I’m writing a new program. Mainly is displaying curves and graphs. If I compile it with my old Real Studio 2011 (r 4.3). it’s working under Mac & also under Windows without problems.
If I compile the same code with the last XoJo 2017 r.3, the Mac build works much faster then the compiled from Real Studio, but the Windows build is working so slow that the program crashes when loading the first curves. It opens ok, the problem arrives when starting loading data on it.
I’ve try compiling in XoJo as 64-bit and also as 32-bit with identical results. The program crashed when starting working with it.
Any idea about why the same code can be compiled without problems in RS for windows and it’s failing under Xojo?. I don’t believe I’m making something wrong in the code, because under MacOS is working as heaven.
The drawing system in Windows changed after 2016r3 (if I recall). Try with 2016r3. If it works you know that the change from GDI+ to DIRECTDRAW is where the issue relies. It will not “fix” your issue, but it should point you at which code sections you need to look at.
Yes, but in the canvas1 I’ve a paint event, and it’s making things, and in the code, depending in the data I’m loading, Im drawing other things in canvas 1, same for canvas 2, 3 4… so depending on the data I’m loading, I’m painting different things on each canvas from the code.
how can I’ve different paint events in the same canvas1?. Does it mean I’ve to create different global variables, giving different values to each one of the variables and writing all my code inside the paint event filled with if then sentences depending on each one of the new variables?, because this is rewriting 95% of my actual code… there is no other solution?