Re: Valgrind, Linux, Console Applications, etc.



Yeah, C++ all the way. I _knew_ I was forgetting some relevant
detail. Thanks for the warning; this was exactly the kind of info that
I needed. Maybe I'll hold off on installing Linux for now, then.

And yeah, debugging a virtual machine is a... unique... experience.
Eventually it comes down to realizing that if you're going to write a
script language, you have to write a debugger too. So far I've got
breakpoints, a somewhat graphical interface, the ability to step
through the bytecode opcode by opcode and limited debug info in
the compiler resource files. Future hopes include more complete
debugging info and, ideally, the ability to step through _source_
code line by line. The latter is *hard*, though. :)

At least IncursionScript is a memory-safe language -- no pointers,
arrays, etc., so that makes debugging easier.

The VMachine isn't the (only) source of memory corruption, though.
I know this because you can universally disable the execution of
scripts -- the monsters lose most of their special abilities and half
of
the spells and magic items don't work, but the game still plays ok --
and the memory corruption still happens.

My next big strategy is recoding to disable different chunks of the
game (terrain effects, vision and perception, level generation, etc.)
in the hopes that I can find the instability by turning off the section
it's in and noting that everything works. :)

.



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