Original Post
So I've recently tried porting my game from Mac (compiled under Xcode 4) to the Windows platform (compiled using Visual Studio 2008).
I eventually got it working fine, but upon execution, it crashes like never before. It turns out, there's some null memory being tossed around and bad iterator accessing data it shouldn't.
All of this was only discovered with a few minutes of debugging and I don't even know how many are actually there.
So, it pisses me off that Xcode and Mac did not detect these things (and some of them were just plain obvious). Now, I've told my small group of followers that the demo I was wrapping up is delayed yet again until I can track down all these bugs in Windows.
WHY. That sort of sloppy build-work shouldn't be allowed as a compiler. D: Is there any other reason for this?
I eventually got it working fine, but upon execution, it crashes like never before. It turns out, there's some null memory being tossed around and bad iterator accessing data it shouldn't.
All of this was only discovered with a few minutes of debugging and I don't even know how many are actually there.
So, it pisses me off that Xcode and Mac did not detect these things (and some of them were just plain obvious). Now, I've told my small group of followers that the demo I was wrapping up is delayed yet again until I can track down all these bugs in Windows.
WHY. That sort of sloppy build-work shouldn't be allowed as a compiler. D: Is there any other reason for this?