Hey all,
So occasionally my game will crash on the device for no apparent reason, and I need some help deciphering the crash log generated via Organizer: http://pastebin.com/FcBLpRNR
*Any help would be very much appreciated.
Cheers!
-Saer
Hey all,
So occasionally my game will crash on the device for no apparent reason, and I need some help deciphering the crash log generated via Organizer: http://pastebin.com/FcBLpRNR
*Any help would be very much appreciated.
Cheers!
-Saer
Sometimes engineering can make out something from the log, but what I can make out is that you have a Segment Violation error (SIGSEGV). In Unix (the underling OS) terms this means your app tried to address something in protected memory. This generally happens when you try to execute a function that no longer exists in memory. These are tough to track down, but the most common cause is switching a scene, removing the old scene and then something in the old scene tries to access something that no longer exists.
You’re probably asking yourself, if I removed the old scene how can there be anything to try and access something. It’s easy:
Runtime enterFrame listeners
timer.performWithDelay
transition.to with onComplete options.
audio.play with onComplete options.
Physics collision detection.
Any other event handler you defined to a function in the removed scene. This is why we recommend that you put key handlers, facebook listeners, ad call backhandlers, etc. in main.lua, so those functions stay around regardless of the scene.
Scrub the scene you are departing (or in general) to look for any of the above that could be firing after it’s been removed.
Rob
Thanks for the reply, Rob.
I’ve triple checked the things you mentioned, and I’m fairly certain I am handling everything properly.
I found a few extra lines of code that were not needed - one was physics.start() which may have contributed to the problem considering how finicky the physics engine is.
I’ll continue to re-check everything. At least I have somewhat of an idea now.
Thanks.
-Saer
Hey Rob,
I cannot find Anything that could be causing my game to crash, randomly.
Could you ask the engineers to decipher my crash log - I’d try again myself but seeing as how my game is not natively built through Xcode only parts of the app get ‘symbolicated’ , and I am hoping the engineeers will be able to translate the other portions that I’m assuming are unique to how Corona builds/preps the file and therefore don’t get ‘symbolicated’ by Organizer?
main part: http://pastebin.com/aTwyXigd
Lets revisit this after the pending public release to see if your issue is one of many fixed bugs since 2189. Then you can try and narrow down where this is happening, perhaps using some prints. Segment violations can also happen when you try to pass a bad pointer to something. We should be catching all nil situations, but perhaps you’re calling a function that’s expecting a function and you’re overwriting that variable later with a number or you have a problem with something being global and variables are stepping on top of each other.
Hi Saer, I’m going to send you an email about this.
Rob
Sometimes engineering can make out something from the log, but what I can make out is that you have a Segment Violation error (SIGSEGV). In Unix (the underling OS) terms this means your app tried to address something in protected memory. This generally happens when you try to execute a function that no longer exists in memory. These are tough to track down, but the most common cause is switching a scene, removing the old scene and then something in the old scene tries to access something that no longer exists.
You’re probably asking yourself, if I removed the old scene how can there be anything to try and access something. It’s easy:
Runtime enterFrame listeners
timer.performWithDelay
transition.to with onComplete options.
audio.play with onComplete options.
Physics collision detection.
Any other event handler you defined to a function in the removed scene. This is why we recommend that you put key handlers, facebook listeners, ad call backhandlers, etc. in main.lua, so those functions stay around regardless of the scene.
Scrub the scene you are departing (or in general) to look for any of the above that could be firing after it’s been removed.
Rob
Thanks for the reply, Rob.
I’ve triple checked the things you mentioned, and I’m fairly certain I am handling everything properly.
I found a few extra lines of code that were not needed - one was physics.start() which may have contributed to the problem considering how finicky the physics engine is.
I’ll continue to re-check everything. At least I have somewhat of an idea now.
Thanks.
-Saer
Hey Rob,
I cannot find Anything that could be causing my game to crash, randomly.
Could you ask the engineers to decipher my crash log - I’d try again myself but seeing as how my game is not natively built through Xcode only parts of the app get ‘symbolicated’ , and I am hoping the engineeers will be able to translate the other portions that I’m assuming are unique to how Corona builds/preps the file and therefore don’t get ‘symbolicated’ by Organizer?
main part: http://pastebin.com/aTwyXigd
Lets revisit this after the pending public release to see if your issue is one of many fixed bugs since 2189. Then you can try and narrow down where this is happening, perhaps using some prints. Segment violations can also happen when you try to pass a bad pointer to something. We should be catching all nil situations, but perhaps you’re calling a function that’s expecting a function and you’re overwriting that variable later with a number or you have a problem with something being global and variables are stepping on top of each other.
Hi Saer, I’m going to send you an email about this.
Rob