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suliman

Why does clean and recompile remove crashes?

9 posts in this topic

Hi
I use visual studio c++ and am a bit confused.

I lately had a crash in my game every time when in a certain situation trying to delete a gameObject from a list containing such elements. It worked before and i didnt change anything special since last working build.

So i did what i usually do when short of ideas, clean project. Recompile. Boom. Problem solved. But why?

Thanks for clearing this up
Erik

this is a ship:
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@ultramailman:
This issue happens and I don't understand why.
Object files should be recompiled whenever any of the dependencies is changed. So, why the are not? Edited by J. Evola's Apprentice
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[quote name='J. Evola's Apprentice' timestamp='1355566104' post='5010895']
@ultramailman:
This issue happens and I don't understand why.
Object files should be recompiled whenever any of the dependencies is changed. So, why the are not?
[/quote]

In my experience, usually because of buggy build tools... or tools that try to be too smart and cache what they shouldn't (I'm looking at you eclipse)

One way it can go wrong is if file dates are messed up, so the tools don't notice that the source file has changed.
Can easily happen if you replace files with old versions of themselfs. (reverting some change for example) Edited by Olof Hedman
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[quote name='J. Evola's Apprentice' timestamp='1355566104' post='5010895']
@ultramailman:
This issue happens and I don't understand why.
Object files should be recompiled whenever any of the dependencies is changed. So, why the are not?
[/quote]

I have no idea how that can happen with IDE's. It happens to me because I use make, and write my own makefile. I am not very good with makefiles, so I just use %.o: %.c %.h. So if a person.o depends on hello.h, my makefile wouldn't know about it.
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Most compilers have an option to output the dependencies of a .o as they create it. If you capture that in a file and do some simple manipulations on it, you can then include that into your makefile and you have the dependencies done for you.

If you don't want to do that, you can simply put lists of things in your makefile;
[source]
person.o: hello.h anotherfile.h thisandthat.h
[/source]
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[quote name='kunos' timestamp='1355563616' post='5010885']
Pass the code through CPPCheck and it should catch most of these problems.
[/quote]

Thanks for the reference to CPPCheck! That is most useful.[img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]

http://cppcheck.sourceforge.net/ Edited by MarkS
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IDEs scan the include files for a compilation unit recursively and work out the dependencies automatically.

If you use a makefile you have to manually add any dependencies, painful, and prone to error. The rule of thumb there is if you change a header, recompile everything... But seriously, use an IDE that does it for you...

Last time I used makefiles was in PS1 days.
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