:gam...@li...] On Behalf Of Michiel Kolders Sent: Wednesday, January 03, 2007 5:19 AM To: gam...@li... Subject: [GD-Windows] Parental control bug in Windows Vista RC1? =20 Hi, =20 I've ran into a strange problem with Parental Control in Windows Vista (RC1): I've done all the necessary things to support the feature; embedded manifest, signed the executable, added the game using IGameExplorer in the installer and calling IGameExplorer::VerifyAccess on startup of my game. =20 This all seems to work well, except when I switch Parental Control ON with the following settings. - Game Ratings: Up to 18+ (PEGI) - Block games with no rating - No additional game descriptors blocked - Always blocked: None - Always allowed: None =20 My game has a rating of 12+ (PEGI), so my game should run fine. The Game Explorer indicates that it's allowed to run, and starts the game. Then, when IGameExplorer::VerifyAccess is called, it returns false, denying access! Does anyone here have a clue why the Game Explorer says it's fine, but VerifyAccess thinks it's not? =20 Many thanks in advance! =20 Michiel Kolders =20 =20 |
From: Michiel K. <mko...@ni...> - 2007-01-04 09:22:33
|
Ok, I've figured it out now. My test user didn't have the my test "root agency certificate" installed. Once I installed that, VerifyAccess returned pfHasAcces == true. Still wondering why the Game Explorer does show the rating, even without the root agency certificate installed. Didn't expect that. Perhaps because the games explorer entry was created for All users, and I was installing it with my administrator user? _____ Van: gam...@li... [mailto:gam...@li...] Namens Jason Sandlin Verzonden: woensdag 3 januari 2007 14:37 Aan: Game Development for MS Windows Onderwerp: Re: [GD-Windows] Parental control bug in Windows Vista RC1? So VerifyAccess is returning *pfHasAccess == false? It's possible your signing your exe with an untrusted cert. Do you see rating being displayed properly for your game in the Game Explorer UI? Have you tried setting your parental controls to allow games that have no rating to see if that works? Jason From: gam...@li... [mailto:gam...@li...] On Behalf Of Michiel Kolders Sent: Wednesday, January 03, 2007 5:19 AM To: gam...@li... Subject: [GD-Windows] Parental control bug in Windows Vista RC1? Hi, I've ran into a strange problem with Parental Control in Windows Vista (RC1): I've done all the necessary things to support the feature; embedded manifest, signed the executable, added the game using IGameExplorer in the installer and calling IGameExplorer::VerifyAccess on startup of my game. This all seems to work well, except when I switch Parental Control ON with the following settings. - Game Ratings: Up to 18+ (PEGI) - Block games with no rating - No additional game descriptors blocked - Always blocked: None - Always allowed: None My game has a rating of 12+ (PEGI), so my game should run fine. The Game Explorer indicates that it's allowed to run, and starts the game. Then, when IGameExplorer::VerifyAccess is called, it returns false, denying access! Does anyone here have a clue why the Game Explorer says it's fine, but VerifyAccess thinks it's not? Many thanks in advance! Michiel Kolders |
From: Jason S. <ja...@mi...> - 2007-01-03 13:37:18
|
So VerifyAccess is returning *pfHasAccess =3D=3D false? It's possible you= r signing your exe with an untrusted cert. Do you see rating being displa= yed properly for your game in the Game Explorer UI? Have you tried setting= your parental controls to allow games that have no rating to see if that w= orks? Jason From: gam...@li... [mailto:gamedevlis= ts-...@li...] On Behalf Of Michiel Kolders Sent: Wednesday, January 03, 2007 5:19 AM To: gam...@li... Subject: [GD-Windows] Parental control bug in Windows Vista RC1? Hi, I've ran into a strange problem with Parental Control in Windows Vista (RC1= ): I've done all the necessary things to support the feature; embedded mani= fest, signed the executable, added the game using IGameExplorer in the inst= aller and calling IGameExplorer::VerifyAccess on startup of my game. This all seems to work well, except when I switch Parental Control ON with = the following settings. - Game Ratings: Up to 18+ (PEGI) - Block games with no rating - No additional game descriptors blocked - Always blocked: None - Always allowed: None My game has a rating of 12+ (PEGI), so my game should run fine. The Game Ex= plorer indicates that it's allowed to run, and starts the game. Then, when = IGameExplorer::VerifyAccess is called, it returns false, denying access! Do= es anyone here have a clue why the Game Explorer says it's fine, but Verify= Access thinks it's not? Many thanks in advance! Michiel Kolders |
From: Michiel K. <mko...@ni...> - 2007-01-03 13:21:16
|
Hi, I've ran into a strange problem with Parental Control in Windows Vista (RC1): I've done all the necessary things to support the feature; embedded manifest, signed the executable, added the game using IGameExplorer in the installer and calling IGameExplorer::VerifyAccess on startup of my game. This all seems to work well, except when I switch Parental Control ON with the following settings. - Game Ratings: Up to 18+ (PEGI) - Block games with no rating - No additional game descriptors blocked - Always blocked: None - Always allowed: None My game has a rating of 12+ (PEGI), so my game should run fine. The Game Explorer indicates that it's allowed to run, and starts the game. Then, when IGameExplorer::VerifyAccess is called, it returns false, denying access! Does anyone here have a clue why the Game Explorer says it's fine, but VerifyAccess thinks it's not? Many thanks in advance! Michiel Kolders |
From: Andrew F. <pb...@gm...> - 2006-12-12 19:53:16
|
Greetings, I've recently joined the list and I thought that I would take the time to announce my virtual presence. My name is Andy Finkenstadt, and I'm one of the programmers at Simutronics. My background is in both server and client technologies for windows, linux, and a bunch of other things like networks, security, Oracle, and so on. I'm joined to the list to read mostly and learn from others' questions and answers. Best, andy |
From: James E. <je...@se...> - 2006-12-12 18:58:06
|
=20 |
From: Ivan-Assen I. <iva...@gm...> - 2006-10-26 11:59:43
|
Hello, This spring we released a PC game, which was compiled with VC8's "link time code generation" (aka "whole program optimization") enabled. It made compiles significantly longer, but also produce significantly better code - up to 25% better on some kinds of code. Maybe a month or two before release, the to-be-released game was split off in a separate branch in the source control repository, and development continued on the "trunk". Since this development is many months away from release, we didn't bother compiling builds with LTCG. Now when I tried it, they crash right on startup in some absurd way (e.g. on initializing a global, file-scope empty std::string variable). Probably I can find what caused the breaking of LTCG the hard way, by doing a binary search of commits. I've heard anecdotes from other developers that "LTCG is fragile". Can you share experience of things that break it, and what to look for? Best regards, Assen |
From: Jon W. <hp...@mi...> - 2006-09-08 23:16:43
|
Ivan-Assen Ivanov wrote: > I hope Windows has the common sense to switch away from a thread which > is performing a lengthy synchronuous IO operation? Yes, it does. The main gain in overlapped I/O is that the amount of device parallelism, and the degree of completion parallelism, can be separated. With ReadFile() in threads, you need to create as many threads as you want to have simultaneous disk loads outstanding; with IOCP, you only need to create as many threads as you want simultaneous completions. The typical number for a hard disk is 4 or 5 for the former, but only one for the latter (unless you have a massively parallel I/O subsystem, which means you're not doing a typical game asset load thing anymore). If you can pay the cost of the thread safety, and the stacks of the threads, then you can go with some number of threads for your I/O needs. Just don't call CreateThread() for each I/O operation... Cheers, / h+ |
From: Mat N. (BUNGIE) <Mat...@mi...> - 2006-09-08 21:37:19
|
#1 should read as: If you are going to burn a thread on I/O, can use that thread more effectively with overlapped I/O. MSN -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Mat Noguchi (BUNGIE) Sent: Friday, September 08, 2006 2:34 PM To: Game Development for MS Windows Subject: Re: [GD-Windows] Background loading thread 1. Why burn a thread to do synchronous I/O? You can do sync I/O on the same thread and have more opportunity to interleave reads and other similar logic. 2. True overlapped I/O (NO_BUFFERING, ReadFileScatter, and IOCompletionPorts to avoid the event handle) is about as optimal as you can get. And it's easy to interrupt and all that other fun stuff that you'll want eventually. 3. If you are going to mix huge sequential reads and streaming, you can use asynchronous I/O or eat the logic cost of reading smaller buffers manually. MSN -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Ivan-Assen Ivanov Sent: Friday, September 08, 2006 1:42 PM To: gam...@li... Subject: [GD-Windows] Background loading thread Hello, I'm in the process of reengineering our data loading process with the goal of moving as much as possible of the loading of art assets into a separate thread. Now, if all the ReadFile calls happen from a separate thread, devoted 100% to them, is there a good reason to inflict on myself considerable pain and suffering by using the overlapped I/O API? We have a perfectly good packfile/filesystem support which should be thread-safe for the most part (famous last words material, eh?) except for a few isolated places which can be mutexed out, and which will have to be thrown away to use overlapped API. I hope Windows has the common sense to switch away from a thread which is performing a lengthy synchronuous IO operation? What about a hypothetical other platform, that would happen be produced by the same OS vendor around the same OS kernel, would be in even greater need of offloading loading to another core, but wouldn't happen to be covered by NDAs? Does anyone have any related war stories to tell? Best regards, Assen ------------------------------------------------------------------------ - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 121642 _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 ------------------------------------------------------------------------ - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 121642 _______________________________________________ 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: Mat N. (BUNGIE) <Mat...@mi...> - 2006-09-08 21:35:04
|
1. Why burn a thread to do synchronous I/O? You can do sync I/O on the same thread and have more opportunity to interleave reads and other similar logic. 2. True overlapped I/O (NO_BUFFERING, ReadFileScatter, and IOCompletionPorts to avoid the event handle) is about as optimal as you can get. And it's easy to interrupt and all that other fun stuff that you'll want eventually. 3. If you are going to mix huge sequential reads and streaming, you can use asynchronous I/O or eat the logic cost of reading smaller buffers manually. MSN -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Ivan-Assen Ivanov Sent: Friday, September 08, 2006 1:42 PM To: gam...@li... Subject: [GD-Windows] Background loading thread Hello, I'm in the process of reengineering our data loading process with the goal of moving as much as possible of the loading of art assets into a separate thread. Now, if all the ReadFile calls happen from a separate thread, devoted 100% to them, is there a good reason to inflict on myself considerable pain and suffering by using the overlapped I/O API? We have a perfectly good packfile/filesystem support which should be thread-safe for the most part (famous last words material, eh?) except for a few isolated places which can be mutexed out, and which will have to be thrown away to use overlapped API. I hope Windows has the common sense to switch away from a thread which is performing a lengthy synchronuous IO operation? What about a hypothetical other platform, that would happen be produced by the same OS vendor around the same OS kernel, would be in even greater need of offloading loading to another core, but wouldn't happen to be covered by NDAs? Does anyone have any related war stories to tell? Best regards, Assen ------------------------------------------------------------------------ - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 121642 _______________________________________________ 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: Jan W. <ur...@st...> - 2006-09-08 20:51:30
|
Hello, > Now, if all the ReadFile calls happen from a separate thread, devoted > 100% to them, is there a good reason to inflict on myself considerable > pain and suffering by using the overlapped I/O API? > Does anyone have any related war stories to tell? I have done some looking into this topic; you may be interested in the resulting paper: http://www.stud.uni-karlsruhe.de/~urkt/articles/study_thesis.pdf . There is brief discussion of sync vs. async IO in Section 3.1. Questions, comments and discussion welcome! Best Regards Jan Wassenberg |
From: Ivan-Assen I. <iva...@gm...> - 2006-09-08 20:41:47
|
Hello, I'm in the process of reengineering our data loading process with the goal of moving as much as possible of the loading of art assets into a separate thread. Now, if all the ReadFile calls happen from a separate thread, devoted 100% to them, is there a good reason to inflict on myself considerable pain and suffering by using the overlapped I/O API? We have a perfectly good packfile/filesystem support which should be thread-safe for the most part (famous last words material, eh?) except for a few isolated places which can be mutexed out, and which will have to be thrown away to use overlapped API. I hope Windows has the common sense to switch away from a thread which is performing a lengthy synchronuous IO operation? What about a hypothetical other platform, that would happen be produced by the same OS vendor around the same OS kernel, would be in even greater need of offloading loading to another core, but wouldn't happen to be covered by NDAs? Does anyone have any related war stories to tell? Best regards, Assen |
From: Pete L. <pet...@al...> - 2006-09-08 19:29:46
|
=20 Only two days remaining=20 to register at Early Bird rates for =20 Future Play 2006 The International Conference on the Future of Game Design and Technology October 10-12, 2006 - London, Ontario, Canada - London Convention Centre =20 The deadline is September 10 to register at the "Early Bird" rates for Future Play 2006. Early Bird registration fees are CDN$150 for students, CDN$300 for IGDA members, and CDN$350 for all other conference registrants.. =20 Visit our website at www.FuturePlay.org <http://www.futureplay.org/> today to register online, and learn more about Future Play 2006 - the International Conference on the Future of Game Design and Technology! =20 =20 Future Play 2006 will bring together academics, industry professionals, and students who want to gain insight into the future of game development, game impacts and applications, and game talent. See the latest advances in game design and technology through peer-reviewed research, creative and experimental game design and development, and through formal and informal discussion on academic and industry-related topics. =20 Future Play was initiated in 2002 by Algoma University College, home to North America's first MSc in Computer Gaming Technology, and is co-hosted in London, Ontario, by Algoma University College and the University of Western Ontario. =20 - Cutting edge research in computer game technology and game design; - Future game impacts and applications; - How industry trends will affect game design for learning, training and entertainment; - The impact of issues like gender awareness, age, race and culture on game design; - Dynamic wide-ranging discussions and presentations of the latest research from across North America and around the world. =20 You'll discover all this at Future Play 2006! =20 =20 --------------------------- Pete Lefresne Communications Officer Algoma University College Phone: 705.949.2301 x4122 pet...@al... =20 Visit us online at www.algomau.ca =20 |
From: Brian H. <ho...@bo...> - 2006-08-28 03:26:29
|
Is there a limit (or a way to query) on the maximum size of an output buffer using wave audio? I need very trivial audio playback of a fixed sample, however it may be very large (several meg) and I'm not sure if this is kosher across a wide range of platforms. I'd normally use PlaySound() or sndPlaySound(), however those don't let you specify the audio output device explicitly and instead go through the standard audio output device* Brian * Pet peeve with both WMA and iTunes -- they always play through the system standard device, so if you have a USB or Firewire audio device in conjunction with integrated audio, you can't use that without disabling the integrated audio. Bah. |
From: Chris C. <can...@gm...> - 2006-08-19 10:18:00
|
VS.NET 2003 I know has facilities to enable multi-process COM debugging. So when your primary process calls a COM call that causes a second process to be created, VS is quite happy to attach and debug the second process, allowing you to step into COM calls as if they were local functions. I never tinkered with it to see about auto-attaching to running processes, but Alen's right about the JIT debugging happily offering up the running VS instance, even if its already debugging a different app. ChrisC Black Company Studios On 19/08/06, Alen Ladavac <ale...@cr...> wrote: > Hi Brett, > > > Using "_asm int 3 ;" is even easier. It will ask you to do JIT > debugging (if this is configured properly), so no need to manually go > and attach to the process. And you can reuse the same devstudio > instance. Didn't use this often, but the little I did, it worked ok. > > HTH, > Alen > > Brett wrote: > > > I'm glad to hear this is a valid technique! I resorted to a MessageBox as > > the first line so I can attach the process before continuing. > > > But surely there's a way to do this properly? The doc goes on and on about > > how great solution files are because each project and the dependencies are > > known and so multi-language, multi-project debugging "is a breeze".... > > > I want to feel the wind in my hair! > > > Brett > > > ----- Original Message ----- > > From: "Chris Jones" <cj...@ob...> > > To: "Game Development for MS Windows" > > <gam...@li...> > > Sent: Saturday, August 19, 2006 3:31 AM > > Subject: Re: [GD-Windows] Debugging multiple apps > > > >> One way I've dealt with stuff like this in the past is to put a simple > >> loop like this as the first thing in your WinMain: > >> > >> bool wait = true; > >> while (wait); > >> > >> Once the process is launched, just attach to it with the debugger and > >> break. Set wait to false and start stepping. > >> > >> Chris > >> > >>> -----Original Message----- > >>> From: gam...@li... > >>> [mailto:gam...@li...] > >>> On Behalf Of Research > >>> Sent: Friday, August 18, 2006 12:28 AM > >>> To: Gam...@li... > >>> Subject: [GD-Windows] Debugging multiple apps > >>> > >>> I cannot figure out how to debug multiple apps in Visual > >>> Studio, and I can't seem to find the right google words to > >>> find this either. > >>> > >>> I'm have one application that launches another with > >>> ShellExecute. They are both in the same solution. I put > >>> breakpoints on the WinMain of the launched app and it never > >>> gets called. > >>> > >>> I know how to attach to something already running, but I need > >>> to trap the app on entry. So I want to step on the > >>> ShellExecute and have the other app start and immediately break. > >>> > >>> Is this possible in Visual Studio? > >>> > >>> Thanks, > >>> Brett > >>> > >>> > >>> -------------------------------------------------------------- > >>> ----------- > >>> Using Tomcat but need to do more? Need to support web > >>> services, security? > >>> Get stuff done quickly with pre-integrated technology to make > >>> your job easier Download IBM WebSphere Application Server > >>> v.1.0.1 based on Apache Geronimo > >>> http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057& > >>> dat=121642 > >>> _______________________________________________ > >>> Gamedevlists-windows mailing list > >>> Gam...@li... > >>> https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > >>> Archives: > >>> http://sourceforge.net/mailarchive/forum.php?forum_id=555 > >>> > >> > >> ------------------------------------------------------------------------- > >> Using Tomcat but need to do more? Need to support web services, security? > >> Get stuff done quickly with pre-integrated technology to make your job > >> easier > >> Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > >> http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > >> _______________________________________________ > >> Gamedevlists-windows mailing list > >> Gam...@li... > >> https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > >> Archives: > >> http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > > > ------------------------------------------------------------------------- > > Using Tomcat but need to do more? Need to support web services, security? > > Get stuff done quickly with pre-integrated technology to make your job easier > > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > > _______________________________________________ > > Gamedevlists-windows mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > > > -- > Alen > > > ------------------------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > 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: Alen L. <ale...@cr...> - 2006-08-19 05:12:47
|
Hi Brett, Using "_asm int 3 ;" is even easier. It will ask you to do JIT debugging (if this is configured properly), so no need to manually go and attach to the process. And you can reuse the same devstudio instance. Didn't use this often, but the little I did, it worked ok. HTH, Alen Brett wrote: > I'm glad to hear this is a valid technique! I resorted to a MessageBox as > the first line so I can attach the process before continuing. > But surely there's a way to do this properly? The doc goes on and on about > how great solution files are because each project and the dependencies are > known and so multi-language, multi-project debugging "is a breeze".... > I want to feel the wind in my hair! > Brett > ----- Original Message ----- > From: "Chris Jones" <cj...@ob...> > To: "Game Development for MS Windows" > <gam...@li...> > Sent: Saturday, August 19, 2006 3:31 AM > Subject: Re: [GD-Windows] Debugging multiple apps >> One way I've dealt with stuff like this in the past is to put a simple >> loop like this as the first thing in your WinMain: >> >> bool wait = true; >> while (wait); >> >> Once the process is launched, just attach to it with the debugger and >> break. Set wait to false and start stepping. >> >> Chris >> >>> -----Original Message----- >>> From: gam...@li... >>> [mailto:gam...@li...] >>> On Behalf Of Research >>> Sent: Friday, August 18, 2006 12:28 AM >>> To: Gam...@li... >>> Subject: [GD-Windows] Debugging multiple apps >>> >>> I cannot figure out how to debug multiple apps in Visual >>> Studio, and I can't seem to find the right google words to >>> find this either. >>> >>> I'm have one application that launches another with >>> ShellExecute. They are both in the same solution. I put >>> breakpoints on the WinMain of the launched app and it never >>> gets called. >>> >>> I know how to attach to something already running, but I need >>> to trap the app on entry. So I want to step on the >>> ShellExecute and have the other app start and immediately break. >>> >>> Is this possible in Visual Studio? >>> >>> Thanks, >>> Brett >>> >>> >>> -------------------------------------------------------------- >>> ----------- >>> Using Tomcat but need to do more? Need to support web >>> services, security? >>> Get stuff done quickly with pre-integrated technology to make >>> your job easier Download IBM WebSphere Application Server >>> v.1.0.1 based on Apache Geronimo >>> http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057& >>> dat=121642 >>> _______________________________________________ >>> Gamedevlists-windows mailing list >>> Gam...@li... >>> https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >>> Archives: >>> http://sourceforge.net/mailarchive/forum.php?forum_id=555 >>> >> >> ------------------------------------------------------------------------- >> Using Tomcat but need to do more? Need to support web services, security? >> Get stuff done quickly with pre-integrated technology to make your job >> easier >> Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo >> http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 >> _______________________________________________ >> Gamedevlists-windows mailing list >> Gam...@li... >> https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_id=555 > ------------------------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 -- Alen |
From: Brett B. \(Research\) <res...@ga...> - 2006-08-19 02:21:17
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I'm glad to hear this is a valid technique! I resorted to a MessageBox as the first line so I can attach the process before continuing. But surely there's a way to do this properly? The doc goes on and on about how great solution files are because each project and the dependencies are known and so multi-language, multi-project debugging "is a breeze".... I want to feel the wind in my hair! Brett ----- Original Message ----- From: "Chris Jones" <cj...@ob...> To: "Game Development for MS Windows" <gam...@li...> Sent: Saturday, August 19, 2006 3:31 AM Subject: Re: [GD-Windows] Debugging multiple apps > One way I've dealt with stuff like this in the past is to put a simple > loop like this as the first thing in your WinMain: > > bool wait = true; > while (wait); > > Once the process is launched, just attach to it with the debugger and > break. Set wait to false and start stepping. > > Chris > >> -----Original Message----- >> From: gam...@li... >> [mailto:gam...@li...] >> On Behalf Of Research >> Sent: Friday, August 18, 2006 12:28 AM >> To: Gam...@li... >> Subject: [GD-Windows] Debugging multiple apps >> >> I cannot figure out how to debug multiple apps in Visual >> Studio, and I can't seem to find the right google words to >> find this either. >> >> I'm have one application that launches another with >> ShellExecute. They are both in the same solution. I put >> breakpoints on the WinMain of the launched app and it never >> gets called. >> >> I know how to attach to something already running, but I need >> to trap the app on entry. So I want to step on the >> ShellExecute and have the other app start and immediately break. >> >> Is this possible in Visual Studio? >> >> Thanks, >> Brett >> >> >> -------------------------------------------------------------- >> ----------- >> Using Tomcat but need to do more? Need to support web >> services, security? >> Get stuff done quickly with pre-integrated technology to make >> your job easier Download IBM WebSphere Application Server >> v.1.0.1 based on Apache Geronimo >> http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057& >> dat=121642 >> _______________________________________________ >> Gamedevlists-windows mailing list >> Gam...@li... >> https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_id=555 >> > > ------------------------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job > easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 |