OpenGL GLUT/ GLEW problem (segmentation error)

I am having trouble trouble trying to execute my openGL program and I think it has something to do with GLEW or GLUT. When I try to execute my program, a window appears for half a second, then closes and I get a segmentation error:( Some one please help me outt.

#include “main.h” //g++ main.cpp -lGLEW -lGL -lglfw -lGLU -lglut -o triangle
#define BUFFER_OFFSET(offset) ((void *)(offset))
using namespace std;

enum VAO_IDs {Triangles, NumVAOs};
enum Buffer_IDs {ArrayBuffer, NumBuffers};
enum Attrib_IDs {vPosition = 0};
GLuint VAOs[NumVAOs];
GLuint Buffers[NumBuffers];
const GLuint NumVertices = 6;

														//assigning vertex data to buffer objects and preparing to send to 

void init() //Vertex Shaders.
{
glGenVertexArrays(NumVAOs, VAOs);
glBindVertexArray(VAOs[Triangles]);

GLfloat vertices [NumVertices] [2] =
{
	{ -0.90, -0.90	},	//Triangle 1
	{  0.85, -0.90	},
	{ -0.90,  0.85	},
	{  0.90, -0.85	},	//Triangle 2
	{  0.90,  0.90	},
	{ -0.85,  0.90	}
};

glGenBuffers(NumBuffers, Buffers);
glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

ShaderInfo shaders[] = 
{
	{ GL_VERTEX_SHADER, "triangles.vert"},
	{ GL_FRAGMENT_SHADER, "triangle.frag"},
	{ GL_NONE, NULL}
};

glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(vPosition );

}

void display()
{
glClearColor(1,0,1,0);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAOs[Triangles]); //?
glDrawArrays(GL_TRIANGLES, 0, NumVertices);

glFlush();

}

int main(int argc, char** argv)
{
const int width = 400, height = 400;

glutInit(&argc, argv);
glutInitWindowSize(width, height);
glutInitDisplayMode(GLUT_RGBA);
glutInitContextVersion(3, 3);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutCreateWindow(argv[0]);

init();
glutDisplayFunc(display);
glutMainLoop();
return 0;

}

My shaders…

triangle.frag:

#version 330 core

out vec4 fcolor;

void main()
{
fcolor = vec4(0.0, 0.0, 1.0, 1.0);
}

triangle.vert:

#version 330 core

layout(location = 0) in vec4 vPostion;

void main()
{
gl_Position = vPosition;
}

See my answer to your previous question - you don’t yet have function pointers loaded for your OpenGL entry points. If you’d run this in a debugger you would have seen that the value of e.g glGenVertexArrays is 0x00000000.

Since you’re linking to GLEW the same advice as I gave there applies: just make a call to glewInit at the very start of your init function.

Thanks again. I did follow your previous advice and added a glewInit call, but i had put it in my main function. Thanks for being patient;)