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SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam
SDL 2.0.0 Release Candidate 1
David Gow
Guest

Exciting stuff!

The links on that page are broken, though. Smile

-- David

On 27/05/13 12:20, Sam Lantinga wrote:

Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla: http://bugzilla.libsdl.org/


Cheers!
--Sam



Quote:
_______________________________________________
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SDL 2.0.0 Release Candidate 1
M. Gerhardy
Guest

Great. What about mixer, ttf and image libs? are you going to release 2.0.0 for them, too today? Am 27.05.2013 06:44 schrieb "David Gow":
Quote:
Exciting stuff!

The links on that page are broken, though. Smile

-- David

On 27/05/13 12:20, Sam Lantinga wrote:

Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla: http://bugzilla.libsdl.org/


Cheers!
--Sam



Quote:
_______________________________________________
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_______________________________________________
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SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
Fixed! Smile


On Sun, May 26, 2013 at 9:44 PM, David Gow wrote:
Quote:
Exciting stuff!

The links on that page are broken, though. Smile

-- David

On 27/05/13 12:20, Sam Lantinga wrote:



Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla: http://bugzilla.libsdl.org/


Cheers!
--Sam





Quote:
_______________________________________________
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_______________________________________________
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SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
Not today, but I'm working on them.


On Sun, May 26, 2013 at 10:10 PM, M. Gerhardy wrote:
Quote:

Great. What about mixer, ttf and image libs? are you going to release 2.0.0 for them, too today? Am:
Quote:
Exciting stuff!

The links on that page are broken, though. Smile

-- David

On 27/05/13 12:20, Sam Lantinga wrote:

Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla: http://bugzilla.libsdl.org/


Cheers!
--Sam



Quote:
_______________________________________________
SDL mailing list

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_______________________________________________
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_______________________________________________
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SDL 2.0.0 Release Candidate 1
MrOzBarry


Joined: 26 Jun 2010
Posts: 620
You're the man, Sam, I'll start fiddling with this tonight.

On Mon, May 27, 2013 at 1:52 AM, Sam Lantinga wrote:
Quote:
Not today, but I'm working on them.


On Sun, May 26, 2013 at 10:10 PM, M. Gerhardy wrote:
Quote:

Great. What about mixer, ttf and image libs? are you going to release 2.0.0 for them, too today? Am:
Quote:
Exciting stuff!

The links on that page are broken, though. Smile

-- David

On 27/05/13 12:20, Sam Lantinga wrote:

Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla: http://bugzilla.libsdl.org/


Cheers!
--Sam



Quote:
_______________________________________________
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_______________________________________________
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_______________________________________________
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SDL 2.0.0 Release Candidate 1
Brian Barnes
Guest

Sam wrote:

Quote:
Please try it out and report issues (and fixes!) on bugzilla:
http://bugzilla.libsdl.org/

I don't use the framework (I use a static library), so I re-pulled the archive. I'm wondering if I'm mixing a branch, because there's no difference from last time. I'll check win32 as soon as I can, but:

iOS: This seems to work perfectly from my testing. I have no problems here.
OSX: Still not hiding the mouse when entering relative mouse mode (This is already in bugzilla.)

[>] Brian
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SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
The wiki should be snappy again:http://wiki.libsdl.org


Please send me your wiki login if you would like to contribute to the wiki.


Cheers!



On Sun, May 26, 2013 at 9:20 PM, Sam Lantinga wrote:
Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam

SDL 2.0.0 Release Candidate 1
Nicholas Rishel
Guest

Sorry to detour from the main topic, but I was curious as to why the Wiki is locked down still? I would think that would detract from spur of the moment corrections. Is there no way to allow submission of "suggested" changes?



On Mon, May 27, 2013 at 3:54 PM, Sam Lantinga wrote:
Quote:
The wiki should be snappy again:http://wiki.libsdl.org


Please send me your wiki login if you would like to contribute to the wiki.


Cheers!



On Sun, May 26, 2013 at 9:20 PM, Sam Lantinga wrote:
Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam







_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
Because spammers are continually trying to get access.  The SDL wiki shows up high on Google searches and is a juicy spam target.

It would be really nice to allow everyone on the list to have access, but I don't have an easy way to do that.  If you want access though, just ask, I'll be happy to give it to you.



On Mon, May 27, 2013 at 1:09 PM, Nicholas Rishel wrote:
Quote:
Sorry to detour from the main topic, but I was curious as to why the Wiki is locked down still? I would think that would detract from spur of the moment corrections. Is there no way to allow submission of "suggested" changes?



On Mon, May 27, 2013 at 3:54 PM, Sam Lantinga wrote:


Quote:
The wiki should be snappy again:http://wiki.libsdl.org


Please send me your wiki login if you would like to contribute to the wiki.


Cheers!



On Sun, May 26, 2013 at 9:20 PM, Sam Lantinga wrote:
Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam









_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org






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SDL 2.0.0 Release Candidate 1
Nicholas Rishel
Guest

Am I understanding correctly that if there were a way to suggest fixes - for review - it would be bombarded by spam to a point of uselessness?



On Mon, May 27, 2013 at 4:13 PM, Sam Lantinga wrote:
Quote:
Because spammers are continually trying to get access.  The SDL wiki shows up high on Google searches and is a juicy spam target.

It would be really nice to allow everyone on the list to have access, but I don't have an easy way to do that.  If you want access though, just ask, I'll be happy to give it to you.



On Mon, May 27, 2013 at 1:09 PM, Nicholas Rishel wrote:
Quote:
Sorry to detour from the main topic, but I was curious as to why the Wiki is locked down still? I would think that would detract from spur of the moment corrections. Is there no way to allow submission of "suggested" changes?



On Mon, May 27, 2013 at 3:54 PM, Sam Lantinga wrote:


Quote:
The wiki should be snappy again:http://wiki.libsdl.org


Please send me your wiki login if you would like to contribute to the wiki.


Cheers!



On Sun, May 26, 2013 at 9:20 PM, Sam Lantinga wrote:
Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam









_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org






_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org







_______________________________________________
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SDL 2.0.0 Release Candidate 1
Joshua Granick
Guest

I am sorry if this has been answered on the mailing list recently, or if it is on the wiki (and I am not seeing it)


We use SDL 1.2, and by and large it works for us, except that SDL_mixer has issues. I am curious if there have been improvements since 1.2 that would make this nicer? In the version we have, it becomes unstable if we allow for stopping, pausing, resuming, or starting from a position further than the beginning if it is done too often. We also have trouble with users needing/wanting more than one MP3 track. Have there been changes in the new version or underlying fixes in SDL's audio support that may be helpful?


I also am curious how stable you believe Android and iOS to be, as well as whether it is simple to extend with custom Objective-C or Java instead of a full-screen app. We maintain separate Android and iOS targets that do not rely on SDL, but merging onto one low-level API would be nice. We use SDL for BlackBerry, Windows, Mac and Linux (and legacy webOS support), which makes the maintenance much better.


Thanks for your help and congratulations on the release candidate!




On Sun, 26 May 2013 21:20:44 -0700, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam

SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
No, there's already a feedback panel in the upper right that allows you to do that.


On Mon, May 27, 2013 at 1:15 PM, Nicholas Rishel wrote:
Quote:
Am I understanding correctly that if there were a way to suggest fixes - for review - it would be bombarded by spam to a point of uselessness?



On Mon, May 27, 2013 at 4:13 PM, Sam Lantinga wrote:
Quote:
Because spammers are continually trying to get access.  The SDL wiki shows up high on Google searches and is a juicy spam target.

It would be really nice to allow everyone on the list to have access, but I don't have an easy way to do that.  If you want access though, just ask, I'll be happy to give it to you.



On Mon, May 27, 2013 at 1:09 PM, Nicholas Rishel wrote:
Quote:
Sorry to detour from the main topic, but I was curious as to why the Wiki is locked down still? I would think that would detract from spur of the moment corrections. Is there no way to allow submission of "suggested" changes?



On Mon, May 27, 2013 at 3:54 PM, Sam Lantinga wrote:


Quote:
The wiki should be snappy again:http://wiki.libsdl.org


Please send me your wiki login if you would like to contribute to the wiki.


Cheers!



On Sun, May 26, 2013 at 9:20 PM, Sam Lantinga wrote:
Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam









_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org






_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org







_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org







_______________________________________________
SDL mailing list

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SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
The latest version of SDL_mixer drops MP3 support by default in favor of Vorbis, given licensing and patent issues.  If you need to stick with MP3, then you should probably keep what you have.


The iOS and Android versions are pretty stable.  I just released an iOS game earlier this month using SDL 2.0:
https://itunes.apple.com/us/app/equate-game/id571543425?mt=8

For iOS it's pretty easy to to add your own custom views.  We had to support that for Game Center support and so forth.



I haven't released an Android game myself, but other people have, and can speak to how well that works.  I don't know how easy it is to extend with Java UI, but you can extend the SDL base activity class and customize it for your needs.


The video API between 1.2 and 2.0 is completely different.  It's been largely rewritten to support hardware acceleration and mobile devices.  You should carefully weigh the benefits of upgrading before diving into it. Smile


Cheers!






On Mon, May 27, 2013 at 1:22 PM, Joshua Granick wrote:
Quote:
I am sorry if this has been answered on the mailing list recently, or if it is on the wiki (and I am not seeing it)


We use SDL 1.2, and by and large it works for us, except that SDL_mixer has issues. I am curious if there have been improvements since 1.2 that would make this nicer? In the version we have, it becomes unstable if we allow for stopping, pausing, resuming, or starting from a position further than the beginning if it is done too often. We also have trouble with users needing/wanting more than one MP3 track. Have there been changes in the new version or underlying fixes in SDL's audio support that may be helpful?


I also am curious how stable you believe Android and iOS to be, as well as whether it is simple to extend with custom Objective-C or Java instead of a full-screen app. We maintain separate Android and iOS targets that do not rely on SDL, but merging onto one low-level API would be nice. We use SDL for BlackBerry, Windows, Mac and Linux (and legacy webOS support), which makes the maintenance much better.


Thanks for your help and congratulations on the release candidate!




On Sun, 26 May 2013 21:20:44 -0700, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam








_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

SDL 2.0.0 Release Candidate 1
Gabriele Greco
Guest

Quote:
Quote:
The wiki should be snappy again:http://wiki.libsdl.org







About the wiki:


There are a lot of posts in this reddit thread about the release of RC1:


http://www.reddit.com/r/gamedev/comments/1f4yhd/sdl_20_release_candidate_1_is_out/

... that say that the wiki is so slow to be unusable!


--
Bye, Gabry
SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
Yeah, I saw that.  It's better now. Smile


On Tue, May 28, 2013 at 7:29 AM, Gabriele Greco wrote:
Quote:

Quote:
Quote:
The wiki should be snappy again:http://wiki.libsdl.org








About the wiki:


There are a lot of posts in this reddit thread about the release of RC1:


http://www.reddit.com/r/gamedev/comments/1f4yhd/sdl_20_release_candidate_1_is_out/

... that say that the wiki is so slow to be unusable!


--
Bye, Gabry

_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
FYI, we're getting about 100 spam accounts created per hour. I'm probably going to add some human verification step to the wiki account creation which should help with this.


On Tue, May 28, 2013 at 9:56 AM, Sam Lantinga wrote:
Quote:
Yeah, I saw that.  It's better now. Smile


On Tue, May 28, 2013 at 7:29 AM, Gabriele Greco wrote:


Quote:

Quote:
Quote:
The wiki should be snappy again:http://wiki.libsdl.org








About the wiki:


There are a lot of posts in this reddit thread about the release of RC1:


http://www.reddit.com/r/gamedev/comments/1f4yhd/sdl_20_release_candidate_1_is_out/

... that say that the wiki is so slow to be unusable!


--
Bye, Gabry



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SDL mailing list

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SDL 2.0.0 Release Candidate 1
D B
Guest

If possible, I recommend adding 'custom profile questions' which are common in forum software (like phpBB).  You basically add required sign-up fields that have to answer some question like "What is SDL spelled backwards?".  Two or Three of these fields are usually enough.

D



On Tue, May 28, 2013 at 11:00 AM, Sam Lantinga wrote:
Quote:
FYI, we're getting about 100 spam accounts created per hour. I'm probably going to add some human verification step to the wiki account creation which should help with this.


On Tue, May 28, 2013 at 9:56 AM, Sam Lantinga wrote:
Quote:
Yeah, I saw that.  It's better now. Smile


On Tue, May 28, 2013 at 7:29 AM, Gabriele Greco wrote:


Quote:

Quote:
Quote:
The wiki should be snappy again:http://wiki.libsdl.org








About the wiki:


There are a lot of posts in this reddit thread about the release of RC1:


http://www.reddit.com/r/gamedev/comments/1f4yhd/sdl_20_release_candidate_1_is_out/

... that say that the wiki is so slow to be unusable!


--
Bye, Gabry



_______________________________________________
SDL mailing list

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_______________________________________________
SDL mailing list

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SDL 2.0.0 Release Candidate 1
Sik


Joined: 26 Nov 2011
Posts: 905
Or you could have a custom captcha, even if simple. To get past those
bots will need to be specifically programmed for that wiki and if that
happens then you probably have bigger issues to worry about.

2013/5/28, D B:
Quote:
If possible, I recommend adding 'custom profile questions' which are common
in forum software (like phpBB). You basically add required sign-up fields
that have to answer some question like "What is SDL spelled backwards?".
Two or Three of these fields are usually enough.

D


On Tue, May 28, 2013 at 11:00 AM, Sam Lantinga wrote:

Quote:
FYI, we're getting about 100 spam accounts created per hour. I'm probably
going to add some human verification step to the wiki account creation
which should help with this.


On Tue, May 28, 2013 at 9:56 AM, Sam Lantinga wrote:

Quote:
Yeah, I saw that. It's better now. Smile


On Tue, May 28, 2013 at 7:29 AM, Gabriele Greco
wrote:

Quote:

The wiki should be snappy again:
Quote:
Quote:
http://wiki.libsdl.org


About the wiki:

There are a lot of posts in this reddit thread about the release of
RC1:


http://www.reddit.com/r/gamedev/comments/1f4yhd/sdl_20_release_candidate_1_is_out/

... that say that the wiki is so slow to be unusable!

--
Bye,
Gabry

_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org




_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org



_______________________________________________
SDL mailing list

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SDL 2.0.0 Release Candidate 1
Brian Barnes
Guest

Sam wrote:

Quote:
FYI, we're getting about 100 spam accounts created per hour. I'm probably
going to add some human verification step to the wiki account creation
which should help with this.

I don't think that, or the other suggestions, will work in the long run.
I run a message board for dim3 and I'm obviously much lower visibility
than SDL, and I was getting 100 spam accounts a week. Everytime I added
captcha or human verification step it stopped ... for about a month.
Then it started right up again.

Some human answered the questions and went through all the captchas and
added it to some database. You'll probably get turned off much faster
than I did.

It's annoying, but everybody knows your email, just make them have to
contact you and you'll add an account for them. I finally moved to that
after spending way too much time cleaning up bad accounts.

[>] Brian
_______________________________________________
SDL mailing list

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SDL 2.0.0 Release Candidate 1
Sik


Joined: 26 Nov 2011
Posts: 905
Or make e-mailing a specific address start the registration process
(put a script on it)... which would be a variant of a custom captcha
in some sense (serves the same purpose).

On the other hand, years ago a forum I used to go (Senntient)
implemented a custom captcha because it kept getting bots all the
time. Now, that thing is probably extremely easy to by-pass, but since
no bot was programmed for it at all the spam block rate was 100% (and
in fact I think it *still* is, but I haven't gone there in ages).

Probably the e-mail idea is better though. The user is more likely to
understand to send an e-mail than to solve a captcha (which can be
troublesome with people with disabilities, or on browsers with
features disabled for the sake of performance or something else, e.g.
disabling images to save bandwidth on a phone plan).

2013/5/28, Brian Barnes:
Quote:
Sam wrote:

Quote:
FYI, we're getting about 100 spam accounts created per hour. I'm probably
going to add some human verification step to the wiki account creation
which should help with this.

I don't think that, or the other suggestions, will work in the long run.
I run a message board for dim3 and I'm obviously much lower visibility
than SDL, and I was getting 100 spam accounts a week. Everytime I added
captcha or human verification step it stopped ... for about a month.
Then it started right up again.

Some human answered the questions and went through all the captchas and
added it to some database. You'll probably get turned off much faster
than I did.

It's annoying, but everybody knows your email, just make them have to
contact you and you'll add an account for them. I finally moved to that
after spending way too much time cleaning up bad accounts.

[>] Brian
_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

_______________________________________________
SDL mailing list

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SDL 2.0.0 Release Candidate 1
Kai Sterker
Guest

I know SDL is not using Mediawiki, but what did the trick for me was

https://www.mediawiki.org/wiki/Extension:Title_Blacklist

I've actually set it up to block user names only, not page titles,
based upon patterns in the previously created spam accounts. Two
regular expressions and no more spam since half a year.

Guess it should not be hard to come up with something similar for the
Wiki SDL is using.

Kai

On Tue, May 28, 2013 at 9:28 PM, Brian Barnes wrote:
Quote:
Sam wrote:

Quote:
FYI, we're getting about 100 spam accounts created per hour. I'm probably
going to add some human verification step to the wiki account creation
which should help with this.


I don't think that, or the other suggestions, will work in the long run. I
run a message board for dim3 and I'm obviously much lower visibility than
SDL, and I was getting 100 spam accounts a week. Everytime I added captcha
or human verification step it stopped ... for about a month. Then it started
right up again.

Some human answered the questions and went through all the captchas and
added it to some database. You'll probably get turned off much faster than
I did.

It's annoying, but everybody knows your email, just make them have to
contact you and you'll add an account for them. I finally moved to that
after spending way too much time cleaning up bad accounts.

[>] Brian

_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
_______________________________________________
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SDL 2.0.0 Release Candidate 1
Nikos Chantziaras
Guest

On 27/05/13 07:20, Sam Lantinga wrote:
Quote:
http://www.libsdl.org/tmp/download-2.0.php

Please try it out and report issues (and fixes!) on bugzilla:
http://bugzilla.libsdl.org/

Unfortunately, it doesn't build here. I went to bugzilla but was
surprised to see that this bug was reported two months back already :-/

http://bugzilla.libsdl.org/show_bug.cgi?id=1769

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SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
Thanks Nikos, we'll get that fixed for release.


On Wed, May 29, 2013 at 1:29 AM, Nikos Chantziaras wrote:
Quote:
On 27/05/13 07:20, Sam Lantinga wrote:
Quote:
http://www.libsdl.org/tmp/download-2.0.php

Please try it out and report issues (and fixes!) on bugzilla:
http://bugzilla.libsdl.org/



Unfortunately, it doesn't build here. I went to bugzilla but was surprised to see that this bug was reported two months back already :-/

http://bugzilla.libsdl.org/show_bug.cgi?id=1769

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SDL 2.0.0 Release Candidate 1
Gabriele Greco
Guest

On Mon, May 27, 2013 at 6:20 AM, Sam Lantinga wrote:
I have an issue in iOS, not interactive sequences, where there is only some output like a progress bar, without possible interaction, like loading screens, with at the moment result in a black screen, you need a "pumpevents" to display anything on the screen. 



This is due to the removal of the implicit pump events in underlying of RenderPresent.

I can off course find the places where I'm updating the screen without checking events and add an explicit call in my games, but I'm not sure this side effect is wanted, I think almost every SDL app will have this problem at least in the initial startup phase.

I'm not reporting this to bugzilla since I don't know if it has to be considered a bug or it's a wanted behaviour.


--
Bye,
 Gabry
SDL 2.0.0 Release Candidate 1
gabomdq


Joined: 28 Jul 2011
Posts: 495
Location: Argentina
2013/5/31 Gabriele Greco
Quote:


On Mon, May 27, 2013 at 6:20 AM, Sam Lantinga wrote:
I have an issue in iOS, not interactive sequences, where there is only some output like a progress bar, without possible interaction, like loading screens, with at the moment result in a black screen, you need a "pumpevents" to display anything on the screen. 



This is due to the removal of the implicit pump events in underlying of RenderPresent.

I can off course find the places where I'm updating the screen without checking events and add an explicit call in my games, but I'm not sure this side effect is wanted, I think almost every SDL app will have this problem at least in the initial startup phase.

I'm not reporting this to bugzilla since I don't know if it has to be considered a bug or it's a wanted behaviour.


--
Bye,
 Gabry






If I recall correctly they removed the event pumping to prevent iOS apps from receiving certain callbacks at the wrong time, I guess it's something we need to live with.



--
Gabriel.
SDL 2.0.0 Release Candidate 1
Sik


Joined: 26 Nov 2011
Posts: 905
Wait a second, why did RenderPresent pump the events in the first
place? You are already supposed to be pumping them constantly in the
main loop, that sounds redundant to me Neutral

You mention the screen won't refresh until the next time events are
handled, maybe it has something to do with programs updating the
screen after dealing with the events, rather than before? (though even
in that case at worst you should just get a frame of lag) Maybe we
should tell programmers to update the screen *before* entering the
event loop? (this is what I usually do anyway, to help reduce the lag
between user input and program logic)

2013/5/31, Gabriel Jacobo:
Quote:
2013/5/31 Gabriele Greco

Quote:


On Mon, May 27, 2013 at 6:20 AM, Sam Lantinga wrote:

Quote:
http://www.libsdl.org/tmp/download-2.0.php

I have an issue in iOS, not interactive sequences, where there is only
some output like a progress bar, without possible interaction, like
loading
screens, with at the moment result in a black screen, you need a
"pumpevents" to display anything on the screen.

This is due to the removal of the implicit pump events in underlying of
RenderPresent.

I can off course find the places where I'm updating the screen without
checking events and add an explicit call in my games, but I'm not sure
this
side effect is wanted, I think almost every SDL app will have this
problem
at least in the initial startup phase.

I'm not reporting this to bugzilla since I don't know if it has to be
considered a bug or it's a wanted behaviour.

--
Bye,
Gabry


If I recall correctly they removed the event pumping to prevent iOS apps
from receiving certain callbacks at the wrong time, I guess it's something
we need to live with.

--
Gabriel.

_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
I think the right thing to do is tickle iOS to draw the view without pumping events. Does anyone know how to do this correctly?



On Fri, May 31, 2013 at 9:14 AM, Gabriele Greco wrote:
Quote:


On Mon, May 27, 2013 at 6:20 AM, Sam Lantinga wrote:
I have an issue in iOS, not interactive sequences, where there is only some output like a progress bar, without possible interaction, like loading screens, with at the moment result in a black screen, you need a "pumpevents" to display anything on the screen. 



This is due to the removal of the implicit pump events in underlying of RenderPresent.

I can off course find the places where I'm updating the screen without checking events and add an explicit call in my games, but I'm not sure this side effect is wanted, I think almost every SDL app will have this problem at least in the initial startup phase.

I'm not reporting this to bugzilla since I don't know if it has to be considered a bug or it's a wanted behaviour.


--
Bye,
 Gabry





_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
I'm updating SMPEG for SDL 2.0 and putting MP3 support back into SDL_mixer for the release.

If you're looking for a video playback solution, webm is a much better alternative to using the old MPEG-2 support in SMPEG.  I have some code that plays webm movies with SDL 2.0 that I can clean up and post if people are interested.



On Mon, May 27, 2013 at 1:44 PM, Sam Lantinga wrote:
Quote:
The latest version of SDL_mixer drops MP3 support by default in favor of Vorbis, given licensing and patent issues.  If you need to stick with MP3, then you should probably keep what you have.


The iOS and Android versions are pretty stable.  I just released an iOS game earlier this month using SDL 2.0:
https://itunes.apple.com/us/app/equate-game/id571543425?mt=8

For iOS it's pretty easy to to add your own custom views.  We had to support that for Game Center support and so forth.



I haven't released an Android game myself, but other people have, and can speak to how well that works.  I don't know how easy it is to extend with Java UI, but you can extend the SDL base activity class and customize it for your needs.


The video API between 1.2 and 2.0 is completely different.  It's been largely rewritten to support hardware acceleration and mobile devices.  You should carefully weigh the benefits of upgrading before diving into it. Smile


Cheers!






On Mon, May 27, 2013 at 1:22 PM, Joshua Granick wrote:


Quote:
I am sorry if this has been answered on the mailing list recently, or if it is on the wiki (and I am not seeing it)


We use SDL 1.2, and by and large it works for us, except that SDL_mixer has issues. I am curious if there have been improvements since 1.2 that would make this nicer? In the version we have, it becomes unstable if we allow for stopping, pausing, resuming, or starting from a position further than the beginning if it is done too often. We also have trouble with users needing/wanting more than one MP3 track. Have there been changes in the new version or underlying fixes in SDL's audio support that may be helpful?


I also am curious how stable you believe Android and iOS to be, as well as whether it is simple to extend with custom Objective-C or Java instead of a full-screen app. We maintain separate Android and iOS targets that do not rely on SDL, but merging onto one low-level API would be nice. We use SDL for BlackBerry, Windows, Mac and Linux (and legacy webOS support), which makes the maintenance much better.


Thanks for your help and congratulations on the release candidate!




On Sun, 26 May 2013 21:20:44 -0700, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam










_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org





SDL 2.0.0 Release Candidate 1
Vittorio Giovara
Guest

On Sun, Jun 2, 2013 at 5:40 AM, Sam Lantinga wrote:
Quote:
I'm updating SMPEG for SDL 2.0 and putting MP3 support back into SDL_mixer for the release.

If you're looking for a video playback solution, webm is a much better alternative to using the old MPEG-2 support in SMPEG.  I have some code that plays webm movies with SDL 2.0 that I can clean up and post if people are interested.




That would be very nice Sam.
Vittorio
SDL 2.0.0 Release Candidate 1
Vittorio Giovara
Guest

On Fri, May 31, 2013 at 6:34 PM, Gabriel Jacobo wrote:
Quote:




If I recall correctly they removed the event pumping to prevent iOS apps from receiving certain callbacks at the wrong time, I guess it's something we need to live with.





That's correct but as far as i remember isn't a PumpEvents an implicit function of Poll/Wait Event?

Vittorio
SDL 2.0.0 Release Candidate 1
D B
Guest

Hi,


I just updated to the latest changeset (7970a2839280) and am using a Debug build of SDL2 with my game on Windows XP. 

I just noticed that when changing from fullscreen mode to windowed again, the window freezes and the CPU spikes.  It seems to be an error deep within SDL_PumpEvents().  I change the window by calling:

SDL_SetWindowFullscreen(gScreenInfo.sdlWindow, SDL_FALSE);
SDL_SetWindowSize(gScreenInfo.sdlWindow, sdlWindowWidth, sdlWindowHeight);


See the code in action here:

https://code.google.com/p/bitfighter/source/browse/zap/VideoSystem.cpp#377



And here is a stack trace from Visual Studio c++ 2010 express:


---snip---
ntdll.dll!7c90d30c()    
kernel32.dll!7c830c5f()    
kernel32.dll!7c834ec0()    
user32.dll!7e42d5bb()    
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e42a013()    
user32.dll!7e42a039()    
opengl32.dll!5ed2699b()    
user32.dll!7e418734()    
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e428ea0()    
user32.dll!7e428eec()    
ntdll.dll!7c90e453()    
user32.dll!7e4194d2()    
user32.dll!7e428f10()    
user32.dll!7e419402()    
user32.dll!7e418a10()    
SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
bitfighter.exe!mainCRTStartup()  Line 189    C
kernel32.dll!7c817067()    

---snap---


Any ideas?

Thanks!
David



On Sun, May 26, 2013 at 10:20 PM, Sam Lantinga wrote:
Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam


_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
Can you get symbols for the Windows DLLs so we can see what functions those are?[url=http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx]http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx[/url]




On Mon, Jun 3, 2013 at 11:18 PM, D B wrote:
Quote:
Hi,


I just updated to the latest changeset (7970a2839280) and am using a Debug build of SDL2 with my game on Windows XP. 

I just noticed that when changing from fullscreen mode to windowed again, the window freezes and the CPU spikes.  It seems to be an error deep within SDL_PumpEvents().  I change the window by calling:

SDL_SetWindowFullscreen(gScreenInfo.sdlWindow, SDL_FALSE);
SDL_SetWindowSize(gScreenInfo.sdlWindow, sdlWindowWidth, sdlWindowHeight);


See the code in action here:

https://code.google.com/p/bitfighter/source/browse/zap/VideoSystem.cpp#377



And here is a stack trace from Visual Studio c++ 2010 express:


---snip---
ntdll.dll!7c90d30c()    
kernel32.dll!7c830c5f()    
kernel32.dll!7c834ec0()    
user32.dll!7e42d5bb()    
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e42a013()    
user32.dll!7e42a039()    
opengl32.dll!5ed2699b()    
user32.dll!7e418734()    
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e428ea0()    
user32.dll!7e428eec()    
ntdll.dll!7c90e453()    
user32.dll!7e4194d2()    
user32.dll!7e428f10()    
user32.dll!7e419402()    
user32.dll!7e418a10()    
SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
bitfighter.exe!mainCRTStartup()  Line 189    C
kernel32.dll!7c817067()    

---snap---


Any ideas?

Thanks!
David



On Sun, May 26, 2013 at 10:20 PM, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam




_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org






_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

SDL 2.0.0 Release Candidate 1
D B
Guest

Oh neat!  I had no idea you could do that!  (I'm normally a Linux user.)


Here is the same trace: when I pause the application after it spikes the CPU:


---snip---
     ntdll.dll!_KiFastSystemCallRet@0()    
     ntdll.dll!_ZwFindAtom@12()  + 0xc bytes   
     kernel32.dll!_InternalFindAtom@12()  + 0x9c bytes   
     kernel32.dll!_GlobalFindAtomW@4()  + 0x11 bytes   
     user32.dll!_GetPropW@8()  + 0x4108 bytes   
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C
     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_CallWindowProcAorW@24()  + 0x51 bytes   
     user32.dll!_CallWindowProcW@20()  + 0x1b bytes   
     opengl32.dll!_wglWndProc@16()  + 0x21b bytes   
     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_DispatchClientMessage@20()  + 0x4d bytes   
     user32.dll!___fnDWORD@4()  + 0x24 bytes   
     ntdll.dll!_KiUserCallbackDispatcher@12()  + 0x13 bytes   
     user32.dll!_NtUserDispatchMessage@4()  + 0xc bytes   
     user32.dll!_DispatchMessageW@4()  + 0xf bytes   
     SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
     SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
     SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
     SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
     bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
     bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
     bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
     bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
     bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
     bitfighter.exe!mainCRTStartup()  Line 189    C
     kernel32.dll!_BaseProcessStart@4()  + 0x23 bytes   

---snap---



On Tue, Jun 4, 2013 at 10:15 PM, Sam Lantinga wrote:
Quote:
Can you get symbols for the Windows DLLs so we can see what functions those are?[url=http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx]http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx[/url]




On Mon, Jun 3, 2013 at 11:18 PM, D B wrote:
Quote:
Hi,


I just updated to the latest changeset (7970a2839280) and am using a Debug build of SDL2 with my game on Windows XP. 

I just noticed that when changing from fullscreen mode to windowed again, the window freezes and the CPU spikes.  It seems to be an error deep within SDL_PumpEvents().  I change the window by calling:

SDL_SetWindowFullscreen(gScreenInfo.sdlWindow, SDL_FALSE);
SDL_SetWindowSize(gScreenInfo.sdlWindow, sdlWindowWidth, sdlWindowHeight);


See the code in action here:

https://code.google.com/p/bitfighter/source/browse/zap/VideoSystem.cpp#377



And here is a stack trace from Visual Studio c++ 2010 express:


---snip---
ntdll.dll!7c90d30c()    
kernel32.dll!7c830c5f()    
kernel32.dll!7c834ec0()    
user32.dll!7e42d5bb()    
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e42a013()    
user32.dll!7e42a039()    
opengl32.dll!5ed2699b()    
user32.dll!7e418734()    
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e428ea0()    
user32.dll!7e428eec()    
ntdll.dll!7c90e453()    
user32.dll!7e4194d2()    
user32.dll!7e428f10()    
user32.dll!7e419402()    
user32.dll!7e418a10()    
SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
bitfighter.exe!mainCRTStartup()  Line 189    C
kernel32.dll!7c817067()    

---snap---


Any ideas?

Thanks!
David



On Sun, May 26, 2013 at 10:20 PM, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam




_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org






_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org





_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
Hmm, nothing suspicious there, at least offhand.  I'm guessing there's a spam of a huge number of windows messages.  You could turn on the logging to see what's happening (look for WMMSG_DEBUG in SDL_windowsevents.c)

You can also try out a profiling tool to see what's going on:
http://stackoverflow.com/questions/67554/whats-the-best-free-c-profiler-for-windows-if-there-are






On Tue, Jun 4, 2013 at 10:11 PM, D B wrote:
Quote:
Oh neat!  I had no idea you could do that!  (I'm normally a Linux user.)


Here is the same trace: when I pause the application after it spikes the CPU:


---snip---
     ntdll.dll!_KiFastSystemCallRet@0()    
     ntdll.dll!_ZwFindAtom@12()  + 0xc bytes   
     kernel32.dll!_InternalFindAtom@12()  + 0x9c bytes   
     kernel32.dll!_GlobalFindAtomW@4()  + 0x11 bytes   
     user32.dll!_GetPropW@8()  + 0x4108 bytes   
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C

     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_CallWindowProcAorW@24()  + 0x51 bytes   
     user32.dll!_CallWindowProcW@20()  + 0x1b bytes   
     opengl32.dll!_wglWndProc@16()  + 0x21b bytes   
     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_DispatchClientMessage@20()  + 0x4d bytes   
     user32.dll!___fnDWORD@4()  + 0x24 bytes   
     ntdll.dll!_KiUserCallbackDispatcher@12()  + 0x13 bytes   
     user32.dll!_NtUserDispatchMessage@4()  + 0xc bytes   
     user32.dll!_DispatchMessageW@4()  + 0xf bytes   
     SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
     SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
     SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
     SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
     bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
     bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
     bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
     bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
     bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
     bitfighter.exe!mainCRTStartup()  Line 189    C

     kernel32.dll!_BaseProcessStart@4()  + 0x23 bytes   

---snap---



On Tue, Jun 4, 2013 at 10:15 PM, Sam Lantinga wrote:
Quote:
Can you get symbols for the Windows DLLs so we can see what functions those are?[url=http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx]http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx[/url]




On Mon, Jun 3, 2013 at 11:18 PM, D B wrote:
Quote:
Hi,


I just updated to the latest changeset (7970a2839280) and am using a Debug build of SDL2 with my game on Windows XP. 

I just noticed that when changing from fullscreen mode to windowed again, the window freezes and the CPU spikes.  It seems to be an error deep within SDL_PumpEvents().  I change the window by calling:

SDL_SetWindowFullscreen(gScreenInfo.sdlWindow, SDL_FALSE);
SDL_SetWindowSize(gScreenInfo.sdlWindow, sdlWindowWidth, sdlWindowHeight);


See the code in action here:

https://code.google.com/p/bitfighter/source/browse/zap/VideoSystem.cpp#377



And here is a stack trace from Visual Studio c++ 2010 express:


---snip---
ntdll.dll!7c90d30c()    
kernel32.dll!7c830c5f()    
kernel32.dll!7c834ec0()    
user32.dll!7e42d5bb()    
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e42a013()    
user32.dll!7e42a039()    
opengl32.dll!5ed2699b()    
user32.dll!7e418734()    
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e428ea0()    
user32.dll!7e428eec()    
ntdll.dll!7c90e453()    
user32.dll!7e4194d2()    
user32.dll!7e428f10()    
user32.dll!7e419402()    
user32.dll!7e418a10()    
SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
bitfighter.exe!mainCRTStartup()  Line 189    C
kernel32.dll!7c817067()    

---snap---


Any ideas?

Thanks!
David



On Sun, May 26, 2013 at 10:20 PM, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam




_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org






_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org





_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org







_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

SDL 2.0.0 Release Candidate 1
D B
Guest

I used a neat tools called 'Sleepy' to profile.  Here are my results in picture form:

http://imagebin.org/260284


Seems like an infinite loop somewhere...  I am unfamiliar with Windows calls.


Am I supposed to be reverting from full screen mode in a different manner?

Thanks!



On Wed, Jun 5, 2013 at 12:46 AM, Sam Lantinga wrote:
Quote:
Hmm, nothing suspicious there, at least offhand.  I'm guessing there's a spam of a huge number of windows messages.  You could turn on the logging to see what's happening (look for WMMSG_DEBUG in SDL_windowsevents.c)

You can also try out a profiling tool to see what's going on:
http://stackoverflow.com/questions/67554/whats-the-best-free-c-profiler-for-windows-if-there-are






On Tue, Jun 4, 2013 at 10:11 PM, D B wrote:
Quote:
Oh neat!  I had no idea you could do that!  (I'm normally a Linux user.)


Here is the same trace: when I pause the application after it spikes the CPU:


---snip---
     ntdll.dll!_KiFastSystemCallRet@0()    
     ntdll.dll!_ZwFindAtom@12()  + 0xc bytes   
     kernel32.dll!_InternalFindAtom@12()  + 0x9c bytes   
     kernel32.dll!_GlobalFindAtomW@4()  + 0x11 bytes   
     user32.dll!_GetPropW@8()  + 0x4108 bytes   
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C

     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_CallWindowProcAorW@24()  + 0x51 bytes   
     user32.dll!_CallWindowProcW@20()  + 0x1b bytes   
     opengl32.dll!_wglWndProc@16()  + 0x21b bytes   
     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_DispatchClientMessage@20()  + 0x4d bytes   
     user32.dll!___fnDWORD@4()  + 0x24 bytes   
     ntdll.dll!_KiUserCallbackDispatcher@12()  + 0x13 bytes   
     user32.dll!_NtUserDispatchMessage@4()  + 0xc bytes   
     user32.dll!_DispatchMessageW@4()  + 0xf bytes   
     SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
     SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
     SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
     SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
     bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
     bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
     bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
     bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
     bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
     bitfighter.exe!mainCRTStartup()  Line 189    C

     kernel32.dll!_BaseProcessStart@4()  + 0x23 bytes   

---snap---



On Tue, Jun 4, 2013 at 10:15 PM, Sam Lantinga wrote:
Quote:
Can you get symbols for the Windows DLLs so we can see what functions those are?[url=http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx]http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx[/url]




On Mon, Jun 3, 2013 at 11:18 PM, D B wrote:
Quote:
Hi,


I just updated to the latest changeset (7970a2839280) and am using a Debug build of SDL2 with my game on Windows XP. 

I just noticed that when changing from fullscreen mode to windowed again, the window freezes and the CPU spikes.  It seems to be an error deep within SDL_PumpEvents().  I change the window by calling:

SDL_SetWindowFullscreen(gScreenInfo.sdlWindow, SDL_FALSE);
SDL_SetWindowSize(gScreenInfo.sdlWindow, sdlWindowWidth, sdlWindowHeight);


See the code in action here:

https://code.google.com/p/bitfighter/source/browse/zap/VideoSystem.cpp#377



And here is a stack trace from Visual Studio c++ 2010 express:


---snip---
ntdll.dll!7c90d30c()    
kernel32.dll!7c830c5f()    
kernel32.dll!7c834ec0()    
user32.dll!7e42d5bb()    
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e42a013()    
user32.dll!7e42a039()    
opengl32.dll!5ed2699b()    
user32.dll!7e418734()    
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e428ea0()    
user32.dll!7e428eec()    
ntdll.dll!7c90e453()    
user32.dll!7e4194d2()    
user32.dll!7e428f10()    
user32.dll!7e419402()    
user32.dll!7e418a10()    
SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
bitfighter.exe!mainCRTStartup()  Line 189    C
kernel32.dll!7c817067()    

---snap---


Any ideas?

Thanks!
David



On Sun, May 26, 2013 at 10:20 PM, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam




_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org






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SDL mailing list

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SDL 2.0.0 Release Candidate 1
D B
Guest

Sorry, I just realized I can get you the sleepy report itself.  It is attached.



On Wed, Jun 5, 2013 at 12:58 AM, D B wrote:
Quote:
I used a neat tools called 'Sleepy' to profile.  Here are my results in picture form:

http://imagebin.org/260284


Seems like an infinite loop somewhere...  I am unfamiliar with Windows calls.


Am I supposed to be reverting from full screen mode in a different manner?

Thanks!



On Wed, Jun 5, 2013 at 12:46 AM, Sam Lantinga wrote:
Quote:
Hmm, nothing suspicious there, at least offhand.  I'm guessing there's a spam of a huge number of windows messages.  You could turn on the logging to see what's happening (look for WMMSG_DEBUG in SDL_windowsevents.c)

You can also try out a profiling tool to see what's going on:
http://stackoverflow.com/questions/67554/whats-the-best-free-c-profiler-for-windows-if-there-are






On Tue, Jun 4, 2013 at 10:11 PM, D B wrote:
Quote:
Oh neat!  I had no idea you could do that!  (I'm normally a Linux user.)


Here is the same trace: when I pause the application after it spikes the CPU:


---snip---
     ntdll.dll!_KiFastSystemCallRet@0()    
     ntdll.dll!_ZwFindAtom@12()  + 0xc bytes   
     kernel32.dll!_InternalFindAtom@12()  + 0x9c bytes   
     kernel32.dll!_GlobalFindAtomW@4()  + 0x11 bytes   
     user32.dll!_GetPropW@8()  + 0x4108 bytes   
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C

     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_CallWindowProcAorW@24()  + 0x51 bytes   
     user32.dll!_CallWindowProcW@20()  + 0x1b bytes   
     opengl32.dll!_wglWndProc@16()  + 0x21b bytes   
     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_DispatchClientMessage@20()  + 0x4d bytes   
     user32.dll!___fnDWORD@4()  + 0x24 bytes   
     ntdll.dll!_KiUserCallbackDispatcher@12()  + 0x13 bytes   
     user32.dll!_NtUserDispatchMessage@4()  + 0xc bytes   
     user32.dll!_DispatchMessageW@4()  + 0xf bytes   
     SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
     SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
     SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
     SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
     bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
     bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
     bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
     bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
     bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
     bitfighter.exe!mainCRTStartup()  Line 189    C

     kernel32.dll!_BaseProcessStart@4()  + 0x23 bytes   

---snap---



On Tue, Jun 4, 2013 at 10:15 PM, Sam Lantinga wrote:
Quote:
Can you get symbols for the Windows DLLs so we can see what functions those are?[url=http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx]http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx[/url]




On Mon, Jun 3, 2013 at 11:18 PM, D B wrote:
Quote:
Hi,


I just updated to the latest changeset (7970a2839280) and am using a Debug build of SDL2 with my game on Windows XP. 

I just noticed that when changing from fullscreen mode to windowed again, the window freezes and the CPU spikes.  It seems to be an error deep within SDL_PumpEvents().  I change the window by calling:

SDL_SetWindowFullscreen(gScreenInfo.sdlWindow, SDL_FALSE);
SDL_SetWindowSize(gScreenInfo.sdlWindow, sdlWindowWidth, sdlWindowHeight);


See the code in action here:

https://code.google.com/p/bitfighter/source/browse/zap/VideoSystem.cpp#377



And here is a stack trace from Visual Studio c++ 2010 express:


---snip---
ntdll.dll!7c90d30c()    
kernel32.dll!7c830c5f()    
kernel32.dll!7c834ec0()    
user32.dll!7e42d5bb()    
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e42a013()    
user32.dll!7e42a039()    
opengl32.dll!5ed2699b()    
user32.dll!7e418734()    
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e428ea0()    
user32.dll!7e428eec()    
ntdll.dll!7c90e453()    
user32.dll!7e4194d2()    
user32.dll!7e428f10()    
user32.dll!7e419402()    
user32.dll!7e418a10()    
SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
bitfighter.exe!mainCRTStartup()  Line 189    C
kernel32.dll!7c817067()    

---snap---


Any ideas?

Thanks!
David



On Sun, May 26, 2013 at 10:20 PM, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam




_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org






_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org





_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org







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SDL mailing list

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SDL mailing list

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SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
Great, can you report a bug in bugzilla with a little program to help us reproduce it and fix this?http://bugzilla.libsdl.org


Thanks!



On Tue, Jun 4, 2013 at 11:58 PM, D B wrote:
Quote:
I used a neat tools called 'Sleepy' to profile.  Here are my results in picture form:

http://imagebin.org/260284


Seems like an infinite loop somewhere...  I am unfamiliar with Windows calls.


Am I supposed to be reverting from full screen mode in a different manner?

Thanks!



On Wed, Jun 5, 2013 at 12:46 AM, Sam Lantinga wrote:
Quote:
Hmm, nothing suspicious there, at least offhand.  I'm guessing there's a spam of a huge number of windows messages.  You could turn on the logging to see what's happening (look for WMMSG_DEBUG in SDL_windowsevents.c)

You can also try out a profiling tool to see what's going on:
http://stackoverflow.com/questions/67554/whats-the-best-free-c-profiler-for-windows-if-there-are






On Tue, Jun 4, 2013 at 10:11 PM, D B wrote:
Quote:
Oh neat!  I had no idea you could do that!  (I'm normally a Linux user.)


Here is the same trace: when I pause the application after it spikes the CPU:


---snip---
     ntdll.dll!_KiFastSystemCallRet@0()    
     ntdll.dll!_ZwFindAtom@12()  + 0xc bytes   
     kernel32.dll!_InternalFindAtom@12()  + 0x9c bytes   
     kernel32.dll!_GlobalFindAtomW@4()  + 0x11 bytes   
     user32.dll!_GetPropW@8()  + 0x4108 bytes   
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C

     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_CallWindowProcAorW@24()  + 0x51 bytes   
     user32.dll!_CallWindowProcW@20()  + 0x1b bytes   
     opengl32.dll!_wglWndProc@16()  + 0x21b bytes   
     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_DispatchClientMessage@20()  + 0x4d bytes   
     user32.dll!___fnDWORD@4()  + 0x24 bytes   
     ntdll.dll!_KiUserCallbackDispatcher@12()  + 0x13 bytes   
     user32.dll!_NtUserDispatchMessage@4()  + 0xc bytes   
     user32.dll!_DispatchMessageW@4()  + 0xf bytes   
     SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
     SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
     SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
     SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
     bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
     bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
     bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
     bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
     bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
     bitfighter.exe!mainCRTStartup()  Line 189    C

     kernel32.dll!_BaseProcessStart@4()  + 0x23 bytes   

---snap---



On Tue, Jun 4, 2013 at 10:15 PM, Sam Lantinga wrote:
Quote:
Can you get symbols for the Windows DLLs so we can see what functions those are?[url=http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx]http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx[/url]




On Mon, Jun 3, 2013 at 11:18 PM, D B wrote:
Quote:
Hi,


I just updated to the latest changeset (7970a2839280) and am using a Debug build of SDL2 with my game on Windows XP. 

I just noticed that when changing from fullscreen mode to windowed again, the window freezes and the CPU spikes.  It seems to be an error deep within SDL_PumpEvents().  I change the window by calling:

SDL_SetWindowFullscreen(gScreenInfo.sdlWindow, SDL_FALSE);
SDL_SetWindowSize(gScreenInfo.sdlWindow, sdlWindowWidth, sdlWindowHeight);


See the code in action here:

https://code.google.com/p/bitfighter/source/browse/zap/VideoSystem.cpp#377



And here is a stack trace from Visual Studio c++ 2010 express:


---snip---
ntdll.dll!7c90d30c()    
kernel32.dll!7c830c5f()    
kernel32.dll!7c834ec0()    
user32.dll!7e42d5bb()    
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e42a013()    
user32.dll!7e42a039()    
opengl32.dll!5ed2699b()    
user32.dll!7e418734()    
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e428ea0()    
user32.dll!7e428eec()    
ntdll.dll!7c90e453()    
user32.dll!7e4194d2()    
user32.dll!7e428f10()    
user32.dll!7e419402()    
user32.dll!7e418a10()    
SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
bitfighter.exe!mainCRTStartup()  Line 189    C
kernel32.dll!7c817067()    

---snap---


Any ideas?

Thanks!
David



On Sun, May 26, 2013 at 10:20 PM, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam




_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org






_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org





_______________________________________________
SDL mailing list

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_______________________________________________
SDL mailing list

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_______________________________________________
SDL mailing list

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SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
RC2 is up, with some mouse fixes for OSX and Windows, and a bunch of miscellaneous cleanup.http://www.libsdl.org/tmp/download-2.0.php


Thanks to everyone who is testing, reporting and fixing issues!




On Sun, May 26, 2013 at 9:20 PM, Sam Lantinga wrote:
Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam

SDL 2.0.0 Release Candidate 1
D B
Guest

I have tried all last night and this morning to get a simple test program, but to no avail.  I did turn on WMMSG_DEBUG and I got a 1MB file in a few seconds with calls like this:

Received windows message: 000B0352 WM_PAINT -- 0x0, 0x0


CPU stayed locked up and it looks like SDL was stuck in the while loop in WIN_PumpEvents() at SDL_windowsevents.c


Any further suggestions?

Thanks!

D



On Wed, Jun 5, 2013 at 9:47 PM, Sam Lantinga wrote:
Quote:
Great, can you report a bug in bugzilla with a little program to help us reproduce it and fix this?http://bugzilla.libsdl.org


Thanks!



On Tue, Jun 4, 2013 at 11:58 PM, D B wrote:
Quote:
I used a neat tools called 'Sleepy' to profile.  Here are my results in picture form:

http://imagebin.org/260284


Seems like an infinite loop somewhere...  I am unfamiliar with Windows calls.


Am I supposed to be reverting from full screen mode in a different manner?

Thanks!



On Wed, Jun 5, 2013 at 12:46 AM, Sam Lantinga wrote:
Quote:
Hmm, nothing suspicious there, at least offhand.  I'm guessing there's a spam of a huge number of windows messages.  You could turn on the logging to see what's happening (look for WMMSG_DEBUG in SDL_windowsevents.c)

You can also try out a profiling tool to see what's going on:
http://stackoverflow.com/questions/67554/whats-the-best-free-c-profiler-for-windows-if-there-are






On Tue, Jun 4, 2013 at 10:11 PM, D B wrote:
Quote:
Oh neat!  I had no idea you could do that!  (I'm normally a Linux user.)


Here is the same trace: when I pause the application after it spikes the CPU:


---snip---
     ntdll.dll!_KiFastSystemCallRet@0()    
     ntdll.dll!_ZwFindAtom@12()  + 0xc bytes   
     kernel32.dll!_InternalFindAtom@12()  + 0x9c bytes   
     kernel32.dll!_GlobalFindAtomW@4()  + 0x11 bytes   
     user32.dll!_GetPropW@8()  + 0x4108 bytes   
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C

     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_CallWindowProcAorW@24()  + 0x51 bytes   
     user32.dll!_CallWindowProcW@20()  + 0x1b bytes   
     opengl32.dll!_wglWndProc@16()  + 0x21b bytes   
     user32.dll!_InternalCallWinProc@20()  + 0x28 bytes   
     user32.dll!_UserCallWinProcCheckWow@32()  + 0xb7 bytes   
     user32.dll!_DispatchClientMessage@20()  + 0x4d bytes   
     user32.dll!___fnDWORD@4()  + 0x24 bytes   
     ntdll.dll!_KiUserCallbackDispatcher@12()  + 0x13 bytes   
     user32.dll!_NtUserDispatchMessage@4()  + 0xc bytes   
     user32.dll!_DispatchMessageW@4()  + 0xf bytes   
     SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
     SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
     SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
     SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
     bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
     bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
     bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
     bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
     bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
     bitfighter.exe!mainCRTStartup()  Line 189    C

     kernel32.dll!_BaseProcessStart@4()  + 0x23 bytes   

---snap---



On Tue, Jun 4, 2013 at 10:15 PM, Sam Lantinga wrote:
Quote:
Can you get symbols for the Windows DLLs so we can see what functions those are?[url=http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx]http://msdn.microsoft.com/en-us/library/vstudio/b8ttk8zy(v=vs.100).aspx[/url]




On Mon, Jun 3, 2013 at 11:18 PM, D B wrote:
Quote:
Hi,


I just updated to the latest changeset (7970a2839280) and am using a Debug build of SDL2 with my game on Windows XP. 

I just noticed that when changing from fullscreen mode to windowed again, the window freezes and the CPU spikes.  It seems to be an error deep within SDL_PumpEvents().  I change the window by calling:

SDL_SetWindowFullscreen(gScreenInfo.sdlWindow, SDL_FALSE);
SDL_SetWindowSize(gScreenInfo.sdlWindow, sdlWindowWidth, sdlWindowHeight);


See the code in action here:

https://code.google.com/p/bitfighter/source/browse/zap/VideoSystem.cpp#377



And here is a stack trace from Visual Studio c++ 2010 express:


---snip---
ntdll.dll!7c90d30c()    
kernel32.dll!7c830c5f()    
kernel32.dll!7c834ec0()    
user32.dll!7e42d5bb()    
Quote:
    SDL2.dll!WIN_WindowProc(HWND__ * hwnd, unsigned int msg, unsigned int wParam, long lParam)  Line 277 + 0xf bytes    C
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e42a013()    
user32.dll!7e42a039()    
opengl32.dll!5ed2699b()    
user32.dll!7e418734()    
user32.dll!7e418734()    
user32.dll!7e418816()    
user32.dll!7e428ea0()    
user32.dll!7e428eec()    
ntdll.dll!7c90e453()    
user32.dll!7e4194d2()    
user32.dll!7e428f10()    
user32.dll!7e419402()    
user32.dll!7e418a10()    
SDL2.dll!WIN_PumpEvents(SDL_VideoDevice * _this)  Line 774    C
SDL2.dll!SDL_PumpEvents()  Line 310 + 0xf bytes    C
SDL2.dll!SDL_WaitEventTimeout(SDL_Event * event, int timeout)  Line 344    C
SDL2.dll!SDL_PollEvent(SDL_Event * event)  Line 325 + 0xb bytes    C
bitfighter.exe!Zap::idle()  Line 467 + 0xc bytes    C++
bitfighter.exe!Zap::dedicatedServerLoop()  Line 498 + 0x5 bytes    C++
bitfighter.exe!SDL_main(int argc, char * * argv)  Line 1267    C++
bitfighter.exe!main(int argc, char * * argv)  Line 145 + 0xd bytes    C
bitfighter.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
bitfighter.exe!mainCRTStartup()  Line 189    C
kernel32.dll!7c817067()    

---snap---


Any ideas?

Thanks!
David



On Sun, May 26, 2013 at 10:20 PM, Sam Lantinga wrote:


Quote:
http://www.libsdl.org/tmp/download-2.0.php



Please try it out and report issues (and fixes!) on bugzilla:http://bugzilla.libsdl.org/


Cheers!
--Sam




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Re: SDL 2.0.0 Release Candidate 1
Sparks


Joined: 01 Jun 2013
Posts: 47
D B wrote:
I have tried all last night and this morning to get a simple test program, but to no avail.  I did turn on WMMSG_DEBUG and I got a 1MB file in a few seconds with calls like this:

Received windows message: 000B0352 WM_PAINT -- 0x0, 0x0


CPU stayed locked up and it looks like SDL was stuck in the while loop in WIN_PumpEvents() at SDL_windowsevents.c


Any further suggestions?

Thanks!

D

I downloaded and compiled your program, and could not replicate this under windows 7, I hit alt-enter 20+ times and it worked each time with no side-effects.
I am guessing it is specific to your video drivers on XP.
What hardware you got ?
SDL 2.0.0 Release Candidate 1
D B
Guest

Thank you very much for testing!


After talking with the other developers who sees the same issue, we have at least three systems this does this on:

 - Windows XP SP3 running in VMware 9.0 (without VMWare 3D acceleration, but with the tools and drivers installed), Host: openSUSE 12.3 x86_64, NVidia NVS 3100M (with proprietary driver)

 - Windows XP SP3 64bit running in VirtualBox, Host: Debian Wheezy (stable), Mobility Radeon HD 4100

 - Windows 7 64 bit, Radeon 6770


All machines get a spiked CPU when transitioning from fullscreen to windowed. 

The VirtualBox machine had 3D acceleration turned on through the VirtualBox application.  Turning it off made the issue go away temporarily, but then the developer started getting sporadic results, so this may have nothing to do with the issue.


After a little more research I found this guy in what seems to be the same situation:

http://stackoverflow.com/questions/1135901/windows-message-loop


Also, one of our developers add this to SDL which made the issue go away:

http://pastie.org/8016171


D






On Thu, Jun 6, 2013 at 11:58 AM, Sparks wrote:
Quote:



D B wrote:

I have tried all last night and this morning to get a simple test program, but to no avail.  I did turn on WMMSG_DEBUG and I got a 1MB file in a few seconds with calls like this:

Received windows message: 000B0352 WM_PAINT -- 0x0, 0x0


CPU stayed locked up and it looks like SDL was stuck in the while loop in WIN_PumpEvents() at SDL_windowsevents.c


Any further suggestions?

Thanks!

D





I downloaded and compiled your program, and could not replicate this under windows 7, I hit alt-enter 20+ times and it worked each time with no side-effects.
I am guessing it is specific to your video drivers on XP.
What hardware you got ?


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SDL 2.0.0 Release Candidate 1
Brian Barnes
Guest

Quote:
RC2 is up, with some mouse fixes for OSX and Windows, and a bunch of
miscellaneous cleanup.
http://www.libsdl.org/tmp/download-2.0.php

Thanks to everyone who is testing, reporting and fixing issues!

The OS X cursor hiding bug is fixed, and that's the last problem I had with OS X. I'll need to pull and compile the code for win32, more tomorrow.

[>] Brian

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SDL 2.0.0 Release Candidate 1
D B
Guest

I have found a workaround and posted it as a patch on this bug:

http://bugzilla.libsdl.org/show_bug.cgi?id=1897



On Thu, Jun 6, 2013 at 1:35 PM, D B wrote:
Quote:
Thank you very much for testing!


After talking with the other developers who sees the same issue, we have at least three systems this does this on:

 - Windows XP SP3 running in VMware 9.0 (without VMWare 3D acceleration, but with the tools and drivers installed), Host: openSUSE 12.3 x86_64, NVidia NVS 3100M (with proprietary driver)

 - Windows XP SP3 64bit running in VirtualBox, Host: Debian Wheezy (stable), Mobility Radeon HD 4100

 - Windows 7 64 bit, Radeon 6770


All machines get a spiked CPU when transitioning from fullscreen to windowed. 

The VirtualBox machine had 3D acceleration turned on through the VirtualBox application.  Turning it off made the issue go away temporarily, but then the developer started getting sporadic results, so this may have nothing to do with the issue.


After a little more research I found this guy in what seems to be the same situation:

http://stackoverflow.com/questions/1135901/windows-message-loop


Also, one of our developers add this to SDL which made the issue go away:

http://pastie.org/8016171


D






On Thu, Jun 6, 2013 at 11:58 AM, Sparks wrote:


Quote:



D B wrote:

I have tried all last night and this morning to get a simple test program, but to no avail.  I did turn on WMMSG_DEBUG and I got a 1MB file in a few seconds with calls like this:

Received windows message: 000B0352 WM_PAINT -- 0x0, 0x0


CPU stayed locked up and it looks like SDL was stuck in the while loop in WIN_PumpEvents() at SDL_windowsevents.c


Any further suggestions?

Thanks!

D





I downloaded and compiled your program, and could not replicate this under windows 7, I hit alt-enter 20+ times and it worked each time with no side-effects.
I am guessing it is specific to your video drivers on XP.
What hardware you got ?




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SDL 2.0.0 Release Candidate 1
Daniel Johnson
Guest

Sam Lantinga wrote:

Quote:
http://www.libsdl.org/tmp/download-2.0.php

Please try it out and report issues (and fixes!) on bugzilla:
http://bugzilla.libsdl.org/

The downloads on that page are for files named like:
SDL2-2.0.0.tar.gz

But I see no mention of an actual SDL 2 release anywhere, so I am
assuming this is one of the release candidates. How can I tell
which release candidate this is? Also, what will the name be once
SDL2 is released?

Thanks,
-Dan

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SDL 2.0.0 Release Candidate 1
MrOzBarry


Joined: 26 Jun 2010
Posts: 620
I believe that page is entirely devoted to the release candidate.

Also, Sam, the changelog link is broken.

On Fri, Jun 7, 2013 at 1:13 PM, Daniel Johnson wrote:
Quote:
Sam Lantinga wrote:

Quote:
http://www.libsdl.org/tmp/download-2.0.php

Please try it out and report issues (and fixes!) on bugzilla:
http://bugzilla.libsdl.org/

The downloads on that page are for files named like:
SDL2-2.0.0.tar.gz

But I see no mention of an actual SDL 2 release anywhere, so I am
assuming this is one of the release candidates. How can I tell
which release candidate this is? Also, what will the name be once
SDL2 is released?

Thanks,
-Dan

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SDL 2.0.0 Release Candidate 1
Sam Lantinga


Joined: 10 Sep 2009
Posts: 1765
Okay, this is what I ended up doing.  If you would like wiki access, that's great!  Just send me e-mail and I'll be happy to create an account for you.

Cheers!



On Tue, May 28, 2013 at 12:28 PM, Brian Barnes wrote:
Quote:
Sam wrote:

Quote:
FYI, we're getting about 100 spam accounts created per hour. I'm probably
going to add some human verification step to the wiki account creation
which should help with this.


I don't think that, or the other suggestions, will work in the long run.  I run a message board for dim3 and I'm obviously much lower visibility than SDL, and I was getting 100 spam accounts a week.  Everytime I added captcha or human verification step it stopped ... for about a month. Then it started right up again.

Some human answered the questions and went through all the captchas and added it to some database.  You'll probably get turned off much faster than I did.

It's annoying, but everybody knows your email, just make them have to contact you and you'll add an account for them.  I finally moved to that after spending way too much time cleaning up bad accounts.

[>] Brian
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