<caveat> I've not actually used it before so I may not be right. </caveat>
According to the docs, the bitmap created with BmpCreate contains no data.
I'm not sure if that means it doesn't allocate any memory for the data or
just that there is nothing there.  The easiest way to find out is to use
BmpBitsSize and see if it actually returns the number you think it should.
Logically, if it returns zero, then no, it doesn't allocate the memory.
Either way, you should still probably be using BmpBitsSize to get the limits
for the buffer so you know when to stop modifying things.

DeAnna

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of
> [EMAIL PROTECTED]
> Sent: Wednesday, November 15, 2000 12:25 PM
> To: Palm Developer Forum
> Subject: BmpCreate and memory corruption
>
>
> Thanks for everyone's help on the previous related post - I am able to
> display runtime bitmaps now.
>
> I have another question.
>
> Does BmpCreate allocate the memory needed for the bitmap data?
>
>
> i.e., when I do a
>
> bmp = BmpCreate(10,10,8,NULL,error);
>
> does it allocate 100 bytes at the end of the header for the
> bitmap data?
> or do I have to manually allocate the memory?
>
> I'm finding that if I use BmpGetBits to retrieve the bitmap
> data pointer
> and then modify the contents, I corrupt some of the local
> variables in the
> same function.
>
>
>
>
>
>
> --
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