building problems using Xcode on MacOSX

building problems using Xcode on MacOSX

Postby mclarge » 09 Feb 2011, 02:25

Spent a lot of time trying to compile in XCode and finally got the project to build. However, when the window pops up, nothing is drawn. The error seems to be the IrrDriver. The debugger console info is below. I've tried updating and even rebuilding the libIrrlicht.a using the 1.7.2 source code with no luck. I'm running Mac OSX 10.6.6. Thoughts?

[Session started at 2011-02-08 19:03:02 -0600.]
GNU gdb 6.3.50-20050815 (Apple version gdb-1469) (Wed May 5 04:36:56 UTC 2010)
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB. Type "show warranty" for details.
This GDB was configured as "x86_64-apple-darwin".tty /dev/ttys002
Loading program into debugger…
Program loaded.
run
[Switching to process 14140]
Running…
Irrlicht Engine version 1.7.2-beta
Darwin Kernel Version 10.6.0: Wed Nov 10 18:13:17 PST 2010; root:xnu-1504.9.26~3/RELEASE_I386
[FileManager] checking whether we are using an app bundle... yes
[FileManager] Data files will be fetched from: '/Users/nholbert/SuperTuxKart/supertuxkart/src/ide/Xcode/build/Debug/SuperTuxKart.app/Contents/Resources/'
Unknown value for weather_gfx; expected true or false
[XMLNode] WARNING: Expected int but found 'true' for attribute 'steering_animations' of node 'Video' in file /Users/nholbert/Library/Application Support/SuperTuxKart/config.xml
[IrrDriver] Creating NULL device
Irrlicht Engine version 1.7.2-beta
Darwin Kernel Version 10.6.0: Wed Nov 10 18:13:17 PST 2010; root:xnu-1504.9.26~3/RELEASE_I386
[IrrDriver] Trying OpenGL rendering.
[IrrDriver] Trying to create device with 32 bits
Program received signal: “SIGABRT”.
sharedlibrary apply-load-rules all
warning: .o file "/Developer/usr/lib/gcc/i686-apple-darwin10/4.0.1/libgcc.a(_eprintf.o)" more recent than executable timestamp in "/Library/Frameworks/IrrFramework.framework/Versions/A/IrrFramework"
warning: Could not open OSO file /Developer/usr/lib/gcc/i686-apple-darwin10/4.0.1/libgcc.a(_eprintf.o) to scan for pubtypes for objfile /Library/Frameworks/IrrFramework.framework/Versions/A/IrrFramework
Current language: auto; currently c++
warning: .o file "/Developer/usr/lib/gcc/i686-apple-darwin10/4.0.1/libgcc.a(_eprintf.o)" more recent than executable timestamp in "/Library/Frameworks/IrrFramework.framework/Versions/A/IrrFramework"
warning: Couldn't open object file '/Developer/usr/lib/gcc/i686-apple-darwin10/4.0.1/libgcc.a(_eprintf.o)'
kill
quit

The Debugger has exited with status 0.(gdb)
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Re: building problems using Xcode on MacOSX

Postby Auria » 09 Feb 2011, 02:55

Hi,

we would need the backtrace; you can find it in the debugger pane of Xcode (command-shift-Y).

A possible problem would be that an incorrect resolution was selected; could you check $HOME/Library/Application Support/Supertuxkart/config.xml for the resolution? If a weird resolution was selected (for instance the resolution of an external monitor), there is the potential for a crash
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Re: building problems using Xcode on MacOSX

Postby mclarge » 09 Feb 2011, 05:01

Thanks for the quick response! For the record the program runs great from the mac OSX universal, but it just doesn't seem to want to run from the source code I pulled down with svn.

config.xml video info:

<Video
width="800"
height="600"
fullscreen="false"
prev_width="800"
prev_height="600"
prev_fullscreen="false"
gfx="true"
steering_animations="true"
show_fps="false"
max_fps="120"
renderer="0"
/>

backtrace:
#0 0x97dbf176 in __kill
#1 0x97dbf168 in kill$UNIX2003
#2 0x97e5189d in raise
#3 0x97e679bc in abort
#4 0x00c10b15 in irr::gui::CGUIEnvironment::setSkin
#5 0x0013d1cd in GUIEngine::init at engine.cpp:833
#6 0x000ac3c0 in initRest at main.cpp:764
#7 0x000aea84 in main at main.cpp:862

Thoughts?
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Location: Chicago, IL

Re: building problems using Xcode on MacOSX

Postby Auria » 10 Feb 2011, 01:36

This is quite surprising, I have never seen this bug. The only thing I can think of would be to build irrlicht in debug mode so that we get meaningful information about which line it crashes on
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Re: building problems using Xcode on MacOSX

Postby mclarge » 10 Feb 2011, 18:06

I apologize if I'm misunderstanding you, I'm a bit new to xcode. I built irrlicht in debug mode (I've messed around with building it using a variety of settings and get the same results) replaced the lib and then built STK. After the first error I hit continue twice until it crashed and gave me the following report. Hope the info you're requesting is in here...

Process: SuperTuxKart [37726]
Path: /Users/nholbert/SuperTuxKart/supertuxkart/src/ide/Xcode/build/Debug/SuperTuxKart.app/Contents/MacOS/SuperTuxKart
Identifier: net.sourceforge.supertuxkart
Version: 0.7 (0.7)
Code Type: X86 (Native)
Parent Process: gdb-i386-apple-darwin [37717]

Date/Time: 2011-02-10 10:56:52.807 -0600
OS Version: Mac OS X 10.6.6 (10J567)
Report Version: 6

Interval Since Last Report: 10903 sec
Crashes Since Last Report: 1
Per-App Interval Since Last Report: 1465 sec
Per-App Crashes Since Last Report: 2
Anonymous UUID: 5224FDC0-55B9-4B62-AFA9-3BAF4AE119F2

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Application Specific Information:
abort() called

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0x97dbf176 __kill + 10
1 libSystem.B.dylib 0x97dbf168 kill$UNIX2003 + 32
2 libSystem.B.dylib 0x97e5189d raise + 26
3 libSystem.B.dylib 0x97e67951 __abort + 124
4 libSystem.B.dylib 0x97e679cd abort_report_np + 0
5 com.yourcompany.IrrFramework 0x00c1eb15 irr::gui::CGUIEnvironment::setSkin(irr::gui::IGUISkin*) + 85
6 net.sourceforge.supertuxkart 0x0013ccd1 GUIEngine::init(irr::IrrlichtDevice*, irr::video::IVideoDriver*, GUIEngine::AbstractStateManager*) + 275 (engine.cpp:833)
7 net.sourceforge.supertuxkart 0x000acb48 initRest() + 406 (main.cpp:773)
8 net.sourceforge.supertuxkart 0x000af20c main + 78 (main.cpp:864)
9 net.sourceforge.supertuxkart 0x0004fa3e _start + 216
10 net.sourceforge.supertuxkart 0x0004f965 start + 41

Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x97d84982 kevent + 10
1 libSystem.B.dylib 0x97d8509c _dispatch_mgr_invoke + 215
2 libSystem.B.dylib 0x97d84559 _dispatch_queue_invoke + 163
3 libSystem.B.dylib 0x97d842fe _dispatch_worker_thread2 + 240
4 libSystem.B.dylib 0x97d83d81 _pthread_wqthread + 390
5 libSystem.B.dylib 0x97d83bc6 start_wqthread + 30

Thread 2:
0 libSystem.B.dylib 0x97d5e0fa mach_msg_trap + 10
1 libSystem.B.dylib 0x97d5e867 mach_msg + 68
2 com.apple.opengl 0x90b6a1d9 glcDebugListener + 426
3 libSystem.B.dylib 0x97d8b85d _pthread_start + 345
4 libSystem.B.dylib 0x97d8b6e2 thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x97d83a12 __workq_kernreturn + 10
1 libSystem.B.dylib 0x97d83fa8 _pthread_wqthread + 941
2 libSystem.B.dylib 0x97d83bc6 start_wqthread + 30

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x97e678e1 ecx: 0xbffff31c edx: 0x97dbf176
edi: 0x03011b00 esi: 0x0401cce4 ebp: 0xbffff338 esp: 0xbffff31c
ss: 0x0000001f efl: 0x00000282 eip: 0x97dbf176 cs: 0x00000007
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x0111d080

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0xffff0000 - 0xffff1fff libSystem.B.dylib ??? (???) <62291026-D016-705D-DC1E-FC2B09D47DE5> /usr/lib/libSystem.B.dylib

Model: MacBookPro6,2, BootROM MBP61.0057.B0C, 2 processors, Intel Core i7, 2.66 GHz, 4 GB, SMC 1.58f15
Graphics: NVIDIA GeForce GT 330M, NVIDIA GeForce GT 330M, PCIe, 512 MB
Graphics: Intel HD Graphics, Intel HD Graphics, Built-In, 288 MB
Memory Module: global_name
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x93), Broadcom BCM43xx 1.0 (5.10.131.36.1)
Bluetooth: Version 2.3.8f7, 2 service, 19 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: ST9500325ASG, 465.76 GB
Serial ATA Device: MATSHITADVD-R UJ-898
USB Device: Hub, 0x0424 (SMSC), 0x2514, 0xfd100000
USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8507, 0xfd110000
USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8242, 0xfd120000
USB Device: Hub, 0x0424 (SMSC), 0x2514, 0xfa100000
USB Device: Apple Internal Keyboard / Trackpad, 0x05ac (Apple Inc.), 0x0236, 0xfa120000
USB Device: Internal Memory Card Reader, 0x05ac (Apple Inc.), 0x8403, 0xfa130000
USB Device: BRCM2070 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0xfa110000
USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8218, 0xfa113000
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Re: building problems using Xcode on MacOSX

Postby jpenguin » 11 Feb 2011, 00:26

in r7672, I had to change a couple of changes to the xcode project

• I had to set the correct path for rain.cpp
• remove "libirrlicht.a" & "include" from the xcode file list


http://www.mediafire.com/?fpp7una27gx421t
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Re: building problems using Xcode on MacOSX

Postby hiker » 11 Feb 2011, 00:43

mclarge {l Wrote}:Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0x97dbf176 __kill + 10
1 libSystem.B.dylib 0x97dbf168 kill$UNIX2003 + 32
2 libSystem.B.dylib 0x97e5189d raise + 26
3 libSystem.B.dylib 0x97e67951 __abort + 124
4 libSystem.B.dylib 0x97e679cd abort_report_np + 0
5 com.yourcompany.IrrFramework 0x00c1eb15 irr::gui::CGUIEnvironment::setSkin(irr::gui::IGUISkin*) + 85
6 net.sourceforge.supertuxkart 0x0013ccd1 GUIEngine::init(irr::IrrlichtDevice*, irr::video::IVideoDriver*, GUIEngine::AbstractStateManager*) + 275 (engine.cpp:833)
7 net.sourceforge.supertuxkart 0x000acb48 initRest() + 406 (main.cpp:773)
8 net.sourceforge.supertuxkart 0x000af20c main + 78 (main.cpp:864)
9 net.sourceforge.supertuxkart 0x0004fa3e _start + 216
10 net.sourceforge.supertuxkart 0x0004f965 start + 41

If you have a irrlicht library compiled with debug, it is not being used, since you don't get a line number and file name for setSkin ('5'). Could you check your build environment? Also: just set a breakpoint in the file engine.cpp,. line 833, and single step (and if you can't single step into setSkin, it's because you don't have a proper debug version of irrlicht).

Cheers,
Joerg
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Re: building problems using Xcode on MacOSX

Postby Auria » 11 Feb 2011, 04:06

Hmm unfortunately with the dependency package it's not exactly easy to have a debug version of irrlicht, because they do not provide any way to build frameworks officially :( maybe I could provide a debug framework.
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Re: building problems using Xcode on MacOSX

Postby mclarge » 11 Feb 2011, 04:38

If you've got one that'd be great. I've set the breakpoints and all but I can't step into irrlicht. I've been spending the last 4 hours or so trying to find a different way to build it within the STK project but haven't had any luck yet...
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Re: building problems using Xcode on MacOSX

Postby hiker » 11 Feb 2011, 05:47

mclarge {l Wrote}:If you've got one that'd be great. I've set the breakpoints and all but I can't step into irrlicht. I've been spending the last 4 hours or so trying to find a different way to build it within the STK project but haven't had any luck yet...

You would have to build irrlicht yourself, with their project file (it's in source/Irrlicht/MacOSX of the irrlicht source files). Then you have to modify the STK build to pickup the right files - not sure how complicated that might be (I am not much of a Mac person).

Cheers,
Joerg
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Re: building problems using Xcode on MacOSX

Postby Auria » 12 Feb 2011, 22:05

Hi,

can you try this framework? Place it in /Library/Frameworks instead of the release one you currently have; then get a new backtrace from STK. Hopefully we will have the exact line now
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Re: building problems using Xcode on MacOSX

Postby mclarge » 13 Feb 2011, 00:09

Thanks for building the framework! Building seemed to get a bit further with this new framework. The loading screen displays and shows the note and trophy icons before crashing. The console reports the error: "Xcode could not locate source file: unwind.inc (line: 234)." The backtrace is below.

#0 0x91993d85 in std::string::_Rep::_M_dispose
#1 0x9196edea in std::runtime_error::~runtime_error
#2 0x97dcd319 in unw_get_proc_info
#3 0x97dcd378 in _Unwind_GetLanguageSpecificData
#4 0x919add86 in __gxx_personality_v0
#5 0x0111e476 in _Unwind_RaiseException_Phase2 at unwind.inc:66
#6 0x0111e890 in _Unwind_Resume at unwind.inc:234
#7 0x000f56dc in XMLNode::XMLNode at xml_node.cpp:75
#8 0x000f8602 in FileManager::createXMLTree at file_manager.cpp:238
#9 0x0021db6d in ParticleKind::ParticleKind at particle_kind.cpp:60
#10 0x0022222f in ParticleKindManager::getParticles at particle_kind_manager.cpp:90
#11 0x0019395a in Material::initParticlesEffect at material.cpp:262
#12 0x0019533a in Material::Material at material.cpp:114
#13 0x00197af4 in MaterialManager::pushTempMaterial at material_manager.cpp:166
#14 0x00197dbc in MaterialManager::addSharedMaterial at material_manager.cpp:137
#15 0x00197ff0 in MaterialManager::loadMaterial at material_manager.cpp:121
#16 0x000af6f8 in main at main.cpp:888
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Re: building problems using Xcode on MacOSX

Postby Auria » 13 Feb 2011, 17:28

This is a strange bug. It appears like an exception is thrown, but then a crash occurs while it is being dispatched. Which version of Xcode do you have?
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Re: building problems using Xcode on MacOSX

Postby mclarge » 13 Feb 2011, 21:14

3.2.3. Just upgraded to 3.2.5 but still get the same error...
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Re: building problems using Xcode on MacOSX

Postby Auria » 14 Feb 2011, 03:50

Ok, open io/xml_node.xpp, like 45

replace

{l Code}: {l Select All Code}
if (xml == NULL)
    {
        throw std::runtime_error("Cannot find file "+filename);
    }


with

{l Code}: {l Select All Code}
if (xml == NULL)
    {
        printf("Cannot find file '%s'\n", filename.c_str());
        throw std::runtime_error("Cannot find file "+filename);
    }


then run again and tell us if you see the message just before it crashes
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Re: building problems using Xcode on MacOSX

Postby mclarge » 14 Feb 2011, 04:53

In the console, just before the crash, I get: "Cannot find file '/Users/nholbert/Desktop/commonbuild/Debug/SuperTuxKart.app/Contents/Resources//data/tracks/jungle/smoke.xml'"
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Re: building problems using Xcode on MacOSX

Postby hiker » 14 Feb 2011, 05:35

Also, do you think you would be able to single step through part of the code? Perhaps you can try to join us on irc, we might be able to help you a bit better there.

You also mentioned that you tried to update irrlicht yourself. Is it possible that you have a mixture of different irrlicht versions? Make sure you have only one version of the irrlicht libraries installed, and that it is consistent. Can you try running some of the irrlicht examples and see if they all work?

Also try both a release and a debug build.Do they behave the same?

Cheers,
Joerg
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Re: building problems using Xcode on MacOSX

Postby Auria » 14 Feb 2011, 16:17

hiker {l Wrote}:Also, do you think you would be able to single step through part of the code? Perhaps you can try to join us on irc, we might be able to help you a bit better there.

You also mentioned that you tried to update irrlicht yourself. Is it possible that you have a mixture of different irrlicht versions? Make sure you have only one version of the irrlicht libraries installed, and that it is consistent. Can you try running some of the irrlicht examples and see if they all work?

Also try both a release and a debug build.Do they behave the same?

Cheers,
Joerg


This is right, except the part about the samples; I do not include the samples along the dependencies package so they cannot be (easily) tested
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Re: building problems using Xcode on MacOSX

Postby mclarge » 14 Feb 2011, 19:30

hiker {l Wrote}:Also, do you think you would be able to single step through part of the code?


Pretty much the same result. This is the backtrace right before the crash:
#0 0x00068495 in std::operator+<char, std::char_traits<char>, std::allocator<char> > at basic_string.tcc:676
#1 0x000f54f7 in XMLNode::XMLNode at xml_node.cpp:48
#2 0x000f85da in FileManager::createXMLTree at file_manager.cpp:238
#3 0x0021db45 in ParticleKind::ParticleKind at particle_kind.cpp:60
#4 0x00222207 in ParticleKindManager::getParticles at particle_kind_manager.cpp:90
#5 0x00193932 in Material::initParticlesEffect at material.cpp:262
#6 0x00195312 in Material::Material at material.cpp:114
#7 0x00197acc in MaterialManager::pushTempMaterial at material_manager.cpp:166
#8 0x00197d94 in MaterialManager::addSharedMaterial at material_manager.cpp:137
#9 0x00197fc8 in MaterialManager::loadMaterial at material_manager.cpp:121
#10 0x000af698 in main at main.cpp:888

hiker {l Wrote}: You also mentioned that you tried to update irrlicht yourself. Is it possible that you have a mixture of different irrlicht versions? Make sure you have only one version of the irrlicht libraries installed, and that it is consistent. Can you try running some of the irrlicht examples and see if they all work? Also try both a release and a debug build.Do they behave the same?


I built using the source from the 1.7.2 SDK so it should be a consistent version. I've tried building both release and debug with the same result (as a side note I've also tried messing with different build architectures -- the one I'm using now is a 32/64-bit universal). I've just been replacing the irrlicht.a file each try (and cleaning before rebuilding after each change). I'll work on trying to run the examples...

hiker {l Wrote}:Perhaps you can try to join us on irc, we might be able to help you a bit better there.

I'd be up for that. When's a good time? Evenings work best for me. Though I could also swing Thursday morning/afternoon (for the record, I'm in CST)
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Re: building problems using Xcode on MacOSX

Postby Auria » 14 Feb 2011, 21:36

The Xcode project links against a framework build of irrlicht, if you wish to use a .a irrlicht build you need to modify the Xcode project, is that what you did?
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Re: building problems using Xcode on MacOSX

Postby mclarge » 14 Feb 2011, 22:37

Auria {l Wrote}:The Xcode project links against a framework build of irrlicht, if you wish to use a .a irrlicht build you need to modify the Xcode project, is that what you did?


Sorry, I misunderstood before. Previous STK xcode projects (a week or two ago) had included in the groups and files an irrlicht.a file. In that case I had messed around with rebuilding the .a file with various settings. Since then, newer versions pulled down with svn do not include this file and only link to the framework (though I stupidly rebuilt the .a a few times to see if that would change anything :x ). I have not rebuilt the framework -- I am just using the one Auria uploaded a few days ago.
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Re: building problems using Xcode on MacOSX

Postby hiker » 14 Feb 2011, 23:01

mclarge {l Wrote}:In the console, just before the crash, I get: "Cannot find file '/Users/nholbert/Desktop/commonbuild/Debug/SuperTuxKart.app/Contents/Resources//data/tracks/jungle/smoke.xml'"

Interestingly enough, this not the first time this code is called, you should have seen a few similar messages about .music files.

I am currently on irc (#stk @ freenode), but I am not sure how much I can help you. But Auria might turn up shortly, too.

Cheers,
Joerg
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Re: building problems using Xcode on MacOSX

Postby Auria » 15 Feb 2011, 01:49

hiker {l Wrote}:
mclarge {l Wrote}:In the console, just before the crash, I get: "Cannot find file '/Users/nholbert/Desktop/commonbuild/Debug/SuperTuxKart.app/Contents/Resources//data/tracks/jungle/smoke.xml'"

Interestingly enough, this not the first time this code is called, you should have seen a few similar messages about .music files.

I am currently on irc (#stk @ freenode), but I am not sure how much I can help you. But Auria might turn up shortly, too.

Cheers,
Joerg


not on mondays, I don't have time, but I'll be there on other days. Now I'm not sure I can help either, that's a very weird bug
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Re: building problems using Xcode on MacOSX

Postby mclarge » 16 Feb 2011, 00:50

I did a clean reinstall of dependencies and the source code with no luck. Figured I'd try to run some memory tools.

Found the leaks tool in Xcode and got this info. Thought it might be helpful...

Found a leak block...
Leaked Object # Address Size Responsible Library Responsible Frame
NSAutoreleasePool 0x111c1a0 32 Foundation +[NSAutoreleasePool allocWithZone:]

And the stack trace...
0 libSystem.B.dylib calloc
1 libobjc.A.dylib _internal_class_createInstanceFromZone
2 libobjc.A.dylib _internal_class_createInstance
3 CoreFoundation +[NSObject(NSObject) allocWithZone:]
4 Foundation +[NSAutoreleasePool allocWithZone:]
5 CoreFoundation +[NSObject(NSObject) alloc]
6 IrrFramework irr::CIrrDeviceMacOSX::CIrrDeviceMacOSX(irr::SIrrlichtCreationParameters const&)
7 IrrFramework createDeviceEx
8 IrrFramework createDevice
9 SuperTuxKart FileManager::FileManager(char**) /Users/nholbert/supertuxkart/src/ide/Xcode/../../io/file_manager.cpp:126
10 SuperTuxKart initUserConfig(char**) /Users/nholbert/supertuxkart/src/ide/Xcode/../../main.cpp:724
11 SuperTuxKart main /Users/nholbert/supertuxkart/src/ide/Xcode/../../main.cpp:864
12 SuperTuxKart _start
13 SuperTuxKart start



Probably some more info/tools I could run on it if it seems relevant.
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Re: building problems using Xcode on MacOSX

Postby hiker » 16 Feb 2011, 01:10

Best option would probably to run it with valgrind (http://valgrind.org/), but I don't know how easy it is to install this for Macs. Anyone here has experience with valgrind on Mac?

Cheers,
Joerg
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