[LWJGL] Crash upon following SHC's LWJGL tutorial on Rotating Cube.

I am following this tutorial here.

Just when I start running my program, I encountered a crash. It gives me a crash log that I can’t seem to comprehend. Here’s the crash log:


#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000005ff7c650, pid=6840, tid=4324
#
# JRE version: Java(TM) SE Runtime Environment (7.0_40-b43) (build 1.7.0_40-b43)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (24.0-b56 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  [nvoglv64.DLL+0x98c650]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# C:\Users\Student\Documents\Workspace\LWJGL\hs_err_pid6840.log
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#


Here’s my code:


//Something class.
package core;

import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.GL_ARRAY_BUFFER;
import static org.lwjgl.opengl.GL15.glBindBuffer;
import static org.lwjgl.util.glu.GLU.gluPerspective;
import game.Game;

import org.lwjgl.util.vector.Matrix4f;

public class Something {
	
	Cube cube;

	public Something() {
		this.cube = new Cube();
		glClearColor(0.4f, 0.8f, 0.95f, 1f);
	}
	
	public void render() {
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glMatrixMode(GL_PROJECTION);
		gluPerspective(70f, (float) Game.HEIGHT / (float) Game.WIDTH, 1f, 10f);
		glViewport(0, 0, Game.WIDTH, Game.HEIGHT);
		
		glMatrixMode(GL_MATRIX_MODE);
		glLoadIdentity();
		
		glEnable(GL_DEPTH_TEST);
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);
		
		glPushMatrix();
		glTranslatef(0f, 0f, -2f);
		glRotatef(1f, 1f, 1f, 0f);
		
		glBindBuffer(GL_ARRAY_BUFFER, cube.vboVertex);
		glVertexPointer(3, GL_FLOAT, 0, 0L);
		glBindBuffer(GL_ARRAY_BUFFER, cube.vboColor);
		glVertexPointer(3, GL_FLOAT, 0, 0L);
		
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 24);
		glPopMatrix();
	}
	
}


//-----------------------------------------------------------------------------------------------------

//Cube class.
package core;

import static org.lwjgl.opengl.GL15.*;

import java.nio.FloatBuffer;

import org.lwjgl.BufferUtils;

public class Cube {
	private FloatBuffer vertexBuffer;
	private FloatBuffer colorBuffer;
	private float[] vertexData = new float[]
	{
			// Front face
			-0.5f, +0.5f, +0.5f,
			+0.5f, +0.5f, +0.5f,
			-0.5f, -0.5f, +0.5f,
			+0.5f, -0.5f, +0.5f,
			
			// Right face
			+0.5f, +0.5f, +0.5f,
			+0.5f, +0.5f, -0.5f,
			+0.5f, -0.5f, +0.5f,
			+0.5f, -0.5f, -0.5f,
			
			// Back face
			+0.5f, +0.5f, -0.5f,
			-0.5f, +0.5f, -0.5f,
			+0.5f, -0.5f, -0.5f,
			-0.5f, -0.5f, -0.5f,
			
			// Left face
			-0.5f, +0.5f, -0.5f,
			-0.5f, +0.5f, +0.5f,
			-0.5f, -0.5f, -0.5f,
			-0.5f, -0.5f, +0.5f,
			
			// Top face
			-0.5f, +0.5f, +0.5f,
			+0.5f, +0.5f, +0.5f,
			-0.5f, +0.5f, -0.5f,
			+0.5f, +0.5f, -0.5f,
			
			// Bottom face
			-0.5f, -0.5f, +0.5f,
			+0.5f, -0.5f, +0.5f,
			-0.5f, -0.5f, -0.5f,
			+0.5f, -0.5f, -0.5f
	};
	private float[] colorData = new float[]
	{
			// Front face
			1, 0, 0,
			0, 1, 0,
			0, 0, 1,
			1, 0, 0,
			
			// Right face
			0, 1, 0,
			0, 0, 1,
			1, 0, 0,
			0, 1, 0,
			
			// Back face
			0, 0, 1,
			1, 0, 0,
			0, 1, 0,
			0, 0, 1,
			
			// Left face
			1, 0, 0,
			0, 1, 0,
			0, 0, 1,
			1, 0, 0,
			
			// Top face
			0, 1, 0,
			0, 0, 1,
			1, 0, 0,
			0, 1, 0,
			
			// Bottom face
			0, 0, 1,
			1, 0, 0,
			0, 1, 0,
			0, 0, 1
	};
	
	public int vboVertex;
	public int vboColor;

	public Cube() {
		vertexBuffer = BufferUtils.createFloatBuffer(vertexData.length).put(vertexData);
		vertexBuffer.rewind();
		colorBuffer = BufferUtils.createFloatBuffer(colorData.length).put(colorData);
		colorBuffer.rewind();
		vboVertex = glGenBuffers();
		glBindBuffer(GL_ARRAY_BUFFER, vboVertex);
		glBufferData(GL_ARRAY_BUFFER, vertexBuffer, vboVertex);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		vboColor = glGenBuffers();
		glBindBuffer(GL_ARRAY_BUFFER, vboColor);
		glBufferData(GL_ARRAY_BUFFER, colorBuffer, vboColor);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
	}
}



Any ideas what I’m doing wrong? Need more info?