I’m having some serious problems with surface allocations using SDL.
When I create surfaces “implicitly” by loading in BMP graphics,
everything’s fine. But when I try to create surfaces myself, using
AllocSurface() and then filling the surface with some pixels, one
of two things always happen as I try to blit the surface to the
screen: a) nothing is shown, or b) SDI segfaults.
This is really becoming annoying.
Attached is a tgz archive containing a small test program (roughly
one page of C) in source and binary (Linux, ELF, i386, X11). As far
as I understand from the SDL documentation, there is nothing wrong
with the program, yet it fails to work for allocated surfaces…
Any hints?
/Emil
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I’m having some serious problems with surface allocations using SDL.
Two problems are at work here.
The first, the crash when allocating a hardware surface, is caused by
my not clearing the hardware flag when allocating a hardware surface.
This is fixed in 0.6d which will be released in a few minutes. 
The second, more subtle, is the fact that you are not setting the
colormap and/or are overrunning the palette. Both problems are warned
about in the fixed source/exe that I’m attaching.
Also, ALWAYS check to make sure SDL_Init() returns successfully. 
Otherwise you may be calling stub functions which point to NULL.
Another thing, when debugging an SDL program, keep in mind that
SIGINT and SIGTERM are mapped to an SDL_QUIT event, while SIGQUIT
is left alone. If you set a signal handler for either signal, your
handler will not be replaced.
This means that if you want to kill a runaway SDL process, kill it
with ^\ or signal 3 rather then ^C or signal 2 or 15.
Any hints?
Yep! 
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