- Double delete, caused by not following the rule of 3 in C++, which would likely crash - Multithreading code missing volatile or memory barriers (which segued into a discussion of it's disassembly) - Nonvirtual delete through base pointer
Extremely realistic - it's all stuff I've seen and fixed in the wild (this was for a non-entry gamedev job involving plenty of C++)
Further complicating matters is the fact that Microsoft's compilers will treat volatile as a memory barrier - for x86 code. But not for ARM! https://msdn.microsoft.com/en-us/library/jj204392.aspx