I have a somehow big pascal game (more than 200k lines of code) that I'm
developing with FPC.
Right now I found a strange crashing bug that only happened in iOS, running
in the device (in the iOS simulator does not crash). Desktop platforms
don't have any problems running the same code (Windows,
On 07 Aug 2014, at 14:09, Sergio Flores wrote:
1 - This bug only happens with -O2 on, but with optimizations off
the game
does not crash. I always thought that using optimizations was safe.
Can
there be a compiler bug in the ARM7 codegen?
Not so much in the code generator as in the
Am 07.08.2014 14:09 schrieb Sergio Flores rel...@gmail.com:
I have a somehow big pascal game (more than 200k lines of code) that I'm
developing with FPC.
Right now I found a strange crashing bug that only happened in iOS,
running in the device (in the iOS simulator does not crash). Desktop
On 07 Aug 2014, at 14:51, Jonas Maebe wrote:
You can start by compiling individual units with different
optimisations to figure out in which unit a bug is triggered. After
that, you can put {$optimization off} in that unit after the first,
second, third, ... procedure to see in which
Hi Sergio,
3 - Finally, since I'm still using FPC 2.6.2 I decided to upgrade to
2.7.1 and try to recompile the game, to see if the crash in the game was
gone.
But, with FPC 2.7.2 I simply can't compile the game, it gives errors in
the assembler stage.
Basically I get lots of errors
I see guys, lots of useful info!
I did not know that optimizations where switchable per unit, that is quite
interesting and I can probably use it to better isolate the problem.
I will also try disabling peephole optimisations then, it can probably work
as a temporary fix to let me use all other
On 07/08/14 15:45, Sergio Flores wrote:
I see guys, lots of useful info!
I did not know that optimizations where switchable per unit, that is
quite interesting and I can probably use it to better isolate the problem.
I will also try disabling peephole optimisations then, it can probably
work as