Re: Excessive "fd" bytes at its tail of heap allocation

From:
"Jack" <jl@knight.com>
Newsgroups:
microsoft.public.vc.language
Date:
Fri, 18 Dec 2009 21:24:00 +0800
Message-ID:
<O0rcTV#fKHA.2160@TK2MSFTNGP02.phx.gbl>
Hi Igor,
Thanks for your help!
here is the entire method.. pls take a look
With a couple of changes,

[code]
HRESULT CMesh::LoadMesh(const char *szfilename)
{

    char szPath[1024];
   CAllocateHierarchy Alloc;
 PBYTE pMappedFileBase = NULL;

 // unload these functions to a dll
 ::GetModuleFileNameA(NULL, szPath, sizeof(szPath));

 strcat (szPath, szfilename);

  FILE *fp = fopen (szPath, "rb");
 if (fp == NULL)
  OutputDebugStringA("File open error\n");
 __int64 si = FileSize64(szPath);

 int actlen = si-4;

 std::vector<BYTE> v(actlen);

 pMappedFileBase = &v[0];

 memset (pMappedFileBase, 0, actlen);

 fseek(fp, 4, SEEK_SET);
 fread(pMappedFileBase, sizeof(BYTE), actlen, fp);

  int size_template = sizeof(template_bin);
  int j = actlen+size_template;

 std::vector<BYTE> v2(j);
    PBYTE pBin = &v2[0];

  int x;
 for (x = 0; x < size_template; x++)
 {
  pBin[x] = template_bin[x];
 }

 int i = 0;
 for (; x < j;x++,i++)
 {

  pBin[x] = pMappedFileBase[i];
 }
 assert(x == j);
  HRESULT hr = S_OK;

 // Build a new parser?
 hr = D3DXLoadMeshHierarchyFromXInMemory((LPCVOID) pBin, j,
D3DXMESH_MANAGED, m_pDevice, &Alloc,
  NULL, (LPD3DXFRAME*)&m_pFrameRoot, &m_pAnimController);

 if (FAILED(hr))
 {
  MessageBoxA(NULL, "Can't load mesh", "Error", MB_OK);
 }

  fclose(fp);
    return hr;

}

[/code]

Thanks
Jack

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