MemoryModule | Library to load a DLL from memory

 by   fancycode C Version: v0_0_4 License: MPL-2.0

kandi X-RAY | MemoryModule Summary

kandi X-RAY | MemoryModule Summary

MemoryModule is a C library. MemoryModule has no bugs, it has no vulnerabilities, it has a Weak Copyleft License and it has medium support. You can download it from GitHub.

The default windows API functions to load external libraries into a program (LoadLibrary, LoadLibraryEx) only work with files on the filesystem. It’s therefore impossible to load a DLL from memory. But sometimes, you need exactly this functionality (e.g. you don’t want to distribute a lot of files or want to make disassembling harder). Common workarounds for this problems are to write the DLL into a temporary file first and import it from there. When the program terminates, the temporary file gets deleted. MemoryModule is a library that can be used to load a DLL completely from memory - without storing on the disk first. See doc/readme.rst for more informations about the format of a DLL file and a tutorial how they can be loaded directly.
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              MemoryModule has a medium active ecosystem.
              It has 2452 star(s) with 727 fork(s). There are 167 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 44 open issues and 32 have been closed. On average issues are closed in 127 days. There are 8 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of MemoryModule is v0_0_4

            kandi-Quality Quality

              MemoryModule has no bugs reported.

            kandi-Security Security

              MemoryModule has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              MemoryModule is licensed under the MPL-2.0 License. This license is Weak Copyleft.
              Weak Copyleft licenses have some restrictions, but you can use them in commercial projects.

            kandi-Reuse Reuse

              MemoryModule releases are not available. You will need to build from source code and install.

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            MemoryModule Key Features

            No Key Features are available at this moment for MemoryModule.

            MemoryModule Examples and Code Snippets

            No Code Snippets are available at this moment for MemoryModule.

            Community Discussions

            QUESTION

            Ktor / Kodein - How to write Integration Tests
            Asked 2021-Mar-26 at 05:45

            Currently I write a small demo-app which uses Ktor as its Application Environment and Kodein as the Dependency Injection Framework.

            During the initialization of the Application I do import some modules, one of those I would like to replace during the initialization of the Integration Tests:

            ...

            ANSWER

            Answered 2021-Mar-26 at 05:45

            Kodein-DI allows you to override dependencies. Regarding the following interface:

            Source https://stackoverflow.com/questions/66789415

            QUESTION

            Using a fixed SKPhysicsJoint to attach a platform detection hitbox as a child to a player sprite changes player's collision and detection bit masks
            Asked 2017-Dec-23 at 18:32

            I'm trying to add a hitbox to the bottom of my player to only detect platforms. After a lot of trial and error I figured out to have an additional physicsbody attached as a child in a fixed position to another physicsbody I need to use an SKPhysicsJoint. I did this and it seems to have an unforeseen consequence. when I add the hitbox to the player in this way, it alters the players collision / contact bit masks slightly.

            In my game you tap the screen to jump and it works seamlessly with no lag like so:

            Player jumping

            But when I add this hitbox with the joint I have to hold the screen with my finger and eventually the player jumps, but most of the time the input is ignored. Almost as if there's some sort of severe lag when reading the input.In this gif I'm tapping the screen constantly trying to make my player jump and a lot of the inputs are being ignored or blocked:

            Player hitbox not behaving

            This function setups up the player in my gamescene.swift and adds the hitbox to the player via a fixed SKPhysicsJoint to the scene:

            ...

            ANSWER

            Answered 2017-Dec-23 at 18:32

            I found the solution.

            It seems there's some bugs with fixed joints and the answer was to use a "pin" joint instead. This StackO question goes into detail about a rotation bug with fixed joints. On a whim I decided to change my fixed joint to a pin and now the child behaves as you would expect, positionally speaking anyway.

            So it appears fixed joints have a few bugs that need to be worked out.

            Source https://stackoverflow.com/questions/47948551

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install MemoryModule

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            CLONE
          • HTTPS

            https://github.com/fancycode/MemoryModule.git

          • CLI

            gh repo clone fancycode/MemoryModule

          • sshUrl

            git@github.com:fancycode/MemoryModule.git

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