DeathHandler | SIGSEGV handler which prints the debug stack trace | Code Inspection library

 by   vmarkovtsev C++ Version: Current License: No License

kandi X-RAY | DeathHandler Summary

kandi X-RAY | DeathHandler Summary

DeathHandler is a C++ library typically used in Code Quality, Code Inspection applications. DeathHandler has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

DeathHandler C03+ class installs SEGFAULT, SIGABRT and SIGFPE signal handlers to print a nice stack trace and (if requested) generate a core dump. In DeathHandler's constructor, signal handlers are installed through `sigaction()`. If your program encounters a segmentation fault, the call stack is unwinded with `backtrace()`, converted into function names with line numbers via `addr2line` (`fork()` + `execlp()`). Addresses from shared libraries are also converted thanks to dladdr(). All C symbols are demangled. Printed stack trace includes the faulty thread id obtained with pthread_self() and each line contains the process id to distinguish several stack traces printed by different processes at the same time. The code works primarily on Linux and tested on x86_64 and ARM with glibc. Besides, there is a partial support of MacOSX (addr2line → atos is not implemented). Since backtrace() uses malloc() and the heap my be corrupted by the time it is called, malloc() and free() have to be overridden. On Linux, it is done via a simple symbol overload; on MacOSX, malloc_default_zone() approach is taken because overloading does not work out of the box.
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            kandi-support Support

              DeathHandler has a low active ecosystem.
              It has 145 star(s) with 32 fork(s). There are 17 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 5 open issues and 11 have been closed. On average issues are closed in 94 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of DeathHandler is current.

            kandi-Quality Quality

              DeathHandler has 0 bugs and 0 code smells.

            kandi-Security Security

              DeathHandler has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              DeathHandler code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              DeathHandler does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              DeathHandler releases are not available. You will need to build from source code and install.

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            DeathHandler Key Features

            No Key Features are available at this moment for DeathHandler.

            DeathHandler Examples and Code Snippets

            No Code Snippets are available at this moment for DeathHandler.

            Community Discussions

            Trending Discussions on DeathHandler

            QUESTION

            Vector3 is being reset to 0,0,0 Unity
            Asked 2020-Dec-15 at 16:54

            I'm making a game right now where the enemies become alerted to the player and chase them indefinetely until the player stand on a "safe plate" in game. When the player stands here the enemies should then return to their original position.

            The issue is that whenever the player stands on the plate I get a null reference exception error and I can see the original guard position has been reset to 0,0,0 in the console. I'm assuming the reason for the null reference exception is because the world origin isn't on the nav mesh I'm using, although I could easily be wrong about that. I just can't seem to figure out why the vector3 value has changed at all since the guardPosition variable is initiated on Start and never touched again.

            I've included both my enemyAi class (script attached to enemy) and my class associated with stepping on plates. If there's anything more needed to include let me know. If anyone has any ideas, help would be appreciated. Cheers.

            Screenshot on console after stepping on plate

            ...

            ANSWER

            Answered 2020-Dec-15 at 16:54

            You are getting a disabled instance of EnemyAI. Instead, use FindGameObjectsWithTag then iterate through all of them and add their EnemyAI to a list which you can iterate through when necessary. By the way, it's better to use CompareTag when possible to reduce garbage:

            Source https://stackoverflow.com/questions/65308764

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install DeathHandler

            You can download it from GitHub.

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