If one of the developers ever reads this: I beg you to update the Pelles Linker!
I made a static library in C++ (VS2010) and when I try to import the .lib or the .obj file to a PB program, the linker just crashes and this shows up:
http://img580.imageshack.us/img580/2610/20110605103935.jpg
I like ...
Search found 11 matches
- Sun Jun 05, 2011 9:45 am
- Forum: Feature Requests and Wishlists
- Topic: [PB x64] Update polink.exe to the latest one (=6.00)
- Replies: 12
- Views: 2620
- Thu Dec 16, 2010 3:34 pm
- Forum: Off Topic
- Topic: C++ macro help
- Replies: 1
- Views: 575
C++ macro help
Hey there!
I've begun a Half-Life 2 mod some weeks ago. Today I found a quite weird macro with a bunch of # signs. What do these do?
Example:
#define STUB_WEAPON_CLASS( entityName, className, baseClassName ) \
class C_##className## : public baseClassName \
{ \
DECLARE_CLASS( C_##className ...
I've begun a Half-Life 2 mod some weeks ago. Today I found a quite weird macro with a bunch of # signs. What do these do?
Example:
#define STUB_WEAPON_CLASS( entityName, className, baseClassName ) \
class C_##className## : public baseClassName \
{ \
DECLARE_CLASS( C_##className ...
- Fri Nov 19, 2010 9:46 pm
- Forum: Feature Requests and Wishlists
- Topic: Optional Speed Optimizations
- Replies: 7
- Views: 2191
Re: Re:
Thorium wrote: The code is from 2004.

OK, sorry, anyhow I didn't note that I clicked a search result instead of a board thread

- Fri Nov 19, 2010 5:04 pm
- Forum: Feature Requests and Wishlists
- Topic: Optional Speed Optimizations
- Replies: 7
- Views: 2191
Re:
On the German board they said, that INC needs more cycles than ADD [reg], 1...fweil wrote:More ... it is optimized and clever because the compiler generates :
[...]
MOV ebx,dword [v_a]
INC ebx
MOV dword [v_b],ebx
I just wanted to note this...
- Fri Nov 19, 2010 5:00 pm
- Forum: Feature Requests and Wishlists
- Topic: [Implemented] #PB_Compiler_Assembler
- Replies: 1
- Views: 1077
[Implemented] #PB_Compiler_Assembler
Hello!
It would be cool if there was a possibility to try whether inline asm is enabled or not. I thought of a constant named #PB_Compiler_Assembler which returns #True or #False.
Would be great if this gets added to the next version
Cheers, Mok.
It would be cool if there was a possibility to try whether inline asm is enabled or not. I thought of a constant named #PB_Compiler_Assembler which returns #True or #False.
Would be great if this gets added to the next version

Cheers, Mok.
- Sat Nov 06, 2010 1:28 pm
- Forum: Coding Questions
- Topic: How to skin menus?
- Replies: 5
- Views: 2121
Re: How to skin menus?
@RASHAD: I thought abou this too... but I believed that there'd be some WinAPI stuff.
However, thanks
However, thanks

- Fri Nov 05, 2010 4:13 pm
- Forum: Coding Questions
- Topic: How to skin menus?
- Replies: 5
- Views: 2121
Re: How to skin menus?
If I want to skin a PanelGadget in the Visual Studio way, will I have to ownerdraw it too? (SetGadgetColor() does not work)
- Thu Nov 04, 2010 7:24 pm
- Forum: Coding Questions
- Topic: How to skin menus?
- Replies: 5
- Views: 2121
How to skin menus?
Good evening!
With the aid of CreateImageMenu() and #PB_Menu_ModernLook it's quite simple to create a pretty and futuristic-looking menu, but can I also skin it by myself? I want to create a "Visual Studio"-like menu, but how?
Thanking you in anticipation, Mok.
With the aid of CreateImageMenu() and #PB_Menu_ModernLook it's quite simple to create a pretty and futuristic-looking menu, but can I also skin it by myself? I want to create a "Visual Studio"-like menu, but how?
Thanking you in anticipation, Mok.
- Tue Oct 19, 2010 9:24 pm
- Forum: Applications - Feedback and Discussion
- Topic: Compiler tutorial: suggest more stuff
- Replies: 43
- Views: 19588
Re: Compiler tutorial: suggest more stuff
*digging out*
OK, quite nice :D
But I have a question about the 4th chapter (addition) . The compiler creates the following code for "1+2+3"
!MOV eax, 1
!PUSH eax
!MOV eax, 2
!POP ecx
!ADD eax, ecx
!PUSH eax
!MOV eax, 3
!POP ecx
!ADD eax, ecx
Wouldn't it be faster and more efficient with the ...
OK, quite nice :D
But I have a question about the 4th chapter (addition) . The compiler creates the following code for "1+2+3"
!MOV eax, 1
!PUSH eax
!MOV eax, 2
!POP ecx
!ADD eax, ecx
!PUSH eax
!MOV eax, 3
!POP ecx
!ADD eax, ecx
Wouldn't it be faster and more efficient with the ...
- Sun Oct 03, 2010 8:47 pm
- Forum: Coding Questions
- Topic: PERFORMANCE_INFORMATION for PureBasic?
- Replies: 4
- Views: 1011
Re: PERFORMANCE_INFORMATION for PureBasic?
@hallodri: Thank you
kenn' ich dich vom deutschen Forum?

- Sun Oct 03, 2010 8:34 pm
- Forum: Coding Questions
- Topic: PERFORMANCE_INFORMATION for PureBasic?
- Replies: 4
- Views: 1011
PERFORMANCE_INFORMATION for PureBasic?
Hey there!
There is a PSAPI Structure called PERFORMANCE_INFORMATION (which can be found in psapi.dll), but since there is no PureBasic version of this structure, I wonder how to convert it.
typedef struct _PERFORMANCE_INFORMATION {
DWORD cb;
SIZE_T CommitTotal;
SIZE_T CommitLimit;
SIZE_T ...
There is a PSAPI Structure called PERFORMANCE_INFORMATION (which can be found in psapi.dll), but since there is no PureBasic version of this structure, I wonder how to convert it.
typedef struct _PERFORMANCE_INFORMATION {
DWORD cb;
SIZE_T CommitTotal;
SIZE_T CommitLimit;
SIZE_T ...