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Some new effects of memory leaks

 
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Some new effects of memory leaks - 8/12/2002 12:15:21 PM   
Bernd Hesberg

 

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This one is really weird. Playing as Japanese I had sent a MSW back to Japan. When I checked for ships en route to Truk a couple of turns later, it had totally vanished from the list. Now, where was it? It must have been boarded by Allied special forces or its crew must have been infiltrated by a bunch of Allied spies. :eek: Yep, at least it looked like that, because as I saw this ship again it was escorting an Allied convoy along the coast of Australia. Of course it got the same 'treatment' as any other enemy ship, although it was still listed as Japanese ship in the AAR. Even the victory points for sinking were credited as Allied success. Now I'm waiting for the first Allied ship showing up as part of the Japanese fleet, and I wouldn't mind if it's a capital ship. :D
Compared to that it's only a nuisance, that you sometimes can't load the specified troops and get some other unit instead (even enemy units). Taking a closer look at that unit aboard the ship, you'll see that it doesn't really exist.

On a more serious approach, I suspect a memory leak to be the origin of several effects posted by various players. And I'm quite sure that this topic has a rather high priority for Matrix and 2by3, even if that means a delay for e.g. WiTP. Well, all those among you who are at least self-educated programmers will agree, that a combination of an MS operating system and the standard stack handling of C/C++ compilers can be really a nightmare! (Can you spell 'exception handling'?)
On the brighter side, if... sorry, when it's finally fixed that solves several probs at once. :)
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Response... - 8/12/2002 10:06:54 PM   
Erik Rutins

 

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Bernd,

Thanks for the info. Do you have a save that shows this problem during its creation? If so, please zip it up and e-mail it (with description) to [email]rossm@matrixgames.com[/email] and [email]erikr@matrixgames.com[/email]. Thanks, I suspect this is quite fixable with a save as we have nailed a few like this one in the past.

With respect to overall bug-fixing progress... Unfortunately, we've spent a lot of the programmers' time trying to track down these rare crashes that have been reported here by a few users. Even with "crashes every time" save files, we can't see it on any of our systems, which is really quite odd. At some point, with the vast majority of users running crash-free and our own testers unable to duplicate the crash problems, we have to throw up our arms (or point to drivers, system configuration, etc.). Nevertheless, every effort is being made to remove any and all reported problems from UV and WitP with the time and resources that we have available.

Regards,

- Erik

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(in reply to Bernd Hesberg)
Post #: 2
Re: Some new effects of memory leaks - 8/13/2002 3:06:24 AM   
XPav

 

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[QUOTE]Originally posted by Bernd Hesberg
[B] Well, all those among you who are at least self-educated programmers will agree, that a combination of an MS operating system and the standard stack handling of C/C++ compilers can be really a nightmare! (Can you spell 'exception handling'?)
[/B][/QUOTE]

As a professional programmer utilizing standard C++ exceptions under a Microsoft operating system with a Microsoft compiler, I really can't say I have any idea what you're talking about. (I got no clue about that Microsoft SEH crap, so that might well suck).

If you're using exceptions with C++, yes, its easy to throw exceptions by pointer and forget to delete them, but that's true of any operating system and compiler. The answer is -- Don't Do That. Do what Scott Meyers says, and only throw/catch objects by reference. Then you have no problems.

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(in reply to Bernd Hesberg)
Post #: 3
- 8/13/2002 3:33:11 AM   
Bernd Hesberg

 

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Erik,

thanks for your response.
I've had reported this early enough to be able to find two saved games only one turn apart, showing the situations before and after the bug must have happened.
The email is on the way.

(in reply to Bernd Hesberg)
Post #: 4
- 8/13/2002 4:05:03 AM   
Bernd Hesberg

 

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XPav,

I'm sorry, that sentence was misleading you. It was not ment to impute any dependencies between the two. It was more or less an enumeration of troubles you have to deal with. Each of it could mean lots of hours of debugging.
The remark regarding exception handling was pointed at the fact that C/C++ stack conventions leave the caretaking to the calling routine. I won't go into detail since this is totally off-topic, and it would lead us nowhere. I hope you don't mind, and don't feel offended! :)

Oops, before I forget. Who is Scott Meyers ?

(in reply to Bernd Hesberg)
Post #: 5
- 8/13/2002 4:36:50 AM   
XPav

 

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From: Northern California
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Yeah, C and C++ are very sharp knives. One cut, the problem is solved, the other cut, your arm is on the floor. What fun. :D

Scott Meyers writes some very, very good books about how to write proper C++.

[URL=http://www.amazon.com/exec/obidos/ASIN/0201924889/qid=1029188098/]Effective C++[/URL]
[URL=http://www.amazon.com/exec/obidos/ASIN/020163371X]More Effective C++[/URL]
[URL=http://www.amazon.com/exec/obidos/ASIN/0201749629]Effective STL[/URL]

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(in reply to Bernd Hesberg)
Post #: 6
- 8/13/2002 5:02:32 AM   
Bernd Hesberg

 

Posts: 114
Joined: 10/11/2001
From: Germany
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I definitely like my arms the way they are at the moment. :)
And thanks for the links.

(in reply to Bernd Hesberg)
Post #: 7
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