benang at cs.its.ac.id wrote:
Okay, now it gets weirder. When I straced it again (and again, and again
until the problem occurs), it crashed. The previous error message didn’t
show up.
Ok, but what was in the strace log?
- Tom
benang at cs.its.ac.id wrote:
Okay, now it gets weirder. When I straced it again (and again, and again
until the problem occurs), it crashed. The previous error message didn’t
show up.
Ok, but what was in the strace log?
@benang_at_cs.its.ac wrote:
Okay, now it gets weirder. When I straced it again (and again, and again
until the problem occurs), it crashed. The previous error message didn’t
show up.Ok, but what was in the strace log?
- Tom
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The problem has been solved (or at least I think it has because the
problem didn’t show up in a long time). But the funny thing is I just did
some minor change.
In my application, the thread is like this:
void CMainApp::eventThread()
{
/// @todo implement me
while(getDone()==false)
{
go(); //Event handler
//The code below is the source of the problem
if (mStateNow==TRANSISI)
{
if (mSceneMgr->animasiGetState()==ANIM_STOP)
{
nextState();
}
}
}
}
The problematic code’s function is checking whether the animation in the
main thread finished or not. But when I moved that code to the main thread
(just before the draw() function but still in the drawing loop), it didn’t
produce problem anymore.
BTW, I have another question. But this time is about some application
design, not about an error. I’ll put it into another topic.
Thanks alot.