Saving and Restoring Dynamically Allocated Memory Pages
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0:03Recap and set the stage for the day
0:03Recap and set the stage for the day
0:03Recap and set the stage for the day
4:07Run the game to demo the current situation with regards to the looped live code editing
4:07Run the game to demo the current situation with regards to the looped live code editing
4:07Run the game to demo the current situation with regards to the looped live code editing
6:11win32_handmade.h: Introduce a win32_memory_block struct and add a MemorySentinel to win32_state to enable us to iterate over the memory blocks
6:11win32_handmade.h: Introduce a win32_memory_block struct and add a MemorySentinel to win32_state to enable us to iterate over the memory blocks
6:11win32_handmade.h: Introduce a win32_memory_block struct and add a MemorySentinel to win32_state to enable us to iterate over the memory blocks
10:07win32_handmade.cpp: Enable PLATFORM_ALLOCATE_MEMORY() and PLATFORM_DEALLOCATE_MEMORY() to handle multiple linked memory blocks
10:07win32_handmade.cpp: Enable PLATFORM_ALLOCATE_MEMORY() and PLATFORM_DEALLOCATE_MEMORY() to handle multiple linked memory blocks
10:07win32_handmade.cpp: Enable PLATFORM_ALLOCATE_MEMORY() and PLATFORM_DEALLOCATE_MEMORY() to handle multiple linked memory blocks
21:20Note a caveat: This linked list is not thread-safe
21:20Note a caveat: This linked list is not thread-safe
21:20Note a caveat: This linked list is not thread-safe
22:50win32_handmade.cpp: Make PLATFORM_ALLOCATE_MEMORY() thread-safe
22:50win32_handmade.cpp: Make PLATFORM_ALLOCATE_MEMORY() thread-safe
22:50win32_handmade.cpp: Make PLATFORM_ALLOCATE_MEMORY() thread-safe
25:34win32_handmade.cpp: Think through how to enable Win32BeginRecordingInput() and Win32BeginInputPlayBack() to handle multiple memory blocks
25:34win32_handmade.cpp: Think through how to enable Win32BeginRecordingInput() and Win32BeginInputPlayBack() to handle multiple memory blocks
25:34win32_handmade.cpp: Think through how to enable Win32BeginRecordingInput() and Win32BeginInputPlayBack() to handle multiple memory blocks
30:11win32_handmade.cpp: Get rid of MapViewOfFile() and Win32GetReplayBuffer() and other cruft
30:11win32_handmade.cpp: Get rid of MapViewOfFile() and Win32GetReplayBuffer() and other cruft
30:11win32_handmade.cpp: Get rid of MapViewOfFile() and Win32GetReplayBuffer() and other cruft
35:48win32_handmade.h: Introduce win32_saved_memory_block struct and enable Win32BeginInputPlayBack() to play from blocks of that type
35:48win32_handmade.h: Introduce win32_saved_memory_block struct and enable Win32BeginInputPlayBack() to play from blocks of that type
35:48win32_handmade.h: Introduce win32_saved_memory_block struct and enable Win32BeginInputPlayBack() to play from blocks of that type
41:05win32_handmade.cpp: Enable Win32BeginRecordingInput() and Win32EndRecordingInput() to handle multiple blocks
41:05win32_handmade.cpp: Enable Win32BeginRecordingInput() and Win32EndRecordingInput() to handle multiple blocks
41:05win32_handmade.cpp: Enable Win32BeginRecordingInput() and Win32EndRecordingInput() to handle multiple blocks
47:03Reflect on what we've done, run the game, crash in a Win32DeallocateMemory() call and investigate why
47:03Reflect on what we've done, run the game, crash in a Win32DeallocateMemory() call and investigate why
47:03Reflect on what we've done, run the game, crash in a Win32DeallocateMemory() call and investigate why
51:19Reproduce the bug and investigate what's happening
51:19Reproduce the bug and investigate what's happening
51:19Reproduce the bug and investigate what's happening
53:23win32_handmade.cpp: Make the linked list in PLATFORM_ALLOCATE_MEMORY() thread-safe
53:23win32_handmade.cpp: Make the linked list in PLATFORM_ALLOCATE_MEMORY() thread-safe
53:23win32_handmade.cpp: Make the linked list in PLATFORM_ALLOCATE_MEMORY() thread-safe
54:22Run the game and try in vain to reproduce the bug, before describing what was happening
54:22Run the game and try in vain to reproduce the bug, before describing what was happening
54:22Run the game and try in vain to reproduce the bug, before describing what was happening
55:09Run the game again and crash in inside KernelBase.dll in Win32BeginInputPlayBack()
55:09Run the game again and crash in inside KernelBase.dll in Win32BeginInputPlayBack()
55:09Run the game again and crash in inside KernelBase.dll in Win32BeginInputPlayBack()
56:25win32_handmade.cpp: Make Win32BeginInputPlayBack() pass &BytesRead to ReadFile()
56:25win32_handmade.cpp: Make Win32BeginInputPlayBack() pass &BytesRead to ReadFile()
56:25win32_handmade.cpp: Make Win32BeginInputPlayBack() pass &BytesRead to ReadFile()
57:31Run the game and find that that fixed it
57:31Run the game and find that that fixed it
57:31Run the game and find that that fixed it
58:55win32_handmade.cpp: Make Win32BeginRecordingInput() pass &BytesWritten to WriteFile()
58:55win32_handmade.cpp: Make Win32BeginRecordingInput() pass &BytesWritten to WriteFile()
58:55win32_handmade.cpp: Make Win32BeginRecordingInput() pass &BytesWritten to WriteFile()
59:23Run the game and determine that we're not quite reloading correctly
59:23Run the game and determine that we're not quite reloading correctly
59:23Run the game and determine that we're not quite reloading correctly
59:59Q&A
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59:59Q&A
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59:59Q&A
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1:00:51soysaucethekid Could you explain the padding you used for the memory struct? I believe you said it was for cache-line stuff, so if you omitted it, would it just result in more cache line misses or would it crash the game?
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1:00:51soysaucethekid Could you explain the padding you used for the memory struct? I believe you said it was for cache-line stuff, so if you omitted it, would it just result in more cache line misses or would it crash the game?
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1:00:51soysaucethekid Could you explain the padding you used for the memory struct? I believe you said it was for cache-line stuff, so if you omitted it, would it just result in more cache line misses or would it crash the game?
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1:03:15fangk20 How did you get to where you are today and how did you do it, in terms of coding knowledge?1
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1:03:15fangk20 How did you get to where you are today and how did you do it, in terms of coding knowledge?1
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1:03:15fangk20 How did you get to where you are today and how did you do it, in terms of coding knowledge?1
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1:04:04torgdor It's a bit early to ask, but will there be a HandmadeCon 2017?
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1:04:04torgdor It's a bit early to ask, but will there be a HandmadeCon 2017?
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1:04:04torgdor It's a bit early to ask, but will there be a HandmadeCon 2017?
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1:06:28jeemjam420 Would you recommend any specific resource for learning C++? So far I've been using the "learncpp" website
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1:06:28jeemjam420 Would you recommend any specific resource for learning C++? So far I've been using the "learncpp" website
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1:06:28jeemjam420 Would you recommend any specific resource for learning C++? So far I've been using the "learncpp" website
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1:06:45zilarrezko Have you ever used a rope to manipulate strings?
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1:06:45zilarrezko Have you ever used a rope to manipulate strings?
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1:06:45zilarrezko Have you ever used a rope to manipulate strings?
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1:08:31randolfbat Aren't you going to read in pages that have been deallocated?
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1:08:31randolfbat Aren't you going to read in pages that have been deallocated?
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1:08:31randolfbat Aren't you going to read in pages that have been deallocated?
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1:11:51snoringtortoise So with memory systems, do you always try to put extra bits of data at the end to ensure if they ask for memory from a specific address then it doesn't ruin their day?
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1:11:51snoringtortoise So with memory systems, do you always try to put extra bits of data at the end to ensure if they ask for memory from a specific address then it doesn't ruin their day?
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1:11:51snoringtortoise So with memory systems, do you always try to put extra bits of data at the end to ensure if they ask for memory from a specific address then it doesn't ruin their day?
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1:13:22Close it down with a glimpse into the future
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1:13:22Close it down with a glimpse into the future
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1:13:22Close it down with a glimpse into the future
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