"C stack overflow"
"C stack overflow" - playing overflow the stack.
In the game runs in series / parallel set of operations. Interim results are entered into a selected region (the stack). The size of the overgrown depends on many factors, and purely on the amount of free RAM at start of game.
Thus if the "old" computer RAM or clogged various stock / residents - the volume can not be 'sufficient' for the assembly in critical conditions.
In the assembly of different modules are added / schemes, whose work, in comparison with the original game, an additional load / game fills the stack. The latest minifiksom added at least two new schemes, and in fact the scheme has not yet been optimized to the end, what and test!
Summary:
- Optimize memory company (the old - it is added, and the rest - unload) at the start of the game;
- Give the stats and look forward to update / optimization.
Depart on a stack overflow happens for two reasons:
- A) 'the curve' code;
-
http://www.stalkerte...tyle_emoticons/Brave/cool.png 'local splash' - usually an isolated case.
In case a) - to try to change their game / passage, revert to an earlier save.
In case
http://www.stalkerte...tyle_emoticons/Brave/cool.png - do not use that leads to the departure (eg the "Contact Us" in the PDA) or just continue with the last Seiwa - departures may not be repeated.
Well, if at all 'procedure simply' departures stack - disable the most recently added to the assembly of modules to debug them and / or disabled are not the most interesting for the following modules AI.
As previously explained in stack: a region of memory allocated to the game and which temporarily stores the results of the various functions. If you exceed the amount of results of the selected area overflow on the stack (stack overflow). Filling the stack - is a function of time (!), Ie filling is changed (usually increased, but may decrease) as the playing time at the location. Not to be confused (!) Stack and Storage (storage) of data objects and HS games are remembered not only in RAM.
Simple logic dictates - if the stack periodically emptied (cleared of unclaimed / outdated data) - the overflow can be avoided.
Various (Quick) Save-loady least quite simply completely cleans the stack, because boot (!) any (Quick) Seiwa is reinitializing all modules / variables.
However (!) Is a loss of previously performed audits / computing / counter / ... etc.
- Tolik wounded in the logic is written to "stand and wait 60 seconds after contact with the PC." If after talking to restart Save - trigger a conversation already worked, and the timer time nulled -> Shreds ran home.
- Petrukha report on the implementation of cleanup if the death of all registered in the gulag ATP bandits. Sometimes Petrukha or dies (it should be duplicated report surviving partner), and sometimes counter goes astray, as Do not kill the stalker and / or YY, or a Doctor of monster ... After a reboot - the trigger to work, the bandits live counter is empty, there was no report => report Petruha.
And so on etc. ...
Thus "Treatment podvisshih jobs" restarts it is quite logical, but does not apply to the stack, not counting the trivial complete cleaning.