"Chris M. Thomasson" <
chris.m.t...@gmail.com> wrote:
>On 1/17/2023 1:34 AM,
Mut...@dastardlyhq.com wrote:
>> On Mon, 16 Jan 2023 11:51:56 -0800
>> "Chris M. Thomasson" <
chris.m.t...@gmail.com> wrote:
>>> On 1/16/2023 3:31 AM,
Mut...@dastardlyhq.com wrote:
>>>> On Mon, 16 Jan 2023 11:32:34 +0100
>>>> David Brown <
david...@hesbynett.no> wrote:
>>>>> When using gcc and a debugger, it is quite normal for single-stepping to
>>>>> jump around the code, for things to happen long before or long after you
>>>>> might think from the "current" source line, for variables to be
>>>>> "optimised out", etc. Debugging optimised code is something of an art.
>>>>
>>>> And debugging optimised multithreaded code will end up with you gibbering
>in
>>>> a corner shouting "Deadlock!" or "Race!" at any nearby pigeons.
>>>>
>>>>
>>>
>>> MSVC's debugger was always pretty damn good. I have used it to debug
>>> nightmare multi-threaded code created by somebody else, where I had to
>>> pause threads at a specific line, in order to reproduce a certain bug
>>
>> Thats fine if you know where the line is but usually with threading issues
>> (and to be fair non threaded code too) a bug/crash occurs due to an earlier
>> bug or design error which in itself goes unnoticed.
>>
>
>Touche. Well, if there is a bug in my OpenGL code, I have not found it
>yet. Humm... So far, everything works and renders perfectly. My
correct" type. They're the "Oh, why has is suddenly hung/crashed when its run