Hi!
My app crashes and i can't understand why. Crashlog doesn't appear in crashlytics.
I took log from logcat. If anybody can help me what happens and how to fix that - it will be great
My app is com.debia.bukvar
Here whole log:
http://pastebin.com/TJPvZ6JeThanks
Comments
I really need help It can affect everybody.
https://github.com/jdbc2012/race
The player crashes, can anyone check this with 2016.8.2 ?
I had a look at the crash log but unfortunately it doesn't say much. It just says that C++ libs detected some error and aborted the program, without telling which error occured.
This is probably due to some memory error, out of memory or structure corruption, but hard to tell what or why...
I'll google a bit more to see if there is any way to get the original error message somehow..
Googled a bit.
Found this one http://stackoverflow.com/questions/23541535/fatal-signal-6-sigabrt-code-6-on-first-launch
It says that possible problem is with utf. I'm using utf in this project. So may it relate?
Maybe it outputs something useful there
I suspect that gideros android player would crash at the same point where your app crashes; however you can get logcat if you run a "no asset" custom player from eclipse and then launch your app on it.
I am not sure what Gideros version I will use, testing now with Gideros 201606.
Do you have any advice how to handle this? I have really big project with 650+ sound files and 550+ images.
I don't think that your problem is the image/sfxs file number, but how many of them are loaded together, or how "big" they are.
And that's what i'm asking - What is the easiest way to stop memory leak?
I know that it sounds like a magic, but i believe in wonders
About memory leaks, the first thing is to understand where it happens: bhLeaky can help
http://giderosmobile.com/forum/discussion/comment/20247#Comment_20247
Then you try to fix it... (the hardest thing) it may be caused by anything, but in my experience it is usually something that is created and not removed correctly after its use.
You can use this function to check in real time how much memory you're using, and if your changes in code are doing something:
I use "removed from stage event" listening to the sprite scene
http://docs.giderosmobile.com/reference/gideros/Sprite/Event.REMOVED_FROM_STAGE#Event.REMOVED_FROM_STAGE
Doesn't help me
@pie Thanks, i tried bhLeaky, but it always saying:
*** OBJECT SNAPSHOT message here ***
SceneManager has 1 instances
*** OBJECT SNAPSHOT END ****
Can't understand what does it mean and why it is only about scenemanager.
If you are reloading the same scene with different parameters maybe scenemanager is not able remove completely the previously created scene: to avoid that add a "transition scene": something to give scenemanager the time to remove your previous scene completely before starting to load the next one.
You can check possible zero division calculations,
Timer.new(duration,func) , I've made a mistake before. During a timer is active "duration" variable must not be changeable if it is GiderosPlayer crashes
Another GiderosPlayer terminal output, I think this error may be different issue
terminate called after throwing an instance of 'std::length_error'
what(): vector::_M_default_append