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From: | Paul Shirley <Paul AT foobar DOT co DOT uk DOT chocolat> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: DJGPP OS Compatability WAS:detecting dpmi |
Date: | Wed, 23 Apr 1997 22:24:01 +0100 |
Organization: | wot? me? |
Lines: | 19 |
Distribution: | world |
Message-ID: | <dlFyaHAx3nXzEwdu@foobar.co.uk> |
References: | <5je6kq$ff9$1 AT thor DOT atcon DOT com> <3359D789 DOT 3623 AT NO DOT SPAM DOT cs DOT com> |
<5jfilc$p5h AT news DOT cableinet DOT net> | |
Reply-To: | Paul Shirley <junk AT defeating DOT email DOT address> |
NNTP-Posting-Host: | chocolat.foobar.co.uk |
Mime-Version: | 1.0 |
To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
In article <5jfilc$p5h AT news DOT cableinet DOT net>, Jason Barstow <jb3207 AT eclipse DOT co DOT uk> writes >I'm currently working on a game (like many people I think). This does all the >usual stuff - hooks keyboard interrupt; uses VESA1.2/2.0; does sound via >Soundblaster; uses NEARPTRS (optional). One thing to be careful of is using malloc and its friends with the default malloc library. On Win95 I see huge swapfiles created by this under JED and DISPLAY (20Mbytes with ease). On a nearly full drive this will crash the program responsible (scattering unclosed files through the file system if you are unlucky like me ;) I'd mind less if I did not have enough real ram for almost any possible program! Of course this should not affect games (where you should do memory management yourself) --- Paul Shirley: shuffle chocolat before foobar for my real email address
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