Because you have a global variable (maybe a texture) that uses the same name in multiple compilation units. Don’t do that because it breaks CUDART in a really bad way (and always had, you were probably just getting lucky before).
Because you have a global variable (maybe a texture) that uses the same name in multiple compilation units. Don’t do that because it breaks CUDART in a really bad way (and always had, you were probably just getting lucky before).
That is strange because when I remove the checkerror call, the program runs fine without hickups.
I did not find this error message in the enum error types in the new reference manual.
I like to chose my variable names as freely as I can.
That is strange because when I remove the checkerror call, the program runs fine without hickups.
I did not find this error message in the enum error types in the new reference manual.
I like to chose my variable names as freely as I can.
It is not enough to add static in front of all device calls.
You have to eliminate the real duplicate variables left in your functions.
I did not ran my program for a long time enough to find that there was another duplicated variable left despite the static attribute.
It would help a lot if the message would point to the faulty variable.
It is not enough to add static in front of all device calls.
You have to eliminate the real duplicate variables left in your functions.
I did not ran my program for a long time enough to find that there was another duplicated variable left despite the static attribute.
It would help a lot if the message would point to the faulty variable.