Re: Windows MAGICK_CONFIGURE_PATH options
10bxjfhf <[email protected]> Fri, 6 Mar 2020 11:26:47 -0800
| Newsgroups | gmane.comp.video.graphicsmagick.apis |
|---|---|
| Message-ID | <[email protected]> |
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On 2020-03-06 8:56 a.m., Bob Friesenhahn wrote:
> On Fri, 6 Mar 2020, 10bxjfhf wrote:
>>
>> Unfortunately that does not work, unless I can reset the data set
>> when the system loads the app and initializes the DLL from a user call.
>
> As a reminder (from previous email), the DLL initialization which is
> causing problems for you can be disabled by editing
> magick/magick_config.h to undefine ProvideDllMain:
>
> /////////////
> //
> // ProvideDllMain
> //
> // When building GraphicsMagick using DLLs, include a DllMain()
> // function which automatically invokes InitializeMagick(NULL), and
> // DestroyMagick() so that the user doesn't need to. Note that
> // repeated calls to InitializeMagick() are ignored so if a path must
> // be passed to InitializeMagick(), then disable this setting.
> #define ProvideDllMain
>
> Bob
For my current test I have undefined ProvideDllMain - just commented out
that line - recompiled, moved the debug DLLs to where the debug version
starts and I cannot get the app off the ground because, whatever the OS
& compiler provided for the DLL, it does not initialize the magick code
and the first thing it does is to bomb at
MagickExport void LockSemaphoreInfo(SemaphoreInfo *semaphore_info)
{
assert(semaphore_info != (SemaphoreInfo *) NULL); <<<<<<<<<
So my choices seem to be:
1. live with it
2. hack the DLL initialization and supply my own
3. or hack the rest of the magick code
of those 1 is not attractive at all and, if I am going to hack, I might
as well work on what seems the least work and keeps as much of the
original code untouched
Arnold
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<div class="moz-cite-prefix">On 2020-03-06 8:56 a.m., Bob
Friesenhahn wrote:<br>
</div>
<blockquote type="cite"
cite="mid:[email protected]">On
Fri, 6 Mar 2020, 10bxjfhf wrote: <br>
<blockquote type="cite"> <br>
Unfortunately that does not work, unless I can reset the data
set when the system loads the app and initializes the DLL from a
user call. <br>
</blockquote>
<br>
As a reminder (from previous email), the DLL initialization which
is causing problems for you can be disabled by editing
magick/magick_config.h to undefine ProvideDllMain: <br>
<br>
///////////// <br>
// <br>
// ProvideDllMain <br>
// <br>
// When building GraphicsMagick using DLLs, include a DllMain() <br>
// function which automatically invokes InitializeMagick(NULL),
and <br>
// DestroyMagick() so that the user doesn't need to. Note that <br>
// repeated calls to InitializeMagick() are ignored so if a path
must <br>
// be passed to InitializeMagick(), then disable this setting. <br>
#define ProvideDllMain <br>
<br>
Bob <br>
</blockquote>
<p>For my current test I have undefined ProvideDllMain - just
commented out that line - recompiled, moved the debug DLLs to
where the debug version starts and I cannot get the app off the
ground because, whatever the OS & compiler provided for the
DLL, it does not initialize the magick code and the first thing it
does is to bomb at</p>
<pre>MagickExport void LockSemaphoreInfo(SemaphoreInfo *semaphore_info)
{
assert(semaphore_info != (SemaphoreInfo *) NULL); <<<<<<<<<</pre>
<p>So my choices seem to be:</p>
<ol>
<li>live with it<br>
</li>
<li>hack the DLL initialization and supply my own <br>
</li>
<li>or hack the rest of the magick code</li>
</ol>
<p>of those 1 is not attractive at all and, if I am going to hack, I
might as well work on what seems the least work and keeps as much
of the original code untouched <br>
</p>
<p>Arnold<br>
</p>
<p><br>
</p>
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