What is the progress on Stack Overflow errors/crashes from variable/struct copying?
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This has been something that's been around since F4NS launched, with attempts to fix it in each patch, but ultimately has not been fully remedied. My MML Player continues to be plagued by it, with the most recent patch causing FUZE as a whole to crash at always the same time of playback. It involves a lot of swapping of variable and struct data from current states and next states
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Something that's most noticeable to me is, when the game crashes because of a mistake I make, that error can carry over to a next run. So once I've made a mistake that caused an error, it can cause a crash of FUZE in a later run. (this is for example evident when you get an error message of a problem that you clearly have already fixed)
A work around would be, not to write code with errors, but I don't always manage to follow that procedure...
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@PB____ I've noticed this too. Sometimes when I have a "bad" program crash, I just automatically do an extra fresh restart of Fuze, just to make sure the state is sound... :)
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@PB____ I don't believe there are any errors in my code, but it does a lot of swapping of data. It would previously in earlier builds of F4NS call the error of a stack overflow to a random line way out of scope (including a negative line), but more recent patches just have it crash the entire program instead. Technically speaking, it shouldn't crash at all, but developing a programming language is a bit more sophisticated because there are many different routes that could be taken by the end user that perhaps the programmers didn't take into account. Still, we're over 6 months since F4NS had been released, and this is one of the things that still plagues it.