Hi Shing, I support your suggestion, it could easily trigger cross-runtime problems.
Mike On Thu, Jan 3, 2013 at 4:50 PM, Chishing Yip <[email protected]> wrote: > > 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 >> >> > > > _______________________________________________ > Nuke-dev mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev > >
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