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Twinklebear's SDL2 tutorial lesson 1 segmentation fault
richardm


Joined: 06 May 2016
Posts: 3
I'm trying to follow Twinklebear's SDL2 tutorial. Lesson 0 compiled and ran properly so I assume I set up SDL2 correctly. Now I'm trying to do Lesson 1
http://www.willusher.io/sdl2%20tutorials/2013/08/17/lesson-1-hello-world

and the program crashes with a segmentation fault. It compiles without errors or warnings.

https://github.com/Twinklebear/TwinklebearDev-Lessons

make and compile step
g++ -o Lesson1 Lesson1.c++ -std=c++11 `sdl-config --libs` -lSDL_ttf -lSDL2 -ILessons/include

output when I run is:
after window
after renderer
imagePath /home/rm/Lessons/res/Lesson1/hello.bmp
after load bmp

[2]+ Segmentation fault (core dumped) ./Lesson1

I get similar errors when I try to run Lesson6.
It seems that a call to SDL_CreateTextureFromSurface is responsible, but the two pointers given in the parameters are not nullptr. I don't understand how I could proceed from here on.
This was posted before but the issue was never resolved.

code
/*
* Lesson 1: Hello World!
*/
int main(int, char**){
//First we need to start up SDL, and make sure it went ok
if (SDL_Init(SDL_INIT_VIDEO) != 0){
std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl;
return 1;
}

//Now create a window with title "Hello World" at 100, 100 on the screen with w:640 h:480 and show it
SDL_Window *win = SDL_CreateWindow("Hello World!", 100, 100, 640, 480, SDL_WINDOW_SHOWN);
//Make sure creating our window went ok
if (win == nullptr){
std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
return 1;
}
std::cout << "after window " << std::endl;
//Create a renderer that will draw to the window, -1 specifies that we want to load whichever
//video driver supports the flags we're passing
//Flags: SDL_RENDERER_ACCELERATED: We want to use hardware accelerated rendering
//SDL_RENDERER_PRESENTVSYNC: We want the renderer's present function (update screen) to be
//synchronized with the monitor's refresh rate

SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (ren == nullptr){
SDL_DestroyWindow(win);
std::cout << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
SDL_Quit();
return 1;
}
std::cout << "after renderer" << std::endl;
//SDL 2.0 now uses textures to draw things but SDL_LoadBMP returns a surface
//this lets us choose when to upload or remove textures from the GPU
std::string imagePath = getResourcePath("Lesson1") + "hello.bmp";
std::cout << "imagePath " << imagePath << std::endl;
SDL_Surface *bmp = SDL_LoadBMP(imagePath.c_str());
if (bmp == nullptr){
SDL_DestroyRenderer(ren);
SDL_DestroyWindow(win);
std::cout << "SDL_LoadBMP Error: " << SDL_GetError() << std::endl;
SDL_Quit();
return 1;
}
std::cout << "after load bmp " << std::endl;
//To use a hardware accelerated texture for rendering we can create one from
//the surface we loaded
SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, bmp);
//We no longer need the surface
SDL_FreeSurface(bmp);
if (tex == nullptr){
SDL_DestroyRenderer(ren);
SDL_DestroyWindow(win);
std::cout << "SDL_CreateTextureFromSurface Error: " << SDL_GetError() << std::endl;
SDL_Quit();
return 1;
}
std::cout << "after texture " << std::endl;
//A sleepy rendering loop, wait for 3 seconds and render and present the screen each time
for (int i = 0; i < 3; ++i){
std::cout << "renderer loop " << std::endl;
//First clear the renderer
SDL_RenderClear(ren);
//Draw the texture
SDL_RenderCopy(ren, tex, NULL, NULL);
//Update the screen
SDL_RenderPresent(ren);
//Take a quick break after all that hard work
SDL_Delay(1000);
}

//Clean up our objects and quit
SDL_DestroyTexture(tex);
SDL_DestroyRenderer(ren);
SDL_DestroyWindow(win);
SDL_Quit();

return 0;
}