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  • Stack overflow error after creating a instance using 'new'

    - by Justin
    EDIT - The code looks strange here, so I suggest viewing the files directly in the link given. While working on my engine, I came across a issue that I'm unable to resolve. Hoping to fix this without any heavy modification, the code is below. void Block::DoCollision(GameObject* obj){ obj->DoCollision(this); } That is where the stack overflow occurs. This application works perfectly fine until I create two instances of the class using the new keyword. If I only had 1 instance of the class, it worked fine. Block* a = new Block(0, 0, 0, 5); AddGameObject(a); a = new Block(30, 0, 0, 5); AddGameObject(a); Those parameters are just x,y,z and size. The code is checked before hand. Only a object with a matching Collisonflag and collision type will trigger the DoCollision(); function. ((*list1)->m_collisionFlag & (*list2)->m_type) Maybe my check is messed up though. I attached the files concerned here http://celestialcoding.com/index.php?topic=1465.msg9913;topicseen#new. You can download them without having to sign up. The main suspects, I also pasted the code for below. From GameManager.cpp void GameManager::Update(float dt){ GameList::iterator list1; for(list1=m_gameObjectList.begin(); list1 != m_gameObjectList.end(); ++list1){ GameObject* temp = *list1; // Update logic and positions if((*list1)->m_active){ (*list1)->Update(dt); // Clip((*list1)->m_position); // Modify for bounce affect } else continue; // Check for collisions if((*list1)->m_collisionFlag != GameObject::TYPE_NONE){ GameList::iterator list2; for(list2=m_gameObjectList.begin(); list2 != m_gameObjectList.end(); ++list2){ if(!(*list2)->m_active) continue; if(list1 == list2) continue; if( (*list2)->m_active && ((*list1)->m_collisionFlag & (*list2)->m_type) && (*list1)->IsColliding(*list2)){ (*list1)->DoCollision((*list2)); } } } if(list1==m_gameObjectList.end()) break; } GameList::iterator end    = m_gameObjectList.end(); GameList::iterator newEnd = remove_if(m_gameObjectList.begin(),m_gameObjectList.end(),RemoveNotActive); if(newEnd != end)        m_gameObjectList.erase(newEnd,end); } void GameManager::LoadAllFiles(){ LoadSkin(m_gameTextureList, "Models/Skybox/Images/Top.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Right.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Back.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Left.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Front.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Bottom.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Textures/Terrain1.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Textures/Terrain2.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Details/TerrainDetails.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Textures/Water1.bmp", GetNextFreeID()); Block* a = new Block(0, 0, 0, 5); AddGameObject(a); a = new Block(30, 0, 0, 5); AddGameObject(a); Player* d = new Player(0, 100,0); AddGameObject(d); } void Block::Draw(){ glPushMatrix(); glTranslatef(m_position.x(), m_position.y(), m_position.z()); glRotatef(m_facingAngle, 0, 1, 0); glScalef(m_size, m_size, m_size); glBegin(GL_LINES); glColor3f(255, 255, 255); glVertex3f(m_boundingRect.left, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.left, m_boundingRect.bottom, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.bottom, m_position.z()); glVertex3f(m_boundingRect.left, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.left, m_boundingRect.bottom, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.bottom, m_position.z()); glEnd(); // DrawBox(m_position.x(), m_position.y(), m_position.z(), m_size, m_size, m_size, 8); glPopMatrix(); } void Block::DoCollision(GameObject* obj){ GameObject* t = this;   // I modified this to see for sure that it was causing the mistake. // obj->DoCollision(NULL); // Just revert it back to /* void Block::DoCollision(GameObject* obj){     obj->DoCollision(this);   }   */ }

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  • Stack Overflow Exploit in C

    - by Fernando Gonzalez
    Hey there guys, the question is actually about stack overflows in C. I have an assigment that I can not get done for the life of me, i've looked at everything in the gdb and I just cant figure it. The question is the following: int i,n; void confused() { printf("who called me"); exit(0); } void shell_call(char *c) { printf(" ***Now calling \"%s\" shell command *** \n",c); system(c); exit(0); } void victim_func() { int a[4]; printf("[8]:%x\n", &a[8]); printf("Enter n: "); scanf("%d",&n); printf("Enter %d HEX Values \n",n); for(i=0;i<n;i++) scanf("%x",&a[i]); printf("Done reading junk numbers\n"); } int main() { printf("ls=736c --- ps = 7370 --- cal = 6c6163\n"); printf("location of confused %x \n", confused); printf("location of shell_call %x \n", shell_call); victim_func(); printf("Done, thank you\n"); } Ok, so I managed to get the first question correctly, which is to arbitrarily call one of the two functions not explicitly called in the main path. By the way, this has to be done while running the program without any modifications. I did this by running the program, setting N to 7, which gets me to the Function Pointer of the victim_func frame, I write a[7] with the memory address of confused or shell_call, and it works. (I have a 64 bit machine, thats why I have to get it to 7, since the EBI pointer is 2 ints wide, instead of 1) My question is the following, how could I control which argument gets passed to the shell_code funcion? ie. how do i write a string to char* c. The whole point is executing unix commands like "ps" etc, by running only the program. I figured writing the EBI pointer with the hex representation of "ps" and setting the arg list of shell_call to that, but that didn't work. I also tried inputing argsv arguments and setting the arg list of shell_call to the arg_list of main, but didnt work either. I think the second version should work, but i believe im not setting the arg list of the new stack frame correctly ( I did it by writing a[8] to 0, since its the first part of the functin pointer, and writing a[9]=736c and a[10]=0000, but its probably not right since those are the parameters of victim_func. So how do i access the parameters of shell_call?

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  • Authenticating stackoveflow programatically - OpenID

    - by Ben Reeves
    I would like to add up and down voting to my iPhone appilcation - MyStacks, for this I need the to be able to authenticate the user with SO. I'm look at adapting the Twitter-OAuth-iPhone library. However The problem I have is obtaining the consumer and secret key. to use OAuth, do I need to obtain a different key for each provider? In order to obtain a consumer key from google the application needs to have a domain name, but this being an iPhone app of course i don't have one, does this mean that I can't use OAuth? Is there any other way to programatically authenticate SO? Thanks, Ben

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  • Can I post a guide on SO as a question?

    - by Sahat
    I want to post a guide or a collection of learning resources on how to get started with developing for Windows Phone 7. Is it okay to start a guide by clicking ASK QUESTION button even though it's not really a question? Will I get down-ranked for that?

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  • stack overflow problem in program

    - by Jay
    So I am currently getting a strange stack overflow exception when i try to run this program, which reads numbers from a list in a data/text file and inserts it into a binary search tree. The weird thing is that when the program works when I have a list of 4095 numbers in random order. However when i have a list of 4095 numbers in increasing order (so it makes a linear search tree), it throws a stack overflow message. The problem is not the static count variable because even when i removed it, and put t=new BinaryNode(x,1) it still gave a stack overflow exception. I tried debugging it, and it broke at if (t == NULL){ t = new BinaryNode(x,count); Here is the insert function. BinaryNode *BinarySearchTree::insert(int x, BinaryNode *t) { static long count=0; count++; if (t == NULL){ t = new BinaryNode(x,count); count=0; } else if (x < t->key){ t->left = insert(x, t->left); } else if (x > t->key){ t->right = insert(x, t->right); } else throw DuplicateItem(); return t; }

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  • Should a Stack have a maximum size?

    - by Sotirios Delimanolis
    I'm practicing my knowledge of ADTs by implementing some data structures, even if most already exist. With Stacks, a lot of books and other documentation I've read talk about the stack throwing an error when you try to add an element but the stack is full. In a java implementation (or any other), should I specifically keep track of a maximum stack size (from constructor), check to see if that size is reached, and throw an overflow exception if it is? Or is not such a big deal?

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  • Stack Overflow when debugging application in iPhone simulator

    - by mjdth
    I'm getting this every time I attempt to debug my app in the simulator: [Session started at 2010-05-11 16:16:52 -0500.] GNU gdb 6.3.50-20050815 (Apple version gdb-1467) (Wed Apr 21 06:57:21 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".sharedlibrary apply-load-rules all Attaching to process 51573. Program received signal: “EXC_BAD_ACCESS”. Data Formatters temporarily unavailable, will re-try after a 'continue'. (Cannot call into the loader at present, it is locked.) I've looked around and found a few similar cases, but they all seem to be related to a missing file and an extra necessary build phase. I'm getting no notification of a missing file here so I'm not sure where to start to fix this and get the app running again. Thanks for any insight!

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  • StackOverflowError being caused by a TableModelListener

    - by me_here
    I'm not sure why this is recursing. jTable1.getModel().addTableModelListener(new TableModelListener() { public void tableChanged(TableModelEvent evt) { int sum = 0; int i=0; for (i =0 ; i<2; i++){ sum = sum + Integer.parseInt(jTable1.getValueAt(0, i).toString()); } jTable1.setValueAt(sum, 0, 2); } }); The exception is: (it keeps repeating) Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError at javax.swing.table.DefaultTableColumnModel.getColumn(DefaultTableColumnModel.java:277) at javax.swing.JTable.convertColumnIndexToModel(JTable.java:2553) at javax.swing.JTable.getValueAt(JTable.java:2695) at testprogram.guitest.TestTableModel$1.tableChanged(TestTableModel.java:63) at javax.swing.table.AbstractTableModel.fireTableChanged(AbstractTableModel.java:280) at javax.swing.table.AbstractTableModel.fireTableCellUpdated(AbstractTableModel.java:259) at javax.swing.table.DefaultTableModel.setValueAt(DefaultTableModel.java:650) at javax.swing.JTable.setValueAt(JTable.java:2719) Any help appreciated.

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  • NHibernate ManyToMany Relationship Cascading AllDeleteOrphan StackOverflowException

    - by Chris
    I have two objects that have a ManyToMany relationship with one another through a mapping table. Though, when I try to save it, I get a stack overflow exception. The following is the code for the mappings: //EventMapping.cs HasManyToMany(x => x.Performers).Table("EventPerformer").Inverse().Cascade.AllDeleteOrphan().LazyLoad().ParentKeyColumn("EventId").ChildKeyColumn("PerformerId"); //PerformerMapping.cs HasManyToMany<Event>(x => x.Events).Table("EventPerformer").Inverse().Cascade.AllDeleteOrphan().LazyLoad().ParentKeyColumn("PerformerId").ChildKeyColumn("EventId"); When I change the performermapping.cs to Cascade.None() I get rid of the exception but then my Event Object doesn't have the performer I associate with it. //In a unit test, paraphrased event.Performers.Add(performer); //Event eventRepository.Save<Event>(event); eventResult = eventRepository.GetById<Event>(event.id); //Event eventResult.Performers[0]; //is null, should have performer in it How should I be writing this properly? Thanks

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  • Exception in thread "main" java.lang.StackOverflowError

    - by Ray.R.Chua
    I have a piece of code and I could not figure out why it is giving me Exception in thread "main" java.lang.StackOverflowError. This is the question: Given a positive integer n, prints out the sum of the lengths of the Syracuse sequence starting in the range of 1 to n inclusive. So, for example, the call: lengths(3) will return the the combined length of the sequences: 1 2 1 3 10 5 16 8 4 2 1 which is the value: 11. lengths must throw an IllegalArgumentException if its input value is less than one. My Code: import java.util.HashMap; public class Test { HashMap<Integer,Integer> syraSumHashTable = new HashMap<Integer,Integer>(); public Test(){ } public int lengths(int n)throws IllegalArgumentException{ int sum =0; if(n < 1){ throw new IllegalArgumentException("Error!! Invalid Input!"); } else{ for(int i =1; i<=n;i++){ if(syraSumHashTable.get(i)==null) { syraSumHashTable.put(i, printSyra(i,1)); sum += (Integer)syraSumHashTable.get(i); } else{ sum += (Integer)syraSumHashTable.get(i); } } return sum; } } private int printSyra(int num, int count){ int n = num; if(n == 1){ return count; } else{ if(n%2==0){ return printSyra(n/2, ++count); } else{ return printSyra((n*3)+1, ++count) ; } } } } Driver code: public static void main(String[] args) { // TODO Auto-generated method stub Test s1 = new Test(); System.out.println(s1.lengths(90090249)); //System.out.println(s1.lengths(5)); } . I know the problem lies with the recursion. The error does not occur if the input is a small value, example: 5. But when the number is huge, like 90090249, I got the Exception in thread "main" java.lang.StackOverflowError. Thanks all for your help. :) I almost forgot the error msg: Exception in thread "main" java.lang.StackOverflowError at Test.printSyra(Test.java:60) at Test.printSyra(Test.java:65) at Test.printSyra(Test.java:60) at Test.printSyra(Test.java:65) at Test.printSyra(Test.java:60) at Test.printSyra(Test.java:60) at Test.printSyra(Test.java:60) at Test.printSyra(Test.java:60)

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  • Webservice creates Stack Overflow

    - by mouthpiec
    I have an application that when executed as a windows application works fine, but when converted to a webservice, in some instances (which were tested successfully) by the windows app) creates a stack overflow. Do you have an idea of what can cause this? (Note that it works fine when the web service is placed on the localhost). Could it be that the stack size of a Web Service is smaller than that of a Window Application? UPDATE The below is the code in which I am getting a stack overflow error private bool CheckifPixelsNeighbour(Pixel c1, Pixel c2, int DistanceAllowed) { bool Neighbour = false; if ((Math.Abs(c1.X - c2.X) <= DistanceAllowed) && Math.Abs(c1.Y - c2.Y) <= DistanceAllowed) { Neighbour = true; } return Neighbour; }

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  • C# StackOverflowException

    - by KSwift87
    Problem: I am trying to update a List. If a certain item's ID already exists in the List, I want to add onto that item's quantity. If not, then I want to add another item to the list. cart = (List<OrderItem>)Session["cart"]; for(int counter = cart.Count-1; counter >= 0; counter--) { if (cart[counter].productId == item.productId) { cart[counter].productQuantity += item.productQuantity; } else if (counter == 0) { cart.Add(item); } } "cart[counter]" and "item" represent an instance(s) of a custom object of mine. Currently when I finally find a matching ID, everything APPEARS as though it should work, but I get a StackOverflowException thrown in my custom object class. public int productQuantity { get { return _productQuantity; } set { productQuantity = value; } } It gets thrown right at the open-bracket of the "set". Could somebody please tell me what the heck is wrong because I've been going at this for the past 2+ hours to no avail. Thank you in advance.

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  • Python ValueError: not allowed to raise maximum limit

    - by Ricky Bobby
    I'm using python 2.7.2 on mac os 10.7.3 I'm doing a recursive algorithm in python with more than 50 000 recursion levels. I tried to increase the maximum recursion level to 1 000 000 but my python shell still exit after 18 000 recursion levels. I tried to increase the resources available : import resource resource.setrlimit(resource.RLIMIT_STACK, (2**29,-1)) sys.setrecursionlimit(10**6) and I get this error : Traceback (most recent call last): File "<pyshell#58>", line 1, in <module> resource.setrlimit(resource.RLIMIT_STACK,(2**29,-1)) ValueError: not allowed to raise maximum limit I don't know why I cannot raise the maximum limit ? thanks for your suggestions .

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