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Re: Invoking a standalone BAT file from the command line
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@LiveForIt

Nah. We haven't needed an extension before. Why start now?
Plus DOS/Windows will execute a .bat file without you needing to type the extension, but you would have to include the extension to run it from Amiga which is not that helpful really.

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Re: SketchBlock XMas Video
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@broadblues

Amazing once again.

Merry Christmas to you!

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Re: Best Linux build for Sam 460ex?
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@NinjaCyborg

I guess not, and I don't know either.

However, I do know that Hyperion has a forum for it. Perhaps you can ask there.

It is https://forum.hyperion-entertainment.c ... 8490151ad2f71b8edd900392a

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Re: CSNode - file transfer over socket made as simple as possible
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@alfkil

Unfortunately the link gives a 404 error.

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Re: Blog And Video About SketchBlock
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@broadblues

Amazing! Such talent.

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Re: Bug in 3.2?
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Yes, start with checking FailAt. Increase it and see if that helps.

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Re: AmigaOS 3.2 for all Classic Amigas released and available
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@Daedalus

Yes, you are correct. Thanks Daedalus.

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Re: AmigaOS 3.2 for all Classic Amigas released and available
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@TSK

Yes, definitely read the manual and FAQ. There is much useful information there.

As to your memory issue, a FFS partition using 512 byte blocks (usual set up) requires about 1MB of memory per GB from my understanding. If you have a 2GB partition then that explains about 2MB or RAM being chewed up. Try 2KB or even 4KB blocks and see what that does for you ... but read the FAQ to verify and catch anything I may have forgotten or misremembered here!

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Re: AmigaOS 3.2 for all Classic Amigas released and available
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Also, see the FAQ on AmiNet for answers to almost all the questions you are likely to have.

http://aminet.net/package/docs/help/AmigaOS_3.2-FAQ

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Re: AmigaOS 3.2 for all Classic Amigas released and available
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@TSK

The minimum is 2MB of RAM but it also requires a hard drive so it can be installed on a vanilla HD Amiga 1200 *AS LONG AS YOU USE 3.2 ROM*

If you still retain the 3.1 or 3.1.4 ROM then extra memory will be needed to load the required modules which takes the minimum RAM required to 2.5MB.

If you have the 3.2 ROM installed then there is no need to load those modules into RAM.

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Re: Amiga Developer Blog
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@amigakit

What about these situations then?

1. The user chooses not to install your commands/components of the same name but then want to install some software of yours in the future that requires those? There is no choice then?

2. The user chooses to install your commands/components of the same name but then Hyperion update os 4.1 and that clobbers your installed components, where both now have different capabilities? Worse, programmers expect that opening a version number of a library will ensure that a particular API exists (I am thinking of your datatypes.library here, now and in the future) and so programs will start crashing unexpectedly. You can't expect Hyperion to respect any API additions you make when releasing a new version because your API is not part of AmigaOS, yet masquerades as such by using the same name and versioning.

For those reasons they simply should be different names. Then programmers can choose to support your (possibly superior) library functionality optionally by attempting to open your library, call your command, etc.

I know there doesn't seem to be any chance, but I really wish this could be addressed.

I do also understand that you are trying to move development forward without being tied to lawsuit results et al but that can definitely happen with different names.

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Re: Amiga Developer Blog
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@amigakit

It's great that you are writing software to support and/or enhance the experience for AEON customers ... just don't give the programs the same name as those supplied in AmigaOS itself. Simple!

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Re: Memory protection and tasks/processes
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@NinjaCyborg

A GUI Amiga program will always use shared memory as it is required for the message passing from Intuition to the program.

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Re: Bluetooth stack porting - anyone interested?
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@NinjaCyborg

If it were ported/created, what hardware would be used?

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Re: Codebench and C++
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@arfcarl

Just set it in your Makefile. That's what I do.

gcc with -lstdc++ seems to work but I changed it to be g++ which implies the stdc++ lib.

I think my compiler setting (with -lstdc++) was before I started modifying the Makefile directly and so is not needed with g++.

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Re: Codebench and C++
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@arfcarl

Hey arfcarl.

I have had a look at the configuration for a C++ project I am working on and the below config works for me with GCC 8.1.0. I imagine it will work with 8.3.0 but I don't want to upgrade in the middle of a project so haven't done it yet.
Sorry there are no images. I'm not sure how to upload them here. If someone were to tell me how it's done without hosting them, that would be handy

G++ Version Info:
g++ (adtools build 8.1.0) 8.1.0
Copyright (C) 2018 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

Make Tab Settings:
There is nothing special here, though I manage my own Makefile once the basic skeleton is generated.
I leave the Create Makefile unticked.
Builder name is "SDK:c/make -f"
Makefile name is "Makefile" though obviously change the name if yours is different.

Compiler Tab Settings:
Compiler name is set to "Specify >>" and the name supplied is "gcc:bin/g++"
I don't have anything further here that is special.

Target Settings:
I set up a target with the settings below ...
Linker Name is "gcc:bin/g++"
Linker Switches is "-lstdc++
Objects and libs specified as needed, though most is in the makefile.

The Makefile contains the following which may assist in your setup. It was originally generated automatically, then I edited it accordingly and stopped it generating automatically:
I also use Hans's debugging harness which is pretty handy.

Hope it all helps.

Cheers, Steady.

===================================
#
# HexSee Makefile
#

###################################################################
##
##//// Objects
##
###################################################################
HexSee_OBJ := \
HexSee.o \
RSApplication.o RSProcess.o RSTask.o \
RSWindow.o HSMainWin.o \
Debug.o retrami.o \
HexGadget.o

###################################################################
##
##//// Variables and Environment
##
###################################################################

CCPP := gcc:bin/g++
CC := gcc:bin/gcc

TARGET := HexSee

INCPATH := -I.

CPPFLAGS := $(INCPATH) -gstabs -mcrt=clib2 -athread=native
CFLAGS := $(INCPATH) -gstabs -mcrt=clib2 -athread=native

DFLAGS :=

# ----- UNCOMMENT DIFFERENT DFLAG LINES TO CHANGE THE LOGGING BEHAVIOUR -----
# DFLAGS for logging all debug messages
DFLAGS := -DDEBUG -DTARGET="$(TARGET)"

# DFLAGS for static debug level
#DFLAGS := -DDEBUG -DDEBUG_LOGLEVEL=DBG_WARNING -DTARGET="$(TARGET)"

# DFLAGS for user settable logging level

#DFLAGS := -DVARLEVEL_DEBUG -DTARGET="$(TARGET)"

###################################################################
##
##//// General rules
##
###################################################################

.PHONY: all all-before all-after clean clean-custom realclean

all: all-before HexSee all-after

all-before:
# You can add rules here to execute before the project is built
@echo "Copying latest binary and header from HexGadget project"
copy /HexGadget/HexGadget.h HexGadget.h
copy /HexGadget/HexGadget.o HexGadget.o

all-after:
# You can add rules here to execute after the project is built

clean: clean-custom
@echo "Cleaning compiler objects..."
@rm -f #?.o

realclean:
@echo "Cleaning compiler objects and targets..."
@rm -f #?.o HexSee

###################################################################
##
##//// Targets
##
###################################################################

HexSee: $(HexSee_OBJ)
@echo "Linking HexSee"
@$(CCPP) -o HexSee $(HexSee_OBJ) $(DFLAGS) $(CPPFLAGS)
@echo "Removing stale debug target: HexSee"
@rm -f HexSee.debug


###################################################################
##
##//// Standard rules
##
###################################################################

# A default rule to make all the objects listed below
# because we are hiding compiler commands from the output

.c.o:
@echo "Compiling $<"
@$(CC) -std=c11 -c $< -o $*.o $(DFLAGS) $(CFLAGS)

.cpp.o:
@echo "Compiling $<"
@$(CCPP) -std=c++14 -c $< -o $*.o $(DFLAGS) $(CPPFLAGS)

#
# C++ 2014
#
RSTask.o: RSTask.cpp RSTask.h retrami.h
RSProcess.o: RSProcess.cpp RSProcess.h RSTask.h retrami.h
RSApplication.o: RSApplication.cpp RSApplication.h RSProcess.h RSTask.h retrami.h
HexSee.o: HexSee.cpp HexSee.h RSApplication.h RSProcess.h RSTask.h retrami.h
RSWindow.o: RSWindow.cpp RSWindow.h retrami.h
HSMainWin.o: HSMainWin.cpp HSMainWin.h RSWindow.h retrami.h

#
# C 2011
#
debug.o: Debug.c Debug.h
retrami.o: retrami.c retrami.h

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Re: Codebench and C++
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I use it with C++. I override it to specifically call g++.
I don't have the config with me where I am right now but can post it later if someone else doesn't do it first.
I have been using C++ with gcc 8.1

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Re: Reaction Custom Gadget: No GadgetInfo received with OM_UPDATE
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*** RESOLVED ***

I'm happy to say I was doing something stupid but just posting my answer in case anyone searching in future ...

Ummm .... I split the OM_SET and OM_UPDATE processing but forgot to move the code into OM_UPDATE that actually extracted the GadgetInfo from the passed message into a local variable and I was using that NULL variable when processing the update taglist ... oops

Anyway, I will still submit this example when done for people looking for an example of this stuff since there is not much around.

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Re: Reaction Custom Gadget: No GadgetInfo received with OM_UPDATE
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A couple of extra things.

This is on AmigaOS 4.1 FE.

I also tested by creating a separate scroller and propgclass gadget but the effect was the same ... very puzzling.

There are very few reaction gadget implementation samples so I plan to release the source for this gadget to help others in future if I can get this right.

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Reaction Custom Gadget: No GadgetInfo received with OM_UPDATE
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Hi all,

I have question about a custom Reaction Gadget processing OM_UPDATE messages from another gadget.

My gadget is receiving updates from the Scroller gadget (or Prop gadget as there is no guarantee for a scroller) attached to the Window object (with WINDOW_VertProp tag).

I set up ICA_MAP and ICA_TARGET for the Scroller to point to my gadget and map SCROLLER_Top accordingly. I receive the update message from which I obviously want to upate my display. However, the GadgetInfo passed is always NULL.

I don't know how to either:
1) get scroller to supply GadgetInfo
2) or create a gadget info in order to trigger GM_RENDER.

I tried to workaround by processing the message in the application with IDCMP_IDCMPUPDATE by supplying the ICTARGET_IDCMP ICA_TARGET, but that means I cannot identify interim scroller reports and the gadget is overloaded. Plus, I believe this is not the philosophy of BOOPSI and I am probably going the wrong way about it.

Does anyone have some idea what I might be missing here to cause GadgetInfo to be NULL?

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