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Thread: Getting EXC Bad Access on iOS device - Beta6

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleMac Export ModuleUnicode Add-on
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    Getting EXC Bad Access on iOS device - Beta6

    Not entirely sure what the problem is, but it happens after the app has been running successfully and I go back to it, i get this in _string.h:

    __inline_memcpy_chk (void *__dest, const void *__src, size_t __len)
    {
    return __builtin___memcpy_chk (__dest, __src, __len, __darwin_obsz0(__dest)); >>Thread 1 program received: EXC Bad Access
    }

    Since it looks string related and I have no strings in my app, I figured it might be the Counter object I use.
    I tried removing a line that was setting a counter to the alterable A value of an active if the mouse pointer was over it - this seems to have stopped it

    I'll see if I can strip it down further and send you an example file

  2. #2
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    Counter and Mouse Over can guive EXC Bad Access

    Managed to strip the program down a bit - see attached
    To get the crash, run the app in XCode and follow these instructions:
    1. Tap one of the Actives (Red Box) - this sets the Mouse cursor over the Active and triggers the event in the Debug group to set the counter to Alt A
    2. Wait about 2 mins (sorry but this seems to be important - I assume because it keeps setting the Counter and something runs out of memory/overflows)
    3. Tap a different Active and keep tapping different actives - after 3 or 4 it usually crashes

    Hopefully Clickteam will find the bug and squash it
    Attached files Attached files

  3. #3
    Clicker

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    This has been happening to me too in the latest beta. It's not device specific. If it helps, I can give you guys the crash report. But it's the same error AyreGuitar has.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleMac Export ModuleUnicode Add-on
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    xhedgehogx - Yes, pretty sure this didn't happen in previous Betas. I sometimes have a counter that is always set to FPS and this too can cause the same crash. Works fine if I use a String instead of a counter, but not ideal workaround.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Tried it with the current source code. I could not get any crash. Andos did some corrections in that part of the code.

  6. #6
    Clicker

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    Yeah, definitely didn't happen in previous betas. But, I'll hold off until the next beta to see if the issue has been resolved.

  7. #7
    Clicker

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    Sorry for the bump, won't let me edit my last post. AyreGuitar said the issue usually happens when tapping active objects. In one of my games, the issue seems to happen when a sound is supposed to be played after a few minutes. In my other game, it seems like it's random after a few minutes playing. Or if I leave either idle for a few minutes it'll freeze.

    I think I mentioned that it isn't device specific. It happened on iPhone 4, 4S, iPad (1), iPad (3) and iOS simulator running either iOS 5.0.1 or 5.1.

    Is a memory issue, Xcode read the fault at:
    0x31b11c4c: ldm r1!, {r3, r4, r9, r12}

  8. #8
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    This should be fixed in Beta7 (just released). Can you confirm?

  9. #9
    Clicker

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    From my testing, it looks like the issue is gone.

    Thank you

  10. #10
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    Andos, it happened once to me in beta7 just so you know.

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