I have been following LazyFoo's SDL2 tutorials and modifying the code slightly so i can compile it as C code on Linux (I am a C programmer and don't know much C++). In the second tutorial he splits his code up into four functions: init()
which handles all the initialization, loadMedia()
which loads an image, close()
which frees all the memory up at the end, and main()
.
My issue is that partway through the init()
function (just after SDL_Init(SDL_INIT_VIDEO)
is called), close()
is called repeatedly (181 times) before executing the rest of init()
. close()
then runs a couple more times before the program segfaults.
My modifications to the code are as follows:
#include <SDL.h>
to #include <SDL2/SDL.h>
include <stdbool.h>
, as is required by CThe addition of a while loop for the rendering portion of the program in main()
:
SDL_Event event;
int quit = false;
while( !quit ) {
SDL_WaitEvent( &event );
if( event.type == SDL_QUIT ) {
quit = true;
}
//Apply the image
SDL_BlitSurface( gHelloWorld, NULL, gScreenSurface, NULL );
//Update the surface
SDL_UpdateWindowSurface( gWindow );
}
This is to fix an issue I had with the first tutorial where nothing was being drawn to the window
SDL_Delay( 2000 );
because it isn't necessary with the rendering loop02_getting_an_image_on_the_screen/hello_.bmp
to hello.bmp
because the source and the image are located in the same folderI have found that the error occurs even if I remove the call to close()
, but runs fine if I remove the function altogether. It also runs fine if I leave the file extension as .cpp, although as far as I'm aware none of the code uses C++ specific features. It might be worth noting that the a window is successfully created, but nothing is ever drawn to it. I'm really at a loss here as to what the cause of it all is.
I compiled the code using GCC V6.3.0 on a Debian Stretch installation. The original source is available for download at the page linked above. My modified version is below.
/*This source code copyrighted by Lazy Foo' Productions (2004-2015)
and may not be redistributed without written permission.*/
//Using SDL and standard IO
#include <SDL2/SDL.h>
#include <stdio.h>
#include <stdbool.h>
//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();
//The window we'll be rendering to
SDL_Window* gWindow = NULL;
//The surface contained by the window
SDL_Surface* gScreenSurface = NULL;
//The image we will load and show on the screen
SDL_Surface* gHelloWorld = 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
{
//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
{
//Get window surface
gScreenSurface = SDL_GetWindowSurface( gWindow );
}
}
return success;
}
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load splash image
gHelloWorld = SDL_LoadBMP( "hello_world.bmp" );
if( gHelloWorld == NULL )
{
printf( "Unable to load image %s! SDL Error: %s\n", "hello_world.bmp", SDL_GetError() );
success = false;
}
return success;
}
void close()
{
//Deallocate surface
SDL_FreeSurface( gHelloWorld );
gHelloWorld = NULL;
//Destroy window
SDL_DestroyWindow( gWindow );
gWindow = NULL;
//Quit SDL subsystems
SDL_Quit();
}
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
SDL_Event event;
int quit = false;
while( !quit ) {
SDL_WaitEvent( &event );
if( event.type == SDL_QUIT ) {
quit = true;
}
//Apply the image
SDL_BlitSurface( gHelloWorld, NULL, gScreenSurface, NULL );
//Update the surface
SDL_UpdateWindowSurface( gWindow );
}
}
}
//Free resources and close SDL
close();
return 0;
}
close
is an operating system function that closes a file handle (an open file, or a socket, or just about anything).
You have defined your own function called close
, and your own functions take priority over library functions. Every time something wants to close a file handle, it calls your close
function. (And also the file handle doesn't get closed because the real close
function wasn't called).