2011-12-21 24 views
10

Nunca he visto este error de enlazador en mi vida hasta que comencé a programar aplicaciones PSP homebrew. De todos modos, estoy haciendo un juego de allegro y tengo que disparar proyectiles o misiles en este caso y necesito usar una matriz dinámica y genérica. Pero mi enlazador se queja de que hay una referencia indefinida al nuevo operador. A continuación encontrará el código fuente completo, el archivo MAKE y los detalles del error.Referencia indefinida al nuevo operador

Detalles de error:

1>------ Build started: Project: PSP Asteroids, Configuration: Debug Win32 ------ 
1> psp-g++ -I. -IC:/pspsdk/psp/sdk/include -O2 -G0 -Wall -I. -IC:/pspsdk/psp/sdk/include -O2 -G0 -Wall -fno-exceptions -fno-rtti -D_PSP_FW_VERSION=150 -c -o main.o main.cpp 
1> psp-gcc -I. -IC:/pspsdk/psp/sdk/include -O2 -G0 -Wall -D_PSP_FW_VERSION=150 -L. -LC:/pspsdk/psp/sdk/lib main.o -lalleg -lpspgu -lpspirkeyb -lm -lpsppower -lpspaudio -lpsprtc -lpspdebug -lpspdisplay -lpspge -lpspctrl -lpspsdk -lc -lpspnet -lpspnet_inet -lpspnet_apctl -lpspnet_resolver -lpsputility -lpspuser -lpspkernel -o main.elf 
1> main.o: In function `std::vector<Missile*, std::allocator<Missile*> >::_M_insert_aux(__gnu_cxx::__normal_iterator<Missile**, std::vector<Missile*, std::allocator<Missile*> > >, Missile* const&)': 
1> main.cpp:(.text._ZNSt6vectorIP7MissileSaIS1_EE13_M_insert_auxEN9__gnu_cxx17__normal_iteratorIPS1_S3_EERKS1_[_ZNSt6vectorIP7MissileSaIS1_EE13_M_insert_auxEN9__gnu_cxx17__normal_iteratorIPS1_S3_EERKS1_]+0xb8): undefined reference to `operator new(unsigned int)' 
1> main.cpp:(.text._ZNSt6vectorIP7MissileSaIS1_EE13_M_insert_auxEN9__gnu_cxx17__normal_iteratorIPS1_S3_EERKS1_[_ZNSt6vectorIP7MissileSaIS1_EE13_M_insert_auxEN9__gnu_cxx17__normal_iteratorIPS1_S3_EERKS1_]+0x124): undefined reference to `operator delete(void*)' 
1> C:\pspsdk\bin\make: *** [main.elf] Error 1 
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ========== 

Makefile

TARGET = main 
OBJS = main.o 

CFLAGS = -O2 -G0 -Wall 
CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti 
ASFLAGS = $(CFLAGS) 

EXTRA_TARGETS = EBOOT.PBP 
PSP_EBOOT_TITLE = PSP Asteroids 
LIBS = -lalleg -lpspgu -lpspirkeyb -lm -lpsppower -lpspaudio -lpsprtc 
PSPSDK=$(shell psp-config --pspsdk-path) 
include $(PSPSDK)/lib/build.mak 

main.cpp

#define ALLEGRO_NO_MAGIC_MAIN 
#define WIDTH 480 
#define HEIGHT 272 
#include <pspkernel.h> 
#include <pspdebug.h> 
#include <pspctrl.h> 
#include <allegro.h> 
#include <math.h> 
#include <vector> 
PSP_MODULE_INFO("PSP Asteroids", 0, 1, 1); 
int check_bb_collision (BITMAP* spr1, BITMAP* spr2, int x1, int y1, int x2, int y2) 
{ 
    int b1_x = x1; 
    int b2_x = x2; 
    int b1_y = y1; 
    int b2_y = y2; 
    int b1_w = spr1->w; 
    int b2_w = spr2->w; 
    int b1_h = spr1->h; 
    int b2_h = spr2->h; 
    if ((b1_x > b2_x + b2_w - 1) || // is b1 on the right side of b2? 
       (b1_y > b2_y + b2_h - 1)  || // is b1 under b2? 
       (b2_x > b1_x + b1_w - 1)  || // is b2 on the right side of b1? 
       (b2_y > b1_y + b1_h - 1))   // is b2 under b1? 
    { 
     // no collision 
     return 0; 
    } 

    // collision 
    return 1; 
} 
//Pass 2 Allegro bitmaps and their respective positions and this function 
//returns true if there is a collision and false if theres not. 
//The 2 bitmaps must be memory bitmaps of the same color depth. 
int check_pp_collision_normal(BITMAP *spr1, BITMAP *spr2, int x1, int y1, int x2, int y2) 
{ 
int dx1, dx2, dy1, dy2; //We will use this deltas... 
int fx,fy,sx1,sx2; //Also we will use this starting/final position variables... 
int maxw, maxh; //And also this variables saying what is the maximum width and height... 
int depth; //This will store the color depth value... 
char CHARVAR; //We will use these to store the transparent color for the sprites... 
short SHORTVAR; 
long LONGVAR; 

if(!check_bb_collision(spr1, spr2, x1,y1, x2,y2)) return 0; //If theres not a bounding box collision, it is impossible to have a pixel perfect collision right? So, we return that theres not collision... 

//First we need to see how much we have to shift the coordinates of the sprites... 
if(x1>x2) { 
    dx1=0;  //don't need to shift sprite 1. 
    dx2=x1-x2; //shift sprite 2 left. Why left? Because we have the sprite 1 being on the right of the sprite 2, so we have to move sprite 2 to the left to do the proper pixel perfect collision... 
    } else { 
    dx1=x2-x1; //shift sprite 1 left. 
    dx2=0;  //don't need to shift sprite 2. 
    } 
if(y1>y2) { 
    dy1=0; 
    dy2=y1-y2; //we need to move this many rows up sprite 2. Why up? Because we have sprite 1 being down of sprite 2, so we have to move sprite 2 up to do the proper pixel perfect collision detection... 
    } else { 
    dy1=y2-y1; //we need to move this many rows up sprite 1. 
    dy2=0; 
    } 

//Then, we have to see how far we have to go, we do this seeing the minimum height and width between the 2 sprites depending in their positions: 
if(spr1->w-dx1 > spr2->w-dx2) { 
    maxw=spr2->w-dx2; 
    } else { 
    maxw=spr1->w-dx1; 
    } 
if(spr1->h-dy1 > spr2->h-dy2) { 
    maxh=spr2->h-dy2; 
    } else { 
    maxh=spr1->h-dy1; 
    } 
maxw--; 
maxh--; 

fy=dy1; 
fx=dx1; 
dy1+=maxh; 
dy2+=maxh; 
sx1=dx1+maxw; 
sx2=dx2+maxw; 

depth=bitmap_color_depth(spr1); //Get the bitmap depth... 

if(depth==8) { 
    CHARVAR=bitmap_mask_color(spr1); //Get the transparent color of the sprites... 
    for(; dy1>=fy; dy1--,dy2--) { //Go through lines... 
     for(dx1=sx1,dx2=sx2; dx1>=fx; dx1--,dx2--) { //Go through the X axis... 
     if((spr1->line[dy1][dx1]!=CHARVAR) && (spr2->line[dy2][dx2]!=CHARVAR)) return 1; //Both sprites don't have transparent color in that position, so, theres a collision and return collision detected! 
     } 
     } 
    } else { 
    if(depth==16 || depth==15) { 
    SHORTVAR=bitmap_mask_color(spr1); //Get the transparent color of the sprites... 
    for(; dy1>=fy; dy1--,dy2--) { //Go through lines... 
     for(dx1=sx1,dx2=sx2; dx1>=fx; dx1--,dx2--) { //Go through the X axis... 
      if((((short *)spr1->line[dy1])[dx1]!=SHORTVAR) && (((short *)spr2->line[dy2])[dx2]!=SHORTVAR)) return 1; //Both sprites don't have transparent color in that position, so, theres a collision and return collision detected! 
      } 
     } 
    } else { 
    if(depth==32) { 
     LONGVAR=bitmap_mask_color(spr1); //Get the transparent color of the sprites... 
     for(; dy1>=fy; dy1--,dy2--) { //Go through lines... 
      for(dx1=sx1,dx2=sx2; dx1>=fx; dx1--,dx2--) { //Go through the X axis... 
      if((((long *)spr1->line[dy1])[dx1]!=LONGVAR) && (((long *)spr2->line[dy2])[dx2]!=LONGVAR)) return 1; //Both sprites don't have transparent color in that position, so, theres a collision and return collision detected! 
      } 
      } 
     } else { 
     if(depth==24) { 
     CHARVAR=bitmap_mask_color(spr1)>>16; //if the order is RGB, this will contain B... 
     SHORTVAR=bitmap_mask_color(spr1)&0xffff; //if the order is RGB, this will contain GR... 
     for(; dy1>=fy; dy1--,dy2--) { //Go through lines... 
      for(dx1=sx1,dx2=sx2; dx1>=fx; dx1--,dx2--) { //Go through the X axis... 
       if((*((short *)(spr1->line[dy1]+(dx1)*3))!=SHORTVAR) && (spr1->line[dy1][(dx1)*3+2]!=CHARVAR) && (*((short *)(spr2->line[dy2]+(dx2)*3))!=SHORTVAR) && (spr2->line[dy2][(dx2)*3+2]!=CHARVAR)) return 1; //Both sprites don't have transparent color in that position, so, theres a collision and return collision detected! 
       //I have tryed to avoid the above multiplications but it seems that GCC optimizes better than I :-)) 
       } 
      } 
     } 
     } 
    } 
    } 

//If we have reached here it means that theres not a collision: 
return 0; //Return no collision. 
} 
//Finds the magnitude from a point in 2d. 
double magnitude(int x, int y) 
{ 

    return sqrt((x * x) + (y* y)); 
} 
char* itoa(int val, int base){ 

    static char buf[32] = {0}; 

    int i = 30; 

    for(; val && i ; --i, val /= base) 

     buf[i] = "abcdef"[val % base]; 

    return &buf[i+1]; 

} 
// static class that contain special game constants 
class Constants 
{ 
    public: 
     static const double PI = 3.14159265358979323846; 
     static const double PIOVER4 = (3.14159265358979323846/4); 
     static const double TWOPI = (2 * 3.14159265358979323846); 
     static const double PIOVER2 = (3.14159265358979323846/2); 
     static const unsigned int MAXBULLETS = 5; 
}; 
// Clamp 
inline float clamp(float x, float min, float max) 
{ 
    return x < min ? min : (x > max ? max : x); 
} 
// The ship class 
class Ship 
{ 
    public: 
     double X; 
     static const double Y = (272 - 64); 
     double angle; 
     void Init(int x) 
     { 

      angle = 0; 
      X = x; 
     } 
     void MoveLeft() 
     { 
      X -= 2; 

     } 
     void MoveRight() 
     { 
      X += 2; 
     } 

     void Draw(BITMAP* buffer, BITMAP* sprite, int frame) 
     { 
      X = clamp(X, 0, 480); 
      draw_sprite(buffer, sprite, X, Y); 
     } 
}; 
class Missile 
{ 
    private: 
     static const double angle = (3.14159265358979323846/2); 
    public: 
     bool Alive; 
     static const int V = 5; 
     double X; 
     double Y; 
     void Init(bool alive, int x, int y) 
     { 
      Alive = alive; 
      X = x; 
      Y = y; 
     } 
     void Update() 
     { 
      X += V * cos(angle); 
      Y += V * sin(angle); 
     } 
     void Kill() 
     { 
      Alive = false; 
     } 
     void Draw(BITMAP* buffer, BITMAP* sprite) 
     { 
      draw_sprite(buffer, sprite, X, Y); 
     } 
}; 
std::vector<Missile*>* bullets = (std::vector<Missile*>*)malloc(1); 
void FireBullet(Ship* s) 
{ 
    if (bullets->size() < Constants::MAXBULLETS) 
    { 
     Missile* missile = (Missile*)malloc(1); 
     missile->Init(true, s->X, s->Y); 
     bullets->push_back(missile); 
    } 
} 

void CleanUp() 
{ 
    for(unsigned int index = 0; index < bullets->size(); index++) 
    { 

     if (bullets->at(index)->Alive == false) 
     { 
      bullets->erase(bullets->begin() + index); 
     } 
    } 
} 
void UpdateBullets() 
{ 
    for(unsigned int index = 0; index < bullets->size(); index++) 
    { 
     if (bullets->at(index)->Y < 0) 
     { 
      bullets->at(index)->Update(); 
     } 
     else 
     { 
      bullets->at(index)->Kill(); 
     } 
    } 
} 
void DrawBullets(BITMAP* buffer, BITMAP* sprite) 
{ 
    for(unsigned int index = 0; index < bullets->size(); index++) 
    { 
     if (bullets->at(index)->Alive == true) 
     { 
      bullets->at(index)->Draw(buffer, sprite); 
     } 
    } 
} 
//Entry point of the application 
int main(void) 
{ 

    Ship* s = (Ship*)malloc(1); 
    int x = (WIDTH/2) - 64; 
    allegro_message("Initialzing ship class"); 
    s->Init(x); 
    int frame = 0; 
    BITMAP* buffer = NULL; 
    BITMAP* background = NULL; 
    BITMAP* ship = NULL; 
    SceCtrlData pad; 
    bool done = false; 
    allegro_message("Initializing Game..."); 
    int rval = allegro_init(); 
    if (allegro_init() != 0) 
    { 
     allegro_message("Error initializing Game Because it returned: %i", rval); 
     return 1; 
    } 
    allegro_message("Setting Graphics Mode...Press X To Begin Game"); 
    set_color_depth(32); 
    int ret = set_gfx_mode(GFX_AUTODETECT,480,272,0,0); 
    if (ret != 0) 
    { 
     allegro_message("Error setting grahpic mode! Because of it returned: %i", ret); 
     return ret; 
    } 
    background = load_bmp("background.bmp", NULL); 
    ship = load_bmp("ship.bmp", NULL); 
    BITMAP* m = load_bmp("missile.bmp", NULL); 
    if (background == NULL || ship == NULL || m != NULL){ 
     allegro_message("Couldn't load one or more sprites..."); 
     return 0; 
    } 
    buffer = create_bitmap(WIDTH, HEIGHT); 
    if (buffer == NULL) 
    { 
     allegro_message("Couldn't create buffer!"); 
     return 0; 
    } 
    int previousx = 0; 
    int previousy = 0; 
    while(!done) 
    { 

     sceCtrlReadBufferPositive(&pad, 1); 
     if (pad.Buttons & PSP_CTRL_START) 
     { 
      done = true; 
     } 
     else if (pad.Buttons & PSP_CTRL_CROSS) 
     { 
      FireBullet(s); 
     } 
     else if (pad.Buttons & PSP_CTRL_LEFT) 
     { 
      s->MoveLeft(); 
     } 
     else if (pad.Buttons & PSP_CTRL_RIGHT) 
     { 
      s->MoveRight(); 
     } 
     UpdateBullets(); 
     CleanUp(); 
     clear(buffer); 
     draw_sprite(buffer, background, 0, 0); 
     s->Draw(buffer, ship, frame); 
     DrawBullets(buffer, ship); 
     masked_blit(buffer, screen, 0, 0, 0, 0, WIDTH, HEIGHT); 
     if (frame == (60 * 10)) 
     { 
      frame = 0; 
     } 
     frame++; 
     vsync(); 
     previousx = pad.Lx; 
     previousy = pad.Ly; 

    } 
    allegro_message("Clearing resources!"); 
    clear(buffer); 
    clear(ship); 
    clear(background); 
    clear(screen); 
    allegro_message("Thank you for playing!"); 
    return 0; 
} 
END_OF_MAIN() 

Si este error Cann No se puede arreglar si hay un trabajo alrededor. Al igual que lo que puedo usar que no utiliza el nuevo operador. Quiero decir que utilizo malloc para asignar todo dinámicamente, pero la clase de plantilla vectorial está de alguna manera usando el nuevo operador.

+0

Podría cortar un montón de código irrelevante, que sería útil – Marlon

+2

¿Qué se supone que está haciendo esta línea, en nombre de todo lo sagrado, y por qué está en el alcance global? 'std :: vector * bullets = (std :: vector *) malloc (1);' – jzila

+0

'psp-g ++' vs 'psp-gcc' se ve * muy * sospechoso. –

Respuesta

25

Parece que está utilizando gcc como un contenedor de enlaces y no g++. Por lo tanto, el tiempo de ejecución C++ estándar no está vinculado, y el operador nuevo no se pudo encontrar. Debe utilizar g++ para vincular o especificar el tiempo de ejecución de C++, generalmente es -lstdc++.

+0

Todavía no va a funcionar. Está tratando de invocar métodos en un puntero vectorial que él asignó manualmente a tamaño de 1 byte, en alcance global, nada menos. – jzila

+2

@jzila: Sin embargo, eso es irrelevante para la pregunta. El código no tiene nada que ver con el enlace, sobre el cual se pregunta. –

+0

Lo siento, tienes razón. Olvidé agregar -lstdC++. Pensé que lo tenía en mi archivo MAKE –