{"id":277,"date":"2009-07-06T18:16:56","date_gmt":"2009-07-06T18:16:56","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=277"},"modified":"2009-07-06T18:16:56","modified_gmt":"2009-07-06T18:16:56","slug":"another-gratuitous-day","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/07\/06\/another-gratuitous-day\/","title":{"rendered":"Another gratuitous day"},"content":{"rendered":"<p><strong>7.10am<\/strong> Awoken to sound of suicidal duck crashing into bedroom window and leaving comical imprint. AGAIN.<br \/>\n<strong>8.00am<\/strong> Arguing with banks on the phone. very annoying<br \/>\n<strong>8.30am<\/strong> checking games news websites and dealing with emails<br \/>\n<strong>9.00am<\/strong> decided that today I will fix this crash bug that gives me a &#8216;corrupted heap&#8217; error<br \/>\n<strong>9.25am<\/strong> I have reproducible steps to identify the bug, and know its to do with deleting ships before starting a new battle. It&#8217;s less clear whether or not its a specific thing being deleted, because in typical heisenbug fashion, nothing seems to trigger it when I step through the code.<br \/>\n<strong>9.29am<\/strong> Aha, if I quite the battle immediately before restarting, it doesn&#8217;t happen, so its the deletion of some memory allocated at some point mid-battle. but what? I should have used smart pointers (C++ thing)<br \/>\n<strong>9.45am<\/strong> Fixed! There was code when a repair module was deleted for it to grab the module it was repairing and tell it that it was no longer repairing it. The problem was that the target module may have been deleted before the repair module was, so when they both get deleted when the fleet is deleted, it caused a crash.<br \/>\n<strong>10.00am<\/strong> Fixed some layout issues on the deployment interface, now working on a better ECM beam effect<br \/>\n<strong>10.10am<\/strong> Discussing music with my musician over MSN, explaining the different alien races.<br \/>\n<strong>10.46am<\/strong> Everything works fine, but when ships with ECM turrets cloak, the ECM turrets don&#8217;t cloak with the ship. hmmmm&#8230;.<br \/>\n<strong>11.00am<\/strong> Croissants<br \/>\n<strong>12.50pm<\/strong> Still tweaking and fiddling trying to get an ECM beam that looks ok. Resorting to normal beam laser effects now.<br \/>\n<strong>1.05pm<\/strong> Thats enough on ECM beams. I spotted some badly placed turrets on federation eagle cruiser, so moving those.<br \/>\n<strong>1.30pm <\/strong>The ECM shock weapon doesn&#8217;t seem to work, in that affected ships still fire weapons. Investigating&#8230;<br \/>\n<strong>3.30pm<\/strong> Investigating a sound bug.<br \/>\n<strong>4.10pm<\/strong> Working on better visual debugging data for my sound system, to track down what is going on here.<br \/>\n<strong>4.25pm<\/strong> Some sound channels do not seem to update, and some seem to be &#8216;mystery&#8217; sounds which I have no idea where they came from. bah..<br \/>\n<strong>6.25pm<\/strong> Still working on the sound code. Debugging has led me to find all sorts of things that were not set up right, but I still have some sounds that &#8216;linger&#8217; or don&#8217;t play.<br \/>\n<strong>7.10pm<\/strong> Everything looks like its working now, following some serious re-writing and tidying of the way sound channels get allocated and re-used. I need food and maybe a game of company of heroes.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>7.10am Awoken to sound of suicidal duck crashing into bedroom window and leaving comical imprint. AGAIN. 8.00am Arguing with banks on the phone. very annoying 8.30am checking games news websites and dealing with emails 9.00am decided that today I will fix this crash bug that gives me a &#8216;corrupted heap&#8217; error 9.25am I have reproducible<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Another gratuitous day<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/07\/06\/another-gratuitous-day\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[105,4],"tags":[],"class_list":["post-277","post","type-post","status-publish","format-standard","hentry","category-gratuitous-space-battles","category-programming"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/277","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=277"}],"version-history":[{"count":0,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/277\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=277"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=277"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=277"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}