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Textviews and bitmaps return to black boxes — Gideros Forum

Textviews and bitmaps return to black boxes

mehmetuysalmehmetuysal Member
edited June 2016 in Bugs and issues
Hi,
I have been struggling with this problem for 2 weeks. Android works perfectly but on IOS devices sometimes all textviews and bitmaps return to black boxes. I think it is about ads, and before it returns, i got "frameSizeChanged = 4096" log on console. Do you have any idea ?

Comments

  • piepie Member
    edited June 2016
    Hi @mehmetuysal, I am just guessing: :)
    I found this on google which seems to be something similar to your issue. http://stackoverflow.com/questions/32681073/audio-unit-messing-up-recording

    If this happens after an Ad maybe you just need to listen to application_suspend and application_resume to stop something you're doing (maybe just redraw your menu on resume).

    http://docs.giderosmobile.com/reference/gideros/EventDispatcher/Event.APPLICATION_SUSPEND
    http://docs.giderosmobile.com/reference/gideros/EventDispatcher/Event.APPLICATION_RESUME#Event.APPLICATION_RESUME

    Likes: antix

    +1 -1 (+1 / -0 )Share on Facebook
  • Thank you for your answer @pie
    I have tried almost everything. I found a temporary solution which is building with 2015.09 version. It seems ok for now.
  • SinisterSoftSinisterSoft Maintainer
    Did you try the suspend/resume thing mentioned by @pie?

    Also, the main libs may have changed, have you tried a completely new export?
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • I have tried complete new export. I think main libs cause this problem. I initialize ads network(admob) on main.lua after initialization I load interstitial to make in ready to show. Sometimes even before showing ads error happens and everything turns black. So it is really difficult to make this error again while testing.

    I only load interstitial ads onResume but as I said, sometimes it happens before showing ads.

    thanks for your help.
  • SinisterSoftSinisterSoft Maintainer
    edited June 2016
    How about if you leave out the ads plugins?

    btw, I use something like:
    	pcall(function() require "ads" end)
    	if Ads then
    in the Lua code to make sure that if I don't include a plugin it still works...
    (it makes it easier to checkout if a plugin is making the program go wrong without having to change any Lua code)

    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • ar2rsawseenar2rsawseen Maintainer
    For some reason I remember having something like this on Android, it was something with OpenGL context and fixing it.
    Have never experienced anything like that on iOS, but honestly lots of things have changed on iOS.

    on Android it was something with updating OpenGL on incorrect thread or something like that.

    So on what ads does it happen?
  • mehmetuysalmehmetuysal Member
    edited June 2016
    @SinisterSoft
    I use exactly the same with your code.
    isAdsAvailable = pcall( function() require "ads" end)
    @ar2rsawseen
    I haven't get any feedback about this problem on Android. But I have lost 10k daily users on IOS. That's really big problem for me. I almost get crazy. Anyway, version 2015.09 fixed the problem before I move to unity.

    I am sorry I didn't write about the ads. Ads are always mini-game ads. Even on loading before show it. I guess the problem is about safari, ads plugin creates webview and add it to rootview than problem occurs.

    P.S: I found an other bug and changed plugin hidden code (Ads:hideAd("auto")) while searching about the error. It was dramatically increasing memory usage.

    IMG_0054.jpg
    750 x 1334 - 282K
  • Bad news!

    It has just happened with current version which was build with 2015.09 version. I don't know what to do. I am happy to get paid support. If anyone can fix it.
  • ar2rsawseenar2rsawseen Maintainer
    Aha, ok, I remember there was similar thing on Android for chartboost, that it destroyed some context, and solution was in ads framework itself to specify that ads should use new Activity and it worked perfectly.

    In chartboost docs it was specifically mentioned to use this option with OpenGL based games.
    https://answers.chartboost.com/hc/en-us/articles/201219545-Download-Integrate-the-Chartboost-SDK-for-Android#opengl

    Maybe there are specific options for this Ad framework that you are using too?

    Also can you elaborate on hideAd fix so we can improve it?
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