More images when the crash happens... it seems to happen after lots of pinball movement objects have been spawned on the screen
http://www.paulinthenet.de/pics/crash2.jpg
http://www.paulinthenet.de/pics/crash3.jpg
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More images when the crash happens... it seems to happen after lots of pinball movement objects have been spawned on the screen
http://www.paulinthenet.de/pics/crash2.jpg
http://www.paulinthenet.de/pics/crash3.jpg
Are you destroying these pinball objects after they are not needed anymore? Are there too many objects being spawned?
Thanks,
Marv
Did you happen to see Francois wanted to look into it on the last page?
I think he will need the MFA file to look for the source of the crash.
Would be the quickest way to get to the exact root of the crash.
Well, I appreciate that you want to help me, and I would really love to help you find out what might be the issue, but sending you the MFA is asking for a lot of trust if you ask me. I've spent years creating the MFA and it's basically the source code of my entire game and all that I have. I don't know if any company would just hand out their entire work to another company just so they can take a look at it. Well, the crashes still occur whenever I spawn a chunk of these objects (they are marked as global objects, could that have to do with it?). Today I've tried it on an older WinXP computer with not much memory and the crashes seemed to occur way faster (after about 3-5 minutes of playing).
I spawn about 10-30 frame by frame until the spawner object is depleted and destroyed. Yes, the objects are destroyed when they leave the playable area.
Hmm. Well if it crashes after a certain amount of time it almost sounds like it keeps creating objects until it fills the memory. Are these objects leaving the screen and are you adding a condition to destroy them when they are outside of the play area? I doubt it's the type of movement you used as that doesn't really seem like a reason for it to crash.
It may just be that the objects aren't getting destroyed and eventually the RAM is full. Different computers running for longer times could be due to differences in the amount of RAM they have installed.
Edit: I missed your last post saying the objects are being destroyed. Are you actually testing this by setting a counter to the amount of objects? The reason I ask is that sometimes other events can interfere with things you assume are supposed to be happening. I've had bugs that were a pain to sort out because my events looked perfect until I noticed something somewhere else that was interfering.
If you can't send the MFA can you make a new MFA that also crashes?
I suspect the pinball movement because its not used a lot by people so its possible there is an issue -- but who knows could be something else.
If you use a ball movement does it still crash?
Yeah, I can assure you I will only use your application for debugging, and erase it later.
As a side note, DebugObject is an object that will catch these crashes and handle it the way you want. Still in beta though, and I doubt it'll be able to resume the execution.
I've created a small test MFA, which has only a few events that are similar to what I have in my game, just more exaggerated. I've let the test run for over two hours and the memory usage has increased to 200+mb, even though the object count stays at approximately 1700. Is this an indication of a memory leak? When the application switches frames and levels, could this lead to a crash?
You can take a look at the test.mfa and to see the memory loss, keep it running for a while and you will notice a steady increase of memory usage, both in the debug unit on top of the screen and in the Windows Task Manager.
download here: www.paulinthenet.de/files/test.mfa (rename to *.mfa if it wants to save as different file type)
Here's a picture of what it looks like after running for about 2 hours...
http://www.paulinthenet.de/pics/memory.jpg
Thanks for the tip, but I don't know if this is really helping me. I don't want to handle a crash, I want to get rid of it ;)
If this tells me what event causes the crash, that would be very helpful!