-- [ Picked text/plain from multipart/alternative ] Thanks Jay, I'll take those pointers away(rim shot) when I rewrite it in accordance with Alfred's suggestions.
Still confusing that it worked in debug mode but displayed nothing in release mode. On 3/30/06, Jay Stelly <[EMAIL PROTECTED]> wrote: > > Actually looking at the code you're using, you probably should just skip > string_t entirely (since the unicode conversion takes a char * anyway): > > const char *pString = ""; > > then replace sString with pString... > > Jay > > > > -----Original Message----- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly > > Sent: Thursday, March 30, 2006 11:02 AM > > To: [email protected] > > Subject: RE: [hlcoders] Works in debug mode, does not it release mode. > > > > Unless someone has defined a valid assignment or conversion > > path for this that I don't normally use you have to do this > > to your constant > > strings: > > > > > sString = MAKE_STRING("Find the case!"); > > > > at least that's why MAKE_STRING exists in the first place. > > > > It's not surprising that ConvertANSIToUnicode() would crash > > if these assignments were producing an invalid pointer. > > > > Jay > > > > > > > -----Original Message----- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of > > Benjamin > > > Davison > > > Sent: Thursday, March 30, 2006 10:50 AM > > > To: [email protected] > > > Subject: [hlcoders] Works in debug mode, does not it release mode. > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] Very weird indeed, > > > I'm working on some VGUI code and for some reason it works in debug > > > mode with the IDE attatched and fails to work in release > > mode, and for > > > the life of me I am stumped for a soloution. Here is some > > code to see > > > if you guys have run into this problem. > > > > > > void CBBHudTaskList::Paint( void ) > > > { > > > // getting a pointer to the game rules > > > CHL2MPRules *pRules = HL2MPRules(); > > > if ( !pRules ) > > > return; > > > // local player > > > C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); > > > if ( !pPlayer ) > > > return; > > > > > > string_t sString = ""; > > > wchar_t unicode[256]; > > > > > > int x, y; > > > int textSizeWide, textSizeTall; > > > int iShown = 0; // number of lines shown > > > int fontTall = vgui::surface()->GetFontTall( m_hLargeFont ); > > > int border = 20; > > > > > > x = border / 2; // ScreenWidth() - border - textSizeWide; > > > y = iShown * fontTall; // border + iShown * fontTall; > > > > > > SetSize( 300 + border, 40 ); > > > > > > > > > if (pRules->m_bCaptureObjectActive == true) > > > { > > > sString = "Find the case!"; > > > } > > > else if (pRules->m_bCaptureZoneActivated == true) > > > { > > > sString = "Get to this location and do something"; > > > } > > > else > > > { > > > sString = "No mission selected!"; > > > } > > > > > > vgui::localize()->ConvertANSIToUnicode( sString, unicode, 256); > > > > > > // --- Set up default font and get character height for line > > > spacing > > > vgui::surface()->DrawSetTextFont( m_hLargeFont ); > > > //vgui::surface()->DrawSetTextFont( m_hLargeFont ); > > > vgui::surface()->DrawSetTextPos(x, y); > > > vgui::surface()->DrawPrintText( unicode, wcslen(unicode) ); // > > > print text > > > > > > BaseClass::Paint(); > > > } > > > > > > Now for some reason vgui::localize()->ConvertANSIToUnicode( > > > sString, unicode, 256); was crashing the release mode(not the > > > debug) if I put the buffer to 1024 > > > > > > Have any of you guys run into this problem? Or can you see > > some error > > > I have overlooked? > > > > > > -- > > > - Benjamin Davison > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the > > list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

