APP REJECTED

vegasmike1vegasmike1 Member Posts: 192
edited November -1 in Working with GS (Mac)
I submitted a new app about a week ago, today I got a real quick rejection it said the app on a 3GS, (which is what I had) failed and crashed when the app opened. I have the crash log from apple, does anyone want to take a look at it, the app works fine in adhoc mode.

I could really use some help. I have 4 other apps done with GS and had no problems, but this one, I have no clue what to do. You really cant test an app unless it is adhoc so HELP GS brothers.

Comments

  • StusAppsStusApps Member, PRO Posts: 1,352
    whats the memory usage when the app is tested on the iphone using GS viewer?
  • expired_012expired_012 Member Posts: 1,802
    Yup check the RAM levels in all scenes. To do this, test your app with the GS viewer on your device and it should tell you the total memory usage on your computer screen. Then you should work on optimizing everything in your app and it should be fine. Aim for 10-30mb of RAM per scene. Anywhere in between tree is fine, I usually keep mine at 10-17mb but slightly above is fine if you can't reduce it that much
  • jweaver911jweaver911 Member Posts: 439
    No offense arton but your suggested numbers aren't very realistic. Though they may be a very safe zone, You can actually have higher usage as long as your framerate stays secure. Any game with more than two things moving around on screen and elaborate backgrounds/ setting will probably be over twenty in a snap (from my experience). I pretty much just keep my eye on the frames unless something goes terribly wrong(I.e crashes- which I haven't seen) I had a few scenes hovering around 40 but still maintain decent fps
  • vegasmike1vegasmike1 Member Posts: 192
    Thanks guys but Apple said, that they launched the app and it went boom. The first screen is a logo screen, nothing, the second is a screen with some txt, nothing and two buttons,
    The third screen is a menu screen with 3 buttons then based on choice the game goes to one of 3 rounds. Two of the rounds are kind of intense but one is pretty mellow, no frame rates just one actor that moves a few others but they dont do much, sounds boring as hell for game as I type. It works ADHOC just fine on ipad, iphone, Ipod, small memory and big for the devices, so it does not even get to the game. Now I dont know how much memory is slapped around with the first screen but going boom on devices in release well I dont know how to test that. I will try the viewer but I think the problem is something else. But hey I AM NOT A PROGRAMMER< that is why I use GS, thanks for the input.
    Mike
  • expired_012expired_012 Member Posts: 1,802
    jweaver911, Staying in the safe zone is better. One of my apps is at 32mb in the Main Menu which had no moving actors, just very big text and images and a lot of audio. Many who had a 2nd gen touch or older complained and contacted me saying that it crashed right on the Menu and they didn't even get to play the game. All of my other scenes were 10-20mb and after i updated the menu screen to around 25mb the whole game was playable. i contacted the people back and they said it then worked.

    So unless your only aiming for the newer devices then you should keep it in 10-30 in my opinion.
    If your developing for the ipad, totally different story. Nothing to worry about with RAM
  • butterbeanbutterbean Member Posts: 4,315
    Arton, I remember the issue you had, but it was your audio file causing issues right?
    Large audio files cam really slow down load times and load times between scenes, probably the worst culprit
    Best to optimize audio using audacity. I did that and saved a TON of memory
  • jweaver911jweaver911 Member Posts: 439
    artonskyblue said:
    jweaver911, Staying in the safe zone is better. One of my apps is at 32mb in the Main Menu which had no moving actors, just very big text and images and a lot of audio. Many who had a 2nd gen touch or older complained and contacted me saying that it crashed right on the Menu and they didn't even get to play the game. All of my other scenes were 10-20mb and after i updated the menu screen to around 25mb the whole game was playable. i contacted the people back and they said it then worked.

    So unless your only aiming for the newer devices then you should keep it in 10-30 in my opinion.
    If your developing for the ipad, totally different story. Nothing to worry about with RAM

    I disagree... :) I haven't found that to be true. I have my game which has things regularly over 30 mb (probably 35 avg) and maintains a playable framerate on the 1G iPod Touch(runs better on 2G but not much worth fretting over). So it really just depends on what you're doing right or wrong I suppose. I just don't see how you can even work within what you call the 10-20 zone. Unless all you're making is a soundboard or static artwork.
  • expired_012expired_012 Member Posts: 1,802
    No, i made a full playable game with those RAM levels. I just reduced the sizes of images to the minimum, and optimized my audio and made only 3 actors overall which spawned all of the things seen on the screen..helps a lot

    @butterean, i thought audio was a big issue, but it was mostly my images that were the problem.
    My audio definitely had to be optimized but my images were huge when they really weren't needed to be that big
  • vegasmike1vegasmike1 Member Posts: 192
    OK folks I know this memory thing is important and I probably have totally mucked it up but, the point is this, on all the idevices I have, the code launches, and runs just fine in adhoc, what in the world in release could make it go boom, is Adhoc somehow nicer and if so, what is the difference between the two, adhoc and release app.

    My game is in total 13 megs, so its not that big, and the codemonkey told me there is no real limit on size but that under 20 megs can be downloaded from the device and over it has to be download via the web and itunes, well I am well under that.

    Mike
  • jweaver911jweaver911 Member Posts: 439
    Actually any size can be downloaded directly to the device via a wifi connection. As for your crash... Not too sure man :(
  • vegasmike1vegasmike1 Member Posts: 192
    Yeah me neither but the folks at GS did take a look, and according to them, the project works just fine, it is provisioned properly, code sign is correct, we assume or at least I do that Apple is infallible but the truth is they might have a problem, we know nothing about what they do, how they do it we just get a crash log, yeah, that might say something but what it says is that there is a problem, so problem is on my end, They did not say, oh we tried this on more than one device, I now have tried it on, in adhoc, 30 devices, no problem so its either GS problem or Apple problem or both, or all mine. Dont really know what to do at this point so I am moving to India and I am going to bathe in the river and pray for a better day.
    Mike
  • StusAppsStusApps Member, PRO Posts: 1,352
    vegasmike1 said:
    My game is in total 13 megs, so its not that big, and the codemonkey told me there is no real limit on size but that under 20 megs can be downloaded from the device and over it has to be download via the web and itunes, well I am well under that.

    Mike

    It might be a 13 meg file but running on the device is completely different. Load it up in GS run it on the phone through the viewer and see the numbers. Hotel Rush HD is a 14mb file but runs with a memory usage of 95mb. If you want you can email me the zip to (mail at stusapps .com). As I have a jail broken device I can run your published binary. I don't mind checking it.
  • vegasmike1vegasmike1 Member Posts: 192
    Hey thanks for the offer and I may indeed take you up on it, but there have been so many devices that have run the app that I am not sure another will make a diff. I am installing the new viewer now and it may tell me something but the kick is, it runs just fine, I have a grand son who plays it all the time on his 8 gig ipod touch, if it was going to go boom, it would do it on his limited device, dont you think.,

    Mike
  • StusAppsStusApps Member, PRO Posts: 1,352
    vegasmike1 said:
    Hey thanks for the offer and I may indeed take you up on it, but there have been so many devices that have run the app that I am not sure another will make a diff. I am installing the new viewer now and it may tell me something but the kick is, it runs just fine, I have a grand son who plays it all the time on his 8 gig ipod touch, if it was going to go boom, it would do it on his limited device, dont you think.,

    Mike

    I'd give apple a strongly worded email in that case, or a phone call.

    What was in the crash report?
  • vegasmike1vegasmike1 Member Posts: 192
    I have the report, aside from a bunch of blah blah, take a look see if you see anything glaring

    Incident Identifier: B33267EA-15D4-4E14-A66F-8ACA366BA5B2
    CrashReporter Key: f5ba9ee54928e511c880101ddf04816f79d0864d
    Hardware Model: iPhone2,1
    THIS BOTHERS ME THEY SAY THEY ARE RUNNING 4.0 but this model might not work anyway.
    Process: robosaurus [376]
    Path: /var/mobile/Applications/3077BF9C-4069-49E8-A262-110F32A88A83/robosaurus.app/robosaurus
    Identifier: robosaurus
    Version: ??? (???)
    Code Type: ARM (Native)
    Parent Process: launchd [1]

    Date/Time: 2010-08-07 11:09:43.593 -0700
    OS Version: iPhone OS 4.0.1 (8A306)
    Report Version: 104

    Exception Type: EXC_BAD_ACCESS (SIGBUS)
    Exception Codes: KERN_PROTECTION_FAILURE at 0x00000000
    Crashed Thread: 0

    Thread 0 Crashed:
    0 robosaurus 0x00033fd8 0x1000 + 208856
    1 robosaurus 0x000307ac 0x1000 + 194476
    2 robosaurus 0x0000383c 0x1000 + 10300
    3 robosaurus 0x00003464 0x1000 + 9316
    4 Foundation 0x33953fb0 0x3393b000 + 102320
    5 CoreFoundation 0x3510ae6c 0x350a1000 + 433772
    6 CoreFoundation 0x350bb374 0x350a1000 + 107380
    7 Foundation 0x3393f0bc 0x3393b000 + 16572
    8 Foundation 0x33947452 0x3393b000 + 50258
    9 robosaurus 0x00030580 0x1000 + 193920
    10 robosaurus 0x00044dd0 0x1000 + 277968
    11 Foundation 0x339c1c86 0x3393b000 + 552070
    12 CoreFoundation 0x35112a54 0x350a1000 + 465492
    13 CoreFoundation 0x35114ede 0x350a1000 + 474846
    14 CoreFoundation 0x3511585e 0x350a1000 + 477278
    15 CoreFoundation 0x350be8e4 0x350a1000 + 121060
    16 CoreFoundation 0x350be7ec 0x350a1000 + 120812
    17 GraphicsServices 0x309776e8 0x30974000 + 14056
    18 GraphicsServices 0x30977794 0x30974000 + 14228
    19 UIKit 0x321c12a0 0x321bb000 + 25248
    20 UIKit 0x321bfe10 0x321bb000 + 19984
    21 robosaurus 0x00003140 0x1000 + 8512
    22 robosaurus 0x000030c0 0x1000 + 8384

    Thread 1:
    0 libSystem.B.dylib 0x34078c4c 0x3404b000 + 187468
    1 libSystem.B.dylib 0x34121e44 0x3404b000 + 880196
    2 libSystem.B.dylib 0x34121894 0x3404b000 + 878740
    3 libSystem.B.dylib 0x34121a34 0x3404b000 + 879156
    4 libSystem.B.dylib 0x340c5d82 0x3404b000 + 503170
    5 libSystem.B.dylib 0x340befcc 0x3404b000 + 475084

    Thread 2:
    0 libSystem.B.dylib 0x3404c658 0x3404b000 + 5720
    1 libSystem.B.dylib 0x3404e724 0x3404b000 + 14116
    2 CoreFoundation 0x351132c8 0x350a1000 + 467656
    3 CoreFoundation 0x35115582 0x350a1000 + 476546
    4 CoreFoundation 0x350be8e4 0x350a1000 + 121060
    5 CoreFoundation 0x350be7ec 0x350a1000 + 120812
    6 WebCore 0x31532056 0x3152f000 + 12374
    7 libSystem.B.dylib 0x340c5986 0x3404b000 + 502150
    8 libSystem.B.dylib 0x340bb0e4 0x3404b000 + 458980

    Thread 3:
    0 libSystem.B.dylib 0x3404c658 0x3404b000 + 5720
    1 libSystem.B.dylib 0x3404e724 0x3404b000 + 14116
    2 AudioToolbox 0x302bf71e 0x301fc000 + 800542
    3 AudioToolbox 0x301fdc86 0x301fc000 + 7302
    4 libSystem.B.dylib 0x340c5986 0x3404b000 + 502150
    5 libSystem.B.dylib 0x340bb0e4 0x3404b000 + 458980

    Thread 4:
    0 libSystem.B.dylib 0x340c685c 0x3404b000 + 505948
    1 libSystem.B.dylib 0x340c5e98 0x3404b000 + 503448
    2 libSystem.B.dylib 0x340befcc 0x3404b000 + 475084

    Thread 0 crashed with ARM Thread State:
    r0: 0x00000000 r1: 0x2fffe868 r2: 0x2fffe864 r3: 0x00000058
    r4: 0x33340e30 r5: 0x001c6210 r6: 0x0010ac70 r7: 0x2fffe85c
    r8: 0x001c6210 r9: 0x2fffe76c r10: 0x332d7a54 r11: 0x332d73f8
    ip: 0x00000000 sp: 0x2fffe848 lr: 0x000307b4 pc: 0x00033fd8
    cpsr: 0x20070010

    Binary Images:
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    0x5ff000 - 0x600fff dns.so armv7 <240b8d3f07b4fcb234de598f8e67de1a> /usr/lib/info/dns.so
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    0x3471d000 - 0x3495bfff ProtocolBuffer armv7 <83f1b1c1956ed14bf6f6c7923ee9f2fc> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/ProtocolBuffer
    0x34a28000 - 0x34a3efff RawCamera armv7 <78168f60a21e67ce307c5ce30054dba6> /System/Library/CoreServices/RawCamera.bundle/RawCamera
    0x34a5a000 - 0x34b78fff CoreGraphics armv7 <4022bbf12f11dd1f6b75662c764e7f7c> /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics
    0x34b79000 - 0x34b8cfff libmis.dylib armv7 <9fbf2930731e2da9863eacdff8b121a2> /usr/lib/libmis.dylib
    0x34b8d000 - 0x34b91fff AssetsLibraryServices armv7 <942a91e5920a8798c1a1cf75f0750b2f> /System/Library/PrivateFrameworks/AssetsLibraryServices.framework/AssetsLibraryServices
    0x34b92000 - 0x34b95fff ArtworkCache armv7 <8ff796d092ff1a8289611912506bbe44> /System/Library/PrivateFrameworks/ArtworkCache.framework/ArtworkCache
    0x34b96000 - 0x34c3cfff WebKit armv7 <a1d04572b3214188f60f2d1961ac1fe8> /System/Library/PrivateFrameworks/WebKit.framework/WebKit
    0x34d45000 - 0x34db3fff ProofReader armv7 <479bd40ac65cb7e6c3000d79d649571f> /System/Library/PrivateFrameworks/ProofReader.framework/ProofReader
    0x34dcf000 - 0x34e19fff libstdc++.6.dylib armv7 <baab09769f92decea73680bc15aa8618> /usr/lib/libstdc++.6.dylib
    0x34e1b000 - 0x34e5ffff libsqlite3.dylib armv7 <36b9bc7d02e29c8d321dd0d7bf7e115e> /usr/lib/libsqlite3.dylib
    0x34e60000 - 0x34e92fff AddressBook armv7 <3dde743216bbf016019b59f821dda6e3> /System/Library/Frameworks/AddressBook.framework/AddressBook
    0x3500e000 - 0x35014fff IAP armv7 <42a87fc47e059f5a73dcff2227b9e0be> /System/Library/PrivateFrameworks/IAP.framework/IAP
    0x3501e000 - 0x3501ffff CoreSurface armv7 <dc0eed99a5c683f3e4942e454b85d66f> /System/Library/PrivateFrameworks/CoreSurface.framework/CoreSurface
    0x350a1000 - 0x35173fff CoreFoundation armv7 <17c9c36ae8824496b507446869cd4d9d> /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
    0x351a0000 - 0x351b8fff libRIP.A.dylib armv7 <ccca76990c424fab4771b2fafd0dc623> /System/Library/Frameworks/CoreGraphics.framework/Resources/libRIP.A.dylib
    0x351c4000 - 0x35204fff CoreAudio armv7 <1723726845b73efbeca75b33d75f335a> /System/Library/Frameworks/CoreAudio.framework/CoreAudio
    0x35338000 - 0x3534dfff libresolv.9.dylib armv7 <1ed920d5a995cd94e71c41631d7c551e> /usr/lib/libresolv.9.dylib
    0x3534e000 - 0x35350fff MobileInstallation armv7 <74e2bd725da63513053b4fa41d8cd89c> /System/Library/PrivateFrameworks/MobileInstallation.framework/MobileInstallation
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