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Topics - tramstheman

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Ok, so first of all I have tried this:
https://github.com/SFML/SFML/issues/5

I don't think this is the issue however, after following the breakpoint, this happens after one of my gamestates (the intro state)'s destructor is called. As it progresses it calls:

sf::Text::~Text()
sf::Text::~Text()
sf::VertexArray::~VertexArray()
sf::VertexArray::~VertexArray()

and then breaks ...

inline _LIBCPP_INLINE_VISIBILITY void __deallocate(void *__ptr) {
#ifdef _LIBCPP_HAS_NO_BUILTIN_OPERATOR_NEW_DELETE
  ::operator delete(__ptr);
#else
  __builtin_operator_delete(__ptr); <<< RIGHT HERE!!!
#endif
}

This is my output:

Project(33063,0x7fff72aef000) malloc: *** error for object 0x7fa16b8d6f60: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
 


Here is the relevant line in my cmake file:

set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_GLIBCXX_FULLY_DYNAMIC_STRING=1 -std=c++14 -stdlib=libc++")

so I think im doing everything right from the apple standpoint.

OSX: 10.11.5
CMAKE: VERSION 3.5
SFML Version: 2.3

IDE: CLION

Let me know if there is any other information I can give you. The funny thing is, this works fine when I run it in Xcode, but I don't really want to use Xcode for this project. Thanks in advance everyone!

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