http://glsl.heroku.com/e#7280.10
My cute glsl.heroku fractal runs fine on my Macbook Pro, but fails to run on all Windows machines/OSes that I've tried. What could be the problem?
For some reason in some environments global variable definitions get assigned more than once and your code was relying on that. I don't understand how that was working as every programming language I have used globals only get assigned 1 time. The funny thing is your original code also worked for my LG G2 Android phone too.
Move deltax, deltay, imag, and real float definitions into void main. Here is a link to the fix below.
http://glsl.heroku.com/e#11605.0
Related
I never had an issue with this until recently, but glfwInit() always takes 20 seconds to execute. I have seen the other stackoverflows and github issues pertaining to driver issues - but I do not have the same devices as the ones people talk about, and with the devices and drivers (fully updated) I do have, I have never had this issue until now.
RB_CORE_INFO("Creating window {0} ({1}, {2})", props.title, props.width, props.height); // log macro - for example, will print at 10:30:00
if (!gGlfwInitialized)
{
RB_CORE_TRACE("Initializing GLFW"); // prints at 10:30:00
const int success = glfwInit(); // takes 20 seconds
RB_CORE_ASSERT(success, "Could not initialize GLFW")
RB_CORE_TRACE("GLFW Initialized"); // prints at 10:30:20
glfwSetErrorCallback(GlfwErrorCallback);
gGlfwInitialized = true;
}
RB_CORE_TRACE("Creating glfw window");
mWindow = glfwCreateWindow(static_cast<int>(props.width), static_cast<int>(props.height), mData.title.c_str(),
nullptr, nullptr);
A snippet of my code, though I'm quite positive the issue is not my code. Whether my issue is glfw or windows 11 I am not sure, but I'm going mad trying to figure it out. Other work arounds and causes I've found online do not seem to be my case, as far as I can figure at least.
Any help is greatly appreciated.
For reference, I run Windows 11, fully updated and all drivers updated. RTX 3080 gpu and a Ryzen 5900x cpu. Some people have blamed Corsair keyboards, though I have a Ducky keyboard and it doesn't seem to be the cause either.
Note: I've rebooted many times since I first started having this issue a couple days ago.
Edit:
It does seem the issue is related to this and this however these point to a device driver with VID_262 in the hardware ID. But as I do not have any with that particular VID_262 I'm not sure where to start looking. Using DevCon.exe I generated this list but even after unplugging every device one by one, I can't find the issue. As of this edit, I've not yet been able to try running this on another device.
So it turns out VCPKG is evil. I started having more issues - being that ImGui first compiled, but would give me read access violations when I used their NewFrame function. Then it turned into linking errors and a whole bunch of things that really started to confuse me. Even though I'm taking all my libraries from my own folder via premake, it seems Visual Studio has gotten confused and was trying to link both my generated lib files with lib files I had installed on vcpkg.
Turning off vcpkg has fixed both my linking errors and now makes glfw init very fast. I guess I should just uninstall vcpkg completely so it fixes the problem for other games or applications that use things like glfw.
Long story short, VCPKG is a nightmare on my system.
I have problems with the terminal not outputting anything when I run my code, I provided some pictures for guidance. I'm not new to c++ but this is my first time setting up VS code. This is the ; latest version of VS Code. My goal is to have something where I can arbitrarily make code in c++ for practice, and maybe more languages down the road.
Whenever I set "stopAtEntry" to true, the machine terminal will sometimes output, but it's not consistent. And after closing the machine terminal it takes about 17 seconds for it to close. (my computer is new, so is this just a VS code thing?)
When "stopAtEntry" is false, the terminal immediately closes when the program starts.
I'm not sure if I need to adjust this file or even make it. The guy in the tutorial edited it. But it didn't help or worsen the problem. So I might remove it like it was before.
The VS code terminal works fine. It's just the machine terminal that's not working as intended. Oris just simply how compilers work. The only other ones I've tried were Bloodsheed c++ and Net Beans (for Java).
Thank you.
I am evaluating various neural networks created with CNTK from C++. Some are essentially AlexNet, others are V3-inception.
Everything runs fine on dozens and dozens of PCs. But I have found two PCs on which the same code will crash when attempting to evaluate the AlexNet model -- but the V3-inception model will always work - even on these two 'problem PCs'.
So, I figure it must be something about these 2 PCs -- some prerequisites missing, or something. I have checked the obvious things (like vc_redist… )
Going crazy! What could it be? Any ideas?
On one of the PCs, I finally tracked down a Microsoft DLL ( msvcr120.dll ) that apparently was corrupt -- because I replaced it with the same version (pulled off another PC) and then everything worked! However, on malfunctioning PC#2 this same fix did not help. So, its still weird...
I'm using SDL for a little game and since I need a map in this game I was using SDLMappy to do that. Now on Windows everything worked perfectly fine, I had an example map designed, saved as a .FMP file and the program was loading and showing it perfectly.
Recently I switched to Linux (Manjaro). I am using CLion with Cmake now and the program compiles fine (after a lot of other stuff I had to change for linux), but the map can't load anymore. With debugging I found out, that the error occurs here:
if (mapfilesize!=static_cast<long int>(mapbyteswapl(mapgenheader.headsize) + 8)) maperror = MER_MAPLOADERROR;
mapfilesize is 3698985 and the other side of the inequality evaluates to 1179468120
I googled quite a while about this, but it seems like SDLMappy isn't used very much. Also the link to the linux version on the SDLMappy Site seems to be outdated, at least for me it's going nowhere.
Something else that may have to do with this is, that at some point in the SDLMappy code there is a fopen_s call which isn't working under linux. I used the define
#define fopen_s(fp, fmt, mode) *(fp)=fopen( (fmt), (mode))
to fix this, but I don't know if there are any differences in reading a file with fopen and fopen_s in Windows/Linux that may be causing the issue. I couldn't find anything.
The actual question: what are the differences between running in Visual C++ 2010 (both release and debug mode) and standalone, excluding anything that couldn't cause the problem stated at the bottom of this post?
I have a very specific problem with my program, so I am not going to post the code. If you would like to know details of the problem to gain some understanding, I post them at the bottom. Instead, I ask: what are the differences in running in visual c++ and standalone?
I am using Visual C++ 2010, and my program is using SFML 2.0. It runs fine in studio (I am calling it studio because it is easier to type), but when run standalone on some computers only a bug will occur within the program, to do with movement being delayed but other parts not. I cannot find any links between the computer specs of the users who test it and whether they work or not.
All dlls and such are included (at least, I think they are - the program runs fine, as detailed at the bottom - maybe some users have some framework installed?). On my computer, it works all the time in studio but not standalone. On my netbook, it works, on my older computer, it doesn't. The only project settings I changed with vc++ directories and linker settings.
Problem details:
All the sounds sound slightly different and there is a possible high pitched background noise. Character movement, enemy movement and space bar delay which is supposed to be 0.5 seconds is increased to about 5 seconds but "generating pixels" (an aspect in the game with the arrow keys isn't.
I'm stressing again that it only happens on SOME COMPUTERS, mine included, but always works when run within studio. A number of people have tested the game, and some reported the problem and others different.
[NOT THE MAIN POINT OF THE QUESTION BUT HERE IS AN EXTRA BIT: If you are so willing to help me that you wish to look through the entire source code, it's here: http://dl.dropbox.com/u/53835113/EVERYTHING.zip [note: ignore the massive amount of bugs and memory leaks other than the problem described :P]]
EDIT: THE POINT ISN'T THAT I WANT MY PROGRAM DEBUGGED! That is an optional extra. The question: what are the differences in running in visual c++ and standalone?
More edits: Found that the problem is due to the frame time not being correct. Not sure if this provides some insight.
Thanks to anyone who tries to help me!
GetFrameTime() in SFML was removed in a recent version because it returns the time since last frame rather than the time since last update. As a result, the it may return 0.