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Re: Avoiding destructors while still calling atexit handlers
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Re: Avoiding destructors while still calling atexit handlers


  • Subject: Re: Avoiding destructors while still calling atexit handlers
  • From: Brad Oliver <email@hidden>
  • Date: Sun, 8 Jan 2006 12:37:47 -0700

On Jan 7, 2006, at 8:31 AM, email@hidden wrote:

I would like to comment that I think Steve's suggestion is a much
more *maintainable* solution.

In our case, that would be the least maintainable solution. We're porting games from Win32 to Mac, so the original code is not ours to maintain.


The first problem is that this would result in (a guess) slightly under 1000 code changes in one of our current projects. The second, and bigger, problem is that each time we merge in PC patch code (or migrate to an expansion pack code base), we then have to go through and double-check any new destructors in the PC code as well as our prior Mac-only patches. The cycle then repeats when we hit a new game with a dtor-ordering problem.

If there's no easy way to skip the dtor phase then so be it - we'll have to live with it. The CodeWarrior runtime had a simple function you could override that would skip this and only this step. I was hoping the runtime gcc uses had something just as straightforward.

--
Brad Oliver
email@hidden

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