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digitalmars.D - Clang with SAFECode

reply Jacob Carlborg <doob me.com> writes:
"We have a new release of Clang with SAFECode technology for detecting
memory safety errors."

I thought that someone might be interested:

http://clang-developers.42468.n3.nabble.com/Clang-SAFECode-Release-Announcement-td3265143.html


-- 
/Jacob Carlborg
Aug 18 2011
parent reply Andrei Alexandrescu <SeeWebsiteForEmail erdani.org> writes:
On 8/18/11 12:41 PM, Jacob Carlborg wrote:
 "We have a new release of Clang with SAFECode technology for detecting
 memory safety errors."

 I thought that someone might be interested:

 http://clang-developers.42468.n3.nabble.com/Clang-SAFECode-Release-Announcement-td3265143.html

Thanks for the info. Walter and my perception is that safety is big and becoming huge, so SafeD was a good bet (props to Bartosz Milewski for first proposing it). Andrei
Aug 18 2011
next sibling parent reply bearophile <bearophileHUGS lycos.com> writes:
Andrei Alexandrescu:

 http://clang-developers.42468.n3.nabble.com/Clang-SAFECode-Release-Announcement-td3265143.html

Thanks for the info. Walter and my perception is that safety is big and

first proposing it).< The purpose of that SAFECode is very different from the purpose of D safe: it's a tool to help find bugs in unsafe code, while safe merely disallows some memory-unsafe operations. I presume both things are needed, because sometimes you need to write unsafe code too. I'd like some optional functionality like SAFECode in the D compiler too. Bye, bearophile
Aug 18 2011
parent reply Walter Bright <newshound1 digitalmars.com> writes:
bearophile wrote:
 I'd like some optional functionality like SAFECode in the D compiler too.

Very little code in a D program needs to be system, so I see little need for this.
Aug 19 2011
parent reply bearophile <bearophileHUGS lycos.com> writes:
Walter:

 Very little code in a D program needs to be  system, so I see little need for
this.

I'd like to know what percentage of code of a high-performance indie video game is system :-) Bye, bearophile
Aug 20 2011
parent reply Walter Bright <newshound2 digitalmars.com> writes:
On 8/20/2011 11:48 PM, bearophile wrote:
 Very little code in a D program needs to be  system, so I see little need for
this.

I'd like to know what percentage of code of a high-performance indie video game is system :-)

You're not going to use those runtime checks in high performance video code.
Aug 22 2011
parent bearophile <bearophileHUGS lycos.com> writes:
Walter:

 You're not going to use those runtime checks in high performance video code.

I see it as infrastructure useful for debugging and code test. The advantage over Valgrind is that it doesn't slow down the code 10 times, but only 1.2-1.5 times, so you are able to play the game during debugging too. Bye, bearophile
Aug 22 2011
prev sibling parent Josh Simmons <simmons.44 gmail.com> writes:
On Mon, Aug 22, 2011 at 6:11 PM, bearophile <bearophileHUGS lycos.com> wrote:
 Walter:

 You're not going to use those runtime checks in high performance video code.

I see it as infrastructure useful for debugging and code test. The advantage over Valgrind is that it doesn't slow down the code 10 times, but only 1.2-1.5 times, so you are able to play the game during debugging too. Bye, bearophile

Not to mention while games are performance sensitive, unless it's an AAA title it's probably not _that_ sensitive in the majority of areas. Most games are loaded with assertions in debug mode anyway. Cheers, Josh
Aug 22 2011