From: Warp
Subject: Re: Anyone here familiar with valgrind?
Date: 7 Jan 2009 11:15:55
Message: <4964d53b@news.povray.org>
Chris Cason <del### [at] deletethistoopovrayorg> wrote:
> As the subject says. I think it would be useful to help flush out some> latent bugs in POV that are surely there.
I have used valgrind a few times. It's not like it's hard to use... :P
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- Warp
From: Chris Cason
Subject: Re: Anyone here familiar with valgrind?
Date: 8 Jan 2009 01:44:06
Message: <4965a0b6$1@news.povray.org>
Warp wrote:
> Chris Cason <del### [at] deletethistoopovrayorg> wrote:>> As the subject says. I think it would be useful to help flush out some>> latent bugs in POV that are surely there.> > I have used valgrind a few times. It's not like it's hard to use... :P
yes, but I expect it would be rather slow with something like POV ... ;]
Chris Cason <del### [at] deletethistoopovrayorg> wrote:
> yes, but I expect it would be rather slow with something like POV ... ;]
Does a 1000x1000 pixel image give errors that a 10x10 wouldn't? Apart from
buffers, I would think it would all be the same. (In other words, my programs
tend to fail the first valgrind test just as miserably whether I do a 1000x1000
case or a 10x10 case...)
- Ricky
From: Warp
Subject: Re: Anyone here familiar with valgrind?
Date: 8 Jan 2009 11:25:25
Message: <496628f5@news.povray.org>
triple_r <nomail@nomail> wrote:
> Does a 1000x1000 pixel image give errors that a 10x10 wouldn't? Apart from> buffers, I would think it would all be the same. (In other words, my programs> tend to fail the first valgrind test just as miserably whether I do a 1000x1000> case or a 10x10 case...)
In theory it's possible for the 10x10 render to miss some critical part
which the 1000x1000 doesn't.
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- Warp