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Er, the LuaJIT mailing list. I was replying to this thread Sorry!

On Tue, Apr 2, 2013 at 7:05 PM, Alex <> wrote:
> Oh whoops, I forgot I posted this before the Lua mailing list formed.
> On Tue, Apr 2, 2013 at 6:02 AM, Graham Wakefield <> wrote:
>> You probably want to ask this on the LuaJIT mailing list (
>> On Apr 2, 2013, at 4:08 AM, Alex wrote:
>>> Alright, so I dug deeper into this issue, since the Open Dynamics
>>> Engine is triggering this issue now (and it's the only 3D
>>> physics/collision engine with a C API I can find)
>>> Apparently, loading a C++ library compiled with msys g++ causes LuaJIT
>>> to crash when the process exits, even after the DLL was unloaded (I
>>> set a breakpoint in lj_cf_os_exit, it crashes when exit() gets
>>> called), even if the only calls through the FFI are those to extern
>>> "c" functions. A small C program that just loads then unloads the
>>> library works fine.
>>> Here's the example code I'm using:
>>> I don't think this has to do specifically with C++ code however. SOIL,
>>> which is what I was having issues with earlier, is written in C, yet
>>> still causes crashes, so I'm not quite sure.
>>> May you please take a look into this, Mr. Pall?
>>> Thanks, Alex Parrill
>>> On Fri, Dec 30, 2011 at 5:04 PM, Alex <> wrote:
>>>> Mike Pall <> wrote:
>>>>> Does the same thing happen if you load the DLL from C with
>>>>> LoadLibrary()? For better comparison use the same C compiler
>>>>> as you've used for LuaJIT.
>>>> Yea, it does, so it seems like it's a problem with the DLL itself. A
>>>> quick google yielded this topic:
>>>> which may be the problem, as the library stores the error messages as
>>>> well as the availability of certain OpenGL extensions in global
>>>> variables. Other than that, I'm at a loss as to what is causing it.
>>>> Any ideas?
>>>> Again, thanks for the help.