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	<id>tag:old.nabble.com,2006:forum-14250</id>
	<title>Nabble - SDL</title>
	<updated>2009-12-21T10:08:28Z</updated>
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	<subtitle type="html">&lt;a href=&quot;http://www.libsdl.org/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL&lt;/a&gt;&amp;nbsp;(Simple DirectMedia Layer) is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer.</subtitle>
	
<entry>
	<id>tag:old.nabble.com,2006:post-26877842</id>
	<title>Re: SFML - What SDL 1.3 hopefully will be...</title>
	<published>2009-12-21T10:08:28Z</published>
	<updated>2009-12-21T10:08:28Z</updated>
	<author>
		<name>nfries88</name>
	</author>
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	&lt;div class=&quot;postbody&quot;&gt;SDL 1.3 should already have OpenGL and (on Windows only, ofc) Direct3D hardware accelerated renderers. It also has scaling functions, but not rotation ones.&lt;br /&gt;
&lt;br /&gt;
There were libraries for SDL 1.2 that were easy enough to use that provided OpenGL acceleration, too.&lt;/div&gt;
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&lt;br /&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26874192</id>
	<title>My simple computer shutting program in C language...</title>
	<published>2009-12-21T05:49:03Z</published>
	<updated>2009-12-21T05:49:03Z</updated>
	<author>
		<name>a_kutluozen</name>
	</author>
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	&lt;div class=&quot;postbody&quot;&gt;Hi guys!, here is my new simple program... I hope it will be helpful for you... Honestly, it helps me so much:)&lt;br /&gt;
but there are some bugs in my program, i cant solve them... for example: how can i disable arrow keys like letters???&lt;br /&gt;
because if you use an arrow key, it disables the whole warnings and warnings are very important... &lt;img src=&quot;http://forums.libsdl.org/images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt;&lt;br /&gt;
here is the link, check it if you want: &lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.MegaShare.com/1694062&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://www.MegaShare.com/1694062&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
have good day:)&lt;/div&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26869834</id>
	<title>Re: SDL 1.3 docs?</title>
	<published>2009-12-20T20:18:49Z</published>
	<updated>2009-12-20T20:18:49Z</updated>
	<author>
		<name>Sam Lantinga-4</name>
	</author>
	<content type="html">The source would be great, if possible. &amp;nbsp;Go ahead and send me private
&lt;br&gt;e-mail, if you want.
&lt;br&gt;&lt;br&gt;On Sun, Dec 20, 2009 at 10:32 AM, Ken Rogoway &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Ken@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; It's large due to the assets, so I will send you access to my FTP.  Do you
&lt;br&gt;&amp;gt; just want the Bin, or do you need the source too?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; -----Original Message-----
&lt;br&gt;&amp;gt; From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt; [mailto:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt;] On
&lt;br&gt;&amp;gt; Behalf Of Sam Lantinga
&lt;br&gt;&amp;gt; Sent: Sunday, December 20, 2009 11:13 AM
&lt;br&gt;&amp;gt; To: SDL Development List
&lt;br&gt;&amp;gt; Subject: Re: [SDL] SDL 1.3 docs?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Can you send me a link to your program so I can try it out here?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; On Sun, Dec 20, 2009 at 9:11 AM, Ken Rogoway &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Ken@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt; After I sent the post I saw the sample apps.  Better than nothing, but
&lt;br&gt;&amp;gt; still
&lt;br&gt;&amp;gt;&amp;gt; not ideal for a migration since you can never tell in a sample what is
&lt;br&gt;&amp;gt;&amp;gt; particular to that program, and what is required for a minimum
&lt;br&gt;&amp;gt;&amp;gt; implementation.  I will keep notes of the migration from 1.2 to 1.3 and
&lt;br&gt;&amp;gt; get
&lt;br&gt;&amp;gt;&amp;gt; in touch with Lauren.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; As for the slow down:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I am running on Windows XP.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; The program is running in a 800x600x24 software window.  My physical
&lt;br&gt;&amp;gt; screen
&lt;br&gt;&amp;gt;&amp;gt; is 1920x1200x32.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I convert all images at load time to match the display format.  I use
&lt;br&gt;&amp;gt;&amp;gt; SDL_Flip() to update the screen, which according to the docs is the
&lt;br&gt;&amp;gt;&amp;gt; equivalent of calling SDL_UpdateRect().
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I am not using dirty rects for this game since I need to redraw
&lt;br&gt;&amp;gt; everything.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; The concern is that just by rebuilding with SDL 1.3 (no code changes) the
&lt;br&gt;&amp;gt;&amp;gt; framerate drops 50%.  Let me know if there is anything you want me to
&lt;br&gt;&amp;gt;&amp;gt; try/test to see if I can get the performance up.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Ken
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; -----Original Message-----
&lt;br&gt;&amp;gt;&amp;gt; From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=4&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt; [mailto:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=5&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt;]
&lt;br&gt;&amp;gt; On
&lt;br&gt;&amp;gt;&amp;gt; Behalf Of Sam Lantinga
&lt;br&gt;&amp;gt;&amp;gt; Sent: Sunday, December 20, 2009 10:30 AM
&lt;br&gt;&amp;gt;&amp;gt; To: SDL Development List
&lt;br&gt;&amp;gt;&amp;gt; Subject: Re: [SDL] SDL 1.3 docs?
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; There isn't an official 1.3 migration guide, although it's high on the
&lt;br&gt;&amp;gt;&amp;gt; priority list.  We're going to put a list of new functions and a
&lt;br&gt;&amp;gt;&amp;gt; migration guide on the wiki here:
&lt;br&gt;&amp;gt;&amp;gt; &lt;a href=&quot;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&lt;/a&gt;&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; In the meantime, the best way to get comfortable with the new API
&lt;br&gt;&amp;gt;&amp;gt; functions is to take a look at the testsprite2 and testdraw2 test
&lt;br&gt;&amp;gt;&amp;gt; programs.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; If you'd like to put together some initial notes for people migrating
&lt;br&gt;&amp;gt;&amp;gt; to SDL 1.3, feel free to start a page on the wiki, coordinating it
&lt;br&gt;&amp;gt;&amp;gt; with Lauren &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=6&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;laleh_aziz@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; As for the slowdown, I've tried to keep the SDL 1.3 implementation as
&lt;br&gt;&amp;gt;&amp;gt; close to the 1.2 code path as possible.  Judging by the 50% slowdown,
&lt;br&gt;&amp;gt;&amp;gt; it sounds like there's an extra buffer copy going on there.  What
&lt;br&gt;&amp;gt;&amp;gt; platform are you running?
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; See ya!
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt;&amp;gt; SDL mailing list
&lt;br&gt;&amp;gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=7&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&amp;gt;&amp;gt; &lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --
&lt;br&gt;&amp;gt;        -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; SDL mailing list
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=8&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; SDL mailing list
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26869834&amp;i=9&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
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&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26869005</id>
	<title>Re: disable ugly windows shortkeys</title>
	<published>2009-12-20T17:32:11Z</published>
	<updated>2009-12-20T17:32:11Z</updated>
	<author>
		<name>Jesse A.</name>
	</author>
	<content type="html">&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.01 Transitional//EN&quot;&gt;
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&lt;/head&gt;
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	&lt;div class=&quot;postbody&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;table width=&quot;90%&quot; align=&quot;center&quot; cellspacing=&quot;1&quot; cellpadding=&quot;2&quot; border=&quot;0&quot; class=&quot;quote&quot;&gt;&lt;br /&gt;&lt;tr&gt; &lt;br /&gt;	&lt;td class=&quot;quote_user&quot; align=&quot;left&quot;&gt;mandarx wrote:&lt;/td&gt;&lt;br /&gt;&lt;/tr&gt;&lt;br /&gt;&lt;tr&gt;&lt;br /&gt;	&lt;td class=&quot;quote&quot; align=&quot;left&quot;&gt;Can SDL disable ugly windows shortkeys and filters?&lt;/td&gt;&lt;br /&gt;	&lt;/tr&gt;&lt;br /&gt;&lt;/table&gt;&lt;/div&gt;&lt;br /&gt;
I can't give you an authoritative answer, but I'm pretty sure the answer is 'no'. Also, I think the general consensus is that OS-specific shortcuts (such as alt-tab in Windows and cmd-tab in OS X) shouldn't be disabled under normal circumstances. (There's certainly some disagreement about this though.)&lt;br /&gt;
&lt;br /&gt;
&lt;div align=&quot;center&quot;&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;2&quot; border=&quot;0&quot; align=&quot;center&quot; class=&quot;quote&quot;&gt;&lt;br /&gt;&lt;tr&gt; &lt;br /&gt;	&lt;td class=&quot;quote_user&quot; align=&quot;left&quot;&gt;Quote:&lt;/td&gt;&lt;br /&gt;&lt;/tr&gt;&lt;br /&gt;&lt;tr&gt;&lt;br /&gt;	&lt;td class=&quot;quote&quot; align=&quot;left&quot;&gt;are GNU+Linux and MacOsX affected by the same problem??&lt;/td&gt;&lt;br /&gt;	&lt;/tr&gt;&lt;br /&gt;&lt;/table&gt;&lt;/div&gt;&lt;br /&gt;
I wouldn't go so far as to call it a 'problem' per se, but yeah, in OS X the OS keyboard shortcuts are still operational (in windowed mode at least) when an SDL-based app has focus. Not sure about Linux.&lt;/div&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26867768</id>
	<title>SDL 1.3 Mac fullscreen</title>
	<published>2009-12-20T14:21:28Z</published>
	<updated>2009-12-20T14:21:28Z</updated>
	<author>
		<name>julien CLEMENT-2</name>
	</author>
	<content type="html">&lt;html&gt;&lt;head&gt;&lt;/head&gt;&lt;body&gt;&lt;div style=&quot;font-family:verdana, helvetica, sans-serif;font-size:14pt;color:#00007f;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;Hi,&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;I've written a very simple test program with a ball bouncing.&lt;/div&gt;&lt;div&gt;I used the same technic as in the 'testspriteminial' test.&lt;br&gt;(No VideoInit() call, no Renderer created).&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Although 'testspriteminimal' works fine in fullscreen mode, mine&lt;/div&gt;&lt;div&gt;produces strange tearing, and more the video seems almost corrupted&lt;/div&gt;&lt;div&gt;whereas it is perfectly OK in window mode. I tried creating a renderer&lt;/div&gt;&lt;div&gt;and many different options without success (ex: SDL_RENDERER_SINGLEBUFFER).&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Another note, 'testsprite2' produces the same corrupted video in fullscreen mode.&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;By the way, I don't see a significant speed up comparing with the SDL 1.2 test sprite.&lt;/div&gt;&lt;div&gt;I checked the
 name of the default renderer and it is &quot;opengl&quot;.&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Thanks,&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;Julien&lt;div style=&quot;position:fixed&quot;&gt;&lt;/div&gt;


&lt;!-- cg2.c41.mail.ird.yahoo.com compressed/chunked Sun Dec 20 04:16:14 PST 2009 --&gt;
&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;/div&gt;&lt;br&gt;




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<entry>
	<id>tag:old.nabble.com,2006:post-26865971</id>
	<title>Re: SDL 1.3 docs?</title>
	<published>2009-12-20T10:32:25Z</published>
	<updated>2009-12-20T10:32:25Z</updated>
	<author>
		<name>Ken Rogoway</name>
	</author>
	<content type="html">It's large due to the assets, so I will send you access to my FTP. &amp;nbsp;Do you
&lt;br&gt;just want the Bin, or do you need the source too?
&lt;br&gt;&lt;br&gt;-----Original Message-----
&lt;br&gt;From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865971&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt; [mailto:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865971&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt;] On
&lt;br&gt;Behalf Of Sam Lantinga
&lt;br&gt;Sent: Sunday, December 20, 2009 11:13 AM
&lt;br&gt;To: SDL Development List
&lt;br&gt;Subject: Re: [SDL] SDL 1.3 docs?
&lt;br&gt;&lt;br&gt;Can you send me a link to your program so I can try it out here?
&lt;br&gt;&lt;br&gt;On Sun, Dec 20, 2009 at 9:11 AM, Ken Rogoway &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865971&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Ken@...&lt;/a&gt;&amp;gt;
&lt;br&gt;wrote:
&lt;br&gt;&amp;gt; After I sent the post I saw the sample apps.  Better than nothing, but
&lt;br&gt;still
&lt;br&gt;&amp;gt; not ideal for a migration since you can never tell in a sample what is
&lt;br&gt;&amp;gt; particular to that program, and what is required for a minimum
&lt;br&gt;&amp;gt; implementation.  I will keep notes of the migration from 1.2 to 1.3 and
&lt;br&gt;get
&lt;br&gt;&amp;gt; in touch with Lauren.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; As for the slow down:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I am running on Windows XP.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The program is running in a 800x600x24 software window.  My physical
&lt;br&gt;screen
&lt;br&gt;&amp;gt; is 1920x1200x32.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I convert all images at load time to match the display format.  I use
&lt;br&gt;&amp;gt; SDL_Flip() to update the screen, which according to the docs is the
&lt;br&gt;&amp;gt; equivalent of calling SDL_UpdateRect().
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I am not using dirty rects for this game since I need to redraw
&lt;br&gt;everything.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The concern is that just by rebuilding with SDL 1.3 (no code changes) the
&lt;br&gt;&amp;gt; framerate drops 50%.  Let me know if there is anything you want me to
&lt;br&gt;&amp;gt; try/test to see if I can get the performance up.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Ken
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; -----Original Message-----
&lt;br&gt;&amp;gt; From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865971&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt; [mailto:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865971&amp;i=4&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt;]
&lt;br&gt;On
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Behalf Of Sam Lantinga
&lt;br&gt;&amp;gt; Sent: Sunday, December 20, 2009 10:30 AM
&lt;br&gt;&amp;gt; To: SDL Development List
&lt;br&gt;&amp;gt; Subject: Re: [SDL] SDL 1.3 docs?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; There isn't an official 1.3 migration guide, although it's high on the
&lt;br&gt;&amp;gt; priority list.  We're going to put a list of new functions and a
&lt;br&gt;&amp;gt; migration guide on the wiki here:
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; In the meantime, the best way to get comfortable with the new API
&lt;br&gt;&amp;gt; functions is to take a look at the testsprite2 and testdraw2 test
&lt;br&gt;&amp;gt; programs.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; If you'd like to put together some initial notes for people migrating
&lt;br&gt;&amp;gt; to SDL 1.3, feel free to start a page on the wiki, coordinating it
&lt;br&gt;&amp;gt; with Lauren &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865971&amp;i=5&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;laleh_aziz@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; As for the slowdown, I've tried to keep the SDL 1.3 implementation as
&lt;br&gt;&amp;gt; close to the 1.2 code path as possible.  Judging by the 50% slowdown,
&lt;br&gt;&amp;gt; it sounds like there's an extra buffer copy going on there.  What
&lt;br&gt;&amp;gt; platform are you running?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; See ya!
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; SDL mailing list
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865971&amp;i=6&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
&lt;br&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865971&amp;i=7&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
&lt;br&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865971&amp;i=8&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;</content>
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26865306</id>
	<title>Re: SDL 1.3 docs?</title>
	<published>2009-12-20T09:15:06Z</published>
	<updated>2009-12-20T09:15:06Z</updated>
	<author>
		<name>Sam Lantinga-4</name>
	</author>
	<content type="html">Oh, there's a great test to show the minimum you need to get up and
&lt;br&gt;running! &amp;nbsp;Try out testspriteminimal in the test directory. &amp;nbsp;As you can
&lt;br&gt;see it's super easy. :)
&lt;br&gt;&lt;br&gt;On Sun, Dec 20, 2009 at 9:11 AM, Ken Rogoway &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865306&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Ken@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; After I sent the post I saw the sample apps.  Better than nothing, but still
&lt;br&gt;&amp;gt; not ideal for a migration since you can never tell in a sample what is
&lt;br&gt;&amp;gt; particular to that program, and what is required for a minimum
&lt;br&gt;&amp;gt; implementation.  I will keep notes of the migration from 1.2 to 1.3 and get
&lt;br&gt;&amp;gt; in touch with Lauren.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; As for the slow down:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I am running on Windows XP.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The program is running in a 800x600x24 software window.  My physical screen
&lt;br&gt;&amp;gt; is 1920x1200x32.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I convert all images at load time to match the display format.  I use
&lt;br&gt;&amp;gt; SDL_Flip() to update the screen, which according to the docs is the
&lt;br&gt;&amp;gt; equivalent of calling SDL_UpdateRect().
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I am not using dirty rects for this game since I need to redraw everything.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The concern is that just by rebuilding with SDL 1.3 (no code changes) the
&lt;br&gt;&amp;gt; framerate drops 50%.  Let me know if there is anything you want me to
&lt;br&gt;&amp;gt; try/test to see if I can get the performance up.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Ken
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; -----Original Message-----
&lt;br&gt;&amp;gt; From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865306&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt; [mailto:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865306&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt;] On
&lt;br&gt;&amp;gt; Behalf Of Sam Lantinga
&lt;br&gt;&amp;gt; Sent: Sunday, December 20, 2009 10:30 AM
&lt;br&gt;&amp;gt; To: SDL Development List
&lt;br&gt;&amp;gt; Subject: Re: [SDL] SDL 1.3 docs?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; There isn't an official 1.3 migration guide, although it's high on the
&lt;br&gt;&amp;gt; priority list.  We're going to put a list of new functions and a
&lt;br&gt;&amp;gt; migration guide on the wiki here:
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; In the meantime, the best way to get comfortable with the new API
&lt;br&gt;&amp;gt; functions is to take a look at the testsprite2 and testdraw2 test
&lt;br&gt;&amp;gt; programs.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; If you'd like to put together some initial notes for people migrating
&lt;br&gt;&amp;gt; to SDL 1.3, feel free to start a page on the wiki, coordinating it
&lt;br&gt;&amp;gt; with Lauren &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865306&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;laleh_aziz@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; As for the slowdown, I've tried to keep the SDL 1.3 implementation as
&lt;br&gt;&amp;gt; close to the 1.2 code path as possible.  Judging by the 50% slowdown,
&lt;br&gt;&amp;gt; it sounds like there's an extra buffer copy going on there.  What
&lt;br&gt;&amp;gt; platform are you running?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; See ya!
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; SDL mailing list
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865306&amp;i=4&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
&lt;br&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865306&amp;i=5&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;</content>
	<link rel="alternate" type="text/html" href="http://old.nabble.com/SDL-1.3-primitives-tp26852837p26865306.html" />
</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26865282</id>
	<title>Re: SDL 1.3 docs?</title>
	<published>2009-12-20T09:13:02Z</published>
	<updated>2009-12-20T09:13:02Z</updated>
	<author>
		<name>Sam Lantinga-4</name>
	</author>
	<content type="html">Can you send me a link to your program so I can try it out here?
&lt;br&gt;&lt;br&gt;On Sun, Dec 20, 2009 at 9:11 AM, Ken Rogoway &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865282&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Ken@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; After I sent the post I saw the sample apps.  Better than nothing, but still
&lt;br&gt;&amp;gt; not ideal for a migration since you can never tell in a sample what is
&lt;br&gt;&amp;gt; particular to that program, and what is required for a minimum
&lt;br&gt;&amp;gt; implementation.  I will keep notes of the migration from 1.2 to 1.3 and get
&lt;br&gt;&amp;gt; in touch with Lauren.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; As for the slow down:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I am running on Windows XP.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The program is running in a 800x600x24 software window.  My physical screen
&lt;br&gt;&amp;gt; is 1920x1200x32.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I convert all images at load time to match the display format.  I use
&lt;br&gt;&amp;gt; SDL_Flip() to update the screen, which according to the docs is the
&lt;br&gt;&amp;gt; equivalent of calling SDL_UpdateRect().
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I am not using dirty rects for this game since I need to redraw everything.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The concern is that just by rebuilding with SDL 1.3 (no code changes) the
&lt;br&gt;&amp;gt; framerate drops 50%.  Let me know if there is anything you want me to
&lt;br&gt;&amp;gt; try/test to see if I can get the performance up.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Ken
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; -----Original Message-----
&lt;br&gt;&amp;gt; From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865282&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt; [mailto:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865282&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt;] On
&lt;br&gt;&amp;gt; Behalf Of Sam Lantinga
&lt;br&gt;&amp;gt; Sent: Sunday, December 20, 2009 10:30 AM
&lt;br&gt;&amp;gt; To: SDL Development List
&lt;br&gt;&amp;gt; Subject: Re: [SDL] SDL 1.3 docs?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; There isn't an official 1.3 migration guide, although it's high on the
&lt;br&gt;&amp;gt; priority list.  We're going to put a list of new functions and a
&lt;br&gt;&amp;gt; migration guide on the wiki here:
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; In the meantime, the best way to get comfortable with the new API
&lt;br&gt;&amp;gt; functions is to take a look at the testsprite2 and testdraw2 test
&lt;br&gt;&amp;gt; programs.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; If you'd like to put together some initial notes for people migrating
&lt;br&gt;&amp;gt; to SDL 1.3, feel free to start a page on the wiki, coordinating it
&lt;br&gt;&amp;gt; with Lauren &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865282&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;laleh_aziz@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; As for the slowdown, I've tried to keep the SDL 1.3 implementation as
&lt;br&gt;&amp;gt; close to the 1.2 code path as possible.  Judging by the 50% slowdown,
&lt;br&gt;&amp;gt; it sounds like there's an extra buffer copy going on there.  What
&lt;br&gt;&amp;gt; platform are you running?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; See ya!
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; SDL mailing list
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865282&amp;i=4&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
&lt;br&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865282&amp;i=5&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;</content>
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26865259</id>
	<title>Re: SDL 1.3 docs?</title>
	<published>2009-12-20T09:11:04Z</published>
	<updated>2009-12-20T09:11:04Z</updated>
	<author>
		<name>Ken Rogoway</name>
	</author>
	<content type="html">After I sent the post I saw the sample apps. &amp;nbsp;Better than nothing, but still
&lt;br&gt;not ideal for a migration since you can never tell in a sample what is
&lt;br&gt;particular to that program, and what is required for a minimum
&lt;br&gt;implementation. &amp;nbsp;I will keep notes of the migration from 1.2 to 1.3 and get
&lt;br&gt;in touch with Lauren.
&lt;br&gt;&lt;br&gt;As for the slow down:
&lt;br&gt;&lt;br&gt;I am running on Windows XP.
&lt;br&gt;&lt;br&gt;The program is running in a 800x600x24 software window. &amp;nbsp;My physical screen
&lt;br&gt;is 1920x1200x32.
&lt;br&gt;&lt;br&gt;I convert all images at load time to match the display format. &amp;nbsp;I use
&lt;br&gt;SDL_Flip() to update the screen, which according to the docs is the
&lt;br&gt;equivalent of calling SDL_UpdateRect().
&lt;br&gt;&lt;br&gt;I am not using dirty rects for this game since I need to redraw everything.
&lt;br&gt;&lt;br&gt;The concern is that just by rebuilding with SDL 1.3 (no code changes) the
&lt;br&gt;framerate drops 50%. &amp;nbsp;Let me know if there is anything you want me to
&lt;br&gt;try/test to see if I can get the performance up.
&lt;br&gt;&lt;br&gt;Ken
&lt;br&gt;&lt;br&gt;-----Original Message-----
&lt;br&gt;From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865259&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt; [mailto:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865259&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt;] On
&lt;br&gt;Behalf Of Sam Lantinga
&lt;br&gt;Sent: Sunday, December 20, 2009 10:30 AM
&lt;br&gt;To: SDL Development List
&lt;br&gt;Subject: Re: [SDL] SDL 1.3 docs?
&lt;br&gt;&lt;br&gt;There isn't an official 1.3 migration guide, although it's high on the
&lt;br&gt;priority list. &amp;nbsp;We're going to put a list of new functions and a
&lt;br&gt;migration guide on the wiki here:
&lt;br&gt;&lt;a href=&quot;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&lt;/a&gt;&lt;br&gt;&lt;br&gt;In the meantime, the best way to get comfortable with the new API
&lt;br&gt;functions is to take a look at the testsprite2 and testdraw2 test
&lt;br&gt;programs.
&lt;br&gt;&lt;br&gt;If you'd like to put together some initial notes for people migrating
&lt;br&gt;to SDL 1.3, feel free to start a page on the wiki, coordinating it
&lt;br&gt;with Lauren &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865259&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;laleh_aziz@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&lt;br&gt;As for the slowdown, I've tried to keep the SDL 1.3 implementation as
&lt;br&gt;close to the 1.2 code path as possible. &amp;nbsp;Judging by the 50% slowdown,
&lt;br&gt;it sounds like there's an extra buffer copy going on there. &amp;nbsp;What
&lt;br&gt;platform are you running?
&lt;br&gt;&lt;br&gt;See ya!
&lt;br&gt;&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26865145</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T08:56:33Z</published>
	<updated>2009-12-20T08:56:33Z</updated>
	<author>
		<name>Paulo Pinto</name>
	</author>
	<content type="html">Sorry about that. Stopping right now.&lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Sun, Dec 20, 2009 at 5:21 PM, Sam Lantinga &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865145&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;slouken@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;
Hey guys, this is a great discussion, but it&amp;#39;s gotten big and off&lt;br&gt;
topic.  Please take it off list.&lt;br&gt;
&lt;br&gt;
Thanks!&lt;br&gt;
&lt;div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class=&quot;h5&quot;&gt;&lt;br&gt;
On Sun, Dec 20, 2009 at 8:17 AM, Johannes Kroll &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865145&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j-kroll@...&lt;/a&gt;&amp;gt; wrote:&lt;br&gt;
&amp;gt; On Sun, 20 Dec 2009 07:48:36 -0800&lt;br&gt;
&amp;gt; Jeff Post &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865145&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j_post@...&lt;/a&gt;&amp;gt; wrote:&lt;br&gt;
&amp;gt;&lt;br&gt;
&amp;gt;&amp;gt; On Sunday 20 December 2009 03:40, Johannes Kroll wrote:&lt;br&gt;
&amp;gt;&amp;gt; &amp;gt;&lt;br&gt;
&amp;gt;&amp;gt; &amp;gt; Unlike heap allocation, using data on the stack is automatically&lt;br&gt;
&amp;gt;&amp;gt; &amp;gt; cache-friendly. It&amp;#39;s perfectly possible to allocate data from the heap&lt;br&gt;
&amp;gt;&amp;gt; &amp;gt; though. It&amp;#39;s done all the time. I&amp;#39;m not familiar with QT, so I can&amp;#39;t&lt;br&gt;
&amp;gt;&amp;gt; &amp;gt; comment on whether using stack-allocated objects in QT causes security&lt;br&gt;
&amp;gt;&amp;gt; &amp;gt; problems (how?).&lt;br&gt;
&amp;gt;&amp;gt;&lt;br&gt;
&amp;gt;&amp;gt; Stack (or buffer) overrun. The following copied from&lt;br&gt;
&amp;gt;&amp;gt; &lt;a href=&quot;http://weblogs.asp.net/gad/archive/2004/03/23/94996.aspx&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://weblogs.asp.net/gad/archive/2004/03/23/94996.aspx&lt;/a&gt;&lt;br&gt;
&amp;gt;&amp;gt;&lt;br&gt;
&amp;gt;&amp;gt; [...]&lt;br&gt;
&amp;gt;&lt;br&gt;
&amp;gt; Apparently Mason Wheeler was not talking about buffer overflows. He was&lt;br&gt;
&amp;gt; talking about returning addresses of stack-allocated data (in QT).&lt;br&gt;
&amp;gt; Besides, 1) if I understand him correctly, he would still allocate&lt;br&gt;
&amp;gt; &amp;quot;value types&amp;quot; on the stack, making stack overflows still possible, 2)&lt;br&gt;
&amp;gt; Buffer overflows on the heap can be just as dangerous, 3) ... like you&lt;br&gt;
&amp;gt; said, learn to use the screwdriver, or don&amp;#39;t use it ;)&lt;br&gt;
&amp;gt; _______________________________________________&lt;br&gt;
&amp;gt; SDL mailing list&lt;br&gt;
&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865145&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;&lt;br&gt;
&amp;gt; &lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;
&amp;gt;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;&lt;/div&gt;&lt;font color=&quot;#888888&quot;&gt;--&lt;br&gt;
        -Sam Lantinga, Founder and President, Galaxy Gameworks LLC&lt;br&gt;
&lt;/font&gt;&lt;div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class=&quot;h5&quot;&gt;_______________________________________________&lt;br&gt;
SDL mailing list&lt;br&gt;
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&lt;/div&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br&gt;
&lt;br /&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26865032</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T08:43:49Z</published>
	<updated>2009-12-20T08:43:49Z</updated>
	<author>
		<name>masonwheeler</name>
	</author>
	<content type="html">&amp;gt;----- Original Message ----
&lt;br&gt;&lt;br&gt;&amp;gt;From: Sam Lantinga &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865032&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;slouken@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;Subject: Re: [SDL] rival library?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Hey guys, this is a great discussion, but it's gotten big and off
&lt;br&gt;&amp;gt;topic. &amp;nbsp;Please take it off list.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Thanks!
&lt;br&gt;&lt;br&gt;Ack! &amp;nbsp;Sorry, I sent my last reply before I saw this request.
&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26865004</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T08:40:43Z</published>
	<updated>2009-12-20T08:40:43Z</updated>
	<author>
		<name>masonwheeler</name>
	</author>
	<content type="html">&amp;gt;----- Original Message ----
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;From: Johannes Kroll &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26865004&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j-kroll@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;Subject: Re: [SDL] rival library?
&lt;br&gt;&amp;gt;&amp;gt; More safety problems than security problems, though there are points
&lt;br&gt;&amp;gt;&amp;gt; where the two overlap. &amp;nbsp;By passing (copies of) stack-allocated objects
&lt;br&gt;&amp;gt;&amp;gt; outside the library to user code, which the user code was then able to
&lt;br&gt;&amp;gt;&amp;gt; obtain references to. &amp;nbsp;Hilarity ensues once the stack gets cleaned up
&lt;br&gt;&amp;gt;&amp;gt; and objects that the object contains a reference to are deallocated
&lt;br&gt;&amp;gt;&amp;gt; out from under the user.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Errr... That's a typical newbie error, right? Compilers issue warnings
&lt;br&gt;&amp;gt;for these types of errors.
&lt;/div&gt;&lt;br&gt;Only when the compiler knows what's going on. &amp;nbsp;See above, re:
&lt;br&gt;passing them outside of the library.
&lt;br&gt;&lt;br&gt;&amp;gt;&amp;gt; No, of course not. &amp;nbsp;See above, &amp;quot;stack allocation is wonderful for
&lt;br&gt;&amp;gt;&amp;gt; value types.&amp;quot; &amp;nbsp;I'm suggesting that C++ should dump stack allocation
&lt;br&gt;&amp;gt;&amp;gt; *for objects* altogether.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;So where exactly do you draw the line between &amp;quot;objects&amp;quot; and &amp;quot;value
&lt;br&gt;&amp;gt;types&amp;quot;? Is a class containing only a few ints and no
&lt;br&gt;&amp;gt;pointers/references to anything an object, or a &amp;quot;value type&amp;quot;?
&lt;br&gt;&lt;br&gt;That sounds like a value type to me, and a good candidate for putting
&lt;br&gt;into a struct, though it depends on how many ints constitute &amp;quot;a few&amp;quot;.
&lt;br&gt;Anything significantly larger than sizeof(pointer) probably should be a
&lt;br&gt;reference type anyway, for performance reasons.
&lt;br&gt;&lt;br&gt;&amp;gt;Still, I don't think the dumbness of a few programmers should dumb down
&lt;br&gt;&amp;gt;the whole language. :-)
&lt;br&gt;&lt;br&gt;Neither do I, but you have to draw the line somewhere. &amp;nbsp;I prefer to err on
&lt;br&gt;the side of caution. &amp;nbsp;These aren't issues for &amp;quot;a few dumb programmers&amp;quot;.
&lt;br&gt;They're very common C++ gotchas that everyone ends up getting tripped
&lt;br&gt;up by, and has to learn and commit to memory, and even then can end up
&lt;br&gt;forgetting, causing embarrassing and occasionally dangerous problems.
&lt;br&gt;When it's that easy to get it wrong, that's a strong indication that the
&lt;br&gt;underlying system is badly-designed. &amp;nbsp;The correct solution isn't &amp;quot;bend
&lt;br&gt;every single user's thought patterns away from what's intuitive into what
&lt;br&gt;fits the system,&amp;quot; it's &amp;quot;fix the system to make it more intuitive!&amp;quot;
&lt;br&gt;&lt;br&gt;&amp;gt;Let's not discuss performance issues of C-style vs Pascal-style
&lt;br&gt;&amp;gt;strings :-) I don't think it makes a huge difference one way or the
&lt;br&gt;&amp;gt;other.
&lt;br&gt;&lt;br&gt;Please don't take this the wrong way, but if you truly think that
&lt;br&gt;having to run a linear scan to find the length of a string in O(n) time
&lt;br&gt;instead of having it immediately available in O(1) time, and needing
&lt;br&gt;to perform all string operations one byte at a time, with a conditional
&lt;br&gt;test between each byte, instead of in the largest chunks the CPU can
&lt;br&gt;use to transfer data, with the conditional test against a length value
&lt;br&gt;that's known from the start and can be kept in a register that doesn't
&lt;br&gt;have to have values loaded into it over and over, doesn't make a
&lt;br&gt;significant difference, (especially on low-end CPUs like you're
&lt;br&gt;talking about!) then yes, I probably shouldn't be discussing
&lt;br&gt;performance issues with you.
&lt;br&gt;&lt;br&gt;&amp;gt;But the memory usage might. Making the length prefix
&lt;br&gt;&amp;gt;variable-sized isn't really feasible since then you would have to
&lt;br&gt;&amp;gt;compile all the code an app uses (including libraries) with the same
&lt;br&gt;&amp;gt;prefix-size options. So you end up using 4-byte prefixes. So each
&lt;br&gt;&amp;gt;string uses 3 bytes more memory than a C string would. This doesn't
&lt;br&gt;&amp;gt;normally matter on desktops of course, but on microcontrollers and the
&lt;br&gt;&amp;gt;like, it does matter.
&lt;br&gt;&lt;br&gt;What sort of microcontrollers are you referring to? &amp;nbsp;These days, even
&lt;br&gt;tiny embedded systems like cellphones have access to hundreds of
&lt;br&gt;megabytes of RAM. &amp;nbsp;An extra 3 bytes per string might have been
&lt;br&gt;significant 10 years ago, but today?
&lt;br&gt;&lt;br&gt;&amp;gt;&amp;gt; But due to pointer aliasing, changing a string with multiple
&lt;br&gt;&amp;gt;&amp;gt; references to it would cause trouble. &amp;nbsp;So how do you fix that?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;If you change a string, it is changed, no matter how many references to
&lt;br&gt;&amp;gt;it exist. This is just plain obvious. Everything else would be
&lt;br&gt;&amp;gt;counter-intuitive, and wrong. Nothing to fix here. 
&lt;br&gt;&lt;br&gt;Not necessarily. &amp;nbsp;Yes, you need to copy a string when you make
&lt;br&gt;changes to it, to avoid stomping aliased references, but how do you
&lt;br&gt;know when is the right time to copy? &amp;nbsp;If you pass a C string into a
&lt;br&gt;function, you don't know if it's got one reference to it or a hundred,
&lt;br&gt;so you end up needing to make a (possibly unnecessary) copy
&lt;br&gt;if you're going to change it. &amp;nbsp;This can be very expensive if it's a
&lt;br&gt;large string, especially since C has to copy the string one byte at a
&lt;br&gt;time with a conditional test between each byte.
&lt;br&gt;&lt;br&gt;By building reference counting into the language's string type,
&lt;br&gt;you ensure that copying always takes place when it needs to, and
&lt;br&gt;never when it doesn't. &amp;nbsp;No chance of user error there. &amp;nbsp;I'd have to
&lt;br&gt;check to make sure, but I don't think the Delphi standard library
&lt;br&gt;even *has* a strcopy() function, because it doesn't need one.
&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26864912</id>
	<title>Re: SDL 1.3 docs?</title>
	<published>2009-12-20T08:29:43Z</published>
	<updated>2009-12-20T08:29:43Z</updated>
	<author>
		<name>Sam Lantinga-4</name>
	</author>
	<content type="html">There isn't an official 1.3 migration guide, although it's high on the
&lt;br&gt;priority list. &amp;nbsp;We're going to put a list of new functions and a
&lt;br&gt;migration guide on the wiki here:
&lt;br&gt;&lt;a href=&quot;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.libsdl.org/moin.cgi/NewInSDL1.3&lt;/a&gt;&lt;br&gt;&lt;br&gt;In the meantime, the best way to get comfortable with the new API
&lt;br&gt;functions is to take a look at the testsprite2 and testdraw2 test
&lt;br&gt;programs.
&lt;br&gt;&lt;br&gt;If you'd like to put together some initial notes for people migrating
&lt;br&gt;to SDL 1.3, feel free to start a page on the wiki, coordinating it
&lt;br&gt;with Lauren &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864912&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;laleh_aziz@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&lt;br&gt;As for the slowdown, I've tried to keep the SDL 1.3 implementation as
&lt;br&gt;close to the 1.2 code path as possible. &amp;nbsp;Judging by the 50% slowdown,
&lt;br&gt;it sounds like there's an extra buffer copy going on there. &amp;nbsp;What
&lt;br&gt;platform are you running?
&lt;br&gt;&lt;br&gt;See ya!
&lt;br&gt;&lt;br&gt;On Sat, Dec 19, 2009 at 7:04 PM, Ken Rogoway &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864912&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Ken@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Has anyone built docs for SDL 1.3?  In particular documentation regarding
&lt;br&gt;&amp;gt; the use of textures instead of surfaces (the old API vs. the new API)?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I built and ran my game using SDL 1.2.14 and got 29 FPS.
&lt;br&gt;&amp;gt; I then build and ran it using SDL 1.3.0 using the Compatibility mode (old
&lt;br&gt;&amp;gt; API) and got 15 FPS.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; It looks like it is time to switch over to the new Texture based API so I
&lt;br&gt;&amp;gt; can get decent performance, but it looks like there isn't any documentation
&lt;br&gt;&amp;gt; other than the headers.  I thought I saw a post a while back that talked
&lt;br&gt;&amp;gt; about the changes necessary to migrate 1.2.x to 1.3.x, but cannot find it in
&lt;br&gt;&amp;gt; emails.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I have built the docs using doxygen, and although all of the new functions
&lt;br&gt;&amp;gt; are in the generated html, there really isn't a good example of migrating
&lt;br&gt;&amp;gt; from 1.2.x to 1.3.x
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Can someone point me to a old post or doc somewhere that details this?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Thanks,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Ken Rogoway
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; SDL mailing list
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&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26864853</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T08:23:34Z</published>
	<updated>2009-12-20T08:23:34Z</updated>
	<author>
		<name>Johannes Kroll</name>
	</author>
	<content type="html">On Sun, 20 Dec 2009 08:21:34 -0800
&lt;br&gt;Sam Lantinga &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864853&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;slouken@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&lt;br&gt;&amp;gt; Hey guys, this is a great discussion, but it's gotten big and off
&lt;br&gt;&amp;gt; topic. &amp;nbsp;Please take it off list.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Thanks!
&lt;br&gt;&lt;br&gt;You're right, sorry.
&lt;br&gt;_______________________________________________
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26864839</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T08:21:34Z</published>
	<updated>2009-12-20T08:21:34Z</updated>
	<author>
		<name>Sam Lantinga-4</name>
	</author>
	<content type="html">Hey guys, this is a great discussion, but it's gotten big and off
&lt;br&gt;topic. &amp;nbsp;Please take it off list.
&lt;br&gt;&lt;br&gt;Thanks!
&lt;br&gt;&lt;br&gt;On Sun, Dec 20, 2009 at 8:17 AM, Johannes Kroll &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864839&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j-kroll@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Sun, 20 Dec 2009 07:48:36 -0800
&lt;br&gt;&amp;gt; Jeff Post &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864839&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j_post@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; On Sunday 20 December 2009 03:40, Johannes Kroll wrote:
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Unlike heap allocation, using data on the stack is automatically
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; cache-friendly. It's perfectly possible to allocate data from the heap
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; though. It's done all the time. I'm not familiar with QT, so I can't
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; comment on whether using stack-allocated objects in QT causes security
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; problems (how?).
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Stack (or buffer) overrun. The following copied from
&lt;br&gt;&amp;gt;&amp;gt; &lt;a href=&quot;http://weblogs.asp.net/gad/archive/2004/03/23/94996.aspx&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://weblogs.asp.net/gad/archive/2004/03/23/94996.aspx&lt;/a&gt;&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; [...]
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Apparently Mason Wheeler was not talking about buffer overflows. He was
&lt;br&gt;&amp;gt; talking about returning addresses of stack-allocated data (in QT).
&lt;br&gt;&amp;gt; Besides, 1) if I understand him correctly, he would still allocate
&lt;br&gt;&amp;gt; &amp;quot;value types&amp;quot; on the stack, making stack overflows still possible, 2)
&lt;br&gt;&amp;gt; Buffer overflows on the heap can be just as dangerous, 3) ... like you
&lt;br&gt;&amp;gt; said, learn to use the screwdriver, or don't use it ;)
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; SDL mailing list
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864839&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26864783</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T08:17:35Z</published>
	<updated>2009-12-20T08:17:35Z</updated>
	<author>
		<name>Johannes Kroll</name>
	</author>
	<content type="html">On Sun, 20 Dec 2009 07:48:36 -0800
&lt;br&gt;Jeff Post &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864783&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j_post@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Sunday 20 December 2009 03:40, Johannes Kroll wrote:
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Unlike heap allocation, using data on the stack is automatically
&lt;br&gt;&amp;gt; &amp;gt; cache-friendly. It's perfectly possible to allocate data from the heap
&lt;br&gt;&amp;gt; &amp;gt; though. It's done all the time. I'm not familiar with QT, so I can't
&lt;br&gt;&amp;gt; &amp;gt; comment on whether using stack-allocated objects in QT causes security
&lt;br&gt;&amp;gt; &amp;gt; problems (how?).
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Stack (or buffer) overrun. The following copied from 
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://weblogs.asp.net/gad/archive/2004/03/23/94996.aspx&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://weblogs.asp.net/gad/archive/2004/03/23/94996.aspx&lt;/a&gt;&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; [...]
&lt;/div&gt;&lt;br&gt;Apparently Mason Wheeler was not talking about buffer overflows. He was
&lt;br&gt;talking about returning addresses of stack-allocated data (in QT).
&lt;br&gt;Besides, 1) if I understand him correctly, he would still allocate
&lt;br&gt;&amp;quot;value types&amp;quot; on the stack, making stack overflows still possible, 2)
&lt;br&gt;Buffer overflows on the heap can be just as dangerous, 3) ... like you
&lt;br&gt;said, learn to use the screwdriver, or don't use it ;)
&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26864699</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T08:06:51Z</published>
	<updated>2009-12-20T08:06:51Z</updated>
	<author>
		<name>Paulo Pinto</name>
	</author>
	<content type="html">Unfortunely there are lots of average programmers out there. &lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Sun, Dec 20, 2009 at 4:48 PM, Jeff Post &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864699&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j_post@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;
&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;&lt;div class=&quot;im&quot;&gt;On Sunday 20 December 2009 03:40, Johannes Kroll wrote:&lt;br&gt;
&amp;gt;&lt;br&gt;&lt;/div&gt;
&lt;br&gt;
---------&lt;br&gt;
(Note: The above would *not* necessarily &amp;quot;bleed into&amp;quot; method foo. Depends on&lt;br&gt;
the compiler. No C or C++ compiler I know of would allocate pBuff anywhere&lt;br&gt;
but on the stack. But the end result is the same, the hacker can cause&lt;br&gt;
execution of arbitrary code.)&lt;br&gt;
&lt;div class=&quot;im&quot;&gt;&lt;br&gt;
&amp;gt; If it is true, it boils down to bad programming skills&lt;br&gt;
&amp;gt; or bad documentation, not bad language.&lt;br&gt;
&amp;gt;&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;Yep :-)&lt;br&gt;
&lt;font color=&quot;#888888&quot;&gt;&lt;br&gt;
Jeff&lt;br&gt;
&lt;/font&gt;&lt;div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class=&quot;h5&quot;&gt;_______________________________________________&lt;br&gt;
SDL mailing list&lt;br&gt;
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&lt;/div&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26864596</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T07:53:15Z</published>
	<updated>2009-12-20T07:53:15Z</updated>
	<author>
		<name>Jeff Post</name>
	</author>
	<content type="html">On Sunday 20 December 2009 06:22, Mason Wheeler wrote:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; And yes, that's partially a bad programming skills issue, and I've
&lt;br&gt;&amp;gt; heard that a lot of these bugs have been fixed lately, but it's also
&lt;br&gt;&amp;gt; partially the fault of bad language design for making it possible in
&lt;br&gt;&amp;gt; the first place.
&lt;br&gt;&amp;gt;
&lt;br&gt;Any tool that is powerful is also dangerous. Think what you can do with a 
&lt;br&gt;common screwdriver. That doesn't make it bad design. It does make it 
&lt;br&gt;incumbent on the programmer to learn to use the power wisely.
&lt;br&gt;&lt;br&gt;Jeff
&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26864549</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T07:47:54Z</published>
	<updated>2009-12-20T07:47:54Z</updated>
	<author>
		<name>Jeff Post</name>
	</author>
	<content type="html">On Sunday 20 December 2009 03:40, Johannes Kroll wrote:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Unlike heap allocation, using data on the stack is automatically
&lt;br&gt;&amp;gt; cache-friendly. It's perfectly possible to allocate data from the heap
&lt;br&gt;&amp;gt; though. It's done all the time. I'm not familiar with QT, so I can't
&lt;br&gt;&amp;gt; comment on whether using stack-allocated objects in QT causes security
&lt;br&gt;&amp;gt; problems (how?).
&lt;br&gt;&lt;br&gt;Stack (or buffer) overrun. The following copied from 
&lt;br&gt;&lt;a href=&quot;http://weblogs.asp.net/gad/archive/2004/03/23/94996.aspx&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://weblogs.asp.net/gad/archive/2004/03/23/94996.aspx&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Buffer overrun attack is a very common attack utilized by hackers. &amp;nbsp;This type 
&lt;br&gt;of attack is not new. &amp;nbsp;This attack utilizes poor coding practices in C and 
&lt;br&gt;C++ code, with the handling of string functions. The following code is an 
&lt;br&gt;example of a buffer overrun. &amp;nbsp;
&lt;br&gt;&lt;br&gt;void myMethod(char * pStr) {
&lt;br&gt;&amp;nbsp; &amp;nbsp; char pBuff[10];
&lt;br&gt;&amp;nbsp; &amp;nbsp; int nCount = 0;
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; strcpy(pBuff, pStr);
&lt;br&gt;}
&lt;br&gt;&lt;br&gt;void foo()
&lt;br&gt;{
&lt;br&gt;}
&lt;br&gt;&lt;br&gt;&lt;br&gt;Cause:
&lt;br&gt;&lt;br&gt;The input pStr is of an unknown size. &amp;nbsp;The string copy is unsafe. &amp;nbsp;If the 
&lt;br&gt;string (pStr) is greater then 10 characters, then the buffer (pBuff) starts 
&lt;br&gt;to bleed into nCount and the method foo. &amp;nbsp;The buffer overrun property 
&lt;br&gt;exploited would allow for the execution of foo by manipulation of the 
&lt;br&gt;application input.
&lt;br&gt;&lt;br&gt;---------
&lt;br&gt;(Note: The above would *not* necessarily &amp;quot;bleed into&amp;quot; method foo. Depends on 
&lt;br&gt;the compiler. No C or C++ compiler I know of would allocate pBuff anywhere 
&lt;br&gt;but on the stack. But the end result is the same, the hacker can cause 
&lt;br&gt;execution of arbitrary code.)
&lt;br&gt;&lt;br&gt;&amp;gt; If it is true, it boils down to bad programming skills 
&lt;br&gt;&amp;gt; or bad documentation, not bad language.
&lt;br&gt;&amp;gt;
&lt;br&gt;&lt;br&gt;Yep :-)
&lt;br&gt;&lt;br&gt;Jeff
&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26864546</id>
	<title>testgl compilation failed OSX</title>
	<published>2009-12-20T07:47:39Z</published>
	<updated>2009-12-20T07:47:39Z</updated>
	<author>
		<name>julien CLEMENT-2</name>
	</author>
	<content type="html">&lt;html&gt;&lt;head&gt;&lt;/head&gt;&lt;body&gt;&lt;div style=&quot;font-family:verdana, helvetica, sans-serif;font-size:14pt;color:#00007f;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;* Here is the error:&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;make testgl&lt;/div&gt;&lt;div&gt;gcc -o testgl testgl.c -g -O2 -I/Volumes/Antares_APPS/build//include/SDL -D_GNU_SOURCE=1 -D_THREAD_SAFE -I/usr/X11/include -DHAVE_OPENGL -L/Volumes/Antares_APPS/build//lib -lSDL -L/usr/X11/lib -Wl,-framework,OpenGL&amp;nbsp;&lt;/div&gt;&lt;div&gt;ld: cycle in dylib re-exports with /usr/X11/lib/libGL.dylib&lt;/div&gt;&lt;div&gt;collect2: ld returned 1 exit status&lt;/div&gt;&lt;div&gt;make: *** [testgl] Error 1&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;* Here is the context:&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;I use Mac OS 10.5.8 on a PowerPC G4 machine.&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;I checked out and compiled the trunk. I installed it in a non-standard subdirectory&lt;/div&gt;&lt;div&gt;so that it doesnt' mess with existing SDL 1.2 (which resides under /sw through
 fink).&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;In order to compile the tests, I had to manually alter the DYLD_LIBRARY_PATH environment variable so that it knows where to find the newly installed SDL 1.3.&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Then I get the error above when attempting to compile the OpenGL tests. Same error for testopengl2 and testopengles.&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Thanks,&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;Julien CLEMENT&lt;div&gt;&lt;br&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div style=&quot;position:fixed&quot;&gt;&lt;/div&gt;


&lt;!-- cg2.c41.mail.ird.yahoo.com compressed/chunked Sun Dec 20 04:16:14 PST 2009 --&gt;
&lt;/div&gt;&lt;/div&gt;&lt;br&gt;




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<entry>
	<id>tag:old.nabble.com,2006:post-26864514</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T07:44:49Z</published>
	<updated>2009-12-20T07:44:49Z</updated>
	<author>
		<name>Johannes Kroll</name>
	</author>
	<content type="html">On Sun, 20 Dec 2009 06:22:52 -0800 (PST)
&lt;br&gt;Mason Wheeler &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864514&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;masonwheeler@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; &amp;gt;----- Original Message ----
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;gt;From: Johannes Kroll &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864514&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j-kroll@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;Subject: Re: [SDL] rival library?
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;Unlike heap allocation, using data on the stack is automatically
&lt;br&gt;&amp;gt; &amp;gt;cache-friendly. It's perfectly possible to allocate data from the heap
&lt;br&gt;&amp;gt; &amp;gt;though. It's done all the time. I'm not familiar with QT, so I can't
&lt;br&gt;&amp;gt; &amp;gt;comment on whether using stack-allocated objects in QT causes security
&lt;br&gt;&amp;gt; &amp;gt;problems (how?). If it is true, it boils down to bad programming skills
&lt;br&gt;&amp;gt; &amp;gt;or bad documentation, not bad language.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; More safety problems than security problems, though there are points
&lt;br&gt;&amp;gt; where the two overlap. &amp;nbsp;By passing (copies of) stack-allocated objects
&lt;br&gt;&amp;gt; outside the library to user code, which the user code was then able to
&lt;br&gt;&amp;gt; obtain references to. &amp;nbsp;Hilarity ensues once the stack gets cleaned up
&lt;br&gt;&amp;gt; and objects that the object contains a reference to are deallocated
&lt;br&gt;&amp;gt; out from under the user.
&lt;/div&gt;&lt;br&gt;Errr... That's a typical newbie error, right? Compilers issue warnings
&lt;br&gt;for these types of errors.
&lt;br&gt;&lt;br&gt;&amp;gt; And yes, that's partially a bad programming skills issue, and I've
&lt;br&gt;&amp;gt; heard that a lot of these bugs have been fixed lately, but it's also
&lt;br&gt;&amp;gt; partially the fault of bad language design for making it possible in
&lt;br&gt;&amp;gt; the first place.
&lt;br&gt;&lt;br&gt;If someone returns an address of something that was allocated on the
&lt;br&gt;stack, it's the programmer's fault, not a fault of the language. 
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Stack allocation is wonderful for value types. &amp;nbsp;But once you get
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; something that owns references to other variables, it's more trouble
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; than it's worth. &amp;nbsp;Then you're better off using another x86 feature:
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; the built-in instructions for dereferencing pointers.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;Then use data from the heap where necessary. You're not really
&lt;br&gt;&amp;gt; &amp;gt;suggesting C++ should dump stack allocation altogether?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; No, of course not. &amp;nbsp;See above, &amp;quot;stack allocation is wonderful for
&lt;br&gt;&amp;gt; value types.&amp;quot; &amp;nbsp;I'm suggesting that C++ should dump stack allocation
&lt;br&gt;&amp;gt; *for objects* altogether.
&lt;/div&gt;&lt;br&gt;So where exactly do you draw the line between &amp;quot;objects&amp;quot; and &amp;quot;value
&lt;br&gt;types&amp;quot;? Is a class containing only a few ints and no
&lt;br&gt;pointers/references to anything an object, or a &amp;quot;value type&amp;quot;?
&lt;br&gt;&lt;br&gt;Still, I don't think the dumbness of a few programmers should dumb down
&lt;br&gt;the whole language. :-)
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; &amp;gt;C++ is not a VHLL. C++ covers a different area of use than you seem to
&lt;br&gt;&amp;gt; &amp;gt;want. You can perfectly use C++ for programming a 16MHz ATMega micro
&lt;br&gt;&amp;gt; &amp;gt;with 16 Kilobytes RAM. Partly because C++ uses, by default, a string
&lt;br&gt;&amp;gt; &amp;gt;representation that hardware can process efficiently: just a
&lt;br&gt;&amp;gt; &amp;gt;zero-terminated list of bytes.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; That's probably the worst example you could have given. See
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.joelonsoftware.com/articles/fog0000000319.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.joelonsoftware.com/articles/fog0000000319.html&lt;/a&gt;&amp;nbsp;in which
&lt;br&gt;&amp;gt; Joel Spolsky, who knows a lot more about C++ than I ever will,
&lt;br&gt;&amp;gt; explains why C strings are pretty much the *worst possible way* to
&lt;br&gt;&amp;gt; handle strings, from the perspective of the CPU. &amp;nbsp;He specifically holds
&lt;br&gt;&amp;gt; up the Pascal string model as an improvement. &amp;nbsp;It has one drawback,
&lt;br&gt;&amp;gt; that strings are very limited in size. &amp;nbsp;This can be fixed, though, by
&lt;br&gt;&amp;gt; using two bytes, or four, instead of one for the length data.
&lt;/div&gt;&lt;br&gt;Let's not discuss performance issues of C-style vs Pascal-style
&lt;br&gt;strings :-) I don't think it makes a huge difference one way or the
&lt;br&gt;other. But the memory usage might. Making the length prefix
&lt;br&gt;variable-sized isn't really feasible since then you would have to
&lt;br&gt;compile all the code an app uses (including libraries) with the same
&lt;br&gt;prefix-size options. So you end up using 4-byte prefixes. So each
&lt;br&gt;string uses 3 bytes more memory than a C string would. This doesn't
&lt;br&gt;normally matter on desktops of course, but on microcontrollers and the
&lt;br&gt;like, it does matter.
&lt;br&gt;&lt;br&gt;&amp;gt; Of course, since strings tend to be big, you probably don't want to
&lt;br&gt;&amp;gt; be passing them around by value (copying all howevermany bytes
&lt;br&gt;&amp;gt; to the stack every time you make a function call) anyway, so it's a
&lt;br&gt;&amp;gt; good idea to make them reference types. &amp;nbsp;IIRC, C strings are
&lt;br&gt;&amp;gt; always reference types anyway, so that's not much of a
&lt;br&gt;&amp;gt; problem... yet.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; But due to pointer aliasing, changing a string with multiple
&lt;br&gt;&amp;gt; references to it would cause trouble. &amp;nbsp;So how do you fix that?
&lt;br&gt;&lt;br&gt;If you change a string, it is changed, no matter how many references to
&lt;br&gt;it exist. This is just plain obvious. Everything else would be
&lt;br&gt;counter-intuitive, and wrong. Nothing to fix here. 
&lt;br&gt;&lt;br&gt;&amp;gt; By putting a reference count on your string, (which takes care
&lt;br&gt;&amp;gt; of memory and cleanup issues as long as you don't do anything
&lt;br&gt;&amp;gt; stupid like casting it to a pointer), and implementing copy-on-write
&lt;br&gt;&amp;gt; semantics for strings with multiple references.
&lt;br&gt;&lt;br&gt;Actually, no. You wouldn't want features like automatic reference
&lt;br&gt;counting and copy-on-write for strings on systems with limited
&lt;br&gt;resources. These systems probably don't count for you - but like I
&lt;br&gt;said, use a different language then.
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Of course, all of this has to be baked into the compiler to really
&lt;br&gt;&amp;gt; work well. &amp;nbsp;But once you get it working, you have something far
&lt;br&gt;&amp;gt; more efficient for real-world use cases than C strings. &amp;nbsp;No linear
&lt;br&gt;&amp;gt; scan required for obtaining the length or concatenation.
&lt;br&gt;&amp;gt; (Imagine trying to take the length of a C string representing the
&lt;br&gt;&amp;gt; text of an entire novel!) &amp;nbsp;And with the length known up front, your
&lt;br&gt;&amp;gt; CPU can read from it one native word size at a time, (or more, if
&lt;br&gt;&amp;gt; you've got SIMD instructions and large registers available, for
&lt;br&gt;&amp;gt; example,) instead of having to go one byte at a time and then
&lt;br&gt;&amp;gt; test each individual byte to see if it's 0, which results in huge speed
&lt;br&gt;&amp;gt; gains on modern hardware.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; The additional cost for all these real-world optimizations is a few
&lt;br&gt;&amp;gt; extra bytes per string. 4-8, depending on how large you make your
&lt;br&gt;&amp;gt; size marker and your reference count, as opposed to 1 byte of
&lt;br&gt;&amp;gt; overhead for C strings. &amp;nbsp;This is the Delphi string model. &amp;nbsp;It's the
&lt;br&gt;&amp;gt; sort of thing that happens when language designers actually think
&lt;br&gt;&amp;gt; about how certain language features get used in real-world use
&lt;br&gt;&amp;gt; cases, instead of applying premature optimizations. &amp;nbsp;(And, of
&lt;br&gt;&amp;gt; course, if those extra bookkeeping bytes are just too much for your
&lt;br&gt;&amp;gt; scenario, the option to fall back to old-school Pascal strings is still
&lt;br&gt;&amp;gt; available.)
&lt;/div&gt;&lt;br&gt;If you know that your program will never use strings longer than 256
&lt;br&gt;bytes, yes. ;-)
&lt;br&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26864446</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T07:34:28Z</published>
	<updated>2009-12-20T07:34:28Z</updated>
	<author>
		<name>Paulo Pinto</name>
	</author>
	<content type="html">Yeah, but C is nothing more than a high level assembler. That&amp;#39;s why.&lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Sun, Dec 20, 2009 at 4:19 PM, Andre de Leiradella &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864446&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;aleirade@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;
&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;&lt;div class=&quot;im&quot;&gt;&lt;br&gt;
&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;
See&lt;br&gt;
&lt;a href=&quot;http://www.joelonsoftware.com/articles/fog0000000319.html&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://www.joelonsoftware.com/articles/fog0000000319.html&lt;/a&gt; in which&lt;br&gt;
Joel Spolsky, who knows a lot more about C++ than I ever will,&lt;br&gt;
explains why C strings are pretty much the *worst possible way* to&lt;br&gt;
handle strings, from the perspective of the CPU.&lt;br&gt;
  &lt;br&gt;
&lt;/blockquote&gt;&lt;/div&gt;
But C doesn&amp;#39;t have strings! Strings don&amp;#39;t fit in CPU registers :)&lt;br&gt;
&lt;br&gt;
Seriously, strings come with their own set of problems that must be solved. For example, when you concatenate two strings, where the result should be written to? Heap is not the right answer because C runs in systems where a heap is not available. The functions in &amp;lt;string.h&amp;gt; help you by *pretending* that character arrays are strings and leave that responsibility to the caller, which is the most sensible thing to do in such systems.&lt;br&gt;

&lt;br&gt;
C doesn&amp;#39;t force you into a high-level data type that can be implemented in one million different ways because there isn&amp;#39;t a correct one for all programmers.&lt;br&gt;
&lt;br&gt;
Cheers,&lt;br&gt;&lt;font color=&quot;#888888&quot;&gt;
&lt;br&gt;
Andre&lt;/font&gt;&lt;div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class=&quot;h5&quot;&gt;&lt;br&gt;
&lt;br&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26864427</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T07:31:54Z</published>
	<updated>2009-12-20T07:31:54Z</updated>
	<author>
		<name>Paulo Pinto</name>
	</author>
	<content type="html">There are quite a few languages in the Pascal family that successfully have shown that you can&lt;br&gt;have type safety and systems programming hand in hand.&lt;br&gt;&lt;br&gt;Oberon, Modula-2, Modula-3, Ada, Eiffel&lt;br&gt;&lt;br&gt;But they all suffer from a big disadvantage, they belong to the Pascal family of languages and&lt;br&gt;
most programmers tend to lean to the C family of languages.&lt;br&gt;&lt;br&gt;Maybe D could replace C++, but I doubt it. I don&amp;#39;t see many people picking it up, and looking at&lt;br&gt;the Digital Mars site, it looks like a dead language kind of.&lt;br&gt;
&lt;br&gt;If Microsoft would be a more faire player, C# could take that role, specially looking at their Singularity&lt;br&gt;project. Then again, this might never happen.&lt;br&gt;&lt;br&gt;That is why I said that I currently don&amp;#39;t see any replacement for C++ happening any time soon.&lt;br&gt;
&lt;br&gt;--&lt;br&gt;Paulo&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Sun, Dec 20, 2009 at 3:22 PM, Mason Wheeler &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864427&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;masonwheeler@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;
&lt;div class=&quot;im&quot;&gt;&amp;gt;----- Original Message ----&lt;br&gt;
&lt;br&gt;
&amp;gt;From: Johannes Kroll &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26864427&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j-kroll@...&lt;/a&gt;&amp;gt;&lt;br&gt;
&amp;gt;Subject: Re: [SDL] rival library?&lt;br&gt;
&amp;gt;&lt;br&gt;
&lt;/div&gt;&lt;div class=&quot;im&quot;&gt;&amp;gt;Unlike heap allocation, using data on the stack is automatically&lt;br&gt;
&amp;gt;cache-friendly. It&amp;#39;s perfectly possible to allocate data from the heap&lt;br&gt;
&amp;gt;though. It&amp;#39;s done all the time. I&amp;#39;m not familiar with QT, so I can&amp;#39;t&lt;br&gt;
&amp;gt;comment on whether using stack-allocated objects in QT causes security&lt;br&gt;
&amp;gt;problems (how?). If it is true, it boils down to bad programming skills&lt;br&gt;
&amp;gt;or bad documentation, not bad language.&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;More safety problems than security problems, though there are points&lt;br&gt;
where the two overlap.  By passing (copies of) stack-allocated objects&lt;br&gt;
outside the library to user code, which the user code was then able to&lt;br&gt;
obtain references to.  Hilarity ensues once the stack gets cleaned up&lt;br&gt;
and objects that the object contains a reference to are deallocated&lt;br&gt;
out from under the user.&lt;br&gt;
&lt;br&gt;
And yes, that&amp;#39;s partially a bad programming skills issue, and I&amp;#39;ve&lt;br&gt;
heard that a lot of these bugs have been fixed lately, but it&amp;#39;s also&lt;br&gt;
partially the fault of bad language design for making it possible in&lt;br&gt;
the first place.&lt;br&gt;
&lt;div class=&quot;im&quot;&gt;&lt;br&gt;
&amp;gt;&amp;gt; Stack allocation is wonderful for value types.  But once you get&lt;br&gt;
&amp;gt;&amp;gt; something that owns references to other variables, it&amp;#39;s more trouble&lt;br&gt;
&amp;gt;&amp;gt; than it&amp;#39;s worth.  Then you&amp;#39;re better off using another x86 feature:&lt;br&gt;
&amp;gt;&amp;gt; the built-in instructions for dereferencing pointers.&lt;br&gt;
&amp;gt;&lt;br&gt;
&amp;gt;Then use data from the heap where necessary. You&amp;#39;re not really&lt;br&gt;
&amp;gt;suggesting C++ should dump stack allocation altogether?&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;No, of course not.  See above, &amp;quot;stack allocation is wonderful for&lt;br&gt;
value types.&amp;quot;  I&amp;#39;m suggesting that C++ should dump stack allocation&lt;br&gt;
*for objects* altogether.&lt;br&gt;
&lt;br&gt;
Wait, no.  That would break backwards compatibility with too much&lt;br&gt;
existing code.  What I&amp;#39;m really suggesting is that programmers&lt;br&gt;
should dump C++ altogether. :P&lt;br&gt;
&lt;div class=&quot;im&quot;&gt;&lt;br&gt;
&amp;gt;C++ is not a VHLL. C++ covers a different area of use than you seem to&lt;br&gt;
&amp;gt;want. You can perfectly use C++ for programming a 16MHz ATMega micro&lt;br&gt;
&amp;gt;with 16 Kilobytes RAM. Partly because C++ uses, by default, a string&lt;br&gt;
&amp;gt;representation that hardware can process efficiently: just a&lt;br&gt;
&amp;gt;zero-terminated list of bytes.&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;That&amp;#39;s probably the worst example you could have given. See&lt;br&gt;
&lt;a href=&quot;http://www.joelonsoftware.com/articles/fog0000000319.html&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://www.joelonsoftware.com/articles/fog0000000319.html&lt;/a&gt; in which&lt;br&gt;
Joel Spolsky, who knows a lot more about C++ than I ever will,&lt;br&gt;
explains why C strings are pretty much the *worst possible way* to&lt;br&gt;
handle strings, from the perspective of the CPU.  He specifically holds&lt;br&gt;
up the Pascal string model as an improvement.  It has one drawback,&lt;br&gt;
that strings are very limited in size.  This can be fixed, though, by&lt;br&gt;
using two bytes, or four, instead of one for the length data.&lt;br&gt;
&lt;br&gt;
Of course, since strings tend to be big, you probably don&amp;#39;t want to&lt;br&gt;
be passing them around by value (copying all howevermany bytes&lt;br&gt;
to the stack every time you make a function call) anyway, so it&amp;#39;s a&lt;br&gt;
good idea to make them reference types.  IIRC, C strings are&lt;br&gt;
always reference types anyway, so that&amp;#39;s not much of a&lt;br&gt;
problem... yet.&lt;br&gt;
&lt;br&gt;
But due to pointer aliasing, changing a string with multiple&lt;br&gt;
references to it would cause trouble.  So how do you fix that?&lt;br&gt;
By putting a reference count on your string, (which takes care&lt;br&gt;
of memory and cleanup issues as long as you don&amp;#39;t do anything&lt;br&gt;
stupid like casting it to a pointer), and implementing copy-on-write&lt;br&gt;
semantics for strings with multiple references.&lt;br&gt;
&lt;br&gt;
Of course, all of this has to be baked into the compiler to really&lt;br&gt;
work well.  But once you get it working, you have something far&lt;br&gt;
more efficient for real-world use cases than C strings.  No linear&lt;br&gt;
scan required for obtaining the length or concatenation.&lt;br&gt;
(Imagine trying to take the length of a C string representing the&lt;br&gt;
text of an entire novel!)  And with the length known up front, your&lt;br&gt;
CPU can read from it one native word size at a time, (or more, if&lt;br&gt;
you&amp;#39;ve got SIMD instructions and large registers available, for&lt;br&gt;
example,) instead of having to go one byte at a time and then&lt;br&gt;
test each individual byte to see if it&amp;#39;s 0, which results in huge speed&lt;br&gt;
gains on modern hardware.&lt;br&gt;
&lt;br&gt;
The additional cost for all these real-world optimizations is a few&lt;br&gt;
extra bytes per string. 4-8, depending on how large you make your&lt;br&gt;
size marker and your reference count, as opposed to 1 byte of&lt;br&gt;
overhead for C strings.  This is the Delphi string model.  It&amp;#39;s the&lt;br&gt;
sort of thing that happens when language designers actually think&lt;br&gt;
about how certain language features get used in real-world use&lt;br&gt;
cases, instead of applying premature optimizations.  (And, of&lt;br&gt;
course, if those extra bookkeeping bytes are just too much for your&lt;br&gt;
scenario, the option to fall back to old-school Pascal strings is still&lt;br&gt;
available.)&lt;br&gt;
&lt;div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class=&quot;h5&quot;&gt;&lt;br&gt;
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&lt;/div&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26864310</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T07:19:19Z</published>
	<updated>2009-12-20T07:19:19Z</updated>
	<author>
		<name>Andre de Leiradella-2</name>
	</author>
	<content type="html">&lt;br&gt;&amp;gt; See
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.joelonsoftware.com/articles/fog0000000319.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.joelonsoftware.com/articles/fog0000000319.html&lt;/a&gt;&amp;nbsp;in which
&lt;br&gt;&amp;gt; Joel Spolsky, who knows a lot more about C++ than I ever will,
&lt;br&gt;&amp;gt; explains why C strings are pretty much the *worst possible way* to
&lt;br&gt;&amp;gt; handle strings, from the perspective of the CPU.
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;But C doesn't have strings! Strings don't fit in CPU registers :)
&lt;br&gt;&lt;br&gt;Seriously, strings come with their own set of problems that must be 
&lt;br&gt;solved. For example, when you concatenate two strings, where the result 
&lt;br&gt;should be written to? Heap is not the right answer because C runs in 
&lt;br&gt;systems where a heap is not available. The functions in &amp;lt;string.h&amp;gt; help 
&lt;br&gt;you by *pretending* that character arrays are strings and leave that 
&lt;br&gt;responsibility to the caller, which is the most sensible thing to do in 
&lt;br&gt;such systems.
&lt;br&gt;&lt;br&gt;C doesn't force you into a high-level data type that can be implemented 
&lt;br&gt;in one million different ways because there isn't a correct one for all 
&lt;br&gt;programmers.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;&lt;br&gt;Andre
&lt;br&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26863937</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T06:25:41Z</published>
	<updated>2009-12-20T06:25:41Z</updated>
	<author>
		<name>masonwheeler</name>
	</author>
	<content type="html">&amp;gt;----- Original Message ----
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;From: Jonathan Dearborn &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863937&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;grimfang4@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;Subject: Re: [SDL] rival library?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;This is what I was waiting for, Tres.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;try
&lt;br&gt;&amp;gt;{
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; //stuff
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; throw 42;
&lt;br&gt;&amp;gt;}
&lt;br&gt;&amp;gt;catch(int finally)
&lt;br&gt;&amp;gt;{
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; //Hooray a finally block :V
&lt;br&gt;&amp;gt;}
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;I don't have any experience with try..finally. &amp;nbsp;Mason, will this do it?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Jonny D
&lt;/div&gt;&lt;br&gt;Close. &amp;nbsp;It would have to be a catch(...) block, in order to also catch
&lt;br&gt;any exceptions that would be thrown from within the code. &amp;nbsp;But it
&lt;br&gt;still doesn't satisfy the requirement that the finally-block code
&lt;br&gt;always execute, even in the case of a return() statement. &amp;nbsp;I don't
&lt;br&gt;think that's possible without compiler support.
&lt;br&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26863916</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T06:22:52Z</published>
	<updated>2009-12-20T06:22:52Z</updated>
	<author>
		<name>masonwheeler</name>
	</author>
	<content type="html">&amp;gt;----- Original Message ----
&lt;br&gt;&lt;br&gt;&amp;gt;From: Johannes Kroll &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863916&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j-kroll@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;Subject: Re: [SDL] rival library?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Unlike heap allocation, using data on the stack is automatically
&lt;br&gt;&amp;gt;cache-friendly. It's perfectly possible to allocate data from the heap
&lt;br&gt;&amp;gt;though. It's done all the time. I'm not familiar with QT, so I can't
&lt;br&gt;&amp;gt;comment on whether using stack-allocated objects in QT causes security
&lt;br&gt;&amp;gt;problems (how?). If it is true, it boils down to bad programming skills
&lt;br&gt;&amp;gt;or bad documentation, not bad language.
&lt;br&gt;&lt;br&gt;More safety problems than security problems, though there are points
&lt;br&gt;where the two overlap. &amp;nbsp;By passing (copies of) stack-allocated objects
&lt;br&gt;outside the library to user code, which the user code was then able to
&lt;br&gt;obtain references to. &amp;nbsp;Hilarity ensues once the stack gets cleaned up
&lt;br&gt;and objects that the object contains a reference to are deallocated
&lt;br&gt;out from under the user.
&lt;br&gt;&lt;br&gt;And yes, that's partially a bad programming skills issue, and I've
&lt;br&gt;heard that a lot of these bugs have been fixed lately, but it's also
&lt;br&gt;partially the fault of bad language design for making it possible in
&lt;br&gt;the first place.
&lt;br&gt;&lt;br&gt;&amp;gt;&amp;gt; Stack allocation is wonderful for value types. &amp;nbsp;But once you get
&lt;br&gt;&amp;gt;&amp;gt; something that owns references to other variables, it's more trouble
&lt;br&gt;&amp;gt;&amp;gt; than it's worth. &amp;nbsp;Then you're better off using another x86 feature:
&lt;br&gt;&amp;gt;&amp;gt; the built-in instructions for dereferencing pointers.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Then use data from the heap where necessary. You're not really
&lt;br&gt;&amp;gt;suggesting C++ should dump stack allocation altogether?
&lt;br&gt;&lt;br&gt;No, of course not. &amp;nbsp;See above, &amp;quot;stack allocation is wonderful for
&lt;br&gt;value types.&amp;quot; &amp;nbsp;I'm suggesting that C++ should dump stack allocation
&lt;br&gt;*for objects* altogether.
&lt;br&gt;&lt;br&gt;Wait, no. &amp;nbsp;That would break backwards compatibility with too much
&lt;br&gt;existing code. &amp;nbsp;What I'm really suggesting is that programmers
&lt;br&gt;should dump C++ altogether. :P
&lt;br&gt;&lt;br&gt;&amp;gt;C++ is not a VHLL. C++ covers a different area of use than you seem to
&lt;br&gt;&amp;gt;want. You can perfectly use C++ for programming a 16MHz ATMega micro
&lt;br&gt;&amp;gt;with 16 Kilobytes RAM. Partly because C++ uses, by default, a string
&lt;br&gt;&amp;gt;representation that hardware can process efficiently: just a
&lt;br&gt;&amp;gt;zero-terminated list of bytes.
&lt;br&gt;&lt;br&gt;That's probably the worst example you could have given. See
&lt;br&gt;&lt;a href=&quot;http://www.joelonsoftware.com/articles/fog0000000319.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.joelonsoftware.com/articles/fog0000000319.html&lt;/a&gt;&amp;nbsp;in which
&lt;br&gt;Joel Spolsky, who knows a lot more about C++ than I ever will,
&lt;br&gt;explains why C strings are pretty much the *worst possible way* to
&lt;br&gt;handle strings, from the perspective of the CPU. &amp;nbsp;He specifically holds
&lt;br&gt;up the Pascal string model as an improvement. &amp;nbsp;It has one drawback,
&lt;br&gt;that strings are very limited in size. &amp;nbsp;This can be fixed, though, by
&lt;br&gt;using two bytes, or four, instead of one for the length data.
&lt;br&gt;&lt;br&gt;Of course, since strings tend to be big, you probably don't want to
&lt;br&gt;be passing them around by value (copying all howevermany bytes
&lt;br&gt;to the stack every time you make a function call) anyway, so it's a
&lt;br&gt;good idea to make them reference types. &amp;nbsp;IIRC, C strings are
&lt;br&gt;always reference types anyway, so that's not much of a
&lt;br&gt;problem... yet.
&lt;br&gt;&lt;br&gt;But due to pointer aliasing, changing a string with multiple
&lt;br&gt;references to it would cause trouble. &amp;nbsp;So how do you fix that?
&lt;br&gt;By putting a reference count on your string, (which takes care
&lt;br&gt;of memory and cleanup issues as long as you don't do anything
&lt;br&gt;stupid like casting it to a pointer), and implementing copy-on-write
&lt;br&gt;semantics for strings with multiple references.
&lt;br&gt;&lt;br&gt;Of course, all of this has to be baked into the compiler to really
&lt;br&gt;work well. &amp;nbsp;But once you get it working, you have something far
&lt;br&gt;more efficient for real-world use cases than C strings. &amp;nbsp;No linear
&lt;br&gt;scan required for obtaining the length or concatenation.
&lt;br&gt;(Imagine trying to take the length of a C string representing the
&lt;br&gt;text of an entire novel!) &amp;nbsp;And with the length known up front, your
&lt;br&gt;CPU can read from it one native word size at a time, (or more, if
&lt;br&gt;you've got SIMD instructions and large registers available, for
&lt;br&gt;example,) instead of having to go one byte at a time and then
&lt;br&gt;test each individual byte to see if it's 0, which results in huge speed
&lt;br&gt;gains on modern hardware.
&lt;br&gt;&lt;br&gt;The additional cost for all these real-world optimizations is a few
&lt;br&gt;extra bytes per string. 4-8, depending on how large you make your
&lt;br&gt;size marker and your reference count, as opposed to 1 byte of
&lt;br&gt;overhead for C strings. &amp;nbsp;This is the Delphi string model. &amp;nbsp;It's the
&lt;br&gt;sort of thing that happens when language designers actually think
&lt;br&gt;about how certain language features get used in real-world use
&lt;br&gt;cases, instead of applying premature optimizations. &amp;nbsp;(And, of
&lt;br&gt;course, if those extra bookkeeping bytes are just too much for your
&lt;br&gt;scenario, the option to fall back to old-school Pascal strings is still
&lt;br&gt;available.)
&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;SDL mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26863789</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T06:06:44Z</published>
	<updated>2009-12-20T06:06:44Z</updated>
	<author>
		<name>Jonathan Dearborn-2</name>
	</author>
	<content type="html">This is what I was waiting for, Tres.
&lt;br&gt;&lt;br&gt;try
&lt;br&gt;{
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;//stuff
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;throw 42;
&lt;br&gt;}
&lt;br&gt;catch(int finally)
&lt;br&gt;{
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;//Hooray a finally block :V
&lt;br&gt;}
&lt;br&gt;&lt;br&gt;I don't have any experience with try..finally. &amp;nbsp;Mason, will this do it?
&lt;br&gt;&lt;br&gt;Jonny D
&lt;br&gt;&lt;br&gt;&lt;br&gt;On Sat, Dec 19, 2009 at 2:56 PM, Tres Walsh &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863789&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tres.walsh@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; try
&lt;br&gt;&amp;gt; {
&lt;br&gt;&amp;gt;        //stuff
&lt;br&gt;&amp;gt;        goto finally;
&lt;br&gt;&amp;gt; }
&lt;br&gt;&amp;gt; catch(...)
&lt;br&gt;&amp;gt; {
&lt;br&gt;&amp;gt;        finally:
&lt;br&gt;&amp;gt;        //More Stuff
&lt;br&gt;&amp;gt; }
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Alternatively
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; try
&lt;br&gt;&amp;gt; {
&lt;br&gt;&amp;gt;        //stuff
&lt;br&gt;&amp;gt;        throw 42;
&lt;br&gt;&amp;gt; }
&lt;br&gt;&amp;gt; catch(int finally)
&lt;br&gt;&amp;gt; {
&lt;br&gt;&amp;gt;        //Hooray a finally block :V
&lt;br&gt;&amp;gt; }
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; (I'm just having fun being a butthead :P )
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; -----Original Message-----
&lt;br&gt;&amp;gt;&amp;gt; From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863789&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;sdl-bounces@...&lt;/a&gt; [mailto:sdl-
&lt;br&gt;&amp;gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863789&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;bounces@...&lt;/a&gt;] On Behalf Of Mason Wheeler
&lt;br&gt;&amp;gt;&amp;gt; Sent: Saturday, December 19, 2009 5:07 AM
&lt;br&gt;&amp;gt;&amp;gt; To: SDL Development List
&lt;br&gt;&amp;gt;&amp;gt; Subject: Re: [SDL] rival library?
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;----- Original Message ----
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;From: Tres Walsh &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863789&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tres.walsh@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;Subject: Re: [SDL] rival library?
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; Is there any way to do this
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; in
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; C++ without creating a new class and instantiating an object of it,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; which
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; is a gross hack?
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;/* Terrible Idea! */
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;try { // stuff }
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;catch(...) { // more stuff }
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;Hope that answers your question! :V
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; No, unfortunately.  Unless I'm badly mistaken, the catch(...) code
&lt;br&gt;&amp;gt;&amp;gt; will *only* execute if an exception is thrown.  The point of a finally
&lt;br&gt;&amp;gt;&amp;gt; block is that the code will execute no matter what when the flow
&lt;br&gt;&amp;gt;&amp;gt; of control passes out of the block, whether by an exception,
&lt;br&gt;&amp;gt;&amp;gt; a return(), or normal program flow.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt;&amp;gt; SDL mailing list
&lt;br&gt;&amp;gt;&amp;gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863789&amp;i=4&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;SDL@...&lt;/a&gt;
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&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; SDL mailing list
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<entry>
	<id>tag:old.nabble.com,2006:post-26863633</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T05:44:34Z</published>
	<updated>2009-12-20T05:44:34Z</updated>
	<author>
		<name>Paulo Pinto</name>
	</author>
	<content type="html">Well actually there are quite a few higher level languages that run on such small environments.&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Sun_SPOT&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://en.wikipedia.org/wiki/Sun_SPOT&lt;/a&gt; (Java subset)&lt;br&gt;&lt;a href=&quot;http://www.parallax.com/propeller/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.parallax.com/propeller/&lt;/a&gt;       (Spin)&lt;br&gt;
&lt;a href=&quot;http://www.parallax.com/tabid/295/Default.aspx&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.parallax.com/tabid/295/Default.aspx&lt;/a&gt; (Basic)&lt;br&gt;&lt;br&gt;But this does not break the concept that we need system programing languages that are free&lt;br&gt;from vendor lock-in, standard, portable as much as possible between several target sytems,&lt;br&gt;
high level enough to be productive but also allow to work low level when needed.&lt;br&gt;&lt;br&gt;So far no language was able to dispel C and C++ from their places exactly because they are&lt;br&gt;not able to offer better alternatives. And when they do, the effort of switching the complete IT is&lt;br&gt;
not worth it.&lt;br&gt;&lt;br&gt;Assembler is still needed nowadays, even if it is only in some niche cases. The same will hold&lt;br&gt;true for C/C++.&lt;br&gt;&lt;br&gt;Even if an OS is 98% coded in a higher level language, maybe those 2% will be something like C&lt;br&gt;
or C++.&lt;br&gt;&lt;br&gt;Because the tools are good enough at their job.&lt;br&gt;&lt;br&gt;--&lt;br&gt;Paulo&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Sun, Dec 20, 2009 at 12:40 PM, Johannes Kroll &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863633&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j-kroll@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;
&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;On Sat, 19 Dec 2009 07:55:23 -0800 (PST)&lt;br&gt;
Mason Wheeler &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863633&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;masonwheeler@...&lt;/a&gt;&amp;gt; wrote:&lt;br&gt;
&lt;br&gt;
&amp;gt; &amp;gt;----- Original Message ----&lt;br&gt;
&amp;gt;&lt;br&gt;
&amp;gt; &amp;gt;From: Johannes Kroll &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26863633&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j-kroll@...&lt;/a&gt;&amp;gt;&lt;br&gt;
&amp;gt; &amp;gt;Subject: Re: [SDL] rival library?&lt;br&gt;
&amp;gt; &amp;gt;&lt;br&gt;
&amp;gt; &amp;gt;Allocating stuff on the stack is an efficient, cache-friendly,&lt;br&gt;
&amp;gt; &amp;gt;hardware-supported way of using local variables. As long as computing&lt;br&gt;
&amp;gt; &amp;gt;power is finite, efficiency will be an issue. Which makes the&lt;br&gt;
&amp;gt; &amp;gt;discussion about stack allocation a little redundant.&lt;br&gt;
&amp;gt;&lt;br&gt;
&amp;gt; You&amp;#39;re trading a very minor (dare I say &amp;quot;premature&amp;quot;?) optimization&lt;br&gt;
&amp;gt; for all sorts of safety problems.  Just look at all the troubles caused&lt;br&gt;
&amp;gt; by QT using stack-allocated objects without doing a good job of&lt;br&gt;
&amp;gt; documenting what was a value type and what was a reference type.&lt;br&gt;
&lt;br&gt;
Unlike heap allocation, using data on the stack is automatically&lt;br&gt;
cache-friendly. It&amp;#39;s perfectly possible to allocate data from the heap&lt;br&gt;
though. It&amp;#39;s done all the time. I&amp;#39;m not familiar with QT, so I can&amp;#39;t&lt;br&gt;
comment on whether using stack-allocated objects in QT causes security&lt;br&gt;
problems (how?). If it is true, it boils down to bad programming skills&lt;br&gt;
or bad documentation, not bad language.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&amp;gt; &amp;gt;It&amp;#39;s just the way today&amp;#39;s computers do things. That&amp;#39;s what registers&lt;br&gt;
&amp;gt; &amp;gt;like ESP and EBP on x86 are for.&lt;br&gt;
&amp;gt;&lt;br&gt;
&amp;gt; Stack allocation is wonderful for value types.  But once you get&lt;br&gt;
&amp;gt; something that owns references to other variables, it&amp;#39;s more trouble&lt;br&gt;
&amp;gt; than it&amp;#39;s worth.  Then you&amp;#39;re better off using another x86 feature:&lt;br&gt;
&amp;gt; the built-in instructions for dereferencing pointers.&lt;br&gt;
&lt;br&gt;
Then use data from the heap where necessary. You&amp;#39;re not really&lt;br&gt;
suggesting C++ should dump stack allocation altogether? Or are you&lt;br&gt;
suggesting the language should let the programmer decide whether to&lt;br&gt;
allocate from stack or from heap? That&amp;#39;s exactly what C++ is doing.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&amp;gt; &amp;gt;C++ is just not high-level enough to ignore the machines it&amp;#39;s&lt;br&gt;
&amp;gt; &amp;gt;running on.&lt;br&gt;
&amp;gt;&lt;br&gt;
&amp;gt; Never said it should be.  The problem is that C++ ignores the&lt;br&gt;
&amp;gt; problem domain.  That&amp;#39;s not a matter of high-level or low-level,&lt;br&gt;
&amp;gt; it&amp;#39;s a matter of bad language design.&lt;br&gt;
&amp;gt;&lt;br&gt;
&amp;gt; &amp;gt;Maybe you want another language.&lt;br&gt;
&amp;gt;&lt;br&gt;
&amp;gt; No &amp;quot;maybe&amp;quot; about it!&lt;br&gt;
&lt;br&gt;
C++ is not a VHLL. C++ covers a different area of use than you seem to&lt;br&gt;
want. You can perfectly use C++ for programming a 16MHz ATMega micro&lt;br&gt;
with 16 Kilobytes RAM. Partly because C++ uses, by default, a string&lt;br&gt;
representation that hardware can process efficiently: just a&lt;br&gt;
zero-terminated list of bytes. If std::string were built into the&lt;br&gt;
language, it would waste precious extra RAM. Because it&amp;#39;s part of the&lt;br&gt;
STL, you *can* use it, but you don&amp;#39;t have to, if every byte counts.&lt;br&gt;
That makes C++ flexible. If everything that people would like to have&lt;br&gt;
(like garbage collection...) was built into the language, using it to&lt;br&gt;
program microcontrollers, for example, would not be possible. Likewise,&lt;br&gt;
you can&amp;#39;t afford to allocate *everything* from the heap on those&lt;br&gt;
systems because of allocation overhead (processing time, wasted space).&lt;br&gt;
&lt;br&gt;
C++ is just not the language you want.&lt;br&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26863054</id>
	<title>Re: lib compilation</title>
	<published>2009-12-20T04:40:28Z</published>
	<updated>2009-12-20T04:40:28Z</updated>
	<author>
		<name>clv</name>
	</author>
	<content type="html">&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.01 Transitional//EN&quot;&gt;
&lt;html&gt;
&lt;head&gt;

&lt;/head&gt;
	&lt;body&gt;

	&lt;div class=&quot;postbody&quot;&gt;Doesn't work for me. :/&lt;br /&gt;
Can you upload the vc++08 converted project files?&lt;/div&gt;
	&lt;/body&gt;
&lt;/html&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26862678</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T03:40:27Z</published>
	<updated>2009-12-20T03:40:27Z</updated>
	<author>
		<name>Johannes Kroll</name>
	</author>
	<content type="html">On Sat, 19 Dec 2009 07:55:23 -0800 (PST)
&lt;br&gt;Mason Wheeler &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26862678&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;masonwheeler@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; &amp;gt;----- Original Message ----
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;gt;From: Johannes Kroll &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26862678&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;j-kroll@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;Subject: Re: [SDL] rival library?
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;Allocating stuff on the stack is an efficient, cache-friendly,
&lt;br&gt;&amp;gt; &amp;gt;hardware-supported way of using local variables. As long as computing
&lt;br&gt;&amp;gt; &amp;gt;power is finite, efficiency will be an issue. Which makes the
&lt;br&gt;&amp;gt; &amp;gt;discussion about stack allocation a little redundant.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; You're trading a very minor (dare I say &amp;quot;premature&amp;quot;?) optimization
&lt;br&gt;&amp;gt; for all sorts of safety problems. &amp;nbsp;Just look at all the troubles caused
&lt;br&gt;&amp;gt; by QT using stack-allocated objects without doing a good job of
&lt;br&gt;&amp;gt; documenting what was a value type and what was a reference type.
&lt;/div&gt;&lt;br&gt;Unlike heap allocation, using data on the stack is automatically
&lt;br&gt;cache-friendly. It's perfectly possible to allocate data from the heap
&lt;br&gt;though. It's done all the time. I'm not familiar with QT, so I can't
&lt;br&gt;comment on whether using stack-allocated objects in QT causes security
&lt;br&gt;problems (how?). If it is true, it boils down to bad programming skills
&lt;br&gt;or bad documentation, not bad language.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; &amp;gt;It's just the way today's computers do things. That's what registers
&lt;br&gt;&amp;gt; &amp;gt;like ESP and EBP on x86 are for.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Stack allocation is wonderful for value types. &amp;nbsp;But once you get
&lt;br&gt;&amp;gt; something that owns references to other variables, it's more trouble
&lt;br&gt;&amp;gt; than it's worth. &amp;nbsp;Then you're better off using another x86 feature:
&lt;br&gt;&amp;gt; the built-in instructions for dereferencing pointers.
&lt;br&gt;&lt;br&gt;Then use data from the heap where necessary. You're not really
&lt;br&gt;suggesting C++ should dump stack allocation altogether? Or are you
&lt;br&gt;suggesting the language should let the programmer decide whether to
&lt;br&gt;allocate from stack or from heap? That's exactly what C++ is doing.
&lt;br&gt;&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; &amp;gt;C++ is just not high-level enough to ignore the machines it's
&lt;br&gt;&amp;gt; &amp;gt;running on.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Never said it should be. &amp;nbsp;The problem is that C++ ignores the
&lt;br&gt;&amp;gt; problem domain. &amp;nbsp;That's not a matter of high-level or low-level,
&lt;br&gt;&amp;gt; it's a matter of bad language design.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;gt;Maybe you want another language.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; No &amp;quot;maybe&amp;quot; about it!
&lt;/div&gt;&lt;br&gt;C++ is not a VHLL. C++ covers a different area of use than you seem to
&lt;br&gt;want. You can perfectly use C++ for programming a 16MHz ATMega micro
&lt;br&gt;with 16 Kilobytes RAM. Partly because C++ uses, by default, a string
&lt;br&gt;representation that hardware can process efficiently: just a
&lt;br&gt;zero-terminated list of bytes. If std::string were built into the
&lt;br&gt;language, it would waste precious extra RAM. Because it's part of the
&lt;br&gt;STL, you *can* use it, but you don't have to, if every byte counts.
&lt;br&gt;That makes C++ flexible. If everything that people would like to have
&lt;br&gt;(like garbage collection...) was built into the language, using it to
&lt;br&gt;program microcontrollers, for example, would not be possible. Likewise,
&lt;br&gt;you can't afford to allocate *everything* from the heap on those
&lt;br&gt;systems because of allocation overhead (processing time, wasted space).
&lt;br&gt;&lt;br&gt;C++ is just not the language you want. 
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26862249</id>
	<title>Re: SDL 1.3 docs?</title>
	<published>2009-12-20T02:24:41Z</published>
	<updated>2009-12-20T02:24:41Z</updated>
	<author>
		<name>Paulo Pinto</name>
	</author>
	<content type="html">I guess that the best solution for the time being is to look at the provided sample code.&lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Sun, Dec 20, 2009 at 4:04 AM, Ken Rogoway &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26862249&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Ken@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;
&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;Has anyone built docs for SDL 1.3?  In particular documentation regarding&lt;br&gt;
the use of textures instead of surfaces (the old API vs. the new API)?&lt;br&gt;
&lt;br&gt;
I built and ran my game using SDL 1.2.14 and got 29 FPS.&lt;br&gt;
I then build and ran it using SDL 1.3.0 using the Compatibility mode (old&lt;br&gt;
API) and got 15 FPS.&lt;br&gt;
&lt;br&gt;
It looks like it is time to switch over to the new Texture based API so I&lt;br&gt;
can get decent performance, but it looks like there isn&amp;#39;t any documentation&lt;br&gt;
other than the headers.  I thought I saw a post a while back that talked&lt;br&gt;
about the changes necessary to migrate 1.2.x to 1.3.x, but cannot find it in&lt;br&gt;
emails.&lt;br&gt;
&lt;br&gt;
I have built the docs using doxygen, and although all of the new functions&lt;br&gt;
are in the generated html, there really isn&amp;#39;t a good example of migrating&lt;br&gt;
from 1.2.x to 1.3.x&lt;br&gt;
&lt;br&gt;
Can someone point me to a old post or doc somewhere that details this?&lt;br&gt;
&lt;br&gt;
Thanks,&lt;br&gt;
&lt;br&gt;
Ken Rogoway&lt;br&gt;
&lt;br&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26861860</id>
	<title>Re: rival library?</title>
	<published>2009-12-20T01:04:26Z</published>
	<updated>2009-12-20T01:04:26Z</updated>
	<author>
		<name>Alberto Luaces</name>
	</author>
	<content type="html">Gregory Smith writes:
&lt;br&gt;&lt;br&gt;&amp;gt; To paraphrase The Simpsons, can't this list go one week without a C++
&lt;br&gt;&amp;gt; flamewar?
&lt;br&gt;&lt;br&gt;Hey guys! Look what I found in the mailing list server!
&lt;br&gt;&lt;br&gt;# ls /etc/cron.weekly/
&lt;br&gt;c++flamewar
&lt;br&gt;&lt;br&gt;#
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<entry>
	<id>tag:old.nabble.com,2006:post-26860647</id>
	<title>SDL 1.3 docs?</title>
	<published>2009-12-19T19:04:07Z</published>
	<updated>2009-12-19T19:04:07Z</updated>
	<author>
		<name>Ken Rogoway</name>
	</author>
	<content type="html">Has anyone built docs for SDL 1.3? &amp;nbsp;In particular documentation regarding
&lt;br&gt;the use of textures instead of surfaces (the old API vs. the new API)?
&lt;br&gt;&lt;br&gt;I built and ran my game using SDL 1.2.14 and got 29 FPS.
&lt;br&gt;I then build and ran it using SDL 1.3.0 using the Compatibility mode (old
&lt;br&gt;API) and got 15 FPS.
&lt;br&gt;&lt;br&gt;It looks like it is time to switch over to the new Texture based API so I
&lt;br&gt;can get decent performance, but it looks like there isn't any documentation
&lt;br&gt;other than the headers. &amp;nbsp;I thought I saw a post a while back that talked
&lt;br&gt;about the changes necessary to migrate 1.2.x to 1.3.x, but cannot find it in
&lt;br&gt;emails.
&lt;br&gt;&lt;br&gt;I have built the docs using doxygen, and although all of the new functions
&lt;br&gt;are in the generated html, there really isn't a good example of migrating
&lt;br&gt;from 1.2.x to 1.3.x
&lt;br&gt;&lt;br&gt;Can someone point me to a old post or doc somewhere that details this?
&lt;br&gt;&lt;br&gt;Thanks,
&lt;br&gt;&lt;br&gt;Ken Rogoway
&lt;br&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26859625</id>
	<title>Re: lib compilation</title>
	<published>2009-12-19T15:30:57Z</published>
	<updated>2009-12-19T15:30:57Z</updated>
	<author>
		<name>Paulo Pinto</name>
	</author>
	<content type="html">Sorry small typo, I meant 2008 not 2009.&lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Sun, Dec 20, 2009 at 12:30 AM, Paulo Pinto &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26859625&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;pjmlp@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;
Not sure what your issue might be.&lt;br&gt;&lt;br&gt;I just tried to open the Visual Studio 2007 solution that is delivered together with the&lt;br&gt;SDL 1.2 source code, by using the Visual Studio C++ 2008 Express.&lt;br&gt;&lt;br&gt;Visual Studio asked me if I wanted to converted the project, I said yes and got a&lt;br&gt;

Visual Studio 2009 compliant project.&lt;br&gt;&lt;br&gt;--&lt;br&gt;Paulo&lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;&lt;div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class=&quot;h5&quot;&gt;On Sat, Dec 19, 2009 at 3:44 PM, clv &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26859625&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;commelevent@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;

&lt;/div&gt;&lt;/div&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;&lt;div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class=&quot;h5&quot;&gt;




	&lt;div&gt;

	&lt;div&gt;Hi&lt;br&gt;
I need help figuring out how exactly to compile the source to get sdl.lib, sdlmain.lib and the sdl.dll. Since the vc++ projects won&amp;#39;t convert with my vc++08, i have no idea which files to compile to get the individual sdl files. I would usually use the downloadable libs, but i need 64 bit versions.&lt;br&gt;


&lt;br&gt;
I searched both google and this forum but didn&amp;#39;t find the info. Anybody know how to convert those project files, or which files to include in a project to compile the three files?&lt;/div&gt;
	&lt;/div&gt;

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&lt;br&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br&gt;
&lt;/blockquote&gt;&lt;/div&gt;&lt;br&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26859623</id>
	<title>Re: lib compilation</title>
	<published>2009-12-19T15:30:09Z</published>
	<updated>2009-12-19T15:30:09Z</updated>
	<author>
		<name>Paulo Pinto</name>
	</author>
	<content type="html">Not sure what your issue might be.&lt;br&gt;&lt;br&gt;I just tried to open the Visual Studio 2007 solution that is delivered together with the&lt;br&gt;SDL 1.2 source code, by using the Visual Studio C++ 2008 Express.&lt;br&gt;&lt;br&gt;Visual Studio asked me if I wanted to converted the project, I said yes and got a&lt;br&gt;
Visual Studio 2009 compliant project.&lt;br&gt;&lt;br&gt;--&lt;br&gt;Paulo&lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Sat, Dec 19, 2009 at 3:44 PM, clv &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26859623&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;commelevent@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;
&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;




	&lt;div&gt;

	&lt;div&gt;Hi&lt;br&gt;
I need help figuring out how exactly to compile the source to get sdl.lib, sdlmain.lib and the sdl.dll. Since the vc++ projects won&amp;#39;t convert with my vc++08, i have no idea which files to compile to get the individual sdl files. I would usually use the downloadable libs, but i need 64 bit versions.&lt;br&gt;

&lt;br&gt;
I searched both google and this forum but didn&amp;#39;t find the info. Anybody know how to convert those project files, or which files to include in a project to compile the three files?&lt;/div&gt;
	&lt;/div&gt;

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