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| From | Martin Bazley <martin.bazley@blueyonder.co.uk> |
|---|---|
| Newsgroups | comp.sys.acorn.programmer |
| Subject | Non-Wimp sprite areas in Wimp icons |
| Message-ID | <b44e7aba52.martin@blueyonder.co.uk> (permalink) |
| Organization | virginmedia.com |
| Date | 2012-08-05 13:35 +0100 |
Further to the saga of Magic Mushrooms crashing the Filer on RISC OS 3.7 [1], I believe I've come up with a solution. Before, the editor was loading the ingame sprites into a sprite area stored within its own application space, to save polluting the Wimp pool with them. Changing it to allocate the memory in a dynamic area instead appears to have stopped the crashes. So, are you not allowed to use application space sprite areas in Wimp icons? I ask because it works perfectly on all other OSes, and it used to work perfectly on RISC OS 3.7 (which I developed and tested the application on in the first place). And all the application's indirected data is also stored in application space, and that doesn't bother the Wimp. The crashes used to occur when dragging files out of the Filer, or anywhere else, and were caused by attempting to load from an unmapped address in application space which corresponded to my sprite area. What business did DragASprite have in poking around a private sprite area intended to be accessed and redrawn only by the Wimp? What's going on? [1] http://www.iconbar.com/forums/viewthread.php?threadid=11945 -- __<^>__ / _ _ \ You always find something in the last place you look. ( ( |_| ) ) \_> <_/ ======================= Martin Bazley ==========================
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Non-Wimp sprite areas in Wimp icons Martin Bazley <martin.bazley@blueyonder.co.uk> - 2012-08-05 13:35 +0100
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