still having problems with cross development
still having problems with cross development
- Subject: still having problems with cross development
- From: joshua portway <email@hidden>
- Date: Tue, 28 Oct 2003 03:01:14 +0000
I'm still trying to solve my ongoing problem getting our project to
build in some way that will run on 10.2 & 10.3 (we've now given up on a
10.1 release for the time being, since that seems too ambitious).
To recap - We used to build in project builder - many months ago before
xcode came out. The resulting apps seemed to work on any version of OSX
we tried it on. Now we've been using XCode for a while and suddenly
have a crushing deadline - and we found that the apps XCode builds
won't work on 10.2.
So - I've been spending the last couple of days desperately trying to
get the build to work. Now my target SDKs are all set to 10.2 and my
deployment targets are all set to 10.2. I've worked around what appears
to be a bug in the SDKs, where if you use the OpenGL framework it won't
link because XCode attempts to link against dylibs that aren't there (I
worked around it by copying the dylibs into the 10.2 sdk from a jaguar
install).
Now my project links and launches, but then crashes reliably at the
same bit of code each time, where it's constructing a std stream. The
stack trace is at the bottom of this message. I've cleaned the project
and done a complete rebuild (not a small task - it takes 2 hours even
distributed between 3 G4s) and i still get the same problem. BUT when I
build unoptimised the problem goes away.
So - I tried setting the per-file build setting for the offending file
not to use optimisation, but after rebuilding again I notice that
per-file build settings just seem to disappear and have no effect at
all as far as i can tell (if it really isn't turned on that inspector
pane should really have NOT WORKING in big letters across it).
Is there any way ( a pragma or something ?) to turn off optimisation
just for this one file ? Is this a known problem with a workaround ? Or
is it likely that if i manage to turn off optimisation here then I'll
just hit the same problem somewhere else down the line ?
Now I'm stuck. We have to ship on friday. I can't ship a totally
unoptimised version of the app. It's frustrating because I've run out
of time to try to fix this, and I'm going to have to work on other
things for the rest of the week to get the Windows version ready for
launch, and the Mac version will have to ship later. So frustrating
when they've been developed in parallel for so long.
help me Obi Wan... etc.
josh
here's the stack trace.
#0 0x08e3fd8c in std::locale::operator=(std::locale const&) ()
#1 0x08e38214 in std::ios_base::_M_init() ()
#2 0x08e40d6c in std::basic_ios<char, std::char_traits<char>
>::init(std::basic_streambuf<char, std::char_traits<char> >*) ()
#3 0x08e08ae0 in osg::notify(osg::NotifySeverity) ()
#4 0x08dfb9a4 in osg::isGLExtensionSupported(char const*) ()
#5 0x08e250e8 in osg::Texture::Extensions::setupGLExtenions() ()
#6 0x08e24df4 in osg::Texture::Extensions::Extensions() ()
#7 0x08e24ac8 in osg::Texture::getExtensions(unsigned, bool) ()
#8 0x26bde1c8 in
Java_openscenegraph_osg_Texture_staticNative_1classosg1111TexturegetExte
nsionsopenscenegraph1osg1TEXTUREExtensionsintboolean (jpEnv=0x8edc260,
jClassRef=0xbfffec40, contextIDVal=149799184,
createIfNotInitalizedVal=164 '\244') at
/Users/joshua/NoodleDev/Noodle/Wrappers/CWrappers/osg/TextureJNI.cpp:
289
and here's the relevant bits of source :
#if defined(WIN32) && !(defined(__CYGWIN__) || defined(__MINGW32__))
const char* NullStreamName = "nul";
#else
const char* NullStreamName = "/dev/null";
#endif
// set up global notify null stream
static std::ofstream s_NotifyNulStream(NullStreamName); // <<<<<<
crashes here
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