When we are debugging a crash, some resource leak or even a memory corruption; we ever know where to begin.
If it’s a crash, well then you have an exception and the application’s flow is paused right on the faulty instruction.
If it’s a memory leak for example, you know that the size of the allocation will most likely be the same for the memory leaked and then you can pinpoint it correctly.
But our objective here is to find where the mines are, how to manipulate them in order to make the game not losable and then develop our own applications to automate this process using the most variated methods.
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