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AppGameKit Classic Chat / DeleteAllSprites() crashes some PCs - 108-14

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nz0
AGK Developer
16
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 1st Nov 2013 00:26
This doesn't happen on any of my PCs or any I have tried it on.
However, the latest beta of my game has reports of crashing some PCs almost 100% of the time (not all the time!?)

I have narrowed it down exactly to DeleteAllSprites()

I am going to re-issue the beta compiled with 108-19 but I didn't see anything addressed on DeleteAllSprites() since 108-14, but there was a fix done on it previously..

Crash message attached (Windows XP)
I will try to get the crash report from the tester.

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Ancient Lady
Valued Member
20
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 1st Nov 2013 03:32
I seem to recall something about a timing issue with DeleteAllSprites(). Have you done a search on it in this forum?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
nz0
AGK Developer
16
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 1st Nov 2013 03:48
Yes, there was a post from earlier in the year for an issue where deleteallsprites() didn't work 100%.

Initial reports are that 108-19 solves the problem, but no release note from 108-14 onwards describes a fix.

Strange, but glad it's gone away at the moment. I could always fall back to manual cleaning up anyway, but deleteallsprites() is damn useful!

nz0
AGK Developer
16
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 5th Nov 2013 21:54
..by the way, 108.19 did fix the DeleteAllSprites() issue, but introduced other crashes (!)

Ancient Lady
Valued Member
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Location: Anchorage, Alaska, USA
Posted: 5th Nov 2013 22:07
Then the issue is then to identify what is happening so that it can be fixed.

Or, go back to v10814 and don't use DeleteAllSprites(). Manually take care of your sprites yourself (I do).

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
nz0
AGK Developer
16
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 6th Nov 2013 00:01
Doing my own DeleteAllSprites() is the fallback.
The reason I hadn't upgraded to the latest version was that I didn't see anything major in the release notes that concerned me (doing a PC only project).

In fact, I do clear them up myself, but the DeleteAllSprites() was in there as a failsafe.

An appcrash without a memory map is pretty difficult to locate, considering it happens at random times.

Ancient Lady
Valued Member
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Location: Anchorage, Alaska, USA
Posted: 6th Nov 2013 04:45
The random times thing is what is interesting.

It might not actually be random. It might appear that way because testers are doing things in different orders.

And it might be that the things that were causing the random crashes might be related to the bugs you are seeing now.

Can you describe the things you see happening with v10819?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Zef
11
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Joined: 27th Feb 2013
Location: Massachusetts
Posted: 17th Nov 2013 21:35
Is there any way to get AppGameKit to list all the sprites it has in memory?
Impetus73
12
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Joined: 28th Aug 2011
Location: Volda, Norway
Posted: 24th Nov 2013 16:55
Maybe you need to call sync() before deleting the sprites with the delete all command, in case they are referenced by the backbuffer or something?

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
Cliff Mellangard 3DEGS
Developer
18
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Joined: 20th Feb 2006
Location: Sweden
Posted: 24th Nov 2013 23:34
If I remember this issue right ?
If you use delete all sprite command so should you always let agk assign an auto id on all sprites and don't mix them with your own manual ids?

And you should not delete an id somewhere in the middle your self etc.

I know I had huge problems with this before on eat drink slay.
Now do I try to always delete with delete all sprites when I can and don't delete or create to much sprites on the fly.

Iam currently going thru vans all additions to our engine where I have bin forced to fix some of these issues again

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz

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