Moderators: Sascha Willems, Thomas
template <class T>
void AddJoint (ndWorld* world, T* joint)
{
ndSharedPtr<ndJointBilateralConstraint> ptr(joint);
world->AddJoint(ptr);
}
~Simulaton ()
{
if (ipTest)
{
world.RemoveModel(ipTest);
//delete ipTest; // crashes - why?
}
}
virtual ~InvertedPendulumTest ()
{
//if (bodyTorso) delete bodyTorso; // crashes - why?
//if (bodyFoot) delete bodyFoot;
//if (joint) delete joint;
}
7>In file included from E:\newton\newton-dynamics\newton-4.00\sdk\dFileFormat\./ndFileFormatShapeConvex.h:26:
7>E:\newton\newton-dynamics\newton-4.00\sdk\dFileFormat\./ndFileFormatShape.h(23,9): warning : macro name is a reserved identifier [-Wreserved-id-macr
inline ndWorld* ndScene::GetWorld() const
{
return nullptr;
}
11>E:\newton\newton-dynamics\newton-4.00\sdk\dCollision/ndScene.h(208,9): warning : 'nullptr' is incompatible with C++98 [-Wc++98-compat]
Julio Jerez wrote:after doing that, in cMake, in Optinal Toolset to use
I put: CLangCL
Alternatively, you can just go to Project Properties and change Platform Toolset to Clang. Then clean and rebuild.
I switch between MSVC and Clang pretty often this way because MSVC has much shorter compile times.
About the warnings, i still have thousands of them for my other project.
Some day i'll fix them all, so i can see those which actually matter
It might be worth to update to the latest VS. Clang support feels more robust recently.
I've had such strange crashes in my project too using VS 2017. After reinstalling VS it sometimes worked, or it did no longer work at all.
So it's totally possible the current problem is just a VS bug i guess.
Personally i'm always quick with updating VS.
Because i always hope they finally fix subtle bugs which annoy me for years.
But then they never do.Julio Jerez wrote:ok, I just try the visual studio build and act the same bad way.
I probably broke something at some point.
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