code logs -> 2014 -> Sat, 19 Jul 2014< code.20140718.log - code.20140720.log >
--- Log opened Sat Jul 19 00:00:50 2014
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14:11
<@ErikMesoy>
hee hee, self.Control (as part of MVC pattern)
14:22 Kindamoody|afk is now known as Kindamoody
14:42 abudhabi is now known as AnnoDomini
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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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19:20 Derakon[AFK] is now known as Derakon
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.
20:10 Turaiel is now known as Turaiel[Offline]
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.
20:18 Kindamoody|afk is now known as Kindamoody
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
code logs -> 2014 -> Sat, 19 Jul 2014< code.20140718.log - code.20140720.log >

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