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Messages - formerBGIuser

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1
General / Re: SFML 2.0, first try on mingW
« on: May 26, 2012, 05:27:12 pm »
The "Getting started" tutorials are ready now, so you should really read them ;)

I was already doing everything right for the .dll version of 2.0RC, but still the termination with a long negative number in the console window after normal program execution.  However, while CMake was downloading I set up another project and did the static link this time, and it worked with release and debug versions both!  :)

2
General / Re: SFML 2.0, first try on mingW
« on: May 26, 2012, 01:05:36 pm »
Did you compile SFML? If so, with what CMake settings?

No, I used the GCC  DW2 download.  Darn, I didn't read this first:

Quote
The "getting started" tutorials are not ready yet, so if you have no idea how to install and use this version, you'd better wait until the final version is released, and tutorials are written.


Did you use Code::Blocks, or a makefile? Can you show the project/makefile?

I used Code::Blocks, here's the project:

<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
   <FileVersion major="1" minor="6" />
   <Project>
      <Option title="sfml2_1" />
      <Option pch_mode="2" />
      <Option compiler="gcc" />
      <Build>
         <Target title="Debug">
            <Option output="bin\Debug\sfml2_1" prefix_auto="1" extension_auto="1" />
            <Option object_output="obj\Debug\" />
            <Option type="1" />
            <Option compiler="gcc" />
            <Compiler>
               <Add option="-g" />
            </Compiler>
         </Target>
         <Target title="Release">
            <Option output="bin\Release\sfml2_1" prefix_auto="1" extension_auto="1" />
            <Option object_output="obj\Release\" />
            <Option type="1" />
            <Option compiler="gcc" />
            <Compiler>
               <Add option="-O2" />
            </Compiler>
            <Linker>
               <Add option="-s" />
            </Linker>
         </Target>
      </Build>
      <Compiler>
         <Add option="-Wall" />
         <Add directory="C:\SFML2MGW\include" />
      </Compiler>
      <Linker>
         <Add library="sfml-audio" />
         <Add library="sfml-graphics" />
         <Add library="sfml-window" />
         <Add library="sfml-system" />
         <Add directory="C:\SFML2MGW\lib" />
      </Linker>
      <Unit filename="main2.cpp" />
      <Extensions>
         <code_completion />
         <debugger />
      </Extensions>
   </Project>
</CodeBlocks_project_file>

3
General / SFML 2.0, first try on mingW
« on: May 26, 2012, 05:45:41 am »
Hello, I did my first try of SFML 2.0 RC today on MingW on Win7 and everything worked fine, but the return code was  -2147418113.  This was with the "Short Example" code in the SFML 2.0 Documentation section, and after retrying by pressing F8, gdb claimed a seg fault.  At any rate it's nice to have it up and running, because I never really got into the CMake scene.  Any comments welcome if it was myself that could have caused it, and at any rate, best of luck with the upcoming release! -B

Addendum 11:49 EST:

Here is a dump:

#0 7569A4B9   ole32!CoFileTimeToDosDateTime() (C:\Windows\syswow64\ole32.dll:??)
#1 7569A423   ole32!CoFileTimeToDosDateTime() (C:\Windows\syswow64\ole32.dll:??)
#2 7569A548   ole32!CoFileTimeToDosDateTime() (C:\Windows\syswow64\ole32.dll:??)
#3 7569B2CA   ole32!CoFileTimeToDosDateTime() (C:\Windows\syswow64\ole32.dll:??)
#4 75699F6A   ole32!CoFileTimeToDosDateTime() (C:\Windows\syswow64\ole32.dll:??)
#5 75699E25   ole32!CoFileTimeToDosDateTime() (C:\Windows\syswow64\ole32.dll:??)
#6 75699D86   ole32!CoFileTimeToDosDateTime() (C:\Windows\syswow64\ole32.dll:??)
#7 75699D3F   ole32!CoFileTimeNow() (C:\Windows\syswow64\ole32.dll:??)
#8 743CE880   DirectSoundCaptureCreate() (C:\Windows\SysWOW64\dsound.dll:??)
#9 743CE668   DirectSoundCaptureCreate() (C:\Windows\SysWOW64\dsound.dll:??)
#10 743CE43A   DirectSoundCaptureCreate() (C:\Windows\SysWOW64\dsound.dll:??)
#11 743D3EA0   DirectSoundCaptureCreate() (C:\Windows\SysWOW64\dsound.dll:??)
#12 743CE43A   DirectSoundCaptureCreate() (C:\Windows\SysWOW64\dsound.dll:??)
#13 743D35E9   DirectSoundCaptureCreate() (C:\Windows\SysWOW64\dsound.dll:??)
#14 743D3A7C   DirectSoundCaptureCreate() (C:\Windows\SysWOW64\dsound.dll:??)
#15 743D3646   DirectSoundCaptureCreate() (C:\Windows\SysWOW64\dsound.dll:??)
#16 6CD55006   alcCloseDevice() (c:\mysource\sfml 2 projectjs\sfml2_1\bin\debug\openal32.dll:??)
#17 00000000   0x07b40048 in ??() (??:??)
#18 00000000   0x0000ac44 in ??() (??:??)
#19 00000000   0x00000400 in ??() (??:??)
#20 00000000   0x00000004 in ??() (??:??)
#21 00000000   0x00000002 in ??() (??:??)
#22 00000000   0x00000002 in ??() (??:??)
#23 00000000   0x00372cc0 in ??() (??:??)

4
Feature requests / Re: Request: Exceptionhandling?
« on: March 29, 2012, 05:13:15 am »
Well why not just have C-style error checking in SFML in 2.0 and then do exceptions for version 3?  You could use a Uint16 and have plenty of error codes to return, and then have an array of std::strings or const char * strings in SFML_system.h and just return those with a getError function that just spits that back when the user calls it?  My personal motivation is that I haven't been able to run any SFML 1.6 code on either of my computers for awhile (with MingW, MSVC++ is fine), even though I updated my graphics drivers and used mingw-with-gcc-4.4.  You could use the RenderWindow constructor to just set the values and then use an initter to actually make the attempt and then return an error code, that's how I see it. 

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