Systematic Debugging and Root Cause Analysis Questions
Methodically diagnosing failures and identifying their true cause. Covers hypothesis-driven debugging, bisection and instrumentation, full-stack and production diagnosis, debugging under pressure, and root-cause analysis that prevents recurrence. Emphasizes a repeatable process over guesswork.
Your game's frame rate drops from 60 to about 30 during a specific scene. Walk me through how you'd figure out whether the bottleneck is on the CPU side or the GPU side.
Some players report black or garbled textures, but only on one brand of graphics card. How do you figure out whether that's a shader bug, a driver bug, or an asset problem?
Players occasionally report seeing an object flicker into the wrong position for a single frame, especially when the game is under load. What would you suspect, and how would you investigate?
Explain how to debug a crash in a multi-threaded C++ application. Include how to attach gdb/lldb to a running process, capture core dumps, set breakpoints and watchpoints, obtain thread backtraces, and use sanitizers (ThreadSanitizer, AddressSanitizer) or Helgrind. Provide concrete commands or a short checklist you would follow.
During overnight soak testing, your console game reliably crashes after a couple of hours of continuous play, but never during a normal half-hour QA pass. How do you approach this?
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