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Ah that looks like a great tool, will try to keep it in mind if I run into those kinds of issues again.

Couldn't have caught one of the worst bug I had to track down that was a memory corruption on the PS2, we had some dynamic async loading that used DMA channels and someone had carelessly released memory used by these async loads.

Back then memory addresses was fairly deterministic so I thought I could add a memory breakpoint to catch it (i thought), bewildered me when I first witnessed the memory addresses with breakpoints being corrupted... until it clicked and became the clue that it had to be caused by a system (DMA) that didn't care about the systems hardware memory breakpoints.



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