HelloWorld crashing with Segmentation fault using mingw

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Default User
Posts: 8
Joined: Wed Sep 12, 2012 7:05 pm
Location: Saquarema, Brasil

HelloWorld crashing with Segmentation fault using mingw

Post by Default User »

My config:
- MingW 4.7.0
- Eclipse 3.7.2
- Irrlicht 1.7.1
- Windows 7 x64 system.


My include path is: \irrlicht-1.7.1\include\
My lib path is: \irrlicht-1.7.1\lib\Win32-gcc\ (which include the files: libIrrlicht.a and libIrrlicht.def)
And the Irrlicht.dll (the same from \irrlicht-1.7.1\bin\Win32-gcc\) is in the same folder of my compiled executable.

It compile without errors and warnings the HelloWorld sample code(main.cpp from irrlicht-1.7.1/examples/01.HelloWorld)
The HelloWorld code:

Code: Select all

/** Example 001 HelloWorld
 
This Tutorial shows how to set up the IDE for using the Irrlicht Engine and how
to write a simple HelloWorld program with it. The program will show how to use
the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
Microsoft Visual Studio is used as an IDE, but you will also be able to
understand everything if you are using a different one or even another
operating system than windows.
 
You have to include the header file <irrlicht.h> in order to use the engine. The
header file can be found in the Irrlicht Engine SDK directory \c include. To let
the compiler find this header file, the directory where it is located has to be
specified. This is different for every IDE and compiler you use. Let's explain
shortly how to do this in Microsoft Visual Studio:
 
- If you use Version 6.0, select the Menu Extras -> Options.
  Select the directories tab, and select the 'Include' Item in the combo box.
  Add the \c include directory of the irrlicht engine folder to the list of
  directories. Now the compiler will find the Irrlicht.h header file. We also
  need the irrlicht.lib to be found, so stay in that dialog, select 'Libraries'
  in the combo box and add the \c lib/VisualStudio directory.
  \image html "vc6optionsdir.jpg"
  \image latex "vc6optionsdir.jpg"
  \image html "vc6include.jpg"
  \image latex "vc6include.jpg"
 
- If your IDE is Visual Studio .NET, select Tools -> Options.
  Select the projects entry and then select VC++ directories. Select 'show
  directories for include files' in the combo box, and add the \c include
  directory of the irrlicht engine folder to the list of directories. Now the
  compiler will find the Irrlicht.h header file. We also need the irrlicht.lib
  to be found, so stay in that dialog, select 'show directories for Library
  files' and add the \c lib/VisualStudio directory.
  \image html "vcnetinclude.jpg"
  \image latex "vcnetinclude.jpg"
 
That's it. With your IDE set up like this, you will now be able to develop
applications with the Irrlicht Engine.
 
Lets start!
 
After we have set up the IDE, the compiler will know where to find the Irrlicht
Engine header files so we can include it now in our code.
*/
#include <irrlicht.h>
 
/*
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
you want to use a class of the engine, you have to write irr:: before the name
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
To get rid of the irr:: in front of the name of every class, we tell the
compiler that we use that namespace from now on, and we will not have to write
irr:: anymore.
*/
using namespace irr;
 
/*
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
read a detailed description of them in the documentation by clicking on the top
menu item 'Namespace List' or by using this link:
http://irrlicht.sourceforge.net/docu/namespaces.html
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
example simple. Hence, we tell the compiler again that we do not want always to
write their names.
*/
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
 
/*
To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
We could set this option in the project settings, but to make it easy, we use a
pragma comment lib for VisualStudio. On Windows platforms, we have to get rid
of the console window, which pops up when starting a program with main(). This
is done by the second pragma. We could also use the WinMain method, though
losing platform independence then.
*/
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
 
 
/*
This is the main method. We can now use main() on every platform.
*/
int main()
{
    /*
    The most important function of the engine is the createDevice()
    function. The IrrlichtDevice is created by it, which is the root
    object for doing anything with the engine. createDevice() has 7
    parameters:
 
    - deviceType: Type of the device. This can currently be the Null-device,
       one of the two software renderers, D3D8, D3D9, or OpenGL. In this
       example we use EDT_SOFTWARE, but to try out, you might want to
       change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8,
       EDT_DIRECT3D9, or EDT_OPENGL.
 
    - windowSize: Size of the Window or screen in FullScreenMode to be
       created. In this example we use 640x480.
 
    - bits: Amount of color bits per pixel. This should be 16 or 32. The
       parameter is often ignored when running in windowed mode.
 
    - fullscreen: Specifies if we want the device to run in fullscreen mode
       or not.
 
    - stencilbuffer: Specifies if we want to use the stencil buffer (for
       drawing shadows).
 
    - vsync: Specifies if we want to have vsync enabled, this is only useful
       in fullscreen mode.
 
    - eventReceiver: An object to receive events. We do not want to use this
       parameter here, and set it to 0.
 
    Always check the return value to cope with unsupported drivers,
    dimensions, etc.
    */
    IrrlichtDevice *device =
        createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16,
            false, false, false, 0);
 
    if (!device)
        return 1;
 
    /*
    Set the caption of the window to some nice text. Note that there is an
    'L' in front of the string. The Irrlicht Engine uses wide character
    strings when displaying text.
    */
    device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
 
    /*
    Get a pointer to the VideoDriver, the SceneManager and the graphical
    user interface environment, so that we do not always have to write
    device->getVideoDriver(), device->getSceneManager(), or
    device->getGUIEnvironment().
    */
    IVideoDriver* driver = device->getVideoDriver();
    ISceneManager* smgr = device->getSceneManager();
    IGUIEnvironment* guienv = device->getGUIEnvironment();
 
    /*
    We add a hello world label to the window, using the GUI environment.
    The text is placed at the position (10,10) as top left corner and
    (260,22) as lower right corner.
    */
    guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
        rect<s32>(10,10,260,22), true);
 
    /*
    To show something interesting, we load a Quake 2 model and display it.
    We only have to get the Mesh from the Scene Manager with getMesh() and add
    a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We
    check the return value of getMesh() to become aware of loading problems
    and other errors.
 
    Instead of writing the filename sydney.md2, it would also be possible
    to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
    other supported file format. By the way, that cool Quake 2 model
    called sydney was modelled by Brian Collins.
    */
    IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
    if (!mesh)
    {
        device->drop();
        return 1;
    }
    IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
 
    /*
    To let the mesh look a little bit nicer, we change its material. We
    disable lighting because we do not have a dynamic light in here, and
    the mesh would be totally black otherwise. Then we set the frame loop,
    such that the predefined STAND animation is used. And last, we apply a
    texture to the mesh. Without it the mesh would be drawn using only a
    color.
    */
    if (node)
    {
        node->setMaterialFlag(EMF_LIGHTING, false);
        node->setMD2Animation(scene::EMAT_STAND);
        node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
    }
 
    /*
    To look at the mesh, we place a camera into 3d space at the position
    (0, 30, -40). The camera looks from there to (0,5,0), which is
    approximately the place where our md2 model is.
    */
    smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
 
    /*
    Ok, now we have set up the scene, lets draw everything: We run the
    device in a while() loop, until the device does not want to run any
    more. This would be when the user closes the window or presses ALT+F4
    (or whatever keycode closes a window).
    */
    while(device->run())
    {
        /*
        Anything can be drawn between a beginScene() and an endScene()
        call. The beginScene() call clears the screen with a color and
        the depth buffer, if desired. Then we let the Scene Manager and
        the GUI Environment draw their content. With the endScene()
        call everything is presented on the screen.
        */
        driver->beginScene(true, true, SColor(255,100,101,140));
 
        smgr->drawAll();
        guienv->drawAll();
 
        driver->endScene();
    }
 
    /*
    After we are done with the render loop, we have to delete the Irrlicht
    Device created before with createDevice(). In the Irrlicht Engine, you
    have to delete all objects you created with a method or function which
    starts with 'create'. The object is simply deleted by calling ->drop().
    See the documentation at irr::IReferenceCounted::drop() for more
    information.
    */
    device->drop();
 
    return 0;
}
 
/*
That's it. Compile and run.
**/
 
the compile log:
**** Internal Builder is used for build ****
g++ -IC:\Users\Eduardo\Downloads\irrlicht-1.7.1\include -O0 -g3 -Wall -c -fmessage-length=0 -o main.o ..\main.cpp
g++ -LC:\Users\Eduardo\Downloads\irrlicht-1.7.1\lib\Win32-gcc -o IrrlichtTest.exe main.o -lIrrlicht
Build complete for project IrrlichtTest
Time consumed: 1378 ms.
I get the windows APPCRASH error, this application need to be closed...
Using the Debug tools from eclipse, i can move step by step trough the code.
It reachs this line all ok:

Code: Select all

    guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
        rect<s32>(10,10,260,22), true);
But when i click to move to the next step, i get this error:
SIGSEGV:Segmentation fault at main() at main.cpp:154 0x4014ae
(if you need more info, i'll post everything i can)

I can run the \irrlicht-1.7.1\bin\Win32-gcc\HelloWorld.exe fine, without problems or warnings.

Can anyone please give me a little support ?

edited1: added the HelloWorld code.
Last edited by Default User on Wed Sep 12, 2012 11:18 pm, edited 1 time in total.
d3jake
Posts: 198
Joined: Sat Mar 22, 2008 7:49 pm
Location: United States of America

Re: HelloWorld crashing with Segmentation fault using mingw

Post by d3jake »

If it is not too large, could you post the entire code file that you are trying to run, or the entire function that is being run?

A seg. fault is usually caused by trying to access memory that hasn't been assigned, or by trying to use a pointer that isn't pointing to anything. Make sure that any pointers that you are using have something to point to. I am not familiar with Eclipse, but there should be same way to list the current values of variables within your program. This way you can see if your pointer is pointing to the correct thing.

Additionally, if you aren't already, make sure that you initialize your variables to 0 when you create them, and\or test for correct values before you use them.
Example:

Code: Select all

scene::IMesh *mesh = 0;
mesh = smgr->getMesh("meshfilename");
if(mesh == NULL)
{
    puts("The mesh couldn't be found!\n");
}
else
{
    smgr->addMeshSceneNode(mesh);
}
Something like this.
The Open Descent Foundation is always looking for programmers! http://www.odf-online.org
"I'll find out if what I deleted was vital here shortly..." -d3jake
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: HelloWorld crashing with Segmentation fault using mingw

Post by hendu »

IIRC there was an issue with mingw 4.7. Either use latest irr (from SVN) or mingw gcc 4.6.

(also, why use 1.7.1 when latest stable is .3?)
CuteAlien
Admin
Posts: 9734
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Re: HelloWorld crashing with Segmentation fault using mingw

Post by CuteAlien »

There was a problem with new MingW (for example image-loading failed), but that shouldn't crash in this line. But yeah - using svn trunk would be better with latest MinGW as the lastest gcc in there unfortunately introduced some changes which we don't handle in Irrlicht 1.7. Either from svn or from nightly builds: http://irrlicht.convextech.ca/
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Default User
Posts: 8
Joined: Wed Sep 12, 2012 7:05 pm
Location: Saquarema, Brasil

Re: HelloWorld crashing with Segmentation fault using mingw

Post by Default User »

d3jake wrote:If it is not too large, could you post the entire code file that you are trying to run, or the entire function that is being run?

A seg. fault is usually caused by trying to access memory that hasn't been assigned, or by trying to use a pointer that isn't pointing to anything. Make sure that any pointers that you are using have something to point to. I am not familiar with Eclipse, but there should be same way to list the current values of variables within your program. This way you can see if your pointer is pointing to the correct thing.

Additionally, if you aren't already, make sure that you initialize your variables to 0 when you create them, and\or test for correct values before you use them.
Example:

Code: Select all

scene::IMesh *mesh = 0;
mesh = smgr->getMesh("meshfilename");
if(mesh == NULL)
{
    puts("The mesh couldn't be found!\n");
}
else
{
    smgr->addMeshSceneNode(mesh);
}
Something like this.
Thanks for the info, but its the HelloWorld source which comes with the Irrlicht itself, it's code should be flawless, anyway I updated the post with the additional code,
thank you.
hendu wrote:IIRC there was an issue with mingw 4.7. Either use latest irr (from SVN) or mingw gcc 4.6.
(also, why use 1.7.1 when latest stable is .3?)
Because the 1.7.3 doesn't have the Win32-gcc Irrlicht.dll, only Win32-visualstudio, as i'm not sure if it should work with a DLL compiled with a different compiler :D (it should work?)
thank you.
CuteAlien wrote:There was a problem with new MingW (for example image-loading failed), but that shouldn't crash in this line. But yeah - using svn trunk would be better with latest MinGW as the lastest gcc in there unfortunately introduced some changes which we don't handle in Irrlicht 1.7. Either from svn or from nightly builds: http://irrlicht.convextech.ca/
I'll try the latest Irrlicht and update the post with results,
thank you.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: HelloWorld crashing with Segmentation fault using mingw

Post by hendu »

You should always build your libraries yourself, never use a precompiled DLL from who knows where. Security aside, matching compiler versions for lib and app is often useful.
Default User
Posts: 8
Joined: Wed Sep 12, 2012 7:05 pm
Location: Saquarema, Brasil

Re: HelloWorld crashing with Segmentation fault using mingw

Post by Default User »

It worked flawlessly with GCC-4.6.1(tdm-1)!

For anyone having issues like segmentation fault, do not use GCC 4.7.0

Use GCC 4.6.1:
I got mine from here:
http://tdm-gcc.tdragon.net/download
(install easily)
and MSYS (if you want)
http://www.mingw.org/wiki/MSYS

If any forum/site mod/admin could make warning about the GCC 4.7.0 appear in the front page, for GCC users and newcomers like me, would prevent a lot of problems for new users.
:D
thanks everyone.
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