3 ms·
One question is what proportion of the memory is being used for different things, and which of those you'd notice. The actual text representation is tiny compa
by kimixa 3y ago
One question is what proportion of the memory is being used for different things, and which of those you'd notice.
The actual text representation is tiny compared to (for example) the framebuffer of said text rendered to the screen. I wouldn't be surprised if the size of my desktop background in RAM is larger than all the code I have written ever in my professional life. You probably wouldn't even notice a bit corruption in that, especially if it's a temporary image buffer being updated constantly.
As you'd expect a random error to hit things proportional to their size in memory, there's likely orders of magnitude more running code in your editor than the actual text you're editing, which is more likely to simply crash than silently corrupt a diff.
And on crashing, there's issues I've seen from user reports with backtraces and memory states that just don't make sense. I personally suspect that some, especially those without multiple examples, could quite easily be due to random memory corruption. And there's a long enough tail of these weird issues from that sampling I honestly wouldn't be surprised if such corruption events were a lot more common than many people think.
And that's on a pretty locked down platform so no worries about consumers overclocking. I've heard it's even worse for some of my colleagues working on more gamer-adjacent products - some people's definition of "Stable" is rather loose.
And as for the OG paper, I think it also said the errors weren't evenly distributed over all hardware - likely due to manufacturing differences some are run closer to the edge than others, but in a way that don't break quickly enough to easily test and be replaced as defective. So you might just be unlucky and have a weirdly unstable system.