Jump to content
  • Advertisement
  • entries
    437
  • comments
    1000
  • views
    336856

Me: 1 - Bugs: 0

Sign in to follow this  
evolutional

131 views

Screenshot #3



Bug Hunt Success
I've just wasted spent several hours hunting down some ellusive bug that manifested itself last night. Turns out it was due to how I'm storing the keyboard input. In the old Win32 code, I could catch keypresses and put them in a char keys[256] array. The move to GLFW killed that idea; it seems that GLFW likes to use 256 as it's base character, thus resulting in a nice ugly buffer overrun that was hard to track down. I didn't see anything in the docs either, so I'm going to email the author about perhaps adding a little note somewhere. Suffice to say I'll rip out the 'old' key handler and throw in a nice event based system, that'd help for error tracking.

Error Logging
As part of my mission to hunt down the bug above, I added in some fairly heavy duty logging, call stack tracking and exception handling routines - so all is not lost afterall [smile].

Headache
I have headache now, but I'm pleased I quashed that little blighter.

Enjoy the latest screenshot, I'm a gonna bed.
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!