My code runs fine in debug mode but fails in release mode.
Here's a snippet of my code where it fails:
LOADER->AllocBundle(&m_InitialContent);
while(!m_InitialContent.isReady())
{
this->LoadingScreen();
}
AllocBundle() will load the content contained in m_InitialContent and set it's ready status to true when it is done. This is implemented using multithreading.
this->LoadingScreen()
should render a loading screen, however at the moment that is not implemented yet so the function has an empty body.
Apparently this might be the cause of the error: If I give the function LoadingScreen() one line of code: std::cout<<"Loading"<<std::endl;
then it will run fine.
If I don't, then the code gets stuck at while(!m_InitialContent.isReady())
It never even jumps to the code between the brackets (this->LoadingScreen();
). And apparently neither does it update the expression in the while statement because it stays stuck there forever.
Does anyone have any ideas what might be causing this? And if so, what might the problem be? I'm completely puzzled.
EDIT: Additional code on request
member of ContentLoader: details::ContentBundleAllocator m_CBA;
void ContentLoader::AllocBundle(ContentBundle* pBundle)
{
ASSERT(!(m_CBA.isRunning()), "ContentBundleAllocator is still busy");
m_CBA.Alloc(pBundle, m_SystemInfo.dwNumberOfProcessors);
}
void details::ContentBundleAllocator::Alloc(ContentBundle* pCB, UINT numThreads)
{
m_bIsRunning = true;
m_pCB = pCB;
pCB->m_bIsReady = false;
m_NumRunningThrds = numThreads;
std::pair<UINT,HANDLE> p;
for (UINT i = 0; i < numThreads; ++i)
{
p.second = (HANDLE)_beginthreadex(NULL,
NULL,
&details::ContentBundleAllocator::AllocBundle,
this,
NULL,&p.first);
SetThreadPriority(p.second,THREAD_PRIORITY_HIGHEST);
m_Threads.Insert(p);
}
}
unsigned int __stdcall details::ContentBundleAllocator::AllocBundle(void* param)
{
//PREPARE
ContentBundleAllocator* pCBA = (ContentBundleAllocator*)param;
//LOAD STUFF [collapsed for visibility+]
//EXIT===========================================================================================================
pCBA->m_NumRunningThrds -= 1;
if (pCBA->m_NumRunningThrds == 0)
{
pCBA->m_bIsRunning = false;
pCBA->m_pCB->m_bIsReady = true;
pCBA->Clear();
#ifdef DEBUG
std::tcout << std::endl;
#endif
std::tcout<<_T("exiting allocation...")<<std::endl;
}
std::tcout<<_T("exiting thread...")<<std::endl;
return 0;
}
bool isReady() const {return m_bIsReady;}
When you compile your code in Debug mode, the compiler does a lot of stuff behind the scenes that prevents many mistakes made by the programmer from crashing the application. When you run in Release, all bets are off. If your code is not correct, you're much more likely to crash in Release than in Debug.
A few things to check:
catch
exceptions that you're not expecting and then continue running as if nothing had happened.