Yeah, it's cool seeing how all the operators work.
The 2nd one that Neuro posted was pretty creative, didn't spot that comment mark. I would've seen it in an IDE, though.
EDIT: I actually did have a bug, but it involves code thats extremely big, lol. I was trying to port an OpenGL program to an object model, like this:
//This is inside the singleton class startup function
InputManager.Start();
WindowManager.Start();
GraphicsManager.Start();
//do some coding
//Shutdown function
GraphicsManager.End();
WindowManager.End();
InputManager.End();
From the book I learned this technique from, it spoke of how this applied to games, but this could be a valid object model for any program.
But the bug was just a runtime error that I got at startup (access violation). My problem was that my singleton class (represents the program as a whole) was initializing the OpenGL subsystems before WinMain (I used a constructor), and that screwed things up. I changed it to a Start() member function and put it inside my entrypoint, and with tweaking, it worked.