Thread deadlocks are my worst nightmare! :d. When TDV first started out a
couple years ago sound loading would actually deadlock the game sometimes.
Finding out where you're getting "data chomping" and "race conditions" is
absolutely horrid, so I know how annoying your situation might be. I agree
that the better you get the less mistakes you make but yes, computers do
exactly what you tell them (even though we may have the convenience of .NET
Framework, it's still advisable to "clean up after yourself" instead of
waiting for the garbage collector) and forgetting to set one flag can cause
a pretty nasty crash. I actually managed to get TDV to crash out with the
standard crash dialog provided by Windows--and I thought .NET programs were
supposed to give "friendly messages." lol. It was an error in one of the
dependencies I had written, I found out eventually. Once you get past the
big ones though, it's such a relief isn't it?
Munawar A. Bijani
"Knowledge is of two types: absorbed and heard. The heard knowledge is only
useful if it is absorbed." - Imam Ali Ibn Abu Talib, Nahj Al-Balagha
mailto:munaw...@gmail.com
http://www.bpcprograms.com
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, December 04, 2009 10:42 PM
Subject: Re: [Audyssey] my thoughts-- Thomas Ward's development schedule
Hi Nick and all,
Well, when it comes to the programming part obviously you get better, make
less mistakes, the more you do it. The longer you've been programming the
less bugs, mistakes, etc you will make from the beginning. However, this
by no means a good developer doesn't make mistakes and create some rather
interesting bugs on accident. I just found three of them in level 2 of
MOTA tonight and had to fix them. They were miner things like one of the
rope sounds wasn't playing because I assigned the sound object to the
wrong room, when scanning one of the spike traps the game crashed because
I forgot to assign a speech label to it, and stupid little mistakes like
that. It happens and is to be expected from time to time.
Thing is people forget or don't realize the kind of work that gos into
debugging a game, because some bugs aren't as obvious as a rope sound
object was placed in the wrong room and can be easily corrected. Clear
back towards the beginning of the project there were some definitely major
bugs that literally took days and even weeks to figure out and solve. In a
game as big as MOTA it is no wonder why some bugs can remain hidden for a
long while before they are discovered and fixed.
Cheers!
---
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