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  • iPhone app works hundreds of times, then crashes from memory error on startup, then never works unti

    - by peter
    I have a Cocos2d/openGL iPhone game. It's a universal app and I'm dealing with an occasional but nasty error on the iPad. We are loading a lot of textures up front (3 2048x2048 textures). I'm working on reducing this up front load, but what worries me is I really don't understand the root cause of this crash that permanently breaks the app. This is the deal: 1. App works fine for hundreds of plays on the iPad 2. Eventually (I'm guessing due to other programs using up some memory and not letting go or whatever) the app starts crashing on startup. It just closes again in the middle of loading. 3. The App will now never work again on that iPad, closing immediately every time, until the iPad is restarted. Obviously my app is demanding too much memory up front to work reliably every time, I get that. What I don't get is why when it fails once, it has failed forever until the iPad is restarted. Can anyone explain what is going on here? EDIT: forgot to add organizer crash lags just say low memory, like this every time (I changed my app name to MyAppName below). Again, I know it's low memory, but why does it stay low memory until restart?: Incident Identifier: E7A2507C-3FB1-4E3B-B315-09F094236541 CrashReporter Key: 0fda9d667f2c6073f20a76809aa25438b6854d15 OS Version: iPhone OS 3.2 (7B367) Date: 2010-04-30 16:59:44 -0400 Free pages: 437 Wired pages: 17228 Purgeable pages: 0 Largest process: MyAppName Processes Name UUID Count resident pages MyAppName <6307ce41802850944baa78d29224fa7f> 22385 (jettisoned) (active) mediaserverd <ea8bac28b06fe3980fdd44b5caceb563> 242 DTMobileIS <a0f651e43881e66f50f8a95abea72921> 5826 notification_pro <4c9a7ee0a5bbe160465991228f2d2f2e> 67 syslog_relay <4ceaed776d2df957fa130712f4ef21d0> 66 notification_pro <4c9a7ee0a5bbe160465991228f2d2f2e> 67 notification_pro <4c9a7ee0a5bbe160465991228f2d2f2e> 67 afcd <4f3c9566e33b4463f05603d990584e5d> 72 ptpd <83de0f774bd6553d513ae9e19b0f9b56> 181 syslogd <66247e305d5c0bf6f1ce1cc950653263> 81 lsd <a4d852c1c8da2b3d231bdc90887b52ba> 130 iapd <a8534cbde4b90ad5915dd26ab03ff3e3> 204 notifyd <5e9d5bee7c3eae1c8b494c79eb11406e> 71 BTServer <64e4a6ea6b1240db2331e05a29caa862> 108 CommCenter <97bf297944ac4bde19bcee96dd23bd5f> 181 SpringBoard <c7a5904c12db7b14334a4edaa4cabaa9> 5339 (active) configd <aca9fa3380322669164fd6b1a3864300> 373 fairplayd.K48 <2d997ffca1a568f9c5400ac32d8f0782> 84 locationd <dd1ea88105c62173908ce767db5c4d37> 599 mDNSResponder <820560222d47a1f2a0dce98a7f8a9721> 108 lockdownd <497fd54c79a680bf29f5d9320f514613> 303 MobileStorageMou <c277b79c2157c4dc5cfc5c3ca35bd5f2> 69 launchd <66972eee4d865c4383b33d985d22994b> 98 **End**

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  • Error in Python's os.walk?

    - by Mike Caron
    The os.walk documentation (http://docs.python.org/library/os.html? highlight=os.walk#os.walk), says I can skip traversing unwanted directories by removing them from the dir list. The explicit example from the docs: import os from os.path import join, getsize for root, dirs, files in os.walk('python/Lib/email'): print root, "consumes", print sum(getsize(join(root, name)) for name in files), print "bytes in", len(files), "non-directory files" if 'CVS' in dirs: dirs.remove('CVS') # don't visit CVS directories I see different behavior (using ActivePython 2.6.2). Namely for the code: >>> for root,dirs,files in os.walk(baseline): ... if root.endswith(baseline): ... for d in dirs: ... print "DIR: %s" % d ... if not d.startswith("keep_"): ... print "Removing %s\\%s" % (root,d) ... dirs.remove(d) ... ... print "ROOT: %s" % root ... I get the output: DIR: two Removing: two DIR: thr33 Removing: thr33 DIR: keep_me DIR: keep_me_too DIR: keep_all_of_us ROOT: \\mach\dirs ROOT: \\mach\dirs\ONE ROOT: \\mach\dirs\ONE\FurtherRubbish ROOT: \\mach\dirs\ONE\FurtherRubbish\blah ROOT: \\mach\dirs\ONE\FurtherRubbish\blah\Extracted ROOT: \\mach\dirs\ONE\FurtherRubbish\blah2\Extracted\Stuff_1 ... WTF? Why wasn't \\mach\dirs\ONE removed? It clearly doesn't start with "keep_".

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  • How do I remove a button from a view controller's toolbar on the iPhone?

    - by Tony
    I have code that works great for adding a button to the toolbar: NSArray* toolbarItems = [NSArray arrayWithObjects:flexibleSpace,shuffleBarItem,flexibleSpace,nil]; self.toolbarItems = toolbarItems; However, I also want to be able to remove toolbar items. When I use the below method, my application crashes: NSArray* toolbarItems = [NSArray arrayWithObjects:flexibleSpace,nil]; self.toolbarItems = toolbarItems; Does anyone know how I can dynamically alter the toolbar on the iPhone? Thanks!

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  • Do I need to keep "recompiling" my iPhone app code everytime apple releases a new iOS version?

    - by user1760606
    New here guys but have got a genuine problem. I have an iPhone app that was developed using SDK4. With apple introducing the new iOS version 6, does my code need to be recompiled on the new SDK to make it compatible with version 6? Right now it crashes on iOS6. Also, do I need to do that everytime apple brings out a new version? I wonder every other app on earth already does that ?! Thanks, Raghav

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  • How does the OpenGL ES template work for the iPhone?

    - by thyrgle
    So, I've been trying to figure out why the square is moving up and down the iPhone simulator when Build and Go the template that Apple provides for OpenGL ES. I don't understand why for example they have ES1Render.m, and ES2Render.m instead of just one ESRender.m. Also, where is the equivalent of the glutDisplayFunc, and glutTimerFunc? Thanks in advance.

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