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Home/ Questions/Q 7783557
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T19:52:25+00:00 2026-06-01T19:52:25+00:00

I’m writing a small plugin system for a program. Some parts of it are

  • 0

I’m writing a small plugin system for a program. Some parts of it are done already, loading the file and calling the constructor function works.

In one of the functions I need to pass some (class-)pointers back to the handler, that’s where I get a seg-fault.

in program:

class RenderInterface {
    public:
        RenderInterface();
        virtual ~RenderInterface();

        void RegisterBufferInterface(BufferInterface* interface)
        {
             bInterface = interface; // <---- this is where segfault occurs
        }
        void RegisterCameraInterface(CameraInterface* interface){}
        void RegisterRenderInterface(RenderInterface* interface){}

        static RenderInterface* GetSingletonPtr()
        {
            return _singleton;
        }

    private:
        static RenderInterface* _singleton;

        BufferInterface* bInterface;
        CameraInterface* cInterface
        RenderInterface* rInterface;
};

RenderInterface::_singleton is set to 0 elsewhere.

in registration function (in dll):

class BInterface : public BufferInterface {
    public:
        ... various stuff ....
}

class GLPlugin : public Plugin {
    public:
        Plugin() : bInterface(0) {}
        ~Plugin(){}

        void Initialize() // <--- is called after dll has been loaded
        {
            bInterface = new BInterface();

            InterfaceManager::GetSingletonPtr()->RegisterBufferInterface(bInterface); // segfault
            // register other stuff
        }
    private:
        BufferInterface* bInterface;
};

What am I missing for this to work? Is there another way to do it?

Edit: missed the * after BufferInterface while simplifying the code, thanks Luchian

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-01T19:52:27+00:00Added an answer on June 1, 2026 at 7:52 pm

    Well, it crashes because you never initialize your singleton:

    static RenderInterface* GetSingletonPtr()
    {
        return _singleton;
    }
    

    I’m assuming you initialize _singleton to NULL in your implementation file, in which case you’d need:

    static RenderInterface* GetSingletonPtr()
    {
        if ( !_singleton )
            _singleton = new RenderInterface;
        return _singleton;
    }
    

    Some other hints:

    • asses other options before using singletons
    • implementing a destructor usually means you also need a copy constructor and an assignment operator (the rule of three)
    • if your class truly is a singleton, shouldn’t the constructor be private?
    • bInterface = new BInterface(); is illegal, since bInterface is an object, not a pointer.
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