Quote: "That's not my experience at all. I've yet to have any "random crashes" at all. I've always been able to track down crashes when they have occurred and I test on Android, iOS, Blackberry Playbook and Windows."
I have also managed to track them down most of the time

But until you find them so do they throw random app crashes.
This time around so did the talented van add some extra stuff while i whas lazy for 4 weeks.
And i see him as 10 times better coder then me
But i have a funny way of coding as iam self learned with no books or teachers and have an many times weird approach to code.
This time so did all the app crashes stop by converting gosubs to functions and found the empty string approach to be the last app crash bug for now.
you know that the code blanked them like this " " and i found by blanking them like this "" killed the last of the app crashes for now.
I have no problem with these funny agk bugs as i usually can solve them
I learned alot about agk app crashes whit my intel appup competition entry
I started experince them there for the first time when the Project got larger and i started using alot of the commands in conjunction with each other.
I belive it depends on how large and complex an Project gets and you use a large amount of the commands together that seam to throw some of these crashes.
Seams to be some garbage in memory some commands leave that cause these crashes.
With primitiv so do i mean that it havent reached its full potential

And i love ak.
Quote: "I also have no random crashes. AppGameKit might not always tell me what's wrong, but if it crashes it's likely my fault. There's of course the bug when sending UDTs through functions, but it's not random and can be worked around with some effort. I also never use gosubs, all my code is in functions. I also use a single do loop with a single sync() call at the end of each loop."
Eat drink slay is so large that all the parts would mess up a single do loop.
That functions bug whas one of the first i had to workaround to get our game to work and then have i experinced more and more weird ones?
I belive they are garbage in memory left by other commands that make some others crash the app.
I belive i have had this discussion with paul in Another thread where he wrote something about the limitations on ios and android that makes it hard to empty garbage in memory while an app is running?
And limitations probably forces agk to do some workarounds to work on all devices.
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