<div dir="ltr"><div>That's an excellent observation ;) This is actually what happend when we<br>first wrote that game - there was a NULL-dereference in the game logic and<br>it caused a 'persistent segmentation fault'. It's really important for<br>programmers to step up when it comes to creating software that uses<br>this type of memory directly. Everyone essentially becomes a file system<br>developer, which is not necessarily a good thing.<br><br>Our hope is that high level languages like python will also help in this<br>regard by making sure that the programmer cannot shoot himself in the foot<br>as easily as it is possible in C.<br><br></div>Piotr<br><div><div><div><div class="gmail_extra"><br><div class="gmail_quote">2016-05-20 12:30 GMT+02:00 Steven D'Aprano <span dir="ltr"><<a href="mailto:steve@pearwood.info" target="_blank">steve@pearwood.info</a>></span>:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">On Wed, May 18, 2016 at 01:44:12PM -0400, R. David Murray wrote:<br>
<br>
[...]<br>
> The main target would of<br>
> course be the data the program wants to preserve between runs, but one of<br>
> the examples at <a href="http://pmem.io" rel="noreferrer" target="_blank">pmem.io</a> is a game program whose state is all in nvram.<br>
> If the machine crashes in the middle of the game, upon restart you pick<br>
> up exactly where you left off, including all the positioning information<br>
> you might consider to be part of the "hot loop" part of the program.<br>
<br>
Wouldn't that mean you're restarting the game in the same state it was<br>
in just before it crashed? Which means (assuming the crash is<br>
deterministic) the very next thing the game will do is crash.<br>
<span class=""><font color="#888888"><br>
<br>
--<br>
Steve<br>
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