From: Paul Shirley 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: 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 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 Precedence: bulk In article <5jfilc$p5h AT news DOT cableinet DOT net>, Jason Barstow 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