Memory and C++ debugging at EA

I found this video of the recent cppcon from Electronic Arts very interesting. It is worth of watching

In particular the comparison between old HW architectures approaches (PS2, single core) and “new” solutions from onward (i.e. PS3  having Multi Cores and more RAM).

 

Interesting the approach of Memory Allocators, Arenas and techniques to avoid memory fragmentation.

 

One thought on “Memory and C++ debugging at EA

  1. GDB prints memory addresses showing the location of stack traces, structure values, pointer values, breakpoints, and so forth, even when it also displays the contents of those addresses. The default is

    Like

Leave a comment