Re: [K3d-development] k3d segfaults on startup
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From: Rene J. <cen...@ta...> - 2007-03-31 18:27:46
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Christoph Siegenthaler wrote: > stupid me, ähm, I just found the debuging output... > This may be more helpfull than my previous mails. > > [sigi@arch ~]$ k3d --log-level debug > INFO: package: k3d > INFO: version: 0.7.0.0 > > <SNIP> That's not the debugging output. If the executable in /usr/bin/k3d contains debugging info (it should) you will get a lot more output from running 'gdb k3d' than previously, when the binary didn't contain the debugging information. Gdb tries to read source-code and line-numbers from the program it is running. By switching on the compilers debug-flag, gcc will inject all that into the generated binary (which in turn becomes quite huge). Hmm. Hmm. I think Tim will - as the T-shirt says - have to fix your computer. The only idea I can come up with right now is from looking at the gdb-output you posted in the pastebin earlier: #8 0xb70d049b in libk3dngui::viewport::control::on_redraw () from /usr/lib/k3d/uiplugins/k3d-ngui.module There seems to be 4 occurrences of << in the file k3d/ngui/viewport.cpp, namely in lines: 1255: return_val_if_fail(context, true); 1257: return_val_if_fail(gdk_gl_drawable_gl_begin(drawable, context), true); 1265: k3d::log() << error << "GLEW init failed: " << glewGetErrorString(err) << std::endl; 1286: buffer << std::fixed << std::setprecision(1) << 1.0 / elapsed << "fps"; (line-numbers may be off, in case I accidentally inserted a blank line). As I can understand, you and Tim have already tried to comment out lines 1255, 1257 and 1286, and the last remaining one, 1265, is only happening on the Windows build. Now, call me insane, but what IF your cmake goofed up something ever so slightly and thinks that it is running a windows build. Try adding a single line after the #ifdef in line 1259: #ifdef K3D_PLATFORM_WIN32 #error "THIS CANNOT HAPPEN" Can you still 'make'? Eliminate the impossible and whatever remains bla bla... Welcome to the world of debugging ;-) Rene |