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.net Uber Dll (mmessage)


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#1 CardiacVoid

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Posted 17 January 2009 - 10:32 PM

.NET Uber DLL or MMessage DLL

Current Version: 3.9
New Features:
- Notify Icons
- Process Management
- Specified Paths


Future Features:
I NEED IDEAS!!!! TALK TO ME!!! Desperately need new ideas, running out of inspiration here!!!!!
All I have at the moment is a component that lets you play quicktime movies in your game? But you still need quicktime installed to do it lol


Any thing you want to see in MMessage DLL? Email or PM me! daljpage@gmail.com

IMPORTANT: Guess what? I know it uses .NET, I know its annoying, and you know what the most amazing part, most of you people that criticize me about it, is? YOU DONT HAVE TO USE IT, I specially put .NET in the name so that all you .NET haters would leave off, so rather than posting the same thing about .NET being bad over and over again, just dont bother? Thank you


Click Here To Download MMessage Version 3.9

Edited by CardiacVoid, 22 April 2009 - 03:19 AM.

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#2 Hockeyflyers

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Posted 25 January 2009 - 02:17 PM

Oooh! I like it!

I like all the functions and that is a pretty well made example.

And very nice help file!

These functions will sure come in handy, thank you for this.

Oh, you should make an open file dialog with multiselect.

Edited by Hockeyflyers, 25 January 2009 - 02:26 PM.

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#3 DiamondDynamite

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Posted 26 January 2009 - 02:00 PM

Plain awesome...

Im using this thanks!
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#4 T@stylas3rs

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Posted 29 January 2009 - 09:23 AM

Nice Job.
Checking It Out Now...
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#5 CardiacVoid

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Posted 01 February 2009 - 09:49 AM

Thanks for all the nice comments, and I will add in multiselect open dialog thingy ma bob for you Hockeyflyer, any other recommendations, please please comment, I would love to hear your ideas, also, what do you think of a Process Manipulation Class???? You know like checking if processes are running, possibly reading data from them?

Also, I had winsock in mind also?

If you would like to see these please comment!
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#6 NotExistant

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Posted 02 February 2009 - 08:27 AM

thanks :whistle:

Edited by NotExistant, 02 February 2009 - 08:30 AM.

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#7 Krisando

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Posted 02 February 2009 - 12:15 PM

What are you serious?
Your dll has a high coolness factor regarding the high amountm of awesome functions included!! :D
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#8 TheMagicNumber

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Posted 02 February 2009 - 01:17 PM

ALSO .NET FRAMEWORK VERSION 3.5 IS RECOMMENDED!!!!!!!!

*Sigh...*

This shouldn't be considered a DLL but fine...could be better if it was made in C/C++, Delphi, or another compiled language. Cuts size and increases speed. Then again doesn't need...that.

By what it supports, how is it displayed? In a window or is it embeded?
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#9 CardiacVoid

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Posted 02 February 2009 - 08:31 PM

ALSO .NET FRAMEWORK VERSION 3.5 IS RECOMMENDED!!!!!!!!

*Sigh...*

This shouldn't be considered a DLL but fine...could be better if it was made in C/C++, Delphi, or another compiled language. Cuts size and increases speed. Then again doesn't need...that.

By what it supports, how is it displayed? In a window or is it embeded?


Well, yeah this is a DLL, or more than one anyway. Also, I dont have access to C\C++, Delphi supportive programs, this was a quick thing I made to help me in my games, and I thought I would post it here, I also challenge you to make a better one yourself if this isnt good enough, I am dieing to check it out?????
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#10 TheMagicNumber

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Posted 02 February 2009 - 08:44 PM

I could but can you answer the questions I asked first?

How is it displayed? In a window or is it embeded?
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#11 CardiacVoid

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Posted 02 February 2009 - 10:41 PM

I could but can you answer the questions I asked first?

How is it displayed? In a window or is it embeded?


Its in a seperate window, unfortunately, I cannot find a way to embed it into a game maker window, perhaps you could help?
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#12 TheMagicNumber

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Posted 04 February 2009 - 01:05 PM

Sure.

SetParent()

Now when using this I suggest you either limit one or create an array as you don't want to leave these created and give everybody memory leaks...
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#13 mrsmes

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Posted 13 February 2009 - 03:01 PM

if this were used for setting the parent window to the browser for the game it could act as flash or java but would then only need a java looking loader, and to be placed at the position of the page for embedding it into the browser so people would quit whining about it, and think it is using java, or flash and in the browser or what ever you call it.[/OFF TOPIC]
But yeah cool.

Edited by mrsmes, 13 February 2009 - 03:10 PM.

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Assuming I helped you out in a questions and answers topic won't you return the favour by helping me with one my coding problems, or recommend some one who can chat to me over pms about helping and how to overcome my obstacles, after all lets just say I did help you or them or many people with similar problems, in that topic.

Here i have a topic for those of you struggling with type writer text and mugshots in your games especially if it is a rpg see the link below for more info

http://gmc.yoyogames...howtopic=619103

almost no code needed, only uses two events.

click here for the l8est version of feed the alien pizza, it has some major polished up features.


#14 tuntis

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Posted 20 February 2009 - 03:22 PM

ALSO .NET FRAMEWORK VERSION 3.5 IS RECOMMENDED!!!!!!!!

*Sigh...*

This shouldn't be considered a DLL but fine...could be better if it was made in C/C++, Delphi, or another compiled language. Cuts size and increases speed. Then again doesn't need...that.

You're an idiot.

The .NET Framework should be considered an essential library for any modern Windows PC - Vista and future versions already include it, Windows Update will suggest you to install it, and there's a high probability an application you're using has been developed using it, so there's absolutely no reason to go postal about it being a requirement.

Neither is there anything wrong about using a .NET language to develop highly powerful applications and DLL's like this.
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#15 TheMagicNumber

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Posted 20 February 2009 - 08:36 PM

A .NET DLL is simple exported classes, it needs to be called differently. And I am fairly sure I stay away from .NET things.

One Last Thing

Besides, I only stated why having it made in a compiled language would be better.
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#16 tuntis

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Posted 20 February 2009 - 11:48 PM

One Last Thing

Aren't you a little bit hypocritical to be using this as an argument point when it comes to Game Maker?
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#17 CardiacVoid

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Posted 28 February 2009 - 11:32 AM

GMREC, I understand your point, but when I said complaints, I was referring to the functions, rather than the way I made it
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#18 newbie013

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Posted 16 March 2009 - 03:59 PM

When can we expect a new version :( ???
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#19 CardiacVoid

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Posted 09 April 2009 - 10:50 AM

When can we expect a new version :) ???


Uhhh hopefully soon, although I don't really know what to add?

Any ideas?
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#20 uuf6429

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Posted 09 April 2009 - 11:45 AM

You're an idiot.

The .NET Framework should be considered an essential library for any modern Windows PC - Vista and future versions already include it, Windows Update will suggest you to install it, and there's a high probability an application you're using has been developed using it, so there's absolutely no reason to go postal about it being a requirement.

Neither is there anything wrong about using a .NET language to develop highly powerful applications and DLL's like this.

You're kidding right? I just checked my computer, it has over 40 major programs including Borland RAD studio, Dreamweaver, Office Suite etc, none of them use .NET.

From my experience with .NET, NO ONE gets .NET without needing it, eg, all version of RAD studio do not work with .NET save the modern ones which actually build .NET applications.

Another thing, I administer 8 computers (which are not mine) none of which use or need .NET.

Aren't you a little bit hypocritical to be using this as an argument point when it comes to Game Maker?

Adding yet another sore to the list?\


Edit: Nice dll. I'd prefer if it didn't use .NET, but it's ok on the whole. Also, just a small tip. Most of .NET is a wrap for winAPI, in fact the monitoring system is based on shell (shobject) com API. Reworking this into native code should increase it's speed and decrease memory use and decrease dependencies (.NET).

Kind regards,
Chris.

Edited by uuf6429, 12 April 2009 - 10:23 AM.

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#21 softhunterdevil

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Posted 12 April 2009 - 04:54 AM

Firstly very nicely done dll :rambo
I will refer you to this software ... Message Manager Deluxe ... http://www.rjlsoftwa...lity/mm_deluxe/
See if you can implement all the features it have.
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#22 CardiacVoid

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Posted 12 April 2009 - 10:14 PM

You're an idiot.

The .NET Framework should be considered an essential library for any modern Windows PC - Vista and future versions already include it, Windows Update will suggest you to install it, and there's a high probability an application you're using has been developed using it, so there's absolutely no reason to go postal about it being a requirement.

Neither is there anything wrong about using a .NET language to develop highly powerful applications and DLL's like this.

You're kidding right? I just checked my computer, it has over 40 major programs including Borland RAD studio, Dreamweaver, Office Suite etc, none of them use .NET.

From my experience with .NET, NO ONE gets .NET without needing it, eg, all version of RAD studio do not work with .NET save the modern ones which actually build .NET applications.

Another thing, I administer 8 computers (which are not mine) none of which use or need .NET.

Aren't you a little bit hypocritical to be using this as an argument point when it comes to Game Maker?

Adding yet another sore to the list?\


Edit: Nice dll. I'd prefer if it didn't use .NET, but it's ok on the whole. Also, just a small tip. Most of .NET is a wrap for winAPI, in fact the monitoring system is based on shell (shobject) com API. Reworking this into native code should increase it's speed and decrease memory use and decrease dependencies (.NET).

Kind regards,
Chris.



Thanks...I think...? The only reason I created this really was so I could use what I have learnt in VB in GM...lol you don't have to use Im sure there is something better out there, I just posted cause I thought it would be helpful
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#23 CardiacVoid

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Posted 19 April 2009 - 11:50 AM

New Version is up!!!
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#24 X-tra Fear

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Posted 19 April 2009 - 01:59 PM

This nuber DLL is good if you want everybody playing your game to install .NET 3.5, lol...
I think it would upset a lot of people to know they downloaded .NET 3.5 just so you could kill a process in your cheap GM game.

Edited by X-tra Fear, 19 April 2009 - 02:05 PM.

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#25 score_under

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Posted 19 April 2009 - 02:36 PM

I think it would upset a lot of people to know they downloaded .NET 3.5 just so you could kill a process in your cheap GM game.

Especially then there's a Win32 API function to kill a process - TerminateProcess(process handle, exit code);
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#26 PickleMan

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Posted 19 April 2009 - 03:09 PM

Fail.

.NET shouldn't be mixed with GM. It may work, but...Its like downloading PHP5 just to use the explode function.
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#27 score_under

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Posted 20 April 2009 - 03:40 PM

.NET shouldn't be mixed with GM. It may work, but...Its like downloading PHP5 just to use the explode function.

So true.
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#28 PickleMan

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Posted 20 April 2009 - 08:22 PM

Lol. Its also like buying and downloading (or downloading and cracking) Flash CS4 to make a simple animation.
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#29 icuurd12b42

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Posted 20 April 2009 - 09:12 PM

mm_monitor_get_create()
Returns the path of the created file (the same functions exist for deleting and renaming, just replace the create with delete or rename) returns an empty string if none


So, how do I get the file name that was created/deleted? Did you mean : This retuns the path name or the file name (including path), if it a file, for which the action was performed?

Is the notification triggered before or after the action was performed? Say I want to monitor a file delete... Do I have time to read some data from it before it's gone? The inverse fFor create, does the file exist yet when I get the notification?

the same functions exist for deleting and renaming, just replace the create with delete or rename

It would have taken you less time to copy and paste the functions' documentation and describe them individually than writing this... And taken me less time to figure out what you meant here...

for the swf stuff. maybe you can document a few things regarding variable?

That's all I could see that was off in the dll. Cool stuff
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#30 CardiacVoid

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Posted 22 April 2009 - 03:16 AM

mm_monitor_get_create()
Returns the path of the created file (the same functions exist for deleting and renaming, just replace the create with delete or rename) returns an empty string if none


So, how do I get the file name that was created/deleted? Did you mean : This retuns the path name or the file name (including path), if it a file, for which the action was performed?

Is the notification triggered before or after the action was performed? Say I want to monitor a file delete... Do I have time to read some data from it before it's gone? The inverse fFor create, does the file exist yet when I get the notification?

the same functions exist for deleting and renaming, just replace the create with delete or rename

It would have taken you less time to copy and paste the functions' documentation and describe them individually than writing this... And taken me less time to figure out what you meant here...

for the swf stuff. maybe you can document a few things regarding variable?

That's all I could see that was off in the dll. Cool stuff


icu, thanks for comment, uhh no unfortunately you dont have time to read from it before its deleted, something I need to fix if I found out how =P, the functions return FULL paths (path and filename), however, the file does exist when the functions return a file creation event, so you CAN read from the file after a create event, but not a delete event. Also, if you have any questions for the Shockwave, please be more specific, as that class is rather delicate as you may have noticed!
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#31 PickleMan

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Posted 22 April 2009 - 04:29 AM

So?

Look at my PHP metaphor...
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#32 icuurd12b42

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Posted 22 April 2009 - 06:41 AM

you have any questions for the Shockwave, please be more specific, as that class is rather delicate as you may have noticed!

Just make sure to include an example to show it; I guess is really what you need.

This nuber DLL is good if you want everybody playing your game to install .NET 3.5, lol...
I think it would upset a lot of people to know they downloaded .NET 3.5 just so you could kill a process in your cheap GM game.


All modern computers come with a version of .NET


Most likely. Though, all these feature, except maybe the Shockwave stuff, can be implemented by calling the core windows API, just not as easily coded though. It would quite the chalange especialy for people who never used anything but the .net stuff. Though it is interesting to see how it really works deep down.
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#33 TheMagicNumber

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Posted 22 April 2009 - 09:55 AM

All modern computers with Windows pre-installed should come with a version of the .NET framework.

I never really understood what advantage .NET applications have over ones using the Windows API, .NET gives you a better style, and a bit less speed.
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#34 Smarty

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Posted 22 April 2009 - 10:44 AM

At the risk of stealing the topic...

I have used a number of .NET applications for work, and we are gradually moving to using this development platform for our own client-side applications. As far as my experiences go, I'm disappointed by the performance of .NET applications versus their natively compiled counterparts. There is no denying that .NET speeds up development, but the end user experience does not seem to have improved - in fact, we face a number of complaints concerning performance degradation.

I'm sure Microsoft recognises this too, considering that a lot of Windows' important core processes that could have been written in .NET, weren't. Taking the hint my company plans to use .NET for the user interfaces while keeping the nitty-gritty data crunching processes to C++.

There are two reasons currently not to use .NET for Game Maker games. One is that you don't want your game to require installation of the .NET environment if it isn't available. This is a temporary problem, but it may take another few years before it has reached all Windows operating systems. The second is that Game Maker is going cross-platform. Whereas Windows operating systems are well on their way to have .NET installed, other platforms are trailing behind. Assuming that the Mac version of Game Maker allows you to create libraries, and you care about cross-platforming your library, using .NET is a valid concern.

Not that many will be able to cross-over their libraries in the first place, since they're mostly just porting Windows API functions. :)
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#35 icuurd12b42

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Posted 22 April 2009 - 08:01 PM

At the risk of stealing the topic...

I have used a number of .NET applications for work, and we are gradually moving to using this development platform for our own client-side applications. As far as my experiences go, I'm disappointed by the performance of .NET applications versus their natively compiled counterparts. There is no denying that .NET speeds up development, but the end user experience does not seem to have improved - in fact, we face a number of complaints concerning performance degradation.

I'm sure Microsoft recognises this too, considering that a lot of Windows' important core processes that could have been written in .NET, weren't. Taking the hint my company plans to use .NET for the user interfaces while keeping the nitty-gritty data crunching processes to C++.

There are two reasons currently not to use .NET for Game Maker games. One is that you don't want your game to require installation of the .NET environment if it isn't available. This is a temporary problem, but it may take another few years before it has reached all Windows operating systems. The second is that Game Maker is going cross-platform. Whereas Windows operating systems are well on their way to have .NET installed, other platforms are trailing behind. Assuming that the Mac version of Game Maker allows you to create libraries, and you care about cross-platforming your library, using .NET is a valid concern.

Not that many will be able to cross-over their libraries in the first place, since they're mostly just porting Windows API functions. :)


Yes... Similar problems arised in the first C++ compilers for windows. Borland's OWL library ran like melase. Microsoft did not do much better with it's own MFC later on. Then the over use of OLE slowed stuff more. And now the .net stuff... It seams the faster the PCs get, the slower, though more complete the libraries get. It got to a point that VB (Not the .net VB LOL) application actually ran faster than c++ with the right windows API external calls.

A word to the wize, learn the core windows API and try to stay away from the bloated .net or any other similar scheme that may come arround. Wrap the api arround your own classes so if you ever need to port to another platform, it will be easier to change the calls in your classes than rewrite your main program.

It's not a bad idea to use the .net stuff though. The functions that are already implemeted allow you to quickly make applications. At one point you simply need to run your program through a benchmark program that will identify the bottlenecks. Then it's easy to duplicate the "bad" classes and rewrite/rename them and implement only the functionality you use. A lot to things in those classes are superfluous, like setting data you might need to use but never do...
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#36 CardiacVoid

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Posted 03 May 2009 - 11:03 AM

you have any questions for the Shockwave, please be more specific, as that class is rather delicate as you may have noticed!

Just make sure to include an example to show it; I guess is really what you need.

This nuber DLL is good if you want everybody playing your game to install .NET 3.5, lol...
I think it would upset a lot of people to know they downloaded .NET 3.5 just so you could kill a process in your cheap GM game.


All modern computers come with a version of .NET


Most likely. Though, all these feature, except maybe the Shockwave stuff, can be implemented by calling the core windows API, just not as easily coded though. It would quite the chalange especialy for people who never used anything but the .net stuff. Though it is interesting to see how it really works deep down.


iccurd, shockwave example is included in the package... in the GM7 Example????? Should be there....
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#37 borissman

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Posted 27 May 2009 - 08:09 PM

make something that will send email messeges from a game to someboddy plz plz plz plz plz
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#38 PickleMan

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Posted 27 May 2009 - 08:49 PM

That is fairly easy. However, that isn't permitted here.
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#39 Recreate

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Posted 04 June 2009 - 08:42 PM

Lol. Its also like buying and downloading (or downloading and cracking) Flash CS4 to make a simple animation.

Well For anyone who is not a thief .net should already be installed on your computer And if you don't have it installed than your an idiot.
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#40 Smarty

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Posted 04 June 2009 - 08:47 PM

Well For anyone who is not a thief .net should already be installed on your computer And if you don't have it installed than your an idiot.

So I'm an idiot at home, but not at work?

On Windows 2000 and XP, there is no reason to have .NET runtime libraries installed if you do not use .NET applications.
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#41 vadim647

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Posted 04 June 2009 - 09:38 PM

that's simply amazing. it said that I don't have .net 3.5 framework but everything works well :whistle:
now, a question: do I need to include those 4 mb of dlls if I want to simply include file downloading\uploading into a game?
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#42 cdm319

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Posted 04 June 2009 - 11:28 PM

Lol. Its also like buying and downloading (or downloading and cracking) Flash CS4 to make a simple animation.

Well For anyone who is not a thief .net should already be installed on your computer And if you don't have it installed than your an idiot.


Please, before you post, learn:

1. Some social skills.
2. Your "facts".
3. Some computer science.


I agree with what has been said here. Some functions of this DLL are useful, and for this, I think it's important to thank CardiacVoid for his effort in producing this. However, I completely agree with Smarty and the others making the performance argument about .NET - it is insanely poor when compared to its native counterparts and quite frankly, I don't think the huge file size justifies the extra features offered in this particular DLL.

Having said that, CardicVoid, good effort, a decent (first?) DLL for the community, and keep up the good work.


Chris M.

Edited by cdm319, 04 June 2009 - 11:28 PM.

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#43 CardiacVoid

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Posted 20 June 2009 - 10:51 AM

Thank you very much for comments, and yes my first dll(s), lol obviously im new to programming, I know GML + VB, a bit of C# and a lil C++, so still starting out, but thank you none the less, and yes sadly..all 4megs of dll's must be included (getting specific), 4 dlls allow a 5th dll to be used in game maker, while the 7th and 8th dlls support the 5th dll to use shockwave...if that makes sence at all...thanks anyway
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#44 score_under

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Posted 20 June 2009 - 04:15 PM

Please move from C# to C++.
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#45 CardiacVoid

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Posted 22 June 2009 - 11:04 AM

Please move from C# to C++.


Lol wha...? No lol
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#46 freaked

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Posted 22 June 2009 - 02:26 PM

At least learn both.
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#47 score_under

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Posted 22 June 2009 - 06:54 PM

Please move from C# to C++.


Lol wha...? No lol

The quicker you get rid of .NET, the better. You have a lot more control with C++, it's much faster, it has less dependencies, it can compile on platforms other than Windows, for example Linux, Mac, Game Boy Advance, and WinCE. It is one of the most common languages used in Linux, and if you can read/write C++ then you can probably do the same with C.

I am genuinely amazed by the amount of people who don't know exactly how a string works.
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#48 tuntis

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Posted 23 June 2009 - 01:49 AM

You have a lot more control with C++

You also have a lot more to worry about when writing code. Higher level languages exist for a reason.

it's much faster

It's so much faster to do everything in C++. Let's do everything with C++ - there's no point in using any other language!

it can compile on platforms other than Windows

I'm sure cross-platform compatibility is your primary concern when writing Windows DLL's for Game Maker (I'm not saying that you should use .NET for them, though - unless it's something really worth the additional dependency).

Also, Mono.

for example Linux, Mac, Game Boy Advance, and WinCE.

Just because you're using C++ doesn't mean that you can automatically compile your code for every platform on the planet. Do you know a single GUI toolkit that runs on Game Boy Advance?
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#49 score_under

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Posted 24 June 2009 - 10:41 PM

You also have a lot more to worry about when writing code. Higher level languages exist for a reason.

Are you completely disregarding basic concepts like C++'s String class? This will allocate and free memory for you (although I don't use it, as I prefer C).

It's so much faster to do everything in C++. Let's do everything with C++ - there's no point in using any other language!

But the thing is... it *is* faster. Do any operation in C++, and its equivalent in .NET. Time it accurately, repeat tests, take the average. I would be extremely surprised if .NET was faster at anything at all.

I have written a program which assembles plaintext script opcodes into bytecode. An average small script (~150 lines) takes 2 milliseconds to compile, process the hefty include files (17KB in its new shrunken non-human-readable format), calculate offsets (believe me, this is an expensive operation), and write to the file. And then I found that the reason it took 2 milliseconds even though I was expecting better performance is because I had a few loops with calls to strlen in them.

Here's my usual GCC optimization options:
-O3 -frename-registers -funswitch-loops -fweb

Unbeatable speed, if you ask me.

I'm sure cross-platform compatibility is your primary concern when writing Windows DLL's for Game Maker

Did I mention DLLs? No, this was general programming advice.

Just because you're using C++ doesn't mean that you can automatically compile your code for every platform on the planet. Do you know a single GUI toolkit that runs on Game Boy Advance?

As a matter of fact, there's a SDL port to the GBA. (Although unofficial. But hey, there's an almost-official NDS port!)

Now, don't you think that if I recommended C++ that I'd do it for a good reason? There.

Tell me now what you have against C++.

Edited by score_under, 24 June 2009 - 10:57 PM.

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#50 tuntis

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Posted 25 June 2009 - 12:08 AM

Are you completely disregarding basic concepts like C++'s String class? This will allocate and free memory for you (although I don't use it, as I prefer C).

And when did I say otherwise? I was merely suggesting that using a higher level language can be a great convenience.

But the thing is... it *is* faster.

So what? Did I ever claim otherwise? Unless you're writing code that absolutely requires mission critical performance, there is no harm in using languages like C#. And hey - it seems to be fast enough for games too!

Unbeatable speed, if you ask me.

Damn, you convinced me - I'm switching from PHP to C++!

Did I mention DLLs? No, this was general programming advice.

No, but seeing how we're discussing this in a DLL topic in a community for a (currently) Windows only program, it was completely logical to assume that we were talking about Windows programming. Get my point yet?

As a matter of fact, there's a SDL port to the GBA.

And SDL is a GUI toolkit?

Tell me now what you have against C++.

And exactly when did I say I had something against it? The only thing I have a problem against is your behavior - there is nothing wrong with using C# or any other language. .NET is being adopted increasingly more and more for all kinds of products from desktop to the web - stop spouting rubbish. Do you hate Java, Python and such too, because everything needs to be written in the fastest language there is?

Edited by Tuntis, 25 June 2009 - 12:16 AM.

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