> try
> void MyWinDrawChars(void* str,UInt16 len,Coord x,Coord y){
> UInt32 op=WinSetDrawMode(winPaint);
> WinPaintChars((Char*)str,len,x,y);
> WinSetDrawMode(op);
> }
> does that crash too? if so, is it on the WinPaintChars
> call or one of the other calls?
Hard to test: so far I have *personally* observed those error conditions b) and 
c) only one 1 device, that I got back from a tester. On the other hand, some 5 
testers have reported case a) and b) after having used the application for a 
week or longer. But for 2 weeks now I have had simulators and 10 physical 
Tungsten-E devices running non-stop without being able to reproduce the error. 
However, I am still reluctant to dismiss this issue as a one-off. If some 5 
devices crash, why don't at least few hundred others?


> Also the window you're drawing on is valid?
yes, definitely

> Does adding a small delay after call to WinDrawChars help?
see above - I can test this only over a course of 4 weeks

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