   Boost.Function __stdcall, __fastcall, etc
  I inject my dll into the process space of a game, and Im trying to create a function pointer to a function defined inside the games dll.If I use normal function pointers, it will work:typedef void(__stdcall *FunctionPtr_t)(void);FunctionPtr_t myFuncPtr = &SomeFuncBut if I try to use boost::function, I get compile time errors:boost::function<void __stdcall(void)> myBoostFuncPtr;error C2079: 'myBoostFuncPtr' uses undefined class 'boost::function<Signature>'If I remove the __stdcall it compiles just fine...Any ideas on how to get this to work?   
  There are some macros to try enabling.Boost: bind.hpp documentation - "__stdcall", "__cdecl", "__fastcall", and "pascal" Support;  Thank you for the reply, I have tried defining BOOST_BIND_ENABLE_STDCALL before including the boost header files, but I still get the same compile error.   ;  Try doing it in your project files.  I don't know why they imply doing it in a source is workable:  In order to get it to work with #defines, you would have to make sure it's before the FIRST #include <boost/bind.hpp> in the entire Translation Unit, which is tantamount to #defining it before EVERY #include <boost/bind.hpp> in your ENTIRE PROJECT/solution/etc.   ;  You shouldn't need to make __stdcall part of the boost::function<> type; it should be able to adapt function pointers regardless of the calling convention.   ;Quote:Original post by SiCraneYou shouldn't need to make __stdcall part of the boost::function<> type; it should be able to adapt function pointers regardless of the calling convention.When I don't specify a calling convention, and I compile a Debug build, I get the following runtime error: Quote:Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function with one calling convention with a function pointer declared with a different calling convention.I have the option of Aborting, Retrying, and Ignoring.When I click Retry, it works..If I compile a Release build instead of a Debug build, it works just fine.I wonder if it is still having a problem, but is silent about it because its not a Debug build...   