Twinklebear's SDL2 tutorial lesson 1 segmentation fault

I’m trying to follow Twinklebear’s SDL2 tutorial. Lesson 0 compiled and ran properly so I assume I set up SDL2 correctly. Now I’m trying to do Lesson 1
http://www.willusher.io/sdl2%20tutorials/2013/08/17/lesson-1-hello-world

and the program crashes with a segmentation fault. It compiles without errors or warnings.

make and compile step
g++ -o Lesson1 Lesson1.c++ -std=c++11 sdl-config --libs -lSDL_ttf -lSDL2 -ILessons/include

output when I run is:
after window
after renderer
imagePath /home/rm/Lessons/res/Lesson1/hello.bmp
after load bmp

[2]+ Segmentation fault (core dumped) ./Lesson1

I get similar errors when I try to run Lesson6.
It seems that a call to SDL_CreateTextureFromSurface is responsible, but the two pointers given in the parameters are not nullptr. I don’t understand how I could proceed from here on.
This was posted before but the issue was never resolved.

code
/*

  • Lesson 1: Hello World!
    /
    int main(int, char
    *){
    //First we need to start up SDL, and make sure it went ok
    if (SDL_Init(SDL_INIT_VIDEO) != 0){
    std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl;
    return 1;
    }

    //Now create a window with title “Hello World” at 100, 100 on the screen with w:640 h:480 and show it
    SDL_Window *win = SDL_CreateWindow(“Hello World!”, 100, 100, 640, 480, SDL_WINDOW_SHOWN);
    //Make sure creating our window went ok
    if (win == nullptr){
    std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
    return 1;
    }
    std::cout << "after window " << std::endl;
    //Create a renderer that will draw to the window, -1 specifies that we want to load whichever
    //video driver supports the flags we’re passing
    //Flags: SDL_RENDERER_ACCELERATED: We want to use hardware accelerated rendering
    //SDL_RENDERER_PRESENTVSYNC: We want the renderer’s present function (update screen) to be
    //synchronized with the monitor’s refresh rate

    SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
    if (ren == nullptr){
    SDL_DestroyWindow(win);
    std::cout << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
    SDL_Quit();
    return 1;
    }
    std::cout << “after renderer” << std::endl;
    //SDL 2.0 now uses textures to draw things but SDL_LoadBMP returns a surface
    //this lets us choose when to upload or remove textures from the GPU
    std::string imagePath = getResourcePath(“Lesson1”) + “hello.bmp”;
    std::cout << "imagePath " << imagePath << std::endl;
    SDL_Surface *bmp = SDL_LoadBMP(imagePath.c_str());
    if (bmp == nullptr){
    SDL_DestroyRenderer(ren);
    SDL_DestroyWindow(win);
    std::cout << "SDL_LoadBMP Error: " << SDL_GetError() << std::endl;
    SDL_Quit();
    return 1;
    }
    std::cout << "after load bmp " << std::endl;
    //To use a hardware accelerated texture for rendering we can create one from
    //the surface we loaded
    SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, bmp);
    //We no longer need the surface
    SDL_FreeSurface(bmp);
    if (tex == nullptr){
    SDL_DestroyRenderer(ren);
    SDL_DestroyWindow(win);
    std::cout << "SDL_CreateTextureFromSurface Error: " << SDL_GetError() << std::endl;
    SDL_Quit();
    return 1;
    }
    std::cout << "after texture " << std::endl;
    //A sleepy rendering loop, wait for 3 seconds and render and present the screen each time
    for (int i = 0; i < 3; ++i){
    std::cout << "renderer loop " << std::endl;
    //First clear the renderer
    SDL_RenderClear(ren);
    //Draw the texture
    SDL_RenderCopy(ren, tex, NULL, NULL);
    //Update the screen
    SDL_RenderPresent(ren);
    //Take a quick break after all that hard work
    SDL_Delay(1000);
    }

    //Clean up our objects and quit
    SDL_DestroyTexture(tex);
    SDL_DestroyRenderer(ren);
    SDL_DestroyWindow(win);
    SDL_Quit();

    return 0;
    }