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MSVCIRT.DLL – Microsoft C++ Library, contains the deprecated C++ classes from <iostream.h> (note the file extension) for MS C 9 and 10 (MSVC 2.x, 4.x) (Back then, the draft C++ Standard Library was integrated within MSVCRT.DLL. It was split up with the release of Visual C++ 5.0)
An example of _MSC_VER is 1933 to represent version 19.33 of the Microsoft C/C++ compiler, and of _MSC_FULL_VER is 193331630. The Visual product version, such as "17.3.4", designates the version of Visual Studio with which version 19.33 of the compiler was packaged. Then there is the Microsoft Visual C/C++ Runtime Library version, e.g. "14.3".
The Active Template Library (ATL) is a set of template-based C++ classes developed by Microsoft, intended to simplify the programming of Component Object Model (COM) objects. The COM support in Microsoft Visual C++ allows developers to create a variety of COM objects, OLE Automation servers, and ActiveX controls.
Microsoft has imposed additional licensing requirements on users of the ribbons. [9] These include a requirement to adhere to Microsoft UI Design Guidelines, and an anti-competition clause prohibiting the use of the UI in applications which compete with Microsoft Office. MFC can be used by linking a static library or by adding the MFC DLL.
Dynamic-link library, or DLL, is Microsoft's implementation of the shared library concept in the Microsoft Windows and OS/2 operating systems.These libraries usually have the file extension DLL, OCX (for libraries containing ActiveX controls), or DRV (for legacy system drivers).
A VBX is a packaged extension in the form of a dynamic-link library (DLL) that allows objects to be graphically placed in a form and manipulated by properties and methods. These were later adapted for use by other languages such as Visual C++. In 1992, with Windows 3.1, Microsoft released OLE 2 with its new underlying object model, COM.
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DLL stomping occurs because: Microsoft in the past distributed runtime DLLs as shared system components [3] (originally C:\WINDOWS and C:\WINDOWS\SYSTEM), as a way of efficiently sharing code in a shared-memory OS with limited RAM and disk space. Consequently, third-party developers also distributed these in such a manner.