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ecode: segfault when trying to load a folder in terminal mode #391
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Translated Report (Full Report Below)Process: ecode [17424] Date/Time: 2025-03-05 16:02:30.7111 -0800 Sleep/Wake UUID: 83F31334-CD72-474E-8D6B-918CEA2F4A7D Time Awake Since Boot: 590000 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 VM Region Info: 0x1b8 is not in any region. Bytes before following region: 4372495944 Thread 0 Crashed:: Dispatch queue: com.apple.main-thread Thread 1: Thread 2: Thread 3: Thread 4: Thread 5: Thread 6: Thread 7: Thread 8: Thread 9: Thread 10: Thread 11: Thread 12: Thread 13: Thread 14:: CVDisplayLink Thread 15:: CVDisplayLink Thread 16:: com.apple.NSEventThread Thread 0 crashed with ARM Thread State (64-bit): Binary Images: External Modification Summary: VM Region Summary:
REGION TYPE SIZE COUNT (non-coalesced) Full Report{"app_name":"ecode","timestamp":"2025-03-05 16:02:31.00 -0800","app_version":"0.7.0","slice_uuid":"521971d0-2e2f-38cd-bbb7-816500fa1f57","build_version":"","platform":1,"bundleID":"ensoft.dev","share_with_app_devs":0,"is_first_party":0,"bug_type":"309","os_version":"macOS 15.3.1 (24D70)","roots_installed":0,"name":"ecode","incident_id":"8ED57ED0-C88D-446E-AD7E-24D74B06991F"} Model: MacBookPro18,3, BootROM 11881.81.4, proc 8:6:2 processors, 32 GB, SMC |
FYI, I've compiled the app from source and it needed me to install llvm17 ( |
Don't worry, it was really easy to reproduce and it will crash on any OS. I just sent a fix, fix will be available in the nightly builds in around 15 minutes. BTW: I'll move the issue to ecode repository, since ecode bugs should be reported there. Thanks for reporting issues! |
OpenGL 3 Core Profile renderer is also fixed on macOS, I just pushed another fix, it will render correctly. OpenGL 3 renderer has been disabled on macOS (since it's not supported). |
Logs:
I have another bug where you set renderer to OpenGL 3, and the app will segfault if its not available on the system. I'd expect app to ignore it in case of an exception, and fall back to default safe renderer (OpenGL 2 in this case). I can create a separate issue if you are interested.
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