Black Screen and Exit

Yikes, that’s worrisome.  I released updates (and new pro version) with 1105.  It installed and launched without any issues on devices I have access to, including iPod 4 – but it may not launch at all on someone else’s device then…

Naomi

1076 for me

Hi Brent,

Its a scene after that, but only a splash screen scene showing the games promo image. I do load some sprite sheets here but it hasn’t been an issue on anything else e.g. iPad1,2,3,mini, iPhone3Gs,4,5 and various Android tablets/phones.

Thats what makes t strange. I would have thought the iPad1 or iPhone4 would run out of texture memory about that same kind of time as an iPod4G? 

Hi Rob, 

I can’t tether to test on this device as i don’t have an iPod4G, all the other devices mentioned above don’t seem to have any issues when they are plugged in.

I’m going to have to try and get an iPod4 from someplace i guess for testing!

Jamie, before you do that, have you joined this facebook group:

https://www.facebook.com/groups/102481146589254/    Corona BETA TESTERS

They are all Corona developers, if you can find one of them that has the iPod in question, you could get them to test it and get the console log for you.  And you might get better information from them. 

Ok this is getting pretty bad now. Just got another person saying the game doesnt run on the iPod 4G…

Theres absolutely no reason why it wouldn’t work on that in my code. It works on everything else perfectly! 

If anyone from Corona see’s this and happens to have an iPod 4G, if you could download “vampire run” and see if you have any idea why it wouldn’t work, let me know :smiley:

Thats the only device i don’t have at the office to test on unfortunately!

Hi Jamie,

I tested it on iPod Touch 4th-gen, and it crashes to black screen, unfortunately. This occurs after the “launch image” of your company. Is that an actual launch image (as in Default-xxxxx.png), or is that an actual scene?

It’s hard to diagnose this. Are you exceeding texture memory somehow? Does this occur on other devices?

Brent

1134 now giving me black screen on Android - Galaxy S2

Can you guys tether and look at your console log?

Rolled back to 1103 and all is working again for me. Got a heap of dev work on at the moment, but have downloaded the adb and will try to find time to tether over the next week or so.

Hi Brent,

Its a scene after that, but only a splash screen scene showing the games promo image. I do load some sprite sheets here but it hasn’t been an issue on anything else e.g. iPad1,2,3,mini, iPhone3Gs,4,5 and various Android tablets/phones.

Thats what makes t strange. I would have thought the iPad1 or iPhone4 would run out of texture memory about that same kind of time as an iPod4G? 

Hi Rob, 

I can’t tether to test on this device as i don’t have an iPod4G, all the other devices mentioned above don’t seem to have any issues when they are plugged in.

I’m going to have to try and get an iPod4 from someplace i guess for testing!

Jamie, before you do that, have you joined this facebook group:

https://www.facebook.com/groups/102481146589254/    Corona BETA TESTERS

They are all Corona developers, if you can find one of them that has the iPod in question, you could get them to test it and get the console log for you.  And you might get better information from them. 

My occasional black screen problem at startup got solved by delaying the first scene display.  I think I will stop using corona sdk in my second game.

timer.performWithDelay(1000, function()

    storyboard.gotoScene(“home”)

end)

I experienced the same thing and narrowed it to one thing.  I was launching the Corona Simulator from LuaGlider, running through the app, then building for release.  LuaGlider was setting a debug flag as the first line in main.lua.  So by looking at the crash logs I could see an error related to CiderDebugger on line 1.

The solution is to launch Corona directly when doing release builds to prevent this from happening.

Cheers

We are developing games for a partner, that will run on a Android STB (Set Up Box), connected to a TV. The HW should be compatible, it has Android 2.3 and ARM V7 processor. But all they get is a black screen. Here are some Logs:

06-27 12:51:01.751: D/AndroidRuntime(9223): \>\>\>\>\>\> AndroidRuntime START com.android.internal.os.RuntimeInit \<\<\<\<\<\< 06-27 12:51:01.751: D/AndroidRuntime(9223): CheckJNI is ON 06-27 12:51:01.751: D/dalvikvm(9223): creating instr width table 06-27 12:51:01.901: D/AndroidRuntime(9223): Calling main entry com.android.commands.am.Am 06-27 12:51:01.901: I/ActivityManager(1088): Starting: Intent { act=android.intent.action.MAIN flg=0x10000000 cmp=com.friskyPig.tiltThePig/com.ansca.corona.CoronaActivity } from pid 9223 06-27 12:51:01.921: D/AndroidRuntime(9223): Shutting down VM 06-27 12:51:01.921: D/dalvikvm(9223): GC\_CONCURRENT freed 102K, 69% free 324K/1024K, external 0K/0K, paused 0ms+0ms 06-27 12:51:01.941: D/dalvikvm(9223): Debugger has detached; object registry had 1 entries 06-27 12:51:01.951: I/ActivityManager(1088): Start proc com.friskyPig.tiltThePig for activity com.friskyPig.tiltThePig/com.ansca.corona.CoronaActivity: pid=9232 uid=10017 gids={} 06-27 12:51:02.021: I/ActivityThread(9232): Pub com.friskyPig.tiltThePig.files: com.ansca.corona.FileContentProvider 06-27 12:51:02.041: D/dalvikvm(9232): Trying to load lib /data/data/com.friskyPig.tiltThePig/lib/liblua.so 0x40513708 06-27 12:51:02.041: D/dalvikvm(9232): Added shared lib /data/data/com.friskyPig.tiltThePig/lib/liblua.so 0x40513708 06-27 12:51:02.041: D/dalvikvm(9232): No JNI\_OnLoad found in /data/data/com.friskyPig.tiltThePig/lib/liblua.so 0x40513708, skipping init 06-27 12:51:02.041: D/dalvikvm(9232): Trying to load lib /data/data/com.friskyPig.tiltThePig/lib/libjnlua5.1.so 0x40513708 06-27 12:51:02.041: D/dalvikvm(9232): Added shared lib /data/data/com.friskyPig.tiltThePig/lib/libjnlua5.1.so 0x40513708 06-27 12:51:02.041: D/dalvikvm(9232): Trying to load lib /data/data/com.friskyPig.tiltThePig/lib/libjnlua5.1.so 0x40513708 06-27 12:51:02.041: D/dalvikvm(9232): Shared lib '/data/data/com.friskyPig.tiltThePig/lib/libjnlua5.1.so' already loaded in same CL 0x40513708 06-27 12:51:02.041: I/dalvikvm(9232): threadid=1: recursive native library load attempt (/data/data/com.friskyPig.tiltThePig/lib/libjnlua5.1.so) 06-27 12:51:02.041: D/dalvikvm(9232): Trying to load lib /data/data/com.friskyPig.tiltThePig/lib/libopenal.so 0x40513708 06-27 12:51:02.041: I/OpenAL\_SLES(9232): alc\_opensles\_init 06-27 12:51:02.041: D/dalvikvm(9232): Added shared lib /data/data/com.friskyPig.tiltThePig/lib/libopenal.so 0x40513708 06-27 12:51:02.041: D/dalvikvm(9232): Trying to load lib /data/data/com.friskyPig.tiltThePig/lib/libmpg123.so 0x40513708 06-27 12:51:02.051: D/dalvikvm(9232): Added shared lib /data/data/com.friskyPig.tiltThePig/lib/libmpg123.so 0x40513708 06-27 12:51:02.051: D/dalvikvm(9232): No JNI\_OnLoad found in /data/data/com.friskyPig.tiltThePig/lib/libmpg123.so 0x40513708, skipping init 06-27 12:51:02.051: D/dalvikvm(9232): Trying to load lib /data/data/com.friskyPig.tiltThePig/lib/libvorbisidec.so 0x40513708 06-27 12:51:02.051: D/dalvikvm(9232): Added shared lib /data/data/com.friskyPig.tiltThePig/lib/libvorbisidec.so 0x40513708 06-27 12:51:02.051: D/dalvikvm(9232): No JNI\_OnLoad found in /data/data/com.friskyPig.tiltThePig/lib/libvorbisidec.so 0x40513708, skipping init 06-27 12:51:02.051: D/dalvikvm(9232): Trying to load lib /data/data/com.friskyPig.tiltThePig/lib/libalmixer.so 0x40513708 06-27 12:51:02.051: D/dalvikvm(9232): Added shared lib /data/data/com.friskyPig.tiltThePig/lib/libalmixer.so 0x40513708 06-27 12:51:02.051: D/dalvikvm(9232): No JNI\_OnLoad found in /data/data/com.friskyPig.tiltThePig/lib/libalmixer.so 0x40513708, skipping init 06-27 12:51:02.051: D/dalvikvm(9232): Trying to load lib /data/data/com.friskyPig.tiltThePig/lib/libcorona.so 0x40513708 06-27 12:51:02.051: D/dalvikvm(9232): Added shared lib /data/data/com.friskyPig.tiltThePig/lib/libcorona.so 0x40513708 06-27 12:51:02.181: I/ActivityManager(1088): Displayed com.friskyPig.tiltThePig/com.ansca.corona.CoronaActivity: +255ms 06-27 12:52:26.411: D/dalvikvm(1088): GC\_CONCURRENT freed 721K, 48% free 3968K/7559K, external 2225K/2779K, paused 2ms+3ms &nbsp;

Here are some GL specs they sent us:

06-27 16:40:00.290: I/SurfaceFlinger(1088): SurfaceFlinger is starting 06-27 16:40:00.510: I/-LIBHPD-(1088): opening /dev/hpd... 06-27 16:40:00.510: I/SurfaceFlinger(1088): SurfaceFlinger's main thread ready to run. Initializing graphics H/W... 06-27 16:40:00.550: I/gralloc(1088): using (fd=36) 06-27 16:40:00.550: I/gralloc(1088): id &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = tccfb 06-27 16:40:00.550: I/gralloc(1088): xres &nbsp; &nbsp; &nbsp; &nbsp; = 1280 px 06-27 16:40:00.550: I/gralloc(1088): yres &nbsp; &nbsp; &nbsp; &nbsp; = 720 px 06-27 16:40:00.550: I/gralloc(1088): xres\_virtual = 1280 px 06-27 16:40:00.550: I/gralloc(1088): yres\_virtual = 1440 px 06-27 16:40:00.550: I/gralloc(1088): bpp &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;= 32 06-27 16:40:00.550: I/gralloc(1088): r &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;= 16:8 06-27 16:40:00.550: I/gralloc(1088): g &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;= &nbsp;8:8 06-27 16:40:00.550: I/gralloc(1088): b &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;= &nbsp;0:8 06-27 16:40:00.550: I/gralloc(1088): width &nbsp; &nbsp; &nbsp; &nbsp;= 203 mm (160.157639 dpi) 06-27 16:40:00.550: I/gralloc(1088): height &nbsp; &nbsp; &nbsp; = 114 mm (160.421051 dpi) 06-27 16:40:00.550: I/gralloc(1088): refresh rate = 60.00 Hz 06-27 16:40:00.570: D/libEGL(1088): loaded /system/lib/egl/libGLES\_android.so 06-27 16:40:00.580: D/libEGL(1088): loaded /system/lib/egl/libEGL\_mali.so 06-27 16:40:00.610: I/-HDMI\_APP-(1088): int hdmi\_display\_output\_set(char) hdmi\_mode\_idx:125 automode:0 06-27 16:40:00.630: D/libEGL(1088): loaded /system/lib/egl/libGLESv1\_CM\_mali.so 06-27 16:40:00.630: D/libEGL(1088): loaded /system/lib/egl/libGLESv2\_mali.so 06-27 16:40:00.680: D/-HDMI\_APP-(1088): HDMI VIDEO: mode:1 resolution:11 colorDepth:2 colorimetry:0 colorSpace:0 pixelAspectRatio:1&nbsp; 06-27 16:40:00.680: D/-HDMI\_APP-(1088): HDMI AUDIO: inputPort:0 outPacket:0 formatCode:1 channelNum:2 sampleFreq:1 wordLength:0 i2sParam:0&nbsp; 06-27 16:40:00.680: I/NCEC(1088): NCECStart 06-27 16:40:00.700: I/SurfaceFlinger(1088): EGL informations: 06-27 16:40:00.700: I/SurfaceFlinger(1088): # of configs : 27 06-27 16:40:00.700: I/SurfaceFlinger(1088): vendor &nbsp; &nbsp;: Android 06-27 16:40:00.700: I/SurfaceFlinger(1088): version &nbsp; : 1.4 Android META-EGL 06-27 16:40:00.700: I/SurfaceFlinger(1088): extensions: EGL\_KHR\_image EGL\_KHR\_image\_base EGL\_KHR\_image\_pixmap EGL\_ANDROID\_image\_native\_buffer EGL\_ANDROID\_swap\_rectangle&nbsp; 06-27 16:40:00.700: I/SurfaceFlinger(1088): Client API: OpenGL ES 06-27 16:40:00.700: I/SurfaceFlinger(1088): EGLSurface: 8-8-8-8, config=0x12 06-27 16:40:00.700: I/SurfaceFlinger(1088): OpenGL informations: 06-27 16:40:00.700: I/SurfaceFlinger(1088): vendor &nbsp; &nbsp;: ARM 06-27 16:40:00.700: I/SurfaceFlinger(1088): renderer &nbsp;: Mali-200 06-27 16:40:00.700: I/SurfaceFlinger(1088): version &nbsp; : OpenGL ES-CM 1.1 06-27 16:40:00.700: I/SurfaceFlinger(1088): extensions: GL\_OES\_byte\_coordinates GL\_OES\_fixed\_point GL\_OES\_single\_precision GL\_OES\_matrix\_get GL\_OES\_read\_format GL\_OES\_compressed\_paletted\_texture GL\_OES\_point\_size\_array GL\_OES\_point\_sprite GL\_OES\_texture\_npot GL\_OES\_query\_matrix GL\_OES\_matrix\_palette GL\_OES\_extended\_matrix\_palette GL\_OES\_compressed\_ETC1\_RGB8\_texture GL\_OES\_EGL\_image GL\_OES\_draw\_texture GL\_OES\_depth\_texture GL\_OES\_packed\_depth\_stencil GL\_EXT\_texture\_format\_BGRA8888 GL\_OES\_framebuffer\_object GL\_OES\_stencil8 GL\_OES\_depth24 GL\_ARM\_rgba8 GL\_OES\_EGL\_sync 06-27 16:40:00.700: I/SurfaceFlinger(1088): GL\_MAX\_TEXTURE\_SIZE = 4096 06-27 16:40:00.700: I/SurfaceFlinger(1088): GL\_MAX\_VIEWPORT\_DIMS = 4096 &nbsp;

Any ideas on what’s wrong?

unfortunately, the forum seems to be cutting off your log and I can’t see past the right edge.  I’ll see if they can fix that.  But I’m not seeing any Corona messages there either.  Is there more of the log?

Suggest posting this in the Glider forum. I suspect this issue might go unnoticed by M.Y. Developers and yet it is important for them to take notice and hopefully fix. Thanks

That’s all what they have sent us. I’ve event written a totally minimalistic app, that should just display some text on the screen and even that gives them a black screen.

I guess something on their Android STB is not compatible with Corona SDK. It’s would be a great business opportunity for us, If we could get our games working on their device.

Is there any thing more you can tell me about this before I ask the engineers?  Like the device maker, etc. 

The second “log” shows CPU and GPU specs for the device. I will ask our partner for the name of the device manufacturer, but I guess it’s a OEM product, that gets re-badged . We are willing to do more test and send you more data, just tell us what you need.

Have Corona build apps been tested on any STB connected to a TV?

I’m not sure.  There are a billion android devices and the focus has been on mobile devices.  The STB market is really new.  We are looking at things like Ouya and Gamestick.  The thing with things like STB’s is they may be “Android” but that doesn’t mean they are Google Android.  They could take the Open Source version and make changes to it to suit their needs and in the process create incompatibilities. 

I had asked the engineers to look into this, but with the 4 day weekend, they had a bunch of stuff to wrap up, so it may be next week.  If we don’t hear back from them, by mid-week ping me again and I’ll bring it back up to them.