iPad crash - no crash

NklrcadeNklrcade Member, PRO Posts: 95
Project works great on my computer, unfortunately it SOMETIMES crashes on my iPad. My game will crash 3 out of 10 times it's opened - this is without changing any code or graphics. Why is it so inconsistent?? It makes it impossible to tell whats causing the crash.

Comments

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Time to get busy with narrowing down possible causes. Try turning off a few rules at a time or removing a few actors at a time until you find it. Or you could just throw in a bunch of Log Debugging Statements* and note which one appears right before the crash.

    *Obviously, on a device there is no way to see these so I usually create a text attribute and use a concatenating system where I do change attribute game.Debug to game.Debug.."1" and then change attribute game.Debug to game.Debug.."2" a little later on, and so forth. With a DisplayText actor set to show game.Debug, I can watch as the numbers get added in: 1... 12... 123... 1234... crash. I would then know that the crash occurs before game.Debug.."5" happens.

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  • mataruamatarua Auckland, New ZealandMember Posts: 854
    It could be a borderline memory overload - your device has a certain amount of memory and with GameSalad and iOS7 things in the memory management area became worse.

    I had a game that was fine on iOS6 and then it crashed on opening with iOS7 - I tracked that down to memory dump of 330mb - it was not an issue until the recent changes to GameSalad and iOS.

    I can't say what happened with either at the time but it meant I had to optimise and make things much more efficient.

    Other apps use your memory and reserve your memory, so if you are borderline near that and it send the app to a memory error - boom - crashes. If you have lots of free memory - it might give a hidden warning but does not crash.

    Just an idea.

    But as with anything intermittent it's hard to narrow it down.

    Cheers, m@
  • NklrcadeNklrcade Member, PRO Posts: 95
    i just ran it through xCode instruments and it displayed low memory and was terminated.
    the game crashed when it tried to load main page. the frustrating part is that sometimes it does load and the game works fine.

    I currently have all 72 levels, animation, tables in my main scene... I guess i should try separating the game into 72 scenes??
  • NklrcadeNklrcade Member, PRO Posts: 95
    It could be a borderline memory overload - your device has a certain amount of memory and with GameSalad and iOS7 things in the memory management area became worse.

    I had a game that was fine on iOS6 and then it crashed on opening with iOS7 - I tracked that down to memory dump of 330mb - it was not an issue until the recent changes to GameSalad and iOS.

    I can't say what happened with either at the time but it meant I had to optimise and make things much more efficient.

    Other apps use your memory and reserve your memory, so if you are borderline near that and it send the app to a memory error - boom - crashes. If you have lots of free memory - it might give a hidden warning but does not crash.

    Just an idea.

    But as with anything intermittent it's hard to narrow it down.

    Cheers, m@
    yup.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yes creating one large scene instead of separate is not a good idea as the memory doesn't dump as well when you don't load a new scene. This misconception people have about scene load times is overblown. Load times are not an issue. People are accustomed to things having to load. Play any game on a console and there are load times. People around here worry about nothing and then create more problems than they're worth.
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