我使用Xcode 8.3.3在MacOS 10.12上运行它,并通过Homebrew作为Dylibs安装SDL2.
下面是一些来自lazy foo的略微修改的示例代码.
我刚刚添加了第二个纹理gTexture2和功能loadMedia2,以便能够重现该问题.第二次IMG_Load执行它崩溃时出现以下消息:
EXC_BAD_ACCESS (code=EXC_I386_GPFLT)
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搜索如何解决"一般保护错误"问题也没有让我更进一步,崩溃似乎发生在SDL内部.我可能真的误解了导致这个问题的事情,并且非常欢迎任何帮助.
真正令人困惑的是,它不会一直崩溃,只有3次中的2次.
崩溃似乎发生在里面SDL_AllocFormat_REAL ():
这是代码示例.
/*This source code copyrighted by Lazy Foo' Productions (2004-2015)
and may not be redistributed without written permission.*/
//Using SDL, SDL_image, standard IO, and strings
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string>
//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
//Starts up SDL and creates window
bool init();
//Loads media
bool loadMedia();
//Frees media and shuts down SDL
void close();
//Loads individual image as texture
SDL_Texture* loadTexture( std::string path );
//The window we'll be rendering to
SDL_Window* gWindow = NULL;
//The window renderer
SDL_Renderer* gRenderer = NULL;
//Current displayed texture
SDL_Texture* gTexture = NULL;
SDL_Texture* gTexture2 = NULL;
bool init()
{
//Initialization flag
bool success = true;
//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Set texture filtering to linear
if( !SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "1" ) )
{
printf( "Warning: Linear texture filtering not enabled!" );
}
//Create window
gWindow = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if( gWindow == NULL )
{
printf( "Window could not be created! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Create renderer for window
gRenderer = SDL_CreateRenderer( gWindow, -1, SDL_RENDERER_ACCELERATED );
if( gRenderer == NULL )
{
printf( "Renderer could not be created! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Initialize renderer color
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
//Initialize PNG loading
int imgFlags = IMG_INIT_PNG;
if( !( IMG_Init( imgFlags ) & imgFlags ) )
{
printf( "SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError() );
success = false;
}
}
}
}
return success;
}
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load PNG texture
gTexture = loadTexture( "../assets/player.png" );
if( gTexture == NULL )
{
printf( "Failed to load texture image!\n" );
success = false;
}
return success;
}
bool loadMedia2()
{
//Loading success flag
bool success = true;
//Load PNG texture
gTexture2 = loadTexture( "../assets/scene_main/background.png" );
if( gTexture == NULL )
{
printf( "Failed to load texture image!\n" );
success = false;
}
return success;
}
void close()
{
//Free loaded image
SDL_DestroyTexture( gTexture );
SDL_DestroyTexture( gTexture2 );
gTexture = NULL;
gTexture2 = NULL;
//Destroy window
SDL_DestroyRenderer( gRenderer );
SDL_DestroyWindow( gWindow );
gWindow = NULL;
gRenderer = NULL;
//Quit SDL subsystems
IMG_Quit();
SDL_Quit();
}
SDL_Texture* loadTexture( std::string path )
{
//The final texture
SDL_Texture* newTexture = NULL;
//Load image at specified path
SDL_Surface* loadedSurface = IMG_Load( path.c_str() );
if( loadedSurface == NULL )
{
printf( "Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError() );
}
else
{
//Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface( gRenderer, loadedSurface );
if( newTexture == NULL )
{
printf( "Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError() );
}
//Get rid of old loaded surface
SDL_FreeSurface( loadedSurface );
}
return newTexture;
}
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() || !loadMedia2() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
}
//Clear screen
SDL_RenderClear( gRenderer );
//Render texture to screen
SDL_RenderCopy( gRenderer, gTexture, NULL, NULL );
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
return 0;
}
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小更新:
我在Windows上试过它,它运行得很好.所以我猜这个问题与MacOs有关.
我已经尝试重新安装所有库.
那么它只有一半的解决方案更多的是解决方法.
感谢@Sahib Yar,他指出要尝试将图像放在同一目录中.这解决了这个问题.
但我认为这很奇怪,你应该能够从不同的目录或至少子目录加载资源.
现在我真的很想解释为什么我们无法在MacOS上使用SDL从多个目录加载图像.这只是一个错误,已知的事情还是我犯了大错?
看来你没有破坏不需要的texture2.
SDL_DestroyTexture( gTexture );
SDL_DestroyTexture( gTexture2 );
gTexture = NULL;
gTexture2 = NULL;
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在这个lazyfoo教程中,提到了
在我们的清理功能中,我们必须记住使用释放纹理
SDL_DestroyTexture.
编辑1:
尝试将所有图像放在同一目录中.
编辑2:
这是不相关的目录中的MacOS从本教程中,这似乎是编译器做一些优化与std::string path为std::string是mutable.尝试清除std::string path函数末尾的对象以清除其对象保留的所有内存.
添加此行.
std::string().swap(path);
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你的问题是一个悬垂的指针.EXC_BAD_ACCESS是你在解决访问权限范围之外的不存在的内存或内存的CPU呻吟.原因是缺乏对象的重新安置,导致早期释放,然后被覆盖.在那个时候(可能被延迟),指针将指向垃圾,其解除引用EXC_BAD_ACCESS将被抛出.
编辑3:
它与SDL2无关.在谷歌搜索之后,我发现在Xcode中,所有内容最终都被打包到一个目录中.我发现了很多关于此的问题.它可能与文件夹引用和组相关.我猜它可能是与蓝色文件夹有关的东西.如果是这种情况,您可以查阅此答案并相应地用于SDL.
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