refi64
refi64
@MangaD It could be that whatever you're passing as `title` has uninitialized bytes or something.
Potentially slower by 1/10000th second...
AFAIK Nana uses X11 to draw graphics, so I don't think it'd be possible to use something else. Game GUIs is more the realm of CEGUI and Nuklear.
`UndoManager` seems to be Cocoa-specific. If you comment out that line, it builds. Of course, now I've managed to crash the Swift compiler, which is fantastic. :neutral_face:
Actually, it looks like XQuartz and X11 basically have the same API? XQuartz seems to basically be "X11 for OSX".
Were you ever able to solve this?
Looks like it...if I build in debug instead, I get: ``` Assertion failed: px != 0, file C:\boost_1_65\boost/smart_ptr/shared_ptr.hpp, line 734 ``` I'll check out a debugger for an actual traceback...
Traceback: ``` * thread #4, stop reason = breakpoint 1.3 frame #0: 0x5887ea40 ucrtbased.dll`abort frame #1: 0x588830dd ucrtbased.dll`_get_wide_winmain_command_line + 7549 frame #2: 0x58882d89 ucrtbased.dll`_get_wide_winmain_command_line + 6697 frame #3: 0x5888142d ucrtbased.dll`_get_wide_winmain_command_line...
Yeah identical qubits in a CNOT isn't useful or even allowed by most frameworks, but crashing with an obscure IndexError isn't very helpful in that case either...
I just ran into this issue because of my node_modules folder, which may or may not have...uhh...91422 files... In the mean time, is there a way to tell build_runner to...