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An anonymous reader writes "Patrick Wyatt, one of the developers behind the original Warcraft and StarCraft games, as well as Diablo and Guild Wars, has a post about some of the bug hunting he's done throughout his career. He covers familiar topics — crunch time leading to stupid mistakes and finding bugs in compilers rather than game code — and shares a story about finding a way to diagnose hardware failure for players of Guild Wars. Quoting: '[Mike O'Brien] wrote a module ("OsStress") which would allocate a block of memory, perform calculations in that memory block, and then compare the results of the calculation to a table of known answers. He encoded this stress-test into the main game loop so that the computer would perform this verification step about 30-50 times per second. On a properly functioning computer this stress test should never fail, but surprisingly we discovered that on about 1% of the computers being used to play Guild Wars it did fail! One percent might not sound like a big deal, but when one million gamers play the game on any given day that means 10,000 would have at least one crash bug. Our programming team could spend weeks researching the bugs for just one day at that rate!'"

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wiredmikey writes "On Wednesday, a remote code execution vulnerability in PHP was accidentally exposed to the Web, prompting fears that it may be used to target vulnerable websites on a massive scale. The bug itself was traced back to 2004, and came to light during a recent CTF competition. 'When PHP is used in a CGI-based setup (such as Apache's mod_cgid), the php-cgi receives a processed query string parameter as command line arguments which allows command-line switches, such as -s, -d or -c to be passed to the php-cgi binary, which can be exploited to disclose source code and obtain arbitrary code execution,' a CERT explains. PHP developers pushed a fix for the flaw, resulting in the release of PHP 5.3.12 and 5.4.2, but as it turns out it didn't actually remove the vulnerability."


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