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SDL2 on Linux Ubuntu - Seg Fault Error

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b/General Help publicado por u/123outerme September 18, 2017, 07:52:41 PM
When I run the code below inside of one of my functions called drawTile() (inside of another one called drawTilemap() ), I get a segfault. On Windows, nothing happens, and the code works fine, yet on my Linux VM (64-bit/Ubuntu, if that helps), I get a segmentation fault.

SDL_RenderCopyEx(mainRenderer, tilesetTexture, &rect1, &rect2, 0, &center, flip);

where mainRenderer = the global SDL_Renderer variable,
tilesetTexture = the global SDL_Texture that renders the full tileset (or individual tiles, in this case),
rect1 = a local SDL_Rect variable that specifies the tilesetTexture clip rectangle,
rect2 = a local SDL_Rect variable that specifies where on the screen the tile is to be rendered to,
center = a local SDL_Point variable that specifies the centerpoint of the rotating operations,
and flip = a local SDL_RenderFlip parameter that specifies which way(s) to flip the drawn image.

Like I said, on Windows, when I build and run, it runs perfectly. On Linux, when I redownload the library files (just to be safe), build, and run, it always segfaults on this line. I backtraced the issue in GDB, and here's what it told me:

#0  0x00007ffff7b1b21c in ?? () from /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0
#1  0x00007ffff7b1b5fb in ?? () from /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0
#2  0x000000000000b05f in drawTile (id=0, xCoord=0, yCoord=0, width=48, flip=SDL_FLIP_NONE)
#3  0x000000000040af6c in drawTilemap (startX=0, startY=0, endX=20, endY=15, updateScreen=0)
<my notes: There are 6 in total it displays, but all of them expand out to my main(), so nothing I didn't know past this.>
<As well, drawTile() is the function that calls SDL_RenderCopyEx(). The line it breaks on is the line that calls SDL_RenderCopyEx.>

I went through and searched all my variables for improper pointer initialization, passing bad arguments, even that the clipping bounds in rect1 weren't faulty, everything, but I found nothing. What's strange is that, I mentioned how I ran this line inside of a function inside another function; when I run drawTile() (which a call for is nested in drawTilemap(), naturally) by itself, it doesn't segfault. What's even stranger, is that when I navigated to either of the frames that say "?? ()" and type "list", it gives me random lines from either of my C sources.

Here's a larger look at my source:

From myInclude.c:

void drawTilemap(int startX, int startY, int endX, int endY, bool updateScreen)
{
    for(int dy = startY; dy < endY; dy++)
        for(int dx = startX; dx < endX; dx++)
            drawTile(tilemap[dy][dx], dx * TILE_SIZE, dy * TILE_SIZE, TILE_SIZE, SDL_FLIP_NONE);
    if (updateScreen)
        SDL_RenderPresent(mainRenderer);
}

void drawTile(int id, int xCoord, int yCoord, int width, SDL_RendererFlip flip)
{
    SDL_Rect rect1 = {.x = (id / 8) * width, .y = (id % 8) * width, .w = width, .h = width};
    SDL_Rect rect2 = {.x = xCoord, .y = yCoord, .w = width, .h = width};
    SDL_Point center = {.x = width / 2, .y = width / 2};
    SDL_RenderCopyEx(mainRenderer, tilesetTexture, &rect1, &rect2, 0, &center, flip);
}

and from main.c:

int mainLoop(player* playerSprite)
{
    //... setting up other, unrelated variables
    //on Linux, seg fault after calling drawTilemap
    drawTilemap(0, 0, WIDTH_IN_TILES, HEIGHT_IN_TILES, false);
    //WIDTH_IN_TILES is defined as 20, and HEIGHT_IN_TILES is defined as 15
    //... rest of code that isn't run because of the segfault
}

(The body of this message came from my StackOverflow question here, if you want to take a look at that as well)
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u/gameblabla October 10, 2017, 08:14:17 PM
Btw guys, i looked at the error some days ago with him and the crashes is very mysterious.
However, the game code was fundamentally flawed because he is not clearing & updating graphics properly.
This needs more investigation and more printf magic, because not even GDB can't catch the error. (so probably a framebuffer issue)
u/123outerme October 10, 2017, 08:22:56 PM
Quote from: gameblabla on October 10, 2017, 08:14:17 PM
Btw guys, i looked at the error some days ago with him and the crashes is very mysterious.
However, the game code was fundamentally flawed because he is not clearing & updating graphics properly.
This needs more investigation and more printf magic, because not even GDB can't catch the error. (so probably a framebuffer issue)
Yep, however now I clear and update properly, so that definitely can't be the cause. I think it's because somehow my tilemap isn't loading correctly. There could be an issue like it's in a .bin file, so the mapdata (which is just in plaintext) is corrupted/read in the wrong format, causing a Seg Fault when I try to draw it. It can't be the drawTile function itself, since it works when displaying the cursor in the menus.
u/gameblabla October 10, 2017, 08:38:57 PM
So yeah, while i couldn't find the reason for the flickering at the menu screen,
i found the reason why it was crashing in the menu.
This is because the code for parsing the map is... well flawed i mean take a look :
for(int dy = 0; dy < y; dy++)
{
for(int dx = 0; dx < x; dx++)
*(array + dx + dy * x) = sameArray[dy][dx];
}

Playing around with Pointers, huh ? (< _<)
What is sameArray anyway ?

Here's the function btw :
void loadMapFile(char* filePath, int* array[], const int lineNum, const int y, const int x)

Surprisingly, this works on Windows lmao.
u/123outerme October 10, 2017, 09:12:01 PM
Quote from: gameblabla on October 10, 2017, 08:38:57 PM
So yeah, while i couldn't find the reason for the flickering at the menu screen,
i found the reason why it was crashing in the menu.
This is because the code for parsing the map is... well flawed i mean take a look :
for(int dy = 0; dy < y; dy++)
{
for(int dx = 0; dx < x; dx++)
*(array + dx + dy * x) = sameArray[dy][dx];
}

Playing around with Pointers, huh ? (< _<)
What is sameArray anyway ?

Here's the function btw :
void loadMapFile(char* filePath, int* array[], const int lineNum, const int y, const int x)

Surprisingly, this works on Windows lmao.
Yeah I kinda botched it together :P sameArray is the array that will be transposed into the supplied int* array[]. I couldn't find a good way to pass a 2D array as a function though, so how would you recommend I do it? Or should I instead return it?
u/gameblabla October 10, 2017, 10:18:49 PM
QuoteYeah I kinda botched it together :P sameArray is the array that will be transposed into the supplied int* array[]. I couldn't find a good way to pass a 2D array as a function though, so how would you recommend I do it? Or should I instead return it?
Yeah, using return instead should be safer.
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