Hi,

I still wonder if making a non-STL API could be an alternative or not, I
prefer calling API without any STL container, if possible.

Best,
Shing

On Wed, Jan 2, 2013 at 6:18 PM, The Foundry Support <
[email protected]> wrote:

> Hello Shing,
>
> Thanks for the update, I'm glad to hear that you've narrowed down the
> cause of
> the crash.
>
> Kind Regards,
> Jake
>
>
>
> Chishing Yip <[email protected]> wrote:
>
> > Hi Jake & Peter,
> >
> > If I compile my plugin with "/MT", there is no crash.
> > Indeed the crash was from the runtime library, I confirmed that the
> runtime
> > library was introduced from one of my external libraries, so the problem
> is
> > fully on my side, I think you can close the ticket now.
> >
> > Sorry for the trouble and really grateful for the help.
> > Shing
> >
> > On Fri, Dec 21, 2012 at 12:44 AM, Chishing Yip <[email protected]
> >wrote:
> >
> > > Hi Jake,
> > >
> > > Thank your very much for the support, I am still testing on my site to
> > > figure out what's wrong, will keep you and Peter posted if this ticket
> can
> > > be closed or not.
> > >
> > > Have a good holiday, to both of you!
> > >
> > > Shing
> > >
> > >
> > >
> > > On Thu, Dec 20, 2012 at 10:35 PM, The Foundry Support <
> > > [email protected]> wrote:
> > >
> > >> Hi Shing,
> > >>
> > >> Thanks for sending the example code and extra information to us.
> > >>
> > >> My colleague Peter who was looking into this is now on annual leave
> until
> > >> the
> > >> new year and today is my last day too.  I'll keep this support ticket
> > >> open so
> > >> that we can look into this again in the new year.
> > >>
> > >> In the meantime, please let us know if you have any further questions.
> > >>
> > >> Happy Christmas and Kind Regards,
> > >> Jake
> > >>
> > >>
> > >>
> > >>
> > >>
> > >> Chishing Yip <[email protected]> wrote:
> > >>
> > >> > Hi Peter,
> > >> >
> > >> > See attachment for the full source code. I changed based on the
> > >> > 'MyNode.cpp' ( the one that I got problem with SceneView_knob last
> time
> > >> ).
> > >> >
> > >> > To clear any unknown compilation problem, I made the build in
> command
> > >> line
> > >> > with:
> > >> >
> > >> > C:\build > cl.exe /I"C:\Program Files\Nuke7.0v1\include" /EHsc
> > >> MyNode.cpp
> > >> > /link /dll /OUT:MyNode.dll "C:\Program Files\Nuke7.0v1\DDImage.lib"
> > >> >
> > >> >
> > >> > I also tried to add "/Zi" and linker flag "/DEBUG" to get
> > >> > the accessible calling stack.
> > >> >
> > >> >  To replicate the crash:
> > >> > - compiler MyNode.cpp
> > >> > - create MyNode, type some letters in the 'file path'
> > >> > - select some of the items in SceneView_knob, switch viewer to 3D
> -->
> > >> crash
> > >> >
> > >> > OR:
> > >> > - create MyNode, connect to 'Scene', then connect to
> 'ScanlineRender',
> > >> then
> > >> > connect to 'viewer'
> > >> > - press the 'calc hash' button in the panel --> crash
> > >> >
> > >> > OR:
> > >> > - create MyNode, connect to 'Scene', then connect to
> 'ScanlineRender',
> > >> then
> > >> > connect to 'viewer'
> > >> > - save the scene
> > >> > - launch Nuke 7 and load the scene --> crash
> > >> >
> > >> > Here is the call stack:
> > >> >
> > >> > > ntdll.dll!0000000077a932d0()
> > >> >   [Frames below may be incorrect and/or missing, no symbols loaded
> for
> > >> > ntdll.dll]
> > >> >   kernel32.dll!00000000774d300a()
> > >> >   MyNode.dll!free(void * pBlock)  Line 51 C
> > >> >   MyNode.dll!std::allocator<unsigned int>::deallocate(unsigned int *
> > >> _Ptr,
> > >> > unsigned __int64 __formal)  Line 183 C++
> > >> >   MyNode.dll!std::vector<unsigned int,std::allocator<unsigned int>
> > >> > >::_Tidy()  Line 1309 C++
> > >> >   MyNode.dll!std::vector<unsigned int,std::allocator<unsigned int>
> > >> > >::~vector<unsigned int,std::allocator<unsigned int> >()  Line 705
> + 0xa
> > >> > bytes C++
> > >> >   MyNode.dll!MyNode::calcHash()  Line 143 C++
> > >> >   MyNode.dll!MyNode::knob_changed(DD::Image::Knob * k)  Line 207 C++
> > >> >   Nuke7.0.exe!00000001405af0e4()
> > >> >   Nuke7.0.exe!00000001405aea57()
> > >> >   Nuke7.0.exe!000000014092f2c4()
> > >> >   Nuke7.0.exe!0000000140930737()
> > >> >   QtCore4.dll!000000007274af1f()
> > >> >   QtGui4.dll!0000000071ae5f13()
> > >> >   QtGui4.dll!00000000718a1c0f()
> > >> >   QtGui4.dll!00000000718a3303()
> > >> >   QtGui4.dll!00000000718a35ea()
> > >> >   QtGui4.dll!00000000715dac05()
> > >> >   QtGui4.dll!00000000715903b6()
> > >> >   QtGui4.dll!000000007159210c()
> > >> >   Nuke7.0.exe!0000000140615c2e()
> > >> >   QtCore4.dll!0000000072737d92()
> > >> >   QtGui4.dll!000000007159163e()
> > >> >   QtGui4.dll!00000000715f2808()
> > >> >   QtGui4.dll!00000000715f5146()
> > >> >   user32.dll!00000000775e9bd1()
> > >> >   user32.dll!00000000775e98da()
> > >> >   QtCore4.dll!000000007275d05a()
> > >> >   QtGui4.dll!00000000715f46e5()
> > >> >   QtCore4.dll!000000007273734a()
> > >> >   QtCore4.dll!000000007273b450()
> > >> >   Nuke7.0.exe!0000000140603fe7()
> > >> >   Nuke7.0.exe!0000000140cd1f29()
> > >> >   Nuke7.0.exe!00000001410f3d16()
> > >> >   Nuke7.0.exe!0000000140cee3f6()
> > >> >
> > >> > I might use SceneView_knob in a wrong way.
> > >> >
> > >> > Thanks a lot,
> > >> > Shing
> > >> >
> > >> > On Mon, Dec 17, 2012 at 10:49 PM, Chishing Yip <
> [email protected]
> > >> >wrote:
> > >> >
> > >> > > Hi Peter,
> > >> > >
> > >> > > The suggested wrapper functions can be added to existing
> > >> SceneView_KnobI
> > >> > > interface without removing the STL version, my plugin runs fine on
> > >> Linux
> > >> > > and OSX with getSelectedItems() and getImportedItems() .
> > >> > >
> > >> > > I will dump the backtrace when I back to the office tomorrow (
> GMT+8
> > >> ) and
> > >> > > send the sample code to you asap.
> > >> > >
> > >> > > Best,
> > >> > > Shing
> > >> > >
> > >> > >
> > >> > >
> > >> > > On Mon, Dec 17, 2012 at 10:11 PM, Peter Crossley <
> > >> > > [email protected]> wrote:
> > >> > >
> > >> > >>  Hi Shing,
> > >> > >>
> > >> > >> The additions to the interface you've detailed seem like a
> reasonable
> > >> > >> request, however we can't break NDK compatibility until the next
> > >> major
> > >> > >> release. I would suggest you contact
> [email protected]
> > >> > >> with a feature request for this.
> > >> > >>
> > >> > >> I would also like to get to the bottom of your crashes. There
> > >> shouldn't
> > >> > >> be any problems calling these functions unless you're mixing crt
> > >> versions.
> > >> > >>
> > >> > >> Would it be possible for you to send us a code sample that
> causes the
> > >> > >> crash?
> > >> > >>
> > >> > >> Regards,
> > >> > >>
> > >> > >> Peter.
> > >> > >>
> > >> > >>
> > >> > >> On 17/12/2012 13:12, Chishing Yip wrote:
> > >> > >>
> > >> > >> Hi Tom,
> > >> > >>
> > >> > >>  Thanks a lot for your reply.
> > >> > >> We always make release build on windows, we have developed
> windows
> > >> pluginfor two years without any
> > >> > >> STL/compiler version problem in Nuke 6.3, this problem is new to
> us.
> > >> > >>
> > >> > >>  As I can see SceneView_knob is the only one that has this
> problem so
> > >> > >> far in our plugins, is adding few wrappers an alternative? e.g.
> we
> > >> are
> > >> > >> using:
> > >> > >> const std::vector< std::string >& SceneView_KnobI::menus() const;
> > >> > >> const std::vector< std::string >& SceneView_KnobI::getItemNames()
> > >> const;
> > >> > >> void SceneView_KnobI::getImportedItems( std::vector< unsigned
> int >&
> > >> > >> items ) const;
> > >> > >> void SceneView_KnobI::getSelectedItems( std::vector< unsigned
> int >&
> > >> > >> items ) const;
> > >> > >>
> > >> > >>  but we could also do the same thing without any STL interface
> if we
> > >> > >> could have wrappers like these:
> > >> > >>
> > >> > >> unsigned int SceneView_KnobI::numOfMenus() const;
> > >> > >> const char* SceneView_KnobI::getMenuItem( unsigned int menuIndex
> )
> > >> const;
> > >> > >>
> > >> > >> unsigned int SceneView_KnobI::numOfItemNames() const;
> > >> > >> const char* SceneView_KnobI::getItemName( unsigned int itemIndex
> )
> > >> const;
> > >> > >>
> > >> > >> unsigned int SceneView_KnobI::numOfItems() const;
> > >> > >> bool SceneView_KnobI::isImportedItem( unsigned int itemIndex )
> const;
> > >> > >> bool SceneView_KnobI::isSelectedItem( unsigned int itemIndex )
> const;
> > >> > >>
> > >> > >> in the private implementation in SceneView_KnobI.cpp ( or any
> > >> private .
> > >> > >> cpp implementation inside Nuke ):
> > >> > >>
> > >> > >>  unsigned int SceneView_KnobI::numOfMenus() const
> > >> > >> {
> > >> > >> return menu.size();
> > >> > >>  }
> > >> > >> const char* SceneView_KnobI::getMenuItem( unsigned int menuIndex
> )
> > >> const
> > >> > >> {
> > >> > >>  return menu[ menuIndex ].c_str();
> > >> > >>  }
> > >> > >>
> > >> > >> unsigned int SceneView_KnobI::numOfItemNames() const
> > >> > >> {
> > >> > >> return getItemNames.size();
> > >> > >>  }
> > >> > >> const char* SceneView_KnobI::getItemName( unsigned int itemIndex
> )
> > >> const
> > >> > >> {
> > >> > >> return getItemNames[ menuIndex ].c_str();
> > >> > >>  }
> > >> > >>
> > >> > >> unsigned int SceneView_KnobI::numOfItems() const
> > >> > >> {
> > >> > >> return /* the total items scene view knob holds*/ ;
> > >> > >>  }
> > >> > >> bool SceneView_KnobI::isImportedItem( unsigned int itemIndex )
> const
> > >> > >> {
> > >> > >> return /*if getImportedItems() contains the input itemIndex or
> not*/;
> > >> > >>  }
> > >> > >> bool SceneView_KnobI::isSelectedItem( unsigned int itemIndex )
> const
> > >> > >> {
> > >> > >> return /*if getSelectedItems() contains the input itemIndex or
> not*/;
> > >> > >>  }
> > >> > >>
> > >> > >> In this way, we don't need to deal with any STL interface but we
> > >> could
> > >> > >> construct the item list inside our plugin by ourselves, so there
> > >> won't
> > >> > >> be any STL compatibility issue between Nuke and any 3rd party
> > >> plugins,
> > >> > >> and since these are all wrappers I don't think that's difficult
> to
> > >> > >> implement.
> > >> > >>
> > >> > >> We understand the API in Nuke 7.0 has been frozen, if above
> > >> suggestion is
> > >> > >> an acceptable alternative, we could wait until Nuke 7.1 release,
> > >> what do
> > >> > >> you think?
> > >> > >>
> > >> > >> Thanks again for your reply.
> > >> > >> Best,
> > >> > >> Shing
> > >> > >> --
> > >> > >> Zhicheng YE - Shing
> > >> > >> the /*jupiter jazz*/ group - visual research
> > >> > >> mercenaries of jupiter jazz limited - hong kong
> > >> > >> www.jupiter-jazz.com
> > >> > >>
> > >> > >>
> > >> > >> On Mon, Dec 17, 2012 at 6:58 AM, Tom Ward <
> [email protected]>
> > >> wrote:
> > >> > >>
> > >> > >>> Hi Paolo,
> > >> > >>>
> > >> > >>>  The version of VS2010 that Nuke is compiled against is indeed
> > >> > >>> 16.00.30319.01 and as far as I know there have been no
> breaking CRT
> > >> > >>> changes in 2010 (unlike 2005) so don't think that would be the
> > >> problem
> > >> > >>>
> > >> > >>>  Are you definitely always linking against the release version
> of
> > >> the
> > >> > >>> CRT? As we don't ship the debug versions of DDImage (or Nuke)
> you
> > >> need to
> > >> > >>> always build release versions of your plugins for Windows, not
> > >> doing so
> > >> > >>> usually results in STL problems like you're apparently seeing.
> > >> > >>>
> > >> > >>>  Hope that helps
> > >> > >>>
> > >> > >>>  Tom
> > >> > >>>
> > >> > >>>  On Sun, Dec 16, 2012 at 12:33 PM, Paolo Berto <
> > >> [email protected]>wrote:
> > >> > >>>
> > >> > >>>>  Hi Fellaz,
> > >> > >>>>
> > >> > >>>>  we mailed on nuke-dev but got no answers.
> > >> > >>>>
> > >> > >>>>  In a nutshell, we have a plugin which uses SceneView_knob in
> Nuke
> > >> > >>>> 7.0, it always crashes after accessing
> > >> SceneView_KnobI::getSelectedItems()
> > >> > >>>> or SceneView_KnobI::getImportedItems(), to us this looks like a
> > >> STL version
> > >> > >>>> related problem.
> > >> > >>>>
> > >> > >>>>  Our compiler version:
> > >> > >>>>
> > >> > >>>>      > cl.exe
> > >> > >>>>         Microsoft (R) C/C++ Optimizing Compiler Version
> > >> 16.00.30319.01 for
> > >> > >>>> x64
> > >> > >>>>     > link.exe
> > >> > >>>>         Microsoft (R) Incremental Linker Version 10.00.30319.01
> > >> for x64
> > >> > >>>>
> > >> > >>>>  We installed MSVC 2010, without SDK 7.1, without 2010 SP1.
> > >> > >>>>
> > >> > >>>>  How can we setup the correct development environment for Nuke
> 7.0
> > >> ?
> > >> > >>>>  Which compiler ( and /exact/ version ) Nuke 7.0 was compiled
> > >> against?
> > >> > >>>>
> > >> > >>>>  Best,
> > >> > >>>>
> > >> > >>>>
> > >> > >>>>  --
> > >> > >>>> pbd
> > >> > >>>>
> > >> > >>>> paolo berto durante
> > >> > >>>> space cowboy // jupiter jazz ltd // hong kong
> > >> > >>>> https://atomkraft.hk
> > >> > >>>>   --
> > >> > >>>>
> > >> > >>>>
> > >> > >>>>
> > >> > >>>
> > >> > >>>
> > >> > >>>
> > >> > >>>  --
> > >> > >>> Tom Ward, Software Engineer
> > >> > >>> The Foundry, 6th Floor, The Communications Building,
> > >> > >>> 48 Leicester Square, London, UK, WC2H 7LT
> > >> > >>> Tel: +44 (0)20 7434 0449 <%2B44%20%280%2920%207434%200449>
> Web:
> > >> > >>> www.thefoundry.co.uk
> > >> > >>>
> > >> > >>> The Foundry Visionmongers Ltd.
> > >> > >>> Registered in England and Wales No: 4642027
> > >> > >>>
> > >> > >>>
> > >> > >>
> > >> > >>  --
> > >> > >>
> > >> > >>
> > >> > >>
> > >> > >>
> > >> > >>
> > >> > >
> > >> > >
> > >> >
> > >>
> > >>
> > >>
> > >> --
> > >> The Foundry Customer Support
> > >> 6th Floor, The Communications Building, 48 Leicester Square, London
> WC2H
> > >> 7LT,
> > >> UK +44 (0)20 7968 6828
> > >> 618 Hampton Drive, Venice, CA, 90291, USA +1 310 399 4555
> > >> Web: www.thefoundry.co.uk
> > >> Customer Support: 09:30-18:00 GMT / 08:30 - 17:00 PST
> > >>
> > >> The Foundry Visionmongers Ltd • Registered in England and Wales No:
> > >> 4642027
> > >>
> > >>
> > >
> > >
> >
>
>
>
> --
> The Foundry Customer Support
> 6th Floor, The Communications Building, 48 Leicester Square, London WC2H
> 7LT,
> UK +44 (0)20 7968 6828
> 618 Hampton Drive, Venice, CA, 90291, USA +1 310 399 4555
> Web: www.thefoundry.co.uk
> Customer Support: 09:30-18:00 GMT / 08:30 - 17:00 PST
>
> The Foundry Visionmongers Ltd • Registered in England and Wales No: 4642027
>
>
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