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Chipmunk Physics • View topic - Bug in cpSpaceSegmentQueryFirst

Bug in cpSpaceSegmentQueryFirst

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Re: Bug in cpSpaceSegmentQueryFirst

Postby Beta Carotene » Wed May 01, 2013 6:53 pm

would be nice if windows actually HAD VALGRIND

*fumes*

Yeah I know there's alternative tools and stuff, but I have never seen anything work. I tried their new "code analysis" thing too. It's been compiling for *16 hours* and has found nothing that the regular compiler hasn't found.
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Re: Bug in cpSpaceSegmentQueryFirst

Postby slembcke » Wed May 01, 2013 8:06 pm

Does Windows have Malloc Debug? I've used that on OS X to pretty good effect too. It basically aligns every allocation to the end of a page in memory so that accessing beyond the memory range or accessing a freed pointer should generally crash right away.

It does make it use a ton of RAM, and ridiculously slow, but it works pretty good.
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Re: Bug in cpSpaceSegmentQueryFirst

Postby Beta Carotene » Sun May 05, 2013 9:48 pm

Just giving you an update...

I don't think it was entirely connected to the issue with ray cast, but I did find another (I think) unrelated crash that actually was visual studios fault. When I switched over to 2012, apparently it assumed that I wanted to link to the DirectX 11 runtime libraries.... even though there is NO MENTION of said libraries in any of the source code or configuration/link settings. I switched back to the 2010 tool-set and it recognized I wanted DX10 again.

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Re: Bug in cpSpaceSegmentQueryFirst

Postby slembcke » Sun May 05, 2013 10:37 pm

Heh. Aren't computers great?
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