# Why does the window keep disappearing?

**URL:** <https://discourse.glfw.org/t/why-does-the-window-keep-disappearing/2743>\
**Category:** support\
**Created:** [September 12, 2024, 12:55pm UTC](https://discourse.glfw.org/t/why-does-the-window-keep-disappearing/2743 "2024-09-12T12:55:51Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![Al84](https://avatars.discourse-cdn.com/v4/letter/a/e68b1a/32.png) [@Al84](https://discourse.glfw.org/u/Al84)\
**Post date:** [September 12, 2024, 12:55pm UTC](https://discourse.glfw.org/t/why-does-the-window-keep-disappearing/2743/1 "2024-09-12T12:55:51Z")

</div>

Hello I am learning OpenGL and glfw from the book learn OpenGL by packt.

I am doing chapter2 how to draw a triangle.

The code compiles ok but when I execute a.out the window appears for a split second then disappears again.

How can I make it stay there?

I am compiling with g++ -lGLEW -lGL -lglfw

I have:

```auto
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>

const GLuint WIDTH = 800, HEIGHT = 600;

const GLchar * vertexShaderSource = "Version 330 core\n"

"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";

const GLchar * fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n";

int main()
{
glfwInit();

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

GLFWwindow *window = glfwCreateWindow (WIDTH, HEIGHT, "Learn OpenGL", nullptr, nullptr);

int screenWidth, screenHeight;

glfwGetFramebufferSize(window, &screenWidth, &screenHeight);

if (nullptr == window)
{
std::cout<<"Failed to create glfw window!\n";
glfwTerminate();

return EXIT_FAILURE;
}

glfwMakeContextCurrent(window);

glewExperimental = GL_TRUE;

if (GLEW_OK != glewInit())
{
std::cout<<"Failed to initialize glew!"<<std::endl;

return EXIT_FAILURE;
}

glViewport(0,0,screenWidth,screenHeight);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);

glCompileShader(vertexShader);
GLint success;
GLchar infoLog(512);

glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);

if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout<<"ERROR::SHADER::FRAGMENT::COMPILATION_FAILED"<<infoLog<<std::endl;
}

GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
 
if(!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout<<"ERROR::SHADER::FRAGMENT::COMPILATION::FAILED\n"<<infoLog<<std::endl;
}

GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);

glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);

if(!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout<<"ERROR::SHADER::PROGRAM::LINKING::FAILED\n"<<infoLog<<std::endl;
}

glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);

GLfloat vertices[] =
{
-0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};

GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);

glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *) 0);
glEnableVertexAttribArray(0);

glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f,0.3f,0.3f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);

glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);

glfwSwapBuffers(window);
}

glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);

glfwTerminate();

return EXIT_SUCCESS;
}

```

---

<div class="post-metadata">

**Author:** ![dougbinks](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.glfw.org/dougbinks/32/39_2.png) [@dougbinks](https://discourse.glfw.org/u/dougbinks)\
**Post date:** [September 13, 2024, 4:00pm UTC](https://discourse.glfw.org/t/why-does-the-window-keep-disappearing/2743/2 "2024-09-13T16:00:21Z")

</div>

Hi @Al84 welcome to the GLFW forum,

It looks like your program had an error and exited, possibly because it couldn’t create a window or because it couldn’t initialize.

I would first take a look at trying to run the [simple program in the documentation](https://www.glfw.org/documentation.html).

If this doesn’t run, you can add some error output information as follows:

```C
#include <GLFW/glfw3.h>

void error_callback(int error, const char* description)
{
    fprintf(stderr, "Error: %s\n", description);
}

int main(void)
{
    GLFWwindow* window;

    /* set error callback */
    glfwSetErrorCallback(error_callback);

    /* Initialize the library */
    if (!glfwInit())
    {
        printf("glfwInit failed\n");
        return -1;
    }

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window)
    {
        printf("glfwCreateWindow failed to create a window\n");
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);

        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

```

If it does run, then take a look at how the error callback works above and add that to your program. Note that you shouldn’t call `glfwGetFramebufferSize` until after you check if your window pointer is `nullptr`.

Hope this helps.
