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Author Topic: Strange crashes and problems with VC++2008  (Read 2435 times)

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bbgaming

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Strange crashes and problems with VC++2008
« on: August 09, 2009, 07:59:47 am »
Just downloaded and started messing with SFML, looks great. But I'm getting random problems, some of which make no sense. Visual C++ 2008 Express.

1. When closing a window (created with sf::window) I get an error:
Debug Error
...
Run-Time Check Failure #2 - Stack around the variable App was corrupted.
This happens in different forms (sometimes it crashes without an error message) on every window, even renderwindows on the graphics library, and even with a file straight from the tutorial (http://www.sfml-dev.org/tutorials/1.5/window-events.php) simply linked and compiled.

2. App.Clear(), with any arguments or none, crash the program with no error message, just a standard Vista "Close the program" dialogue. This is a fatal error, I can't do much if I can't clear the drawing buffer. ;)

I'm running Windows Vista Home Premium 32bit, VC++ 2008, Toshiba Satellite A205-S5000

K-Bal

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Strange crashes and problems with VC++2008
« Reply #1 on: August 09, 2009, 08:55:32 am »
Are you mixing debug- and release-builds?
Listen to my band: pencilcase.bandcamp.com

bbgaming

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Strange crashes and problems with VC++2008
« Reply #2 on: August 09, 2009, 05:15:52 pm »
I'm sorry?

I see a drop down menu with debug and release as options but I've never messed with it, and if I set it to release I get unresolved externals like crazy. I usually click "Start without debugging" to run the program (in the debug menu). All the dlls and linked libraries don't have the -s or -d extensions.

Hope that helped answer your question.

Laurent

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Strange crashes and problems with VC++2008
« Reply #3 on: August 09, 2009, 05:26:40 pm »
In debug configuration, you should link to -d libraries.
Laurent Gomila - SFML developer

bbgaming

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Strange crashes and problems with VC++2008
« Reply #4 on: August 10, 2009, 04:13:47 am »
Thank you. :D

I can't believe it was that simple. I figured out the linkings disappear from debug to release, also, so that fixes the unresolved externals.