Path: chuka.playstation.co.uk!scea!lcy-pm0-ip29.halcyon.com!user From: gromit@halcyon.com (eli curtz) Newsgroups: scea.yaroze.programming.codewarrior Subject: Re: System memory Date: Tue, 12 Aug 1997 10:16:28 -0800 Organization: SCEA News Server Lines: 16 Message-ID: References: <01bc957d$ffb78880$9fbf43ce@wkwerner> <33d63ee2.2608036@news.scea.sony.com> <01bca2b9$a16f32c0$69bf43ce@wkwerner> <33E9982D.54A636C9@micronetics.com> <5snuct$dp61@scea> <01bca6a7$43e59580$adbf43ce@wkwerner> NNTP-Posting-Host: lcy-pm0-ip29.halcyon.com X-Newsreader: MT-NewsWatcher 2.3.1 In article <01bca6a7$43e59580$adbf43ce@wkwerner>, "Wayne K. Werner" wrote: > A couple of caveats re walls... They fail if, by some slim chance, the data > that overflows is the same as the data in the wall. A rare occurance > indeed. This can be minimized by not using 0, perhaps the most common > number to be writen to memory. (I have often seen the value 0x0BADBEEF > used, as it is very easy to see in a hex dump.) Also, when a wall gets > munged, the culprit could be elswhere than where you are watching. For > instance, you might have a runaway pointer and have trashed the wall that > way, not through the stack pointer at all. Everything Wayne said was good except the prefered value for this is 0xDEADBEEF... (at least in the mac world) :^) eli curtz gromit@halcyon.com