I lost this little snippet of code and although I could write it again it'd be nice to find. If any of you still have it I'd very much appreciate a copy
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*** Configuration: OS-X_X86 ***
precompiling:
GPC - GLBasic Precompiler V.10.037 SN:429c3389 - 3D, NET
Wordcount:82 commands
compile+link:
cygwin warning:
MS-DOS style path detected: C:\Users\tGerk\GLBasic\Samples\_Projects_\Pong\MacIcon.icns
Preferred POSIX equivalent is: /cygdrive/c/Users/tGerk/GLBasic/Samples/_Projects_/Pong/MacIcon.icns
CYGWIN environment variable option "nodosfilewarning" turns off this warning.
Consult the user's guide for more details about POSIX paths:
http://cygwin.com/cygwin-ug-net/using.html#using-pathnames
Using icns type 'ic09' (ARGB) for 'C:\Users\tGerk\GLBasic\Samples\_Projects_\Pong\tmpMacIcon.png'
Saved icns file to C:\Users\tGerk\GLBasic\Samples\_Projects_\Pong\MacIcon.icns
Creating .app for Pong
run: "Q:\Tools\Icons.exe" "C:\Users\tGerk\GLBasic\Samples\_Projects_\Pong\icon.png" /MACOSX
success
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*** Finished ***
Elapsed: 10.3 sec. Time: 13:55
Build: 1 succeeded.
//by default these are 0
global BSDState
global MSState
for i = 1 to 10
print randBSD()
next
for i = 1 to 10
print randMS()
next
function randBSD:
randBSD = (1103515245 * BSDState + 12345) mod (2 ^ 31)
BSDState = randBSD
endfunction
function randMS:
MSState = (214013 * MSState + 2531011) mod (2 ^ 31)
randMS = integer(MSState / 2 ^ 16)
endfunction
CONSTANT FRAMES_PER_SECOND% = 60
CONSTANT SKIP_FRAMES% = 1000 / FRAMES_PER_SECOND
CONSTANT MAX_FRAMESKIP% = 2
FUNCTION GAME_LOOP:
next_game_tick% = GETTIMERALL()
LOCAL loops%
REPEAT
loops% = 0
WHILE( GETTIMERALL() > next_game_tick% AND loops% < MAX_FRAMESKIP%)
GAME_UPDATE()
next_game_tick = next_game_tick + SKIP_FRAMES
INC loops%
WEND
GAME_RENDER()
UNTIL (EXIT_LOOP% = TRUE)
ENDFUNCTION
WHILE Quit% = FALSE
SELECT APPSTATE%
CASE AS_TITLE_SCREEN% ; EXIT_LOOP% = FALSE ; TITLE_SCREEN()
CASE AS_SETTINGS% ; EXIT_LOOP% = FALSE ; SETTINGS_SCREEN()
CASE AS_LEVEL_SELECT% ; EXIT_LOOP% = FALSE ; LEVEL_SELECT_SCREEN()
CASE AS_GAME_OVER% ; EXIT_LOOP% = FALSE ; GAME_OVER_SCREEN()
CASE AS_CREDITS% ; EXIT_LOOP% = FALSE ; CREDITS()
CASE AS_SECRET% ; EXIT_LOOP% = FALSE ; SECRET()
CASE AS_HIGHSCORES% ; EXIT_LOOP% = FALSE ; HIGH_SCORE_TABLE()
CASE AS_HIGHENTRY% ; EXIT_LOOP% = FALSE ; HIGH_SCORE_ENTRY()
CASE AS_HOWTOPLAY ; EXIT_LOOP% = FALSE ; HOW_TO_PLAY()
CASE AS_GAME_LOOP% ; EXIT_LOOP% = FALSE ; GAME_LOOP()
DEFAULT ; Quit% = TRUE
ENDSELECT
WEND
Quote from: TheMapChap on 2015-Feb-08
Error 3 is usually due to keeping a file open when the program ends/crashes.
Quote from: kanonet on 2015-Feb-02
Thats exactly what I do, thats why I said it would be pointless if the debugger would tell me at what codeline the loading failed - there is only one loading function in whole project. I think the debugger should simply tell the name+path of the file that he failed to load.