Simulator behaves differently on different machines - same code being simulated

Hi folks,

Any one seen this behavior? It is especially troubling since the built app has the same buggy behavior, it is killing our QA.

A huge problem is that the simulators on different Macs run the exact same code differently and some seem to add bugs to it that stay when we build the full app to test on a device, in our case an iPad. If this cannot be fixed we will need to find another dev environment.

Lew
[import]uid: 149051 topic_id: 32408 reply_id: 332408[/import]

No, I haven’t experienced anything like what you describe, it sounds very strange. Can you be more specific about the kind of differences you’re seeing when you run on different Macs? Are the different Macs running the same build of Corona?

  • Andrew [import]uid: 109711 topic_id: 32408 reply_id: 128891[/import]

The Macs are running the same build of Corona - the public release version (894 I believe)4 of them are Lion 10.7.5, one is 10.6.8.

the correct behavior that we see in two of the five Macs is an interactive game that is one of 6 activities for a particular lesson for students, it starts with a narration of instructions as the screen displays; there are four questions to answer that are read aloud, and the user picks the answer by touching a true button or a not true button – after each correct answer a mouse on the screen moves up a hill. At the fourth correct answer th mouse reaches the top of the hill a reward sequence plays, and a check mark is placed next to the activity icon in the users menu. The incorrect behavior is that after answering the first question correctly, the site just freezes and the program stalls, requiring a relaunch. This is the most interactive of the 6 activities, and the other activities all seem to play correctly on all simulators.

When we then build the app, and the machines with the wrong simulator behavior are used to move the app to the IPad, we see the same behavior ; when machines with the correct simulator behavior build the app and load it not e iPad the code behaves as it is supposed to. Also when we copy the built app from a “good” simulator Mac to the “bad” simulator Mac, and load the app onto the ipad with Xcode the app behaves correctly.

Hope this is enough detail it is driving us crazy. I appreciate any thought you might have. [import]uid: 149051 topic_id: 32408 reply_id: 128904[/import]

The Macs are running the same build of Corona - the public release version (894 I believe)4 of them are Lion 10.7.5, one is 10.6.8.

the correct behavior that we see in two of the five Macs is an interactive game that is one of 6 activities for a particular lesson for students, it starts with a narration of instructions as the screen displays; there are four questions to answer that are read aloud, and the user picks the answer by touching a true button or a not true button – after each correct answer a mouse on the screen moves up a hill. At the fourth correct answer th mouse reaches the top of the hill a reward sequence plays, and a check mark is placed next to the activity icon in the users menu. The incorrect behavior is that after answering the first question correctly, the site just freezes and the program stalls, requiring a relaunch. This is the most interactive of the 6 activities, and the other activities all seem to play correctly on all simulators.

When we then build the app, and the machines with the wrong simulator behavior are used to move the app to the IPad, we see the same behavior ; when machines with the correct simulator behavior build the app and load it not e iPad the code behaves as it is supposed to. Also when we copy the built app from a “good” simulator Mac to the “bad” simulator Mac, and load the app onto the ipad with Xcode the app behaves correctly.

Hope this is enough detail it is driving us crazy. I appreciate any thought you might have.

Lew [import]uid: 149051 topic_id: 32408 reply_id: 128905[/import]

Hi there,

On the “bad” Macs where it freezes, are there any errors in the terminal output? If so (and I suspect there are), could you paste them here?

Also, are you using any sort of IDE for your development (such as Glider)? It would be helpful to rule that out as a possible source of the issue.

  • Andrew [import]uid: 109711 topic_id: 32408 reply_id: 128911[/import]

Hi
I will get that info to you tomorrow, when on the machine. We are new to corona and I forgot about the terminal window as a helpful tool.

Lew [import]uid: 149051 topic_id: 32408 reply_id: 128922[/import]

Andrew,

Ran with the terminal and found a run time error – at least on my laptop that has been failing in the program (note on my other mac the program runs fine with no run time errors, but it is an earlier release of Corona) . So that leads to my other question --why the differences in simulator runs with same code.

here is the snippet of the error:

2012-10-28 10:05:38.584 Corona Simulator[694:f03] PLAY AUDIO: 1
2012-10-28 10:05:39.075 Corona Simulator[694:f03] 260675.28ms : diff = 3145728 : texture memory used 114262016
2012-10-28 10:05:39.570 Corona Simulator[694:f03] PLAY AUDIO: 2
2012-10-28 10:05:40.065 Corona Simulator[694:f03] remove mouse_move
2012-10-28 10:05:40.065 Corona Simulator[694:f03] table: 0x10075fe00
2012-10-28 10:05:40.066 Corona Simulator[694:f03] remove star1
2012-10-28 10:05:40.066 Corona Simulator[694:f03] table: 0x1114bf660
2012-10-28 10:05:40.066 Corona Simulator[694:f03] Runtime error
…s/Bouncy_working/SEBouncy_Buildcopy/lesson_gotit.lua:104: Passed unexpected parameter type to audio.stop()
stack traceback:
[C]: ?
[C]: in function ‘stop’
…s/Bouncy_working/SEBouncy_Buildcopy/lesson_gotit.lua:104: in function ‘stopQuestionAudio’
…s/Bouncy_working/SEBouncy_Buildcopy/lesson_gotit.lua:253: in function ‘_listener’
?: in function <?:534>
?: in function <?:229>
2012-10-28 10:05:40.099 Corona Simulator[694:f03] 261698.552ms : diff = 0 : texture memory used 114262016
2012-10-28 10:06:00.129 Corona Simulator[694:f03] 281729.122ms : diff = 0 : texture memory used 114262016
2012-10-28 10:06:20.160 Corona Simulator[694:f03] 301760.909ms : diff = 0 : texture memory used 114262016
I am having our developer go in to the lua file to start debugging [import]uid: 149051 topic_id: 32408 reply_id: 128955[/import]

As you can see in the terminal output, the error has to do with the call to audio.stop(). I believe there were some minor changes to that API since the last public release of the SDK – previously, I think it could take a sound handle as a parameter, but now it only takes a channel handle. So, if your code is calling audio.stop() using a sound handle, that would explain why it works on one computer (using an older build of Corona) and not on another computer (using a new build).

  • Andrew [import]uid: 109711 topic_id: 32408 reply_id: 128958[/import]

No, I haven’t experienced anything like what you describe, it sounds very strange. Can you be more specific about the kind of differences you’re seeing when you run on different Macs? Are the different Macs running the same build of Corona?

  • Andrew [import]uid: 109711 topic_id: 32408 reply_id: 128891[/import]

The Macs are running the same build of Corona - the public release version (894 I believe)4 of them are Lion 10.7.5, one is 10.6.8.

the correct behavior that we see in two of the five Macs is an interactive game that is one of 6 activities for a particular lesson for students, it starts with a narration of instructions as the screen displays; there are four questions to answer that are read aloud, and the user picks the answer by touching a true button or a not true button – after each correct answer a mouse on the screen moves up a hill. At the fourth correct answer th mouse reaches the top of the hill a reward sequence plays, and a check mark is placed next to the activity icon in the users menu. The incorrect behavior is that after answering the first question correctly, the site just freezes and the program stalls, requiring a relaunch. This is the most interactive of the 6 activities, and the other activities all seem to play correctly on all simulators.

When we then build the app, and the machines with the wrong simulator behavior are used to move the app to the IPad, we see the same behavior ; when machines with the correct simulator behavior build the app and load it not e iPad the code behaves as it is supposed to. Also when we copy the built app from a “good” simulator Mac to the “bad” simulator Mac, and load the app onto the ipad with Xcode the app behaves correctly.

Hope this is enough detail it is driving us crazy. I appreciate any thought you might have. [import]uid: 149051 topic_id: 32408 reply_id: 128904[/import]

The Macs are running the same build of Corona - the public release version (894 I believe)4 of them are Lion 10.7.5, one is 10.6.8.

the correct behavior that we see in two of the five Macs is an interactive game that is one of 6 activities for a particular lesson for students, it starts with a narration of instructions as the screen displays; there are four questions to answer that are read aloud, and the user picks the answer by touching a true button or a not true button – after each correct answer a mouse on the screen moves up a hill. At the fourth correct answer th mouse reaches the top of the hill a reward sequence plays, and a check mark is placed next to the activity icon in the users menu. The incorrect behavior is that after answering the first question correctly, the site just freezes and the program stalls, requiring a relaunch. This is the most interactive of the 6 activities, and the other activities all seem to play correctly on all simulators.

When we then build the app, and the machines with the wrong simulator behavior are used to move the app to the IPad, we see the same behavior ; when machines with the correct simulator behavior build the app and load it not e iPad the code behaves as it is supposed to. Also when we copy the built app from a “good” simulator Mac to the “bad” simulator Mac, and load the app onto the ipad with Xcode the app behaves correctly.

Hope this is enough detail it is driving us crazy. I appreciate any thought you might have.

Lew [import]uid: 149051 topic_id: 32408 reply_id: 128905[/import]

Hi there,

On the “bad” Macs where it freezes, are there any errors in the terminal output? If so (and I suspect there are), could you paste them here?

Also, are you using any sort of IDE for your development (such as Glider)? It would be helpful to rule that out as a possible source of the issue.

  • Andrew [import]uid: 109711 topic_id: 32408 reply_id: 128911[/import]

Hi
I will get that info to you tomorrow, when on the machine. We are new to corona and I forgot about the terminal window as a helpful tool.

Lew [import]uid: 149051 topic_id: 32408 reply_id: 128922[/import]

Andrew,

Ran with the terminal and found a run time error – at least on my laptop that has been failing in the program (note on my other mac the program runs fine with no run time errors, but it is an earlier release of Corona) . So that leads to my other question --why the differences in simulator runs with same code.

here is the snippet of the error:

2012-10-28 10:05:38.584 Corona Simulator[694:f03] PLAY AUDIO: 1
2012-10-28 10:05:39.075 Corona Simulator[694:f03] 260675.28ms : diff = 3145728 : texture memory used 114262016
2012-10-28 10:05:39.570 Corona Simulator[694:f03] PLAY AUDIO: 2
2012-10-28 10:05:40.065 Corona Simulator[694:f03] remove mouse_move
2012-10-28 10:05:40.065 Corona Simulator[694:f03] table: 0x10075fe00
2012-10-28 10:05:40.066 Corona Simulator[694:f03] remove star1
2012-10-28 10:05:40.066 Corona Simulator[694:f03] table: 0x1114bf660
2012-10-28 10:05:40.066 Corona Simulator[694:f03] Runtime error
…s/Bouncy_working/SEBouncy_Buildcopy/lesson_gotit.lua:104: Passed unexpected parameter type to audio.stop()
stack traceback:
[C]: ?
[C]: in function ‘stop’
…s/Bouncy_working/SEBouncy_Buildcopy/lesson_gotit.lua:104: in function ‘stopQuestionAudio’
…s/Bouncy_working/SEBouncy_Buildcopy/lesson_gotit.lua:253: in function ‘_listener’
?: in function <?:534>
?: in function <?:229>
2012-10-28 10:05:40.099 Corona Simulator[694:f03] 261698.552ms : diff = 0 : texture memory used 114262016
2012-10-28 10:06:00.129 Corona Simulator[694:f03] 281729.122ms : diff = 0 : texture memory used 114262016
2012-10-28 10:06:20.160 Corona Simulator[694:f03] 301760.909ms : diff = 0 : texture memory used 114262016
I am having our developer go in to the lua file to start debugging [import]uid: 149051 topic_id: 32408 reply_id: 128955[/import]

As you can see in the terminal output, the error has to do with the call to audio.stop(). I believe there were some minor changes to that API since the last public release of the SDK – previously, I think it could take a sound handle as a parameter, but now it only takes a channel handle. So, if your code is calling audio.stop() using a sound handle, that would explain why it works on one computer (using an older build of Corona) and not on another computer (using a new build).

  • Andrew [import]uid: 109711 topic_id: 32408 reply_id: 128958[/import]