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Thread: APP Crash related to CText

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Exclamation APP Crash related to CText

    Hi @Fernando,

    I'm getting an increasing number of crash reports related to CTEXT (log bellow).

    I reproduced this bug on the app, but it's random. There is no procedure to reproduce it, just use the app, and at some time we get this crash.
    The crash occurs on screens that have worked perfectly before the crash, and that works perfectly after the crash (next time we launch the app).

    I tryed to analyse the crash and it occures in line:305 ( textCanvas.setBitmap(textBitmap) ). It's surprising as there is a check in line 261 that should have avoid this crash... (well i'm not a developper, so maybe there are things that i didn't notice ... )

    To avoid this anoying crash i added a quick fix to shunt that code when the var is null :

    if(textCanvas != null && textBitmap != null)
    else {
    Log.Log("||||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||Debug: Null evité"+s);

    The result, is that the app don't crash any more, but i can see in the app the moments that it should have crashed, because there are strings not appearing time to time.

    Can you check this problem please, as my users will become angry because some strings are missing...

    Could this behavior be related to some memory management problem where objects are destroyed ? or concurent executions where the object is used before it's really fully created ?
    In Fusion i don't use automatic destroy option, it's disabled on all objects.
    But i use a very important number of text objects (probably hundreds ...)

    The app is available on the play store :

    at OpenGL.CTextSurface.manualDrawText (
    at OpenGL.CTextSurface.setText (
    at Objects.CText.draw (
    at Objects.CText.spriteDraw (
    at Sprites.CSpriteGen.winDrawSprites (
    at Sprites.CSpriteGen.spriteDraw (
    at RunLoop.CRun.screen_Update (
    at RunLoop.CRun.f_GameLoop (
    at RunLoop.CRun.doRunLoop (
    at Application.CRunApp.loopFrame (
    at Application.CRunApp.playApplication (
    at (
    at android.os.Handler.handleCallback (
    at android.os.Handler.dispatchMessage (
    at android.os.Looper.loop (
    at (
    at java.lang.reflect.Method.invoke (Native Method)
    at$MethodAndArgsC (
    at (
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  2. #2
    Clickteam Clickteam
    Fernando's Avatar
    Join Date
    Dec 2006
    298 Post(s)
    4 Thread(s)
    what version are you using, what are the size of your text, and most important please send me a small mfa that reproduce the problem without any property data,

    Fernando Vivolo

    ... new things are coming ...

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