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Non-Wimp sprite areas in Wimp icons

Started byMartin Bazley <martin.bazley@blueyonder.co.uk>
First post2012-08-05 13:35 +0100
Last post2012-08-05 13:35 +0100
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  Non-Wimp sprite areas in Wimp icons Martin Bazley <martin.bazley@blueyonder.co.uk> - 2012-08-05 13:35 +0100

#1982 — Non-Wimp sprite areas in Wimp icons

FromMartin Bazley <martin.bazley@blueyonder.co.uk>
Date2012-08-05 13:35 +0100
SubjectNon-Wimp sprite areas in Wimp icons
Message-ID<b44e7aba52.martin@blueyonder.co.uk>
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

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