My program only runs 1/2 the time???

I am making a program that simulates how cells work, and it is working great, except tat the program will only run 1/2 the time I run it. I will run it and it is fine, then I run it again and it does not respond, and this happens on and off.

The code is in three files, the main CPP file, the header that defines a cell, and a DLL the holds all of the functions the cell can preform. If you need me to comment the code out just ask.

The code compiles correctly, but it only works half the time, and I have never even heard of a situation like this.

code in next replys.......
Main.cpp
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#include <windows.h>		// Header File For Windows
#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <gl\glu.h>			// Header File For The GLu32 Library
#include <iostream>
using namespace std;

#include "Cell.h"

HDC			hDC=NULL;		// Private GDI Device Context
HGLRC		hRC=NULL;		// Permanent Rendering Context
HWND		hWnd=NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=false;	// Fullscreen Flag Set To Fullscreen Mode By Default

char    Glyllemae[] = {
    0,0,0,19,
    0,0,0,31,
    0,0,0,32,
    'M','o','v','e','U','p',1,0,
    0,0,0,0,0,0,0,0,0,0,0,0,// [0],0,0
    0// Reproduction
};
Cell Test(Glyllemae,sizeof(Glyllemae));

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)	{	// Resize And Initialize The GL Window
	if (height==0)  									// Prevent A Divide By Zero By
		height=1;										// Making Height Equal One
	glViewport(0,0,width,height);						// Reset The Current Viewport
	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix
	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

int InitGL(void) {									// All Setup For OpenGL Goes Here
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
	glPointSize(10.0);
	return TRUE;										// Initialization Went OK
}

int DrawGLScene(void)	{								// Here's Where We Do All The Drawing
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	glLoadIdentity();									// Reset The Current Modelview Matrix
    glTranslatef(0.0f,0.0f,-6.0f);                     // Move Left 1.5 Units And Into The Screen 6.0
    Test.Act();
    glBegin(GL_POINTS);                              // Drawing Using Triangles
        glVertex3f(Test.X_Position,
                   Test.Y_Position,
                   Test.Z_Position);
    glEnd();
	return TRUE;										// Everything Went OK
}

void KillGLWindow(void)	{							// Properly Kill The Window
	if (fullscreen) {									// Are We In Fullscreen Mode?
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}
	if (hRC) {											// Do We Have A Rendering Context?
		if (!wglMakeCurrent(NULL,NULL))	{				// Are We Able To Release The DC And RC Contexts?
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hRC=NULL;										// Set RC To NULL
	}
	if (hDC && !ReleaseDC(hWnd,hDC)) {					// Are We Able To Release The DC
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}
	if (hWnd && !DestroyWindow(hWnd)) {					// Are We Able To Destroy The Window?
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}
	if (!UnregisterClass("OpenGL",hInstance)) {			// Are We Able To Unregister Class
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	ticout << COD_Index << endl;tle			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/

BOOL CreateGLWindow(const char* title, int width, int height, int bits, bool fullscreenflag) {
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height
	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag
	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name
	if (!RegisterClass(&wc)) {									// Attempt To Register The Window Class
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	if (fullscreen)	{											// Attempt Fullscreen Mode?
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel 
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		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) {
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			else {
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}
	if (fullscreen)	{											// Are We Still In Fullscreen Mode?
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	} else {
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}
	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}
	static	PIXELFORMATDESCRIPTOR pfd= {			// pfd Tells Windows How We Want Things To Be
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};
	if (!(hDC=GetDC(hWnd)))	{						// Did We Get A Device Context?
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}
    if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) {// Did Windows Find A Matching Pixel Format?
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}
	if(!SetPixelFormat(hDC,PixelFormat,&pfd)) {		// Are We Able To Set The Pixel Format?
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}
	if (!(hRC=wglCreateContext(hDC))) {				// Are We Able To Get A Rendering Context?
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}
	if(!wglMakeCurrent(hDC,hRC)) {					// Try To Activate The Rendering Context
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}
	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
	if (!InitGL()) {								// Initialize Our Newly Created GL Window
		KillGLWindow();
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}
	return TRUE;									// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam) {		// Additional Message Information
	switch (uMsg) {									// Check For Windows Messages
	Test.Act();	case WM_ACTIVATE: {							// Watch For Window Activate Message
			if (!HIWORD(wParam))					// Check Minimization State
				active=TRUE;						// Program Is Active
			else
				active=FALSE;						// Program Is No Longer Active
			return 0;								// Return To The Message Loop
		}
		case WM_SYSCOMMAND:	{						// Intercept System Commands
			switch (wParam) {						// Check System Calls
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}
		case WM_CLOSE: {							// Did We Receive A Close Message?
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}
		case WM_KEYDOWN: {							// Is A Key Being Held Down?
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;								// Jump Back
		}
		case WM_KEYUP: {							// Has A Key Been Released?
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;								// Jump Back
		}
		case WM_SIZE: {								// Resize The OpenGL Window
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}
	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow) {			// Window Show State
    Test.Act();
    MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop
	// Create Our OpenGL Window
	if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
		return 0;									// Quit If Window Was Not Created 
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	while(!done) {									// Loop That Runs While done=FALSE
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) {	// Is There A Message Waiting?
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
				done=TRUE;							// If So done=TRUE
			else {									// If Not, Deal With Window Messages
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		} else {									// If There Are No Messages
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if (active)	{							// Program Active?
				if (keys[VK_ESCAPE])				// Was ESC Pressed?
					done=TRUE;						// ESC Signalled A Quit
				else {								// Not Time To Quit, Update Screen
					DrawGLScene();					// Draw The Scene
					SwapBuffers(hDC);				// Swap Buffers (Double Buffering)
				}
			}
			if (keys[VK_F1]) {						// Is F1 Being Pressed?
				keys[VK_F1]=FALSE;					// If So Make Key FALSE
				KillGLWindow();						// Kill Our Current Window
				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
					return 0;						// Quit If Window Was Not Created
			}
		}
	}
	// Shutdown
	KillGLWindow();									// Kill The Window
	return (msg.wParam);							// Exit The Program
}



Cell.h
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#ifndef CELL_H_INCLUDED
#define CELL_H_INCLUDED

#include <vector>
#include <string>
using namespace std;

typedef void (*FuncPointer)(vector<int>&, int, int*);

class Cell {
    public:
        Cell(char* COD_Copy, int COD_Size) {
            COD.assign(COD_Copy,COD_Copy+COD_Size);

            Body_Start = CODInt();
            Reproduction_Start = CODInt();
            Reproduction_End = CODInt();

            DLL_Address = LoadLibrary("Cell Processes\\bin\\Debug\\Cell Processes.dll");
            if(DLL_Address != NULL) {
                for(int Count = 0; COD[COD_Index] != 0; Count++) {
                    Functions.push_back((FuncPointer)GetProcAddress(DLL_Address,CODFuncName()));
                    if(!Functions[Count])
                        MessageBoxA(0, "Could not load function", "Error", MB_OK | MB_ICONINFORMATION);
                }
            } else {
                MessageBoxA(0, "Could not load \"Cell Processes.dll\"", "Error", MB_OK | MB_ICONINFORMATION);
            }
        }
        ~Cell(void) {

        }
        void Act(void) {
            for(; COD_Index != Reproduction_Start;) {
                if(!Blocked()) {
                    int Index = CODInt();
                    int NArgs = CODInt();
                    int* Args = new int[NArgs+8];
                    Args[0] = (int)&Max_Size;
                    Args[1] = (int)&X_Position;
                    Args[2] = (int)&Y_Position;
                    Args[3] = (int)&Z_Position;
                    Args[4] = (int)&X_Rotation;
                    Args[5] = (int)&Y_Rotation;
                    Args[6] = (int)&Z_Rotation;
                    Args[7] = (int)&Reproductive_Rate;
                    for(int Count2 = 8; Count2 != NArgs+9; Count2++)
                        Args[Count2] = CODInt();
                    Functions[Index](COD_Skip,NArgs+8,Args);
                    delete Args;
                } else {
                    SkipBlock();
                }
            }
            COD_Index = Body_Start;
        }

        int Max_Size;
        int Species_ID;
        int Body_Start;
        int Reproduction_Start;
        int Reproduction_End;
        int COD_Index;
        int Number_Of_Functions;
        float X_Position;
        float Y_Position;
        float Z_Position;
        float X_Rotation;
        float Y_Rotation;
        float Z_Rotation;
        float Reproductive_Rate;
        HMODULE DLL_Address;
        vector<int> COD_Skip;
        vector<char> COD;
        vector<FuncPointer> Functions;
    private:
        const char* CODFuncName(void) {
            string Name;
            while(COD[COD_Index] != 1) {
                Name += COD[COD_Index];
                COD_Index++;
            }
            COD_Index++;
            return Name.c_str();
        }
        int CODInt(void) {
            int Ret;
            ((unsigned short*)&Ret)[0] = (COD[COD_Index+2] << 8) | COD[COD_Index+3];
            ((unsigned short*)&Ret)[1] = (COD[COD_Index] << 8) | COD[COD_Index+1];
            COD_Index += 4;
            return Ret;
        }
        bool Blocked(void) {
            for(unsigned int Count = 0; Count != COD_Skip.size(); Count+=2) {
                if(COD_Index == COD_Skip[Count])
                   return true;
            }
            return false;
        }
        void SkipBlock(void) {
            for(unsigned int Count = 0; Count != COD_Skip.size(); Count+=2) {
                if(COD_Index == COD_Skip[Count])
                   COD_Index = COD_Skip[Count+1];
            }
        }
};

#endif // CELL_H_INCLUDED 


Cell Processes.dll (DLL header)
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#include <windows.h>
#include <iostream>
#include <vector>
using namespace std;

#ifdef BUILD_DLL
    #define DLL_EXPORT __declspec(dllexport)
#else
    #define DLL_EXPORT __declspec(dllimport)
#endif

extern "C" {
    void DLL_EXPORT MoveUp(vector<int>& COD_Skip, int NArgs, int* Args) {
        *(float*)Args[2] += 0.002;
    }
}

BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
    switch (fdwReason)
    {
        case DLL_PROCESS_ATTACH:
            // attach to process
            // return FALSE to fail DLL load
            break;

        case DLL_PROCESS_DETACH:
            // detach from process
            break;

        case DLL_THREAD_ATTACH:
            // attach to thread
            break;

        case DLL_THREAD_DETACH:
            // detach from thread
            break;
    }
    return TRUE; // succesful
}
Word of advise: Don't post your entire code in hopes that someone will review it and let you know of the problem. You must work it up to a point where you know where it stops responding. How? Well, debugging. Use a log file, or if your IDE allows, debug step by step, or once you note it doesn't respond, attach a debugger, or if running from Visual Studio, hit Ctrl+Break to see the executing line and stack trace, etc.

In summary: Be creative as to how to troubleshoot up to a point that is manageable to ask here.
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