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14:11 | <@ErikMesoy> | hee hee, self.Control (as part of MVC pattern) |
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15:57 | <@froztbyte> | ErikMesoy: ....and I bet you know what's playing in my head now, right? |
16:00 | <@ErikMesoy> | No? |
16:00 | <@froztbyte> | wut |
16:01 | <@froztbyte> | well, here you go, then: https://www.youtube.com/watch?v=p8-pP4VboBk |
16:01 | <@ErikMesoy> | Never seen that before |
16:03 | <@froztbyte> | colour me somewhat surprised |
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19:43 | < AnnoDomini> | WTF. The program seems to be crashing on "if (ptr) {...". |
19:43 | < AnnoDomini> | I've got debugging messages before and after this. How the hell is a null pointer check crashing? |
19:45 | <&ToxicFrog> | Are you compiling with optimizations? |
19:45 | <&ToxicFrog> | Have you tried actually stepping through it in a debugger? |
19:51 | < AnnoDomini> | How do I check the compilation options in Qt? |
19:52 | < AnnoDomini> | Also, I've not yet been able to discover how the debugger in Qt Creator is supposed to work. |
19:54 | < AnnoDomini> | (I'm using default Qt Creator settings for building. Haven't changed anything in this project concerning that.) |
19:59 | < AnnoDomini> | OK, it seems that there are no optimization flags anywhere. |
20:08 | <&ToxicFrog> | Isn't Qt Creator a GUI builder, not a compiler? |
20:08 | <&ToxicFrog> | Or has it gone full IDE now? |
20:09 | <@ErikMesoy> | It's an IDE. |
20:09 | < AnnoDomini> | It uses MinGW for compiling here. |
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20:10 | <@ErikMesoy> | http://en.wikipedia.org/wiki/Qt_Creator "... is a cross-platform C++, JavaScript and QML integrated development environment" |
20:10 | <&ToxicFrog> | Alright then |
20:11 | <&ToxicFrog> | AnnoDomini: then it's using gcc, most likely. If you can pry the compilation options out of it, see if it's building with -O{1,2,3} rather than -O0 -g |
20:13 | < AnnoDomini> | ToxicFrog: The only relevant flag I see here is "c++11". |
20:13 | < AnnoDomini> | I'm looking at the file where build options would normally go and there's no O# in there. |
20:14 | | * AnnoDomini rebuilds all to make sure. |
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20:19 | <&ToxicFrog> | I would recommend figuring out the debugger as the next step, then |
20:19 | < AnnoDomini> | ToxicFrog: g++ -c -pipe -fno-keep-inline-dllexport -g -std=c++0x -frtti -Wall -Wextra -fexceptions -mthreads -DUNICODE -DQT_QML_DEBUG -DQT_DECLARATIVE_DEBUG -DQT_WIDGETS_LIB -DQT_GUI_LIB -DQT_CORE_LIB -DQT_NEEDS_QMAIN -I..\SlowerThanLight_Qt -I"E:\Qt\Qt5.2.0\5.2.0\mingw48_32\include" -I"E:\Qt\Qt5.2.0\5.2.0\mingw48_32\include\QtWidgets" -I"E:\Qt\Qt5.2.0\5.2.0\mingw48_32\include\QtGui" -I"E:\Qt\Qt5.2.0\5.2.0\mingw48_32\include\QtCore" -I"debug" -I"." -I" |
20:20 | < AnnoDomini> | Anything odd about this? |
20:21 | <&ToxicFrog> | Nope. Default is -O0, so you should be good. |
20:21 | <&ToxicFrog> | (the reason I ask is that with optimization on, it may reorder statements, meaning that your debugging printfs may happen before or after you expect them to) |
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20:55 | | * AnnoDomini thinks. |
21:39 | <&ToxicFrog> | What's the actual code? |
21:45 | < AnnoDomini> | ToxicFrog: http://pastie.org/9405723 |
21:46 | < AnnoDomini> | Also, in the most recent crash, it seems to have moved one level back. Now it crashes at the assignment that launches the method, "bodyx = body->getX(date2days(game.date));". |
21:54 | <&ToxicFrog> | ...yeah, that doesn't look crashable unless getX does something funky. |
21:55 | <&Derakon> | Sounds like you're broken elsewhere and it's just manifesting here, then. |
21:55 | <@Azash> | Or game is null |
21:55 | <@Azash> | or game.date is invalid format |
21:55 | < AnnoDomini> | Azash: Shouldn't be. I get this error for some Bodies, but not for most. |
21:56 | <@Azash> | Which language is this, btw? |
21:56 | <@Azash> | Is it feasible that the bodyx variable is not properly declared in some cases? |
21:57 | < AnnoDomini> | C++. It's declared. Right before that. |
21:57 | < AnnoDomini> | Derakon: Could it be that Qt's thingamajigs work concurrently with my own code, which makes it appear that my code is faulty? |
21:58 | < AnnoDomini> | Because I do get the same kind of crash at various, seemingly random places. |
21:58 | <&Derakon> | AD: mmmmaybe, but I'd be inclined to suspect you've screwed up your memory management somehow instead. |
21:58 | < AnnoDomini> | Not touching dynamic allocation, if that's what you mean. |
21:59 | <&Derakon> | Unless Qt is meaning you have multiple threads modifying game state at the same time, which is an easy source of trouble. |
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21:59 | <&Derakon> | AD: what, so you never use new or delete? |
21:59 | < AnnoDomini> | Didn't need to, so far. |
22:02 | < AnnoDomini> | (Is that bad?) |
22:06 | <&ToxicFrog> | To the valgrind, IMO |
22:06 | <&ToxicFrog> | Random crashes in places where your code can't possibly crash usually means you've screwed up somewhere else and whacked memory you shouldn't have |
22:17 | | * AnnoDomini puts figuring out how to compile valgrind on the stack. |
22:23 | < AnnoDomini> | ToxicFrog: Is there Valgrind for Windows? |
22:40 | <&ToxicFrog> | No idea! |
22:49 | <&McMartin> | No as such, but MSVC++ does have a "debug heap" that is failfast |
22:50 | <&McMartin> | http://msdn.microsoft.com/en-us/library/z8h19c37%28v=vs.90%29.aspx |
22:52 | <&McMartin> | I'm pretty sure you can't write Qt code without new and delete, but perhaps all instances of it are happening in generated code. |
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23:41 | <@Tarinaky> | It's pretty trivial to avoid, explicitly, using new/delete in C++. |
23:41 | <@Tarinaky> | Assuming you don't count static libraries. |
23:43 | <&McMartin> | Qt may have changed its operations, but in the past you had to construct QWidget*s and pass ownership of them to their container widgets. |
23:44 | <@Tarinaky> | You can write a class that does this, the class itself lives on the stack with appropriate constructor/destructor/copy/assign definitions |
23:44 | <@Tarinaky> | Then call said class a black box/library. |
23:45 | <@Tarinaky> | Obviously, the resources themselves are on the heap... But you can keep your interfaces for them on the stack and assign ownership. |
23:45 | <@Tarinaky> | Kinda disingenuous though. |
23:45 | <&McMartin> | Yes, and UIC does that (though as a field, not on the stack) |
23:45 | <&McMartin> | And if you do that it doesn't mean that valgrind won't have lots to do |
23:46 | <@Tarinaky> | Not super familiar with valgrind. |
23:46 | <&McMartin> | It's a heap debugger. |
23:47 | <@froztbyte> | McMartin: offhand, which do you know better, valgrind or gdb? |
23:48 | <@froztbyte> | (I know they're not quite the same thing, but..) |
23:48 | <&McMartin> | I don't think I know either "well" |
23:48 | <&McMartin> | valgrind I can point at a program and interpret the results. |
23:48 | <&McMartin> | gdb I can interact with for simple forward debugging and crash investigation, but I can't do scripting |
23:49 | <@froztbyte> | ah |
23:49 | <@froztbyte> | yeah I had a minor foray into that recently |
23:49 | <@Tarinaky> | I have a friend from Uni who still hasn't learned to use a debugger/gdb as a troubleshootig step :/ |
23:49 | <@froztbyte> | stepping through coredumps on a headless server |
23:49 | <@froztbyte> | breaking out vtable refs, etc |
23:49 | <@froztbyte> | I actually don't like having that knowledge in my brain, but it's too late now :( |
23:50 | <@Tarinaky> | I only know the basics of gdb, but you can do a /lot/ with that. |
23:50 | <@froztbyte> | also, trying to postmortem crash on a coredump with optimized-out memory segments = super infuriating |
23:50 | <@froztbyte> | Tarinaky: indeed, it's pretty awesome |
23:50 | <@froztbyte> | I found some other neat RE utilities the other day |
23:51 | <@froztbyte> | although I bet I won't find them now that they came up |
23:54 | | * TheWatcher recommends ddd as a frontend to gdb, for it is awesome |
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23:55 | <&McMartin> | Most of my crash dumps these days are on Windows, but by accident of history Windows tends towards offline debugging symbol files for otherwise stripped binaries, which is a godsend in the field. |
23:56 | <&McMartin> | And which I wish was more of a thing in the distros |
--- Log closed Sun Jul 20 00:00:06 2014 |