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Re: JVM Crash with SIGSEGV

Posted by gouessej on Jul 27, 2016; 1:22pm
URL: https://forum.jogamp.org/JVM-Crash-with-SIGSEGV-tp4036967p4036993.html

huy1912 wrote
1.  I can't update to the latest JOGL version due to project constraints.
We only maintain the very latest version. If you're affected by a bug, we'll be totally unable to help you. You use a noticeably old version, numerous changes occurred in the meantime.

huy1912 wrote
2. You're right that some animation thread are still running before the animation thread is stopped.
I know that it's very hard to troubleshoot the root cause without looking the source code. Unfortunately, the source cannot be shared due to proprietary nature.

I had thought of disposing the Canvas (GLCanvas.dispose()) which will pause the animation thread and make the GLDrawable invalid.

But the root cause is not related to display(), reshape() methods which need to validate the GLDrawable.
Actually, I couldn't find the root cause why the glXChooseVisual gets invoked by the <signal handler called> in native code. Unfortunately, I can't find the native source code to analyse the root cause.
If you want to get some help, provide at least a SSCCE. If the root cause of your problem is outside of the snippet you gave, we will never find the solution and anyway, you need to isolate exactly what causes your problem.

huy1912 wrote
3. What do you mean "animator" on your question of "Do you use an animator"?
In my project, the FPSAnimator is used for re-drawing the display of the canvas if there is any data updated.
And the drawing is handled by its own FPSAnimator thread.
Then you can stop the animator and remove the canvas(es) from it.
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