Re: [GD-Windows] Release build confusion
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From: Emmanuel A. <e_a...@ya...> - 2005-10-05 16:00:12
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I second that. I had the same issue noe month ago : crashing outside VS, not crashing inside. And it was a non initialized pointer that lead to the crash. Funny thing is, one week later, I had the opposite behaviour : crashing inside VS, not crashing outside, still for memory reasons... What I'm not aware of, is a way to tell VS not to behave this way. Is there a way ? Emmanuel --- Kent Quirk <ken...@co...> a écrit : > I believe that unless you tell it not to, the > debugger fills > newly-allocated memory with zeros. You may be > counting on that behavior > somewhere. Check your initializations, particularly > of pointers; you may > assume they're zero if they haven't yet been > assigned. > > Kent > > > > Chris Raine wrote: > > >Hi, > > > >I have a problem with our release builds which is > driving me nuts for a > >couple of days now. If we start our release build > from within the Visual > >Studio debugger, everything works fine, yet if we > start our release > >build outside of Visual Studio, it either crashes > or displays weird > >render artifacts. The debug build works in the IDE > as well as outside. > > > > > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Power Architecture Resource Center: Free content, > downloads, discussions, > and more. > http://solutions.newsforge.com/ibmarch.tmpl > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > ___________________________________________________________________________ Appel audio GRATUIT partout dans le monde avec le nouveau Yahoo! Messenger Téléchargez cette version sur http://fr.messenger.yahoo.com |