A place to discuss everything related to Newton Dynamics.
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by pHySiQuE » Thu Oct 31, 2013 4:38 pm
I am building Newton for Linux, inside a static library.
When I use Newton in a C++ executable on Linux, it works fine.
When I build Newton into a static library with the rest of my game engine, and then import the library into another executable, the executable crashes when run with a message "segmentation fault (core dumped)".
The crash occurs in NewtonCreate():
- Code: Select all
NewtonWorld* NewtonCreate()
{
TRACE_FUNCTION(__FUNCTION__);
dgMemoryAllocator* const allocator = new dgMemoryAllocator();
//============================================================
NewtonWorld* const world = (NewtonWorld*) new (allocator) Newton (dgFloat32(1.0f), allocator); // crash occurs here
//============================================================
return world;
}
All preprcessor directives are the same in the standalone and static library builds. Any idea what could be wrong here?
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pHySiQuE
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by Julio Jerez » Thu Oct 31, 2013 4:46 pm
what do you mean inopot the library? libar do not get importerd thay are just a collection of .o files tha you link to.
In the demos I link the the .a libraries, in linux.
I will check this weekend, maybe soemtho is new .
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Julio Jerez
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by pHySiQuE » Thu Oct 31, 2013 5:00 pm
My game engine is compiled as a static library. Newton is compiled into this as C++ code.
My editor imports the game engine static library when it is compiled.
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pHySiQuE
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by pHySiQuE » Thu Oct 31, 2013 6:17 pm
If there isn't something you already know, I would not worry about this. The problem is probably on my end. I just got the Code::Blocks debugger working and I will keep working on this myself. Thank you.
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pHySiQuE
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