rendered paste bodyStepMania CVS 4.0 CVS crash report
--------------------------------------
Crash reason: Segmentation fault - address not mapped at 0x0000000000000000
Crashed thread: Main thread
Checkpoints:
Thread: Main thread
ScreenGameplay.cpp:2272 HandleScreenMessage(18)
Screen.cpp:147 ScreenMessage(18)
ScreenGameplay.cpp:2272 HandleScreenMessage(18)
Screen.cpp:147 ScreenMessage(18)
ScreenGameplay.cpp:2272 HandleScreenMessage(18)
Thread: Decode thread
RageSoundDriver_Generic_Software.cpp:205
RageSoundDriver_Generic_Software.cpp:205
RageSoundDriver_Generic_Software.cpp:205
RageSoundDriver_Generic_Software.cpp:205
RageSoundDriver_Generic_Software.cpp:205
Thread: RageSound_ALSA9_Software
Thread: MusicThread
GameSoundManager.cpp:328
GameSoundManager.cpp:328
GameSoundManager.cpp:328
GameSoundManager.cpp:328
Thread: Worker thread (MemoryCardWorker)
Thread: Worker thread (/@mc1int/)
Thread: Worker thread (/@mc2int/)
Thread: Joystick thread
Thread: Main thread
00000000008d64d3: HoldJudgment::SetHoldJudgment(HoldNoteScore)
0000000000905358: Player::Update(float)
00000000009e4fa7: Sprite::Update(float)
00000000009bb3ef: ActorFrame::UpdateInternal(float)
00000000009bb3ef: ActorFrame::UpdateInternal(float)
0000000000a6df41: std::_Rb_tree<StdString::CStdStr<char>, std::pair<StdString::CStdStr<char> const, Screen* (*)(StdString::CStdStr<char> const&)>, std::_Select1st<std::pair<StdString::CStdStr<char> const, Screen* (*)(StdString::CStdStr<char> const&)> >, std::less<StdString::CStdStr<char> >, std::allocator<std::pair<StdString::CStdStr<char> const, Screen* (*)(StdString::CStdStr<char> const&)> > >::insert_unique(std::_Rb_tree_iterator<std::pair<StdString::CStdStr<char> const, Screen* (*)(StdString::CStdStr<char> const&)> >, std::pair<StdString::CStdStr<char> const, Screen* (*)(StdString::CStdStr<char> const&)> const&)
00002b9692bceddd:
0000000000a6e2a0: std::map<StdString::CStdStr<char>, Screen* (*)(StdString::CStdStr<char> const&), std::less<StdString::CStdStr<char> >, std::allocator<std::pair<StdString::CStdStr<char> const, Screen* (*)(StdString::CStdStr<char> const&)> > >::operator[](StdString::CStdStr<char> const&)
0000000000a6a43c: RegisterScreenClass(StdString::CStdStr<char> const&, Screen* (*)(StdString::CStdStr<char> const&))
000000000051ab8b: StdString::CStdStr<char>::CStdStr(char const*)
000000000051bd5c:
Static log:
StepMania CVS 4.0 CVS
Log starting 2006-07-12 18:35:00
OS: Linux ver 020617
Crash backtrace component: x86 custom backtrace
Crash lookup component: dladdr
Crash demangle component: cxa_demangle
Runtime library: glibc 2.4
Threads library: NPTL 2.4
TLS is available
ALSA: Advanced Linux Sound Architecture Driver Version 1.0.12rc1.
ALSA Driver: 0: NVidia CK8S [CK8S], device 0: Intel ICH [NVidia CK8S], 1/1 subdevices avail
ALSA Driver: 0: NVidia CK8S [CK8S], device 2: Intel ICH - IEC958 [NVidia CK8S - IEC958], 1/1 subdevices avail
Couldn't load driver ALSA: Not enough substreams for hardware mixing, using software mixing
ALSA: Software mixing at 48000hz
Sound driver: ALSA-sw
WARNING: Error opening "/sys/block/hda/device/../idVendor": No such file or directory
WARNING: Error opening "/sys/block/hda/device/../idProduct": No such file or directory
WARNING: Error opening "/sys/block/hda/device/../serial": No such file or directory
WARNING: Error opening "/sys/block/hda/device/../product": No such file or directory
WARNING: Error opening "/sys/block/hda/device/../manufacturer": No such file or directory
Video renderers: 'opengl'
Display: :0.0 (screen 0)
Direct rendering: no
X server vendor: The X.Org Foundation [7.1.1.0]
Server GLX vendor: NVIDIA Corporation [1.4]
Client GLX vendor: NVIDIA Corporation [1.4]
OpenGL shading language: 1.10 NVIDIA via Cg 1.3 compiler
Paletted textures disabled: GL_EXT_paletted_texture missing.
OGL Vendor: NVIDIA Corporation
OGL Renderer: GeForce 6800 GT/AGP/SSE2
OGL Version: 2.0.2 NVIDIA 87.62
OGL Max texture size: 4096
OGL Texture units: 4
OGL Extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GLU Version: 1.3
OpenGL Windowed 800x600 32 color 32 texture 75Hz Vsync SmoothLines
Opened /dev/input/js0
Players joined: P1
Language: en
Current renderer: OpenGL
Theme: default
Partial log:
01:53.087: key: sym 65364, key 165, state false
01:53.195: key: sym 65362, key 164, state true
01:53.287: 75 FPS, 74 av FPS, 470 VPF, OpenGL
01:53.302: key: sym 65362, key 164, state false
01:53.394: key: sym 65361, key 166, state true
01:53.795: key: sym 65362, key 164, state true
01:53.914: key: sym 65362, key 164, state false
01:54.180: key: sym 65363, key 167, state true
01:54.274: key: sym 65363, key 167, state false
01:54.300: 75 FPS, 74 av FPS, 486 VPF, OpenGL
-- End of report