This is understood, and this was the old behavior, and this was preferable to having shit break unexpectedly.
"Whatever naturally happens" cannot be defined consistently when you have out-of-bounds pointer arithmetic, etc.
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One usually does not need to worry about supporting an infinite number of unknown platforms.
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Like, some of us just do x86_64 posix & windows, and it's fine.
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And even those that *do* support a relatively wide variety of hardware (e.g. game engine programmers) are fine with it.
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Like, it's just another platform layer. It's not as big a deal as you seem to think.
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Again, I refer you to the post by Jeff Roberts above.
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In the case of OOB pointers, yeah, you either get a segfault or possibly garbage. That's bad, and the programmer should fix \
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it, but it's usually more robust than having the compiler treat that possibility as a dead code path.
End of conversation
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