C ++调试:eclipse和命令行都有问题

时间:2011-11-28 09:21:35

标签: c++ eclipse debugging command-line

[已解决:见下面的答案]

要么我感到困惑,要么他们真的不会让初学者变得容易。我构建了一些不是我的代码,应该进行测试和工作,但事实并非如此。做“./execname”后,我得到“分段错误”。

Eclipse调试:设置调试配置很奇怪,因为它在项目中看不到二进制文件,尽管二进制文件就位于项目中。所以我必须在文件系统上搜索它。我在相应的cpp文件中设置断点,但在调试时,我在0x804a64e“”得到“没有可用于”main()的源。

命令行调试:我做了'gdb execname',它说它正在读取我给它的文件中的符号(有意义)。然后我'打破273'然后说“文件中没有第273行”../Common/InitShader.cpp“”??为什么看那里?这不是我给gdb的文件!

给出分段错误的代码:

// rotating cube with two texture objects
// change textures with 1 and 2 keys

#include "Angel.h"

const int  NumTriangles = 12; // (6 faces)(2 triangles/face)
const int  NumVertices  = 3 * NumTriangles;
const int  TextureSize  = 64;

typedef Angel::vec4 point4;
typedef Angel::vec4 color4;

// Texture objects and storage for texture image
GLuint textures[2];

GLubyte image[TextureSize][TextureSize][3];
GLubyte image2[TextureSize][TextureSize][3];

// Vertex data arrays
point4  points[NumVertices];
color4  quad_colors[NumVertices];
vec2    tex_coords[NumVertices];

// Array of rotation angles (in degrees) for each coordinate axis
enum { Xaxis = 0, Yaxis = 1, Zaxis = 2, NumAxes = 3 };
int      Axis = Xaxis;
GLfloat  Theta[NumAxes] = { 0.0, 0.0, 0.0 };
GLuint   theta;

//----------------------------------------------------------------------------

int Index = 0;

void
quad( int a, int b, int c, int d )
{
    point4 vertices[8] = {
    point4( -0.5, -0.5,  0.5, 1.0 ),
    point4( -0.5,  0.5,  0.5, 1.0 ),
    point4(  0.5,  0.5,  0.5, 1.0 ),
    point4(  0.5, -0.5,  0.5, 1.0 ),
    point4( -0.5, -0.5, -0.5, 1.0 ),
    point4( -0.5,  0.5, -0.5, 1.0 ),
    point4(  0.5,  0.5, -0.5, 1.0 ),
    point4(  0.5, -0.5, -0.5, 1.0 )
    };

    color4 colors[8] = {
    color4( 0.0, 0.0, 0.0, 1.0 ),  // black
    color4( 1.0, 0.0, 0.0, 1.0 ),  // red
    color4( 1.0, 1.0, 0.0, 1.0 ),  // yellow
    color4( 0.0, 1.0, 0.0, 1.0 ),  // green
    color4( 0.0, 0.0, 1.0, 1.0 ),  // blue
    color4( 1.0, 0.0, 1.0, 1.0 ),  // magenta
    color4( 0.0, 1.0, 1.0, 1.0 ),  // white
    color4( 1.0, 1.0, 1.0, 1.0 )   // cyan
    };

quad_colors[Index] = colors[a];
points[Index] = vertices[a];
tex_coords[Index] = vec2( 0.0, 0.0 );
Index++;

quad_colors[Index] = colors[a];
points[Index] = vertices[b];
tex_coords[Index] = vec2( 0.0, 1.0 );
Index++;

quad_colors[Index] = colors[a];
points[Index] = vertices[c];
tex_coords[Index] = vec2( 1.0, 1.0 );
Index++;

quad_colors[Index] = colors[a];
points[Index] = vertices[a];
tex_coords[Index] = vec2( 0.0, 0.0 );
Index++;

quad_colors[Index] = colors[a];
points[Index] = vertices[c];
tex_coords[Index] = vec2( 1.0, 1.0 );
Index++;

quad_colors[Index] = colors[a];
points[Index] = vertices[d];
tex_coords[Index] = vec2( 1.0, 0.0 );
Index++;
}

//----------------------------------------------------------------------------

void
colorcube()
 {
    quad( 1, 0, 3, 2 );
    quad( 2, 3, 7, 6 );
    quad( 3, 0, 4, 7 );
    quad( 6, 5, 1, 2 );
   quad( 4, 5, 6, 7 );
    quad( 5, 4, 0, 1 );
}

//----------------------------------------------------------------------------

void
init()
{
colorcube();

// Create a checkerboard pattern
for ( int i = 0; i < 64; i++ ) {
    for ( int j = 0; j < 64; j++ ) {
        GLubyte c = (((i & 0x8) == 0) ^ ((j & 0x8)  == 0)) * 255;
        image[i][j][0]  = c;
        image[i][j][1]  = c;
        image[i][j][2]  = c;
        image2[i][j][0] = c;
        image2[i][j][1] = 0;
        image2[i][j][2] = c;
    }
}

// Initialize texture objects
glGenTextures( 2, textures );

glBindTexture( GL_TEXTURE_2D, textures[0] );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, TextureSize, TextureSize, 0,
      GL_RGB, GL_UNSIGNED_BYTE, image );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );

glBindTexture( GL_TEXTURE_2D, textures[1] );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, TextureSize, TextureSize, 0,
      GL_RGB, GL_UNSIGNED_BYTE, image2 );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );

glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, textures[0] );

// Create a vertex array object
GLuint vao;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );

// Create and initialize a buffer object
GLuint buffer;
glGenBuffers( 1, &buffer );
glBindBuffer( GL_ARRAY_BUFFER, buffer );
glBufferData( GL_ARRAY_BUFFER,
      sizeof(points) + sizeof(quad_colors) + sizeof(tex_coords),
      NULL, GL_STATIC_DRAW );

// Specify an offset to keep track of where we're placing data in our
//   vertex array buffer.  We'll use the same technique when we
//   associate the offsets with vertex attribute pointers.
GLintptr offset = 0;
glBufferSubData( GL_ARRAY_BUFFER, offset, sizeof(points), points );
offset += sizeof(points);

glBufferSubData( GL_ARRAY_BUFFER, offset,
         sizeof(quad_colors), quad_colors );
offset += sizeof(quad_colors);

glBufferSubData( GL_ARRAY_BUFFER, offset, sizeof(tex_coords), tex_coords );

// Load shaders and use the resulting shader program
GLuint program = InitShader( "vshader71.glsl", "fshader71.glsl" );
glUseProgram( program );

// set up vertex arrays
offset = 0;
GLuint vPosition = glGetAttribLocation( program, "vPosition" );
glEnableVertexAttribArray( vPosition );
glVertexAttribPointer( vPosition, 4, GL_FLOAT, GL_FALSE, 0,
           BUFFER_OFFSET(offset) );
offset += sizeof(points);

GLuint vColor = glGetAttribLocation( program, "vColor" ); 
glEnableVertexAttribArray( vColor );
glVertexAttribPointer( vColor, 4, GL_FLOAT, GL_FALSE, 0,
           BUFFER_OFFSET(offset) );
offset += sizeof(quad_colors);

GLuint vTexCoord = glGetAttribLocation( program, "vTexCoord" );
glEnableVertexAttribArray( vTexCoord );
glVertexAttribPointer( vTexCoord, 2, GL_FLOAT, GL_FALSE, 0,
           BUFFER_OFFSET(offset) );

// Set the value of the fragment shader texture sampler variable
//   ("texture") to the the appropriate texture unit. In this case,
//   zero, for GL_TEXTURE0 which was previously set by calling
//   glActiveTexture().
glUniform1i( glGetUniformLocation(program, "texture"), 0 );

theta = glGetUniformLocation( program, "theta" );

glEnable( GL_DEPTH_TEST );

glClearColor( 1.0, 1.0, 1.0, 1.0 );
}

void
display( void )
{
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    glUniform3fv( theta, 1, Theta );

    glDrawArrays( GL_TRIANGLES, 0, NumVertices );

    glutSwapBuffers();
}

//----------------------------------------------------------------------------

void
mouse( int button, int state, int x, int y )
{
    if ( state == GLUT_DOWN ) {
    switch( button ) {
        case GLUT_LEFT_BUTTON:    Axis = Xaxis;  break;
       case GLUT_MIDDLE_BUTTON:  Axis = Yaxis;  break;
       case GLUT_RIGHT_BUTTON:   Axis = Zaxis;  break;
}
}
}

//----------------------------------------------------------------------------

void
idle( void )
{
Theta[Axis] += 0.01;

if ( Theta[Axis] > 360.0 ) {
Theta[Axis] -= 360.0;
}

glutPostRedisplay();
}

//----------------------------------------------------------------------------

void
keyboard( unsigned char key, int mousex, int mousey )
{
switch( key ) {
case 033: // Escape Key
case 'q': case 'Q':
    exit( EXIT_SUCCESS );
    break;
case '1':
    glBindTexture( GL_TEXTURE_2D, textures[0] );
    break;

case '2':
    glBindTexture( GL_TEXTURE_2D, textures[1] );
    break;
}

glutPostRedisplay();
}

//----------------------------------------------------------------------------

int
main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );
glutInitWindowSize( 512, 512 );
glutInitContextVersion( 3, 2 );
glutInitContextProfile( GLUT_CORE_PROFILE );
glutCreateWindow( "Color Cube" );

glewInit();

init();

glutDisplayFunc( display );
glutKeyboardFunc( keyboard );
glutMouseFunc( mouse );
glutIdleFunc( idle );

glutMainLoop();
return 0;
}

2 个答案:

答案 0 :(得分:0)

您应该使用语法sourcefile:line for breakpoint。就像在main.cpp中一样:72。所以命令就像break main.cpp:72

答案 1 :(得分:0)

我以为我已经这样做了,但我认为在makefile中添加-g(调试选项)让gdb做它需要的东西。所以现在我知道故障发生在哪里,但不知道为什么,所以这个问题正在转向关于openGL编程的问题。