Skip to main content
GameDev.net gamedev.net
🔒 Locked

Need help with following errors:

Started by Corillian Jul 30, 2001 at 12:35 PM 1 replies 250+ views
Original Post
Corillian
Corillian
These errors were displayed when I ran my game in debug mode. The application runs fine as far as I can tell but I have no clue what they mean: DAMAGE: After Normal block (#17) at 0x00A60DC0 CORE:0:fff6095f:fff5278f:pdnObject [2f2f110] CORE:0:fff6095f:fff5278f:Could not find any entries in the HandleTable CORE:0:fff6095f:fff5278f:Object is not initialized Direct3D8: (ERROR) :Hwnd passed is not a valid window memory check error at 0x00A60E13 = 0x6F, should be 0xFD. memory check error at 0x00A60E14 = 0x20, should be 0xFD. memory check error at 0x00A60E15 = 0x31, should be 0xFD. memory check error at 0x00A60E16 = 0x36, should be 0xFD. Any help would be appreciated -Corillian Edited by - Corillian on July 30, 2001 1:44:48 PM
KaMiKaZ
KaMiKaZ
this is a wild guess for the second and fourth error... i think you might have made a handle which is supposed to hold the main window handle''s value in it, but you never assigned it to that. i need to work on my explaining skillz
~~KaMiKaZ
+<--->+With your feet in the air and your head on the groundTry this trick and spin it, yeahYour head will collapseBut there's nothing in it And you'll ask yourselfWhere is my mind+<--->+
jaxson
jaxson
The memory check errors are probably due to writing out of the bounds of an array, but I''m not 100% positive. Somewhere on MSDN, you can look up what those special hex codes are supposed to represent (like 0xCDCDCDCD and 0xFDFDFDFD). These are dummy values that are placed into memory in debug mode to help you (and the debugger) spot things like array bounds overruns or using memory that you''ve already delete''d.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.