[Closed] Segmentation Fault

Questions about the LÖVE API, installing LÖVE and other support related questions go here.
Forum rules
Before you make a thread asking for help, read this.
paulclinger
Party member
Posts: 227
Joined: Thu Jun 28, 2012 8:46 pm

Re: Segmentation Fault

Post by paulclinger »

> Indeed, it doesn't crash with jit.off().

This is probably why it works under the debugger in ZeroBrane Studio as it calls jit.off() (when used with LuaJIT). It doesn't explain why it works when the script is run from ZBS as jit.off() is not called in this case (unless "require 'mobdebug'" is called). Paul.
User avatar
Xgoff
Party member
Posts: 211
Joined: Fri Nov 19, 2010 4:20 am

Re: Segmentation Fault

Post by Xgoff »

btw he just fixed this
User avatar
SneakySnake
Citizen
Posts: 94
Joined: Fri May 31, 2013 2:01 pm
Contact:

Re: Segmentation Fault

Post by SneakySnake »

Xgoff wrote:btw he just fixed this
Yup, I also tested OP's game with the fixed LuaJIT, it doesn't crash.
User avatar
Ensayia
Party member
Posts: 399
Joined: Sat Jun 12, 2010 7:57 pm

Re: Segmentation Fault

Post by Ensayia »

Good to know that there was a fix created so quickly. We've circumvented the problem already for the final game, but thanks for all the support!

I guess i'll mark this one closed.
Post Reply

Who is online

Users browsing this forum: Bing [Bot], Google [Bot] and 4 guests