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From: Weston F. <we...@ml...> - 2002-06-13 04:29:59
|
I've always used: char Path[512]; not say that you can't have a path that long... But it fairly unlikely... ----- Original Message ----- From: "Ignacio Castaño" <cas...@ya...> To: "Gareth Lewin" <GL...@cl...>; <gam...@li...> Sent: Wednesday, June 12, 2002 3:34 PM Subject: Re: [GD-Windows] Program directory > Interestingly _MAX_PATH is defined to 260, and my max path was longer than > that, so it seems that I was doing something else wrong. > > > Ignacio Castaño > cas...@ya... > > > Gareth Lewin wrote: > Yes, the define _MAX_PATH and it's friends are well worth using in cases > like this. > > Sadly GetModuleFileName doesn't return the length if the buffer you give is > too small, unlike other API calls. > > > > _________________________________________________________ > Do You Yahoo!? > Get your free @yahoo.com address at http://mail.yahoo.com > > > _______________________________________________________________ > > Sponsored by: > ThinkGeek at http://www.ThinkGeek.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: <cas...@ya...> - 2002-06-12 21:39:39
|
Interestingly _MAX_PATH is defined to 260, and my max path was longer than that, so it seems that I was doing something else wrong. Ignacio Castaño cas...@ya... Gareth Lewin wrote: Yes, the define _MAX_PATH and it's friends are well worth using in cases like this. Sadly GetModuleFileName doesn't return the length if the buffer you give is too small, unlike other API calls. _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com |
From: Gareth L. <GL...@cl...> - 2002-06-12 10:06:39
|
Yes, the define _MAX_PATH and it's friends are well worth using in = cases like this. Sadly GetModuleFileName doesn't return the length if the buffer you = give is too small, unlike other API calls. Regards, Gareth Lewin -----Original Message----- From: Ignacio Casta=F1o [mailto:cas...@ya...] Sent: 11 June 2002 21:00 To: gam...@li... Subject: Re: [GD-Windows] Program directory Javier Arevalo wrote: > > I would like to know how to retrieve the path where the program = being > > executed is. > > TCHAR szExeFilename[300]; > ::GetModuleFileName(NULL, szExeFilename, > sizeof(szExeFilename)/sizeof(szExeFilename[0])); That works fine, thanks! BTW, I once had problems with those hardcoded string names when one = client installed my application under a very long file path... Ignacio Casta=F1o cas...@ya... _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com _______________________________________________________________ Multimillion Dollar Computer Inventory Live Webcast Auctions Thru Aug. 2002 - http://www.cowanalexander.com/calendar _______________________________________________ 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: <cas...@ya...> - 2002-06-11 20:02:01
|
Javier Arevalo wrote: > > I would like to know how to retrieve the path where the program being > > executed is. > > TCHAR szExeFilename[300]; > ::GetModuleFileName(NULL, szExeFilename, > sizeof(szExeFilename)/sizeof(szExeFilename[0])); That works fine, thanks! BTW, I once had problems with those hardcoded string names when one client installed my application under a very long file path... Ignacio Castaño cas...@ya... _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com |
From: Andrew G. <ag...@cl...> - 2002-06-11 16:44:36
|
This way is unreliable, don't do it. Under an NT kernel the presence of a path on the command line depends on how your program was started. Ditto using argv[0] as someone suggested.. Andrew Grant- Climax Brighton > -----Original Message----- > From: Aaron Burton [mailto:aar...@po...] > Sent: 11 June 2002 17:29 > To: gam...@li... > Subject: RE: [GD-Windows] Program directory > > > > > > I think you can still get at the command line even if you are > > a windows app > > and not a console app. > > > > Yep, GetCommandLine() will do that. > > Aaron. > > |
From: Aaron B. <aar...@po...> - 2002-06-11 16:29:11
|
> > I think you can still get at the command line even if you are > a windows app > and not a console app. > Yep, GetCommandLine() will do that. Aaron. __________________________________________________________________ Aaron Burton PowerVR Developer Relations Engineer PowerVR Technologies A Division of Imagination Technologies Ltd Home Park Estate, ph:+44 1923 260511 Kings Langley, Herts, WD4 8LZ, UK www.powervr.com www.pvrdev.com __________________________________________________________________ |
From: Jon W. <hp...@mi...> - 2002-06-11 16:22:02
|
You could get the path of the main module (instance). Typically, just calling TCHAR path[ 256 ]; GetModuleFileName( 0, path, 256 ); Cheers, / h+ > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Ignacio Castaño > Sent: Tuesday, June 11, 2002 5:27 AM > To: gam...@li... > Subject: [GD-Windows] Program directory > > > Hi, > I would like to know how to retrieve the path where the program being > executed is. Usually it's the current working directory, that you can get > with getcwd, but in some cases that's not true. For example, when the > program is in the path or when you simply do: folder\program.exe > Is there any safe way of doing this? > I could save the name of the directory during installation or > something like > that, but actually my program doesn't have any installation, so I would > prefer another option. > > > Ignacio Castaño > cas...@ya... > > > _________________________________________________________ > Do You Yahoo!? > Get your free @yahoo.com address at http://mail.yahoo.com > > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas - > http://devcon.sprintpcs.com/adp/index.cfm?source=osdntextlink > > _______________________________________________ > 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: Benedict W. <bwa...@bt...> - 2002-06-11 12:27:15
|
You wrote: >Hi, >I would like to know how to retrieve the path where the program being >executed is. Usually it's the current working directory, that you can = get >with getcwd, but in some cases that's not true. For example, when the >program is in the path or when you simply do: folder\program.exe >Is there any safe way of doing this? >I could save the name of the directory during installation or something = like >that, but actually my program doesn't have any installation, so I would >prefer another option. I believe you want something like this: char directory[255]=3D""; GetModuleFileName( GetModuleHandle(NULL) ,directory,sizeof(directory)); This will return the exe name and path. Benedict |
From: Jacob T. (C. D. Ltd) <Ja...@Co...> - 2002-06-11 12:26:29
|
Isn't argument 0 to main the full path for the executable. I think you can still get at the command line even if you are a windows = app and not a console app. -----Original Message----- From: Ignacio Casta=F1o [mailto:cas...@ya...] Sent: 11 June 2002 13:27 To: gam...@li... Subject: [GD-Windows] Program directory Hi, I would like to know how to retrieve the path where the program being executed is. Usually it's the current working directory, that you can = get with getcwd, but in some cases that's not true. For example, when the program is in the path or when you simply do: folder\program.exe Is there any safe way of doing this? I could save the name of the directory during installation or something = like that, but actually my program doesn't have any installation, so I would prefer another option. Ignacio Casta=F1o cas...@ya... _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com _______________________________________________________________ Don't miss the 2002 Sprint PCS Application Developer's Conference August 25-28 in Las Vegas - http://devcon.sprintpcs.com/adp/index.cfm?source=3Dosdntextlink _______________________________________________ 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: Javier A. <ja...@py...> - 2002-06-11 12:26:06
|
Ignacio Castaño wrote: > I would like to know how to retrieve the path where the program being > executed is. TCHAR szExeFilename[300]; ::GetModuleFileName(NULL, szExeFilename, sizeof(szExeFilename)/sizeof(szExeFilename[0])); Javier Arevalo Pyro Studios |
From: <cas...@ya...> - 2002-06-11 12:16:10
|
Hi, I would like to know how to retrieve the path where the program being executed is. Usually it's the current working directory, that you can get with getcwd, but in some cases that's not true. For example, when the program is in the path or when you simply do: folder\program.exe Is there any safe way of doing this? I could save the name of the directory during installation or something like that, but actually my program doesn't have any installation, so I would prefer another option. Ignacio Castaño cas...@ya... _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com |
From: Jon W. <hp...@mi...> - 2002-06-09 14:54:29
|
> Works fine in two of my games, but in the third this barfs (but > only after > the second time I call it, after destroying the previous window, etc.). Two possible, though far-fetched, problems: Windows heap corruption? Corruption of the variable you use to store the class ID or atom? Cheers, / h+ |
From: Rich <leg...@xm...> - 2002-06-09 14:17:07
|
In article <5.1...@wk...>, Brian Hook <bri...@py...> writes: > So if I can figure out what conditions would cause a window class to become > unregistered, I might be able to narrow down what I'm doing to trigger this. AFAIK, the only thing that does it is UnregisterClass. Instead of doing: if ( !alreadyRegistered ) { RegisterMyWindowClass(); } you could try: WNDCLASS junk; if (!::GetClassInfo(instance, _T("MyClass"), &junk)) { RegisterMyWindowClass(); } This would work even if ::UnregisterClass got called somehow. -- Ask me about my upcoming book on Direct3D from Addison-Wesley! Direct3D Book <http://www.xmission.com/~legalize/book/> izfree: Open source tools for Windows Installer <http://izfree.sourceforge.net> |
From: Brian H. <bri...@py...> - 2002-06-09 06:08:38
|
For some reason one of my applications using my shared codebase is failing when going into fullscreen with a "class not found" error when calling CreateWindowEx. This works in my other games that use the same code, so I'm assuming I'm doing something wrong/unexpected elsewhere that is causing my window class to get unregistered. I never call UnregisterClass(), and the first time through it works fine. It's the second time through, where I have code like this: if ( !alreadyRegistered ) { RegisterMyWindowClass(); } CreateWindowEx( ... ); Works fine in two of my games, but in the third this barfs (but only after the second time I call it, after destroying the previous window, etc.). So if I can figure out what conditions would cause a window class to become unregistered, I might be able to narrow down what I'm doing to trigger this. Thanks, Brian |
From: Mitch H. <mi...@de...> - 2002-06-02 16:27:39
|
I just recently (this morning) looked into this. Is it really the case that trying to get a Windows logo for a product requires a $400 VeriSign login account? [?!] Did I miss something? I also need a Windows logo for a product, but... At www.microsoft.com/winlogo/ all that seems available is "Designed for XP" or "Works on XP" logos. No regular ole Win32 logos. on 2/5/02 11:54 PM, Jon Watte at hp...@mi... wrote: > > I found a "product graphics" section at > http://www.microsoft.com/partner/businessresources/salesresources/ > However, it contains shots of the Windows retail box, rather than > the Windows logo. Most companies are rather protective about their > logo and how you use it, so it might not be OK to just swipe one > and use it. > > I'm assuming you already read > http://www.microsoft.com/trademarks/ > It seems from that that you really can't use their Windows logo > without going through certification. I believe that may be their > intent. Now, whether they're gonna send copyright nazis to your > house in the middle of the night or not, I have no idea. > > > As for curbing the "buy the wrong thing" problem: > > You could have your web page look at the user agent, which most > of the time has the operating system in it. So sub-string for the > OS installed, and warn the user if the UA doesn't seem to match > the package they're buying. > > You could also put a cookie in the window that allows them to > download the other platform within the next 7 days or something, > assuming you have a studly database back-end that can properly > validate/expire these kinds of one-time-use tickets. > > > Cheers, > > / h+ > >> -----Original Message----- >> From: gam...@li... >> [mailto:gam...@li...]On Behalf Of >> Brian Hook >> Sent: Tuesday, February 05, 2002 6:44 PM >> To: gam...@li... >> Subject: RE: [GD-Windows] Getting Windows logo for Web page >> >> >>> I don't think there's anything stopping you placing a Windows >>> logo on a page, providing you have the standard "Microsoft >>> Windows and blah blah, are trademarks of" and so on at the >>> bottom somewhere. An awful lot of companies have this type of >>> thing on their download pages. >> >> Right, but where do I get the regular Windows logo in a form that's >> resizable, etc. for placement on a Web page? I had hoped Microsoft >> would have this in some "marketing package" or something like that in >> EPS form, etc. >> >>> Having the "Designed For Microsoft Windows" logo though is a >>> different matter which requires you to meet all kind of >>> certification requirements, I guess this is what you saw on ms.com >> >> Right. The above is overkill, we just need the logo so that someone >> doesn't click the wrong "Buy Now!" button. That's a big concern for us, >> because basically they're going to see: >> >> Click here to purchase Candy Cruncher for Windows >> Click here to purchase Candy Cruncher for OS X >> >> And I just KNOW we're going to get people clicking on the wrong ones, so >> hopefully pretty pictures will avoid some of the confusion. >> >> Brian >> >> >> _______________________________________________ >> Gamedevlists-windows mailing list >> Gam...@li... >> https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >> > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows |
From: Warrick B. <War...@po...> - 2002-05-13 13:31:52
|
Aaargh! and I've just realised that BeginUpdateResource etc.. don't work on Windows95/98/Me. Will I have to manually load the exe file and add my resources? - what problems will I encounter in doing this? Thanks, Warrick. -----Original Message----- From: Warrick Buchanan [mailto:War...@po...] Sent: 13 May 2002 13:15 To: 'gam...@li...' Subject: [GD-Windows] Adding custom resources to exes/dlls etc... Hi, I'm playing around writing a program to add custom binary resources to an exe/dll. I've read through all the documentation on resources but I still seem to be doing something wrong. The situation is as follows: My program seems to update another exes resource fine (BeginUpdateResource() etc...), I add the resource as a RT_RCDATA and it's language as a neutral. If I then go to enumerate the resources attached to the updated exe I get as far as the name of the one I've added (I actually get it's name and type) but then if I try to enumerate it's languages I get an error saying the resource name is not valid. If I try to use FindResource on it, it fails with an invalid name as well. Looking through the MSDN docs more I'm beginning to think that I need to prefix my raw data when I add it in UodateResource() with a RESOURCEHEADER header structure. Also I'm worried that I have to be careful with alignment and does the SizeofResource() function include the size of the header into it's result? If this is the case it would seem nasty when I add a resource as I'd have to allocate a block of memory big enough to hold the resource and the header, put the header before it copy the resource data across and then write the whole block to the resource - is there no way of incrementally building up a resource directly? Thanks, Warrick. _______________________________________________________________ Have big pipes? SourceForge.net is looking for download mirrors. We supply the hardware. You get the recognition. Email Us: ban...@so... _______________________________________________ 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: Warrick B. <War...@po...> - 2002-05-13 12:15:28
|
Hi, I'm playing around writing a program to add custom binary resources to an exe/dll. I've read through all the documentation on resources but I still seem to be doing something wrong. The situation is as follows: My program seems to update another exes resource fine (BeginUpdateResource() etc...), I add the resource as a RT_RCDATA and it's language as a neutral. If I then go to enumerate the resources attached to the updated exe I get as far as the name of the one I've added (I actually get it's name and type) but then if I try to enumerate it's languages I get an error saying the resource name is not valid. If I try to use FindResource on it, it fails with an invalid name as well. Looking through the MSDN docs more I'm beginning to think that I need to prefix my raw data when I add it in UodateResource() with a RESOURCEHEADER header structure. Also I'm worried that I have to be careful with alignment and does the SizeofResource() function include the size of the header into it's result? If this is the case it would seem nasty when I add a resource as I'd have to allocate a block of memory big enough to hold the resource and the header, put the header before it copy the resource data across and then write the whole block to the resource - is there no way of incrementally building up a resource directly? Thanks, Warrick. |
From: Gareth L. <GL...@cl...> - 2002-05-13 09:54:29
|
Are you using Visual Assist ? Even though I can't live without Visual Assist, it does seem to cause MSVC to hang when I exit it. -----Original Message----- From: Rich [mailto:leg...@xm...] Sent: 13 May 2002 07:55 To: gam...@li... Subject: Re: [GD-Windows] MsDev not exit cleanly In article <000001c1fa2e$89ba1d80$6501a8c0@CorrinneP4>, "Corrinne Yu" <cor...@sp...> writes: > Anyone knows how to force MsDev to exit cleanly? I've experienced this, but only recently. I believe it started happening after I applied a service pack or security update to Win2K. I've found that if I close the workspace before exiting studio, then studio shuts down cleanly. If I leave the workspace open when exiting studio, then sometimes it behaves as you describe. -- Ask me about my upcoming book on Direct3D from Addison-Wesley! Direct3D Book <http://www.xmission.com/~legalize/book/> izfree: Open source tools for Windows Installer <http://izfree.sourceforge.net> _______________________________________________________________ Have big pipes? SourceForge.net is looking for download mirrors. We supply the hardware. You get the recognition. Email Us: ban...@so... _______________________________________________ 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: Rich <leg...@xm...> - 2002-05-13 06:55:28
|
In article <000001c1fa2e$89ba1d80$6501a8c0@CorrinneP4>, "Corrinne Yu" <cor...@sp...> writes: > Anyone knows how to force MsDev to exit cleanly? I've experienced this, but only recently. I believe it started happening after I applied a service pack or security update to Win2K. I've found that if I close the workspace before exiting studio, then studio shuts down cleanly. If I leave the workspace open when exiting studio, then sometimes it behaves as you describe. -- Ask me about my upcoming book on Direct3D from Addison-Wesley! Direct3D Book <http://www.xmission.com/~legalize/book/> izfree: Open source tools for Windows Installer <http://izfree.sourceforge.net> |
From: Brian H. <bri...@py...> - 2002-05-13 04:19:03
|
At 10:30 PM 5/12/2002 -0500, Corrinne Yu wrote: >Occasionally MsDev does not completely remove itself as a process after >the Visual Studio is shutdown. MSDEV is buggy as hell (be glad you don't have to use eMbedded Visual C++ 3.0...gack). Unfortunately I don't know of a clean way to exit ALL the time, I just end up having to watch for stuck MSDEV.EXE or CL.EXE processes. Sometimes CL.EXE gets stuck and I have to manually kill it. Go figure. Brian |
From: Corrinne Y. <cor...@sp...> - 2002-05-13 03:30:42
|
Occasionally MsDev does not completely remove itself as a process after the Visual Studio is shutdown. It causes some minor slowdown. And while in the Task Manager, the application is gone, if one looks at the process, one still sees msdev.exe eating up clock cycles. Anyone knows how to force MsDev to exit cleanly? Thanks for any tips. |
From: Javier A. <ja...@py...> - 2002-05-06 08:59:59
|
This is exactly what we do in our sound engine: create one "loader" thread at startup, and queue load commands to it. We added some priority features to the requests, so initially we feed it with a list of all in-game sounds (and variants of each sound) we want to be loaded over time, it works in the background, but we can request immediate loading of a given sound (for example, GUI sounds when the user brings up the in-game menu). This sped up our Level initialization times immensely. Javier Arevalo Pyro Studios ----- Original Message ----- From: "Jon Watte" <hp...@mi...> > > doesnt, so i guess 2k also doesnt. We worked around it by creating a > > threadpool and let them wait for a win32 event, and signal the > > event as soon > > as one of them needs to do something. Works like a champ, but it keeps me > > wondering.. Its really a shame this is so slow in win9x. > > In general, it's healthy design to treat threads as very heavy-weight, > almost static resources, and not depend on creating them at run-time. > Thus, creating a thread for doing asynchronous work for the sound system > at construction time is a healthy design anyway. Queue commands to it > using your favourite syncrhonization mechanism, and off you go; that's > how most solid systems I've seen actually work. Un-solid sound code > typically comes from not using a thread at all (leading to dependencies > on frame rates, stuttering when loading, high latencies, etc) or from > using too many threads within a single component. |
From: Jon W. <hp...@mi...> - 2002-05-05 17:11:59
|
> doesnt, so i guess 2k also doesnt. We worked around it by creating a > threadpool and let them wait for a win32 event, and signal the > event as soon > as one of them needs to do something. Works like a champ, but it keeps me > wondering.. Its really a shame this is so slow in win9x. In general, it's healthy design to treat threads as very heavy-weight, almost static resources, and not depend on creating them at run-time. Thus, creating a thread for doing asynchronous work for the sound system at construction time is a healthy design anyway. Queue commands to it using your favourite syncrhonization mechanism, and off you go; that's how most solid systems I've seen actually work. Un-solid sound code typically comes from not using a thread at all (leading to dependencies on frame rates, stuttering when loading, high latencies, etc) or from using too many threads within a single component. Cheers, / h+ |
From: Erwin de V. <er...@vo...> - 2002-05-05 11:34:22
|
Hi, Just a quick FYI. On our soundengine we implemented asynchronous file loading recently. It starts a new thread to load the sound from disk. On Win98 the creation of threads is SLOW. It really takes several ms on a 1ghz machine causing a nice stutter in our game. We noticed it here in the office on a 98 machine, but i suspect 95 and ME also to suffer from this issue. XP doesnt, so i guess 2k also doesnt. We worked around it by creating a threadpool and let them wait for a win32 event, and signal the event as soon as one of them needs to do something. Works like a champ, but it keeps me wondering.. Its really a shame this is so slow in win9x. Erwin |
From: Wayne C. <wc...@re...> - 2002-05-01 09:19:07
|
> Is there a windows equivalent for GCC memalign() which is > like malloc but > you can speficy the byte alignment you want for the ptr e.g. > memalign( 64, > 1000 ); will return a ptr which is 1000 bytes long and starts > on a 64-byte > boundary. If you're using VC7 or VC6 with the processor pack they both support: _aligned_malloc( size, alignment ) and _aligned_free( ptr ) Wayne -Virus scanned and cleared ok |