User Tag List

Page 1 of 4 1 2 3 ... LastLast
Results 1 to 10 of 37

Thread: New error report appeared since I built my app with version 292.4

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

    Join Date
    May 2014
    Posts
    147
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    New error report appeared since I built my app with version 292.4

    I've started receiving a new error report since I uploaded the 292.4 built version of my app to Google Play. I've never received this error before in any of the previous versions of my app ( or at least it doesn't show up in the past 60 days), and I can't figure out what it's related to. It sounds somewhat similar to the errors I used to get when the content of a string object went over the GL max texture size variable of 2048 on some devices, but those errors used to appear much more rarely, and there are some key differences between the old errors and the new one that make me think the cause might be different this time. Could you please take a look at this error report and tell me what object it could be coming from?

    java.lang.IllegalArgumentException:

    at com.google.android.gles_jni.EGLImpl._eglCreateWind owSurface (Native Method)

    at com.google.android.gles_jni.EGLImpl.eglCreateWindo wSurface (EGLImpl.java:92)

    at Runtime.SurfaceView.createSurface (SurfaceView.java:285)

    at Runtime.SurfaceView.swapBuffers (SurfaceView.java:160)

    at RunLoop.CRun.screen_Update (CRun.java:3062)

    at RunLoop.CRun.f_GameLoop (CRun.java:5508)

    at RunLoop.CRun.doRunLoop (CRun.java:595)

    at Application.CRunApp.loopFrame (CRunApp.java:1065)

    at Application.CRunApp.playApplication (CRunApp.java:795)

    at Application.CRunTimerTask.run (CRunTimerTask.java:51)

    at android.os.Handler.handleCallback (Handler.java:790)

    at android.os.Handler.dispatchMessage (Handler.java:99)

    at android.os.Looper.loop (Looper.java:164)

    at android.app.ActivityThread.main (ActivityThread.java:7000)

    at java.lang.reflect.Method.invoke (Native Method)

    at com.android.internal.os.RuntimeInit$MethodAndArgsC aller.run (RuntimeInit.java:441)

    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:1408)

  2. #2
    Clickteam Clickteam
    Fernando's Avatar
    Join Date
    Dec 2006
    Posts
    5,653
    Mentioned
    75 Post(s)
    Tagged
    2 Thread(s)
    can you post your playstore link for me to check
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  3. #3
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

    Join Date
    May 2014
    Posts
    147
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Yes, it's: https://play.google.com/store/apps/d...umgames.magium

    Also, here's a list of the devices on which this has happened so far, since yesterday when I published the update:

    Galaxy J6+ (j6primelte) 5 21.7%
    Mate 10 lite (HWRNE) 2 8.7%
    Galaxy J3 Mission (j3popltevzw) 2 8.7%
    LG G6 (lucye) 1 4.3%
    Mate 20 Pro (HWLYA) 1 4.3%
    Mate 20 lite (HWSNE) 1 4.3%
    HUAWEI Y9 2019 (HWJKM-H) 1 4.3%
    Pixel 2 XL (taimen) 1 4.3%
    Galaxy S9 (starqltesq) 1 4.3%
    LG X Venture (lv9) 1 4.3%
    Pixel XL (marlin) 1 4.3%
    Galaxy J3 (j3poplteacg) 1 4.3%
    POCO F1 (beryllium) 1 4.3%
    Redmi 5 Plus (vince) 1 4.3%
    DROID Turbo 2 (kinzie) 1 4.3%
    Honor 10 (HWCOL) 1 4.3%
    Galaxy J3 V (j3topeltevzw) 1 4.3%

  4. #4
    Clickteam Clickteam
    Fernando's Avatar
    Join Date
    Dec 2006
    Posts
    5,653
    Mentioned
    75 Post(s)
    Tagged
    2 Thread(s)
    the size now are bigger 8096, but to be safe you should keep string not that big , so it won't ask for a lot of memory.

    tested here with a medium device and seems to be OK and will explain you why

    the error you show, will happens in all devices if was something from runtime, but what I see is that you still using opengl 1.1, is this correct?

    please use opengl 3.0 and this will chose between 3 or 2 according to the device version which is running.

    At the present time now opengl 1.1 can be considered to be emulating mode (BTW is no longer 1.1 now the lowest is considered as 1.4) and some devices does not have opengl 1.4 and therefore you will not be capable at some moment to get the surface resulting in the crash above.


    so my best comments is to move to opengl 3.0 and it will behave better, update your application to 3 and see what happens in playstore, notice that the list you provide here, all seems to be latest devices 2016-2019 and all are openGL3 compatible


    for more information you may read this

    https://developer.android.com/guide/topics/graphics/opengl

    https://developer.android.com/about/dashboards
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  5. #5
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

    Join Date
    May 2014
    Posts
    147
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Wow, I would have never thought of that. Thanks a lot for the analysis and feedback!

    You're right, I was using OpenGL 1.1 before. I've just uploaded a new version with OpenGL 2.0 to Google Play, and I'll wait to see the results. I tried to upload it with opengl 3.0 at first, but the Google Play console was giving me warnings that around 3k devices would no longer be supported if I did this, so I switched to 2.0 instead. If the error still appears with 2.0, I'll try to see if I can make it work with 3.0.

  6. #6
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

    Join Date
    May 2014
    Posts
    147
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Unfortunately, I still seem to be getting the error, even with OpenGL 2.0. I would like to test with OpenGL 3.0 too, but if I simply switch from OpenGL 2.0 to OpenGL 3.0 from the Android options in Clickteam, the Google Play Console tells me that it will turn off support for 3k+ devices that don't support OpenGL 3.0. Is there something else that I need to do in Clickteam Fusion so that OpenGL 2.0 is automatically used for older devices? At the moment, what I'm doing is that I'm changing the Display Mode from the Display options section in the Android properties window.

    On the first site you gave me, it says that OpenGL 2.0 needs to be set as the requirement, and then use OpenGL 3.0 features when the need arises, but I can't figure out how that translates in the options that I need to pick in Clickteam Fusion. I'm also not 100% sure if the error is coming from this after all, because OpenGL 2.0 should probably be a high enough version that it wouldn't cause any trouble, even if other mobile phones are using a more modern version of it. Here's the paragraph from the website above, speaking about OpenGL 2.0 and 3.0 compatibility:

    "Note: The OpenGL ES 3.x API is backwards-compatible with the 2.0 API, which means you can be more flexible with your implementation of OpenGL ES in your application. By declaring the OpenGL ES 2.0 API as a requirement in your manifest, you can use that API version as a default, check for the availability of the 3.x API at run time and then use OpenGL ES 3.x features if the device supports it. For more information about checking the OpenGL ES version supported by a device, see Checking OpenGL ES version."

    And here are the devices that I've been getting the error on so far this time:

    Mate 20 lite (HWSNE) 2 25.0%
    Galaxy J3 (j3poplteacg) 2 25.0%
    Honor 8 (HWFRD) 1 12.5%
    OnePlus5 (OnePlus5) 1 12.5%
    moto g(6) (ali) 1 12.5%
    Mate 10 lite (HWRNE) 1 12.5%

    As far as I can tell, the text of the crash report remains unchanged:

    java.lang.IllegalArgumentException:

    at com.google.android.gles_jni.EGLImpl._eglCreateWind owSurface (Native Method)

    at com.google.android.gles_jni.EGLImpl.eglCreateWindo wSurface (EGLImpl.java:92)

    at Runtime.SurfaceView.createSurface (SurfaceView.java:285)

    at Runtime.SurfaceView.swapBuffers (SurfaceView.java:160)

    at RunLoop.CRun.screen_Update (CRun.java:3062)

    at RunLoop.CRun.f_GameLoop (CRun.java:5508)

    at RunLoop.CRun.doRunLoop (CRun.java:595)

    at Application.CRunApp.loopFrame (CRunApp.java:1065)

    at Application.CRunApp.playApplication (CRunApp.java:795)

    at Application.CRunTimerTask.run (CRunTimerTask.java:51)

    at android.os.Handler.handleCallback (Handler.java:809)

    at android.os.Handler.dispatchMessage (Handler.java:102)

    at android.os.Looper.loop (Looper.java:166)

    at android.app.ActivityThread.main (ActivityThread.java:7555)

    at java.lang.reflect.Method.invoke (Native Method)

    at com.android.internal.os.RuntimeInit$MethodAndArgsC aller.run (RuntimeInit.java:469)

    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:963)

  7. #7
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

    Join Date
    May 2014
    Posts
    147
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    I also got another variation of the crash report, although this one only occurred once so far:

    Blu R2 Plus (R0190WW), Android 7.0
    Report 1 of 1
    java.lang.RuntimeException:

    at Runtime.SurfaceView.throwEglException (SurfaceView.java:1183)

    at Runtime.SurfaceView.throwEglException (SurfaceView.java:1175)

    at Runtime.SurfaceView.createSurface (SurfaceView.java:288)

    at Runtime.SurfaceView.swapBuffers (SurfaceView.java:160)

    at RunLoop.CRun.screen_Update (CRun.java:3062)

    at RunLoop.CRun.f_GameLoop (CRun.java:5508)

    at RunLoop.CRun.doRunLoop (CRun.java:595)

    at Application.CRunApp.loopFrame (CRunApp.java:1065)

    at Application.CRunApp.playApplication (CRunApp.java:795)

    at Application.CRunTimerTask.run (CRunTimerTask.java:51)

    at android.os.Handler.handleCallback (Handler.java:836)

    at android.os.Handler.dispatchMessage (Handler.java:103)

    at android.os.Looper.loop (Looper.java:203)

    at android.app.ActivityThread.main (ActivityThread.java:6251)

    at java.lang.reflect.Method.invoke (Native Method)

    at com.android.internal.os.ZygoteInit$MethodAndArgsCa ller.run (ZygoteInit.java:1063)

    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:924)

  8. #8
    Clickteam Clickteam
    Fernando's Avatar
    Join Date
    Dec 2006
    Posts
    5,653
    Mentioned
    75 Post(s)
    Tagged
    2 Thread(s)
    mm do me a favor can you build you application and enable crash report and publish using opengl 2 this will send a report directly to a link that I can get more information regarding this issue
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  9. #9
    Clickteam Clickteam

    Join Date
    Jun 2006
    Location
    France
    Posts
    12,590
    Mentioned
    37 Post(s)
    Tagged
    2 Thread(s)
    AFAIK Crash Reporting is available only in Debug mode, not in Release mode (this option is ignored when you build in Release mode).

  10. #10
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

    Join Date
    May 2014
    Posts
    147
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Yes, the 'enable online crash reporting' option is already checked, and that's how I sent the game to Google, but the option gets grayed out as soon as you check 'Release mode', so I'm guessing that it doesn't have any effect.

    Given how modern most of these devices are, I think most of them should have the GL max texture size set at 4096, so it's very unlikely that it has anything to do with my old 'out of memory' bug. It's still a new bug, so I haven't gotten any direct feedback from users yet, so I could at least tell in what frame and under what conditions this crash happens.

    The thing is that I don't have any of those devices, so I can't just mess around with the game to see if I can reproduce the bug by accident. On most devices this bug doesn't happen. The list of devices that the crash occurred on is currently this:

    Galaxy S9 (starqltesq) 15 14.6%
    Galaxy J6+ (j6primelte) 8 7.8%
    Galaxy J3 (j3poplteacg) 7 6.8%
    Mate 10 lite (HWRNE) 5 4.9%
    Mate 20 lite (HWSNE) 5 4.9%
    P20 lite (HWANE) 5 4.9%
    Honor 7X (HWBND-H) 4 3.9%
    Redmi Note 5 Pro (whyred) 4 3.9%
    HUAWEI P30 Pro (HWVOG) 4 3.9%
    Galaxy J3 Mission (j3popltevzw) 4 3.9%
    moto g(6) (ali) 2 1.9%
    P10 lite (HWWAS-H) 2 1.9%
    HUAWEI Y9 2019 (HWJKM-H) 2 1.9%
    Honor 8 (HWFRD) 2 1.9%
    Honor V10 (HWBKL) 2 1.9%
    Mate 20 Pro (HWLYA) 2 1.9%
    OnePlus5 (OnePlus5) 2 1.9%
    Pixel 2 XL (taimen) 1 1.0%
    moto g(7) (river_n) 1 1.0%
    R2 Plus (R0190WW) 1 1.0%

Page 1 of 4 1 2 3 ... LastLast

Similar Threads

  1. JSON file error msg on built application
    By RobertRule in forum Multimedia Fusion 2 - Technical Support
    Replies: 7
    Last Post: 14th October 2012, 02:29 AM
  2. error report
    By willow in forum SWF/Flash Export Module Version 2.0
    Replies: 2
    Last Post: 17th May 2011, 03:59 PM
  3. Error while using built extension in MMF2
    By Eliyahu in forum Extension Development
    Replies: 6
    Last Post: 13th May 2009, 01:17 AM
  4. [Error] Strange message with built application
    By Sphax in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 7th May 2007, 06:30 PM
  5. How to specify version details of built executable
    By BMH in forum Install Creator and Patch Maker
    Replies: 2
    Last Post: 6th January 2007, 03:49 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •