My game crashes on iPhone 3G, where can I find the dSYM file?

Hi,

I’m about to release my first Corona game to iPhone.
The problem is that recently it is crashing on my iPhone (not on the simulator).
My feeling is that is started happening after I switched to the new OpenAl API (although I’m not sure).

I’d like to analyze the crash reports.
In order to do so I need the dSYM file generated by the linker.

Does anyone know where I can find this file?

Thanks,
EZ [import]uid: 9536 topic_id: 4721 reply_id: 304721[/import]

I *really* need to know this too.

Ansca, can you reply to this one pls?
[import]uid: 8353 topic_id: 4721 reply_id: 15006[/import]

update:

I’ve installed my game on another iPhone - 3GS this time.
After several game plays - it crashed on me.
Memory used by my game < 1 MB
Texture memory used by my game < 2 MB

As far as I understand, the Corona platform should protect my app from any crash on the device (kind of sand boxing it), am I right?
Ansca - is there a way for me to read the crash logs, with symbols?
If not, is there a way for me to debug these crashes?

Plus, I get the notion that after playing my game and quiting (or crashing) my iPhone becomes sluggish (slower and less responsive) until I reset it… Is that possible? Is it possible that some processes are left running, or that the device memory is not being cleaned? [import]uid: 9536 topic_id: 4721 reply_id: 15013[/import]

@ez123, I’ve also noticed a similar “after effect” on the iphone and ipad after a crashed corona app.

I have posted a few forum topics but no response from Ansca.
[import]uid: 8353 topic_id: 4721 reply_id: 15017[/import]

update:

I’ve being testing my game on my iPhone 3G some more and besides crashes it also gets frozen…

I’ve checked my code and I can’t find any infinite loops or similar things…

I’m getting quite desperate here… I’ve started to print to screen (text fields) in order to find where it crashes…

Its impossible to release a game in that condition…
Is there any way to debug these issues??? [import]uid: 9536 topic_id: 4721 reply_id: 15172[/import]

Hey ez123,

did you already tried to open XCode, navigate to Window / Organizer, choose your iphone device from left devices and check the Console ?
[import]uid: 21692 topic_id: 4721 reply_id: 17370[/import]

@blueboxsoft

Actually, I did that.
I was able to catch two crashes this way, and find where it happened (after spamming my code with print()):

  1. One crash happened due to low memory. My game is leaking due to the following bug in Corona (which I hope is taken care by the Ansca team):
    https://developer.anscamobile.com/forum/2010/12/08/memory-leak-when-removing-and-adding-image-sequencely
  2. Another crash happened when I called the GC to clean the memory. I’ve removed this call, and since then it didn’t crash…

I’ve released my game about a week ago, Fingerless 3D :
http://itunes.apple.com/us/app/fingerless-3d/id413275480?mt=8

Anyway, the console is a nice thing, but is not a replacement for crash log analysis… [import]uid: 9536 topic_id: 4721 reply_id: 18086[/import]

Hey ez123,

well about point one, good to know, I’m new to Corona but I had no problem till now (I prefer to hide images I don’t need on the same stage, to simply enable them later, like in main menu)

Most of crashes are due to memory management problems, how do you clean memory ?

I usually do a

object::removeSelf()
object = nil

Btw, really nice your game, something different on app store =)

[import]uid: 21692 topic_id: 4721 reply_id: 18094[/import]

@blueboxsoft

Thanks (Fingerless) :slight_smile:

The problem with your approach (keep all images “alive” and show / hide them when necessary) is that it is a good solution for few images…
When you have a relatively large game / app with lots of images, you don’t want to keep all images in memory (sometimes you even can’t) but to load only the images you need, and remove all others.

I’ve created myself a framework in which each screen / state is built and destroyed upon request (if you are, for example, in the menu screen / state than only this screen / state lives in memory).
This is where Corona’s bug reveals itself (take a look at the link I’ve posted).

Yes, you are right, this is the right way to clean memory.
On top of that, I free other resources (event listeners, uncompleted transitions etc.).
But as said, due to Corona’s bug, memory still leaks… [import]uid: 9536 topic_id: 4721 reply_id: 18108[/import]

“did you already tried to open XCode, navigate to Window / Organizer, choose your iphone device from left devices and check the Console ?”

I’ve tried doing that numerous times, but I never see any print statements in the console (or anything else for that matter). Capturing screenshots works for example, but never the console.

Is there anything I’m missing? [import]uid: 10835 topic_id: 4721 reply_id: 18117[/import]

@IgnacioIturra

try to restart xCode after you plug in your iPhone [import]uid: 9536 topic_id: 4721 reply_id: 18118[/import]