Référence non définie au nouvel opérateur

Jamais vu cette erreur liens dans ma vie jusqu'à ce que j'ai commencé la programmation PSP homebrew applications. De toute façon, je fais un allegro de jeu et j'ai besoin de tirer des projectiles ou des missiles dans ce cas et j'ai besoin d'utiliser une dynamique et générique de la matrice. Mais mon éditeur de liens se plaint qu'il y a une référence non définie à l'opérateur new. Ci dessous le code source en entier, makefile, et les détails de l'erreur.

Détails De L'Erreur:

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] = "0123456789abcdef"[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 cette erreur ne peut pas être fixe est-il un travail autour de. Comme quoi puis-je l'utiliser ne pas utiliser l'opérateur new. Je veux dire-je utiliser malloc pour allouer dynamiquement tout, mais le vecteur modèle de classe est en quelque sorte l'aide de l'opérateur new.

source d'informationauteur Daniel Lopez | 2011-12-21