I have been reading a tutorial on modern OpenGL and GLSL, but when I run the examples for the project, it sometimes breaks. The code throws:
terminate called after throwing an instance of '__gnu_cxx::recursive_init_error'
  what():  std::exception
Aborted (core dumped)
I then decided to remake it to see if it was a problem with the dependencies in it's source, but the same error occurs. If I run it enough times, it will eventually produce the desired output.
I have looked for other answers but they are either:
- About threads (which I don't believe I have in my code);
 - In a foreign language (which comes to the same conclusion, after being translated); or
 - Point to an obscure location in the 
stdimplementation talking about static objects (therefore no help at all). 
main.cpp:
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <string>
#include <vector>
#include <algorithm>
GLfloat vertices[] = 
{
    0.5, 0.5, 0.0, 1.0,
    0.5, -0.5, 0.0, 1.0,
    -0.5, -0.5, 0.0, 1.0,
    -0.5, 0.5, 0.0, 1.0,
};
GLuint program;
GLuint vbo;
GLuint vao;
GLuint loadShader(GLenum shaderType, const char *filename)
{
    GLuint shader = glCreateShader(shaderType);
    std::ifstream file(filename);
    std::stringstream data;
    data << file.rdbuf();
    file.close();
    const char *shaderData = data.str().c_str();
    glShaderSource(shader, 1, &shaderData, NULL);
    glCompileShader(shader);
    return shader;
}
GLuint createProgram(std::vector<GLuint> *list)
{
    GLuint prog = glCreateProgram();
    for(int i = 0; i < list->size(); i++)
    {
        glAttachShader(prog, list->at(i));
    }
    glLinkProgram(prog);
    for(int i = 0; i < list->size(); i++)
    {
        glDetachShader(prog, list->at(i));
    }
    return prog;
}
void display(void)
{
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    glUseProgram(program);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
    glDrawArrays(GL_QUADS, 0, 4);
    
    glDisableVertexAttribArray(0);
    glUseProgram(0);
    glutSwapBuffers();
}
void init(void)
{
    std::vector<GLuint> shaderList;
    shaderList.push_back(loadShader(GL_VERTEX_SHADER, "vertexshader.vert"));
    shaderList.push_back(loadShader(GL_FRAGMENT_SHADER, "fragmentshader.frag"));
    program = createProgram(&shaderList);
    std::for_each(shaderList.begin(), shaderList.end(), glDeleteShader);
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glGenBuffers(1, &vao);
    glBindVertexArray(vao);
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE);
    glutInitWindowSize(250, 250);
    glutCreateWindow("OpenGL");
    glewInit();
    init();
    glutDisplayFunc(display);
    glutMainLoop();
    return 0;
}
vertexshader.vert:
#version 330
layout(location = 0) in vec4 pos;
void main()
{
    gl_Position = pos;
}
fragmentshader.frag:
#version 330
out vec4 frag;
void main()
{
    frag = vec4(0.0f, 0.0f, 1.0f, 1.0f);
}