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DirectDraw debugging tip....
If you get bored of that try doing it with a quicksort. You get a different little tune!
It slows down the sort routine and annoys the users though :>
![](http://www.gamedev.net/community/forums/ubb/wink.gif)
- Splat
#define VERIFYDX(x) verifydx(x, __FILE__, __LINE__)
And then I have a function...
void verifydx(HRESULT res, const char* file, int line)
{
if (res!=NOERROR)
{
fprintf(stderr, "Fatal error: DirectX returned code %x in file %s at line %d.\n", res, file, line);
exit(EXIT_FAILURE);
}
}
What does this do? When you call a DX function, use the macro, e.g.
VERIFYDX(pDDraw->CreateSurface(...));
If it fails, the verifydx function will get invoked and it will output a message with the file containing the error and the line of the offending statement.
In my release builds, I redefine the VERIFYDX macro so it doesn't check the return code, e.g.
#define VERIFYDX(x) void(x)
Maybe I should add sound effects though...
![](http://www.gamedev.net/community/forums/ubb/smile.gif)
Jonathan
-fel
I don't have the fancy two-monitor system for debugging, and everyone knows that in DirectDraw you rarely get lucky enough to have the ability to see your message boxes, so for really quick checks to see how far my code is getting in DirectDraw, I use PlaySound and pick an odd sound wave. It's one line, it's not affected by the screen lock of DirectDraw, and it's a really quick and easy way to narrow down the cause of the problem.
-fel
Isn't that right? I don't work with soundfiles nor with DirectSound. But in fast graphics you wouldn't know where the problem is....
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Dance with me......