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I've tested my app (AIR w/GPU render mode) succesfully on iPad mini 2 and a Nexus 7 2012, but since I have released a 2nd version to the app store, I had reports of crash after assets are rendered to bitmaps (my app display a "rendering assets x/5" on startup). It may be since the first release a week sooner but I had no report from users. So I naturally assumed that this was a memory problem and I reduced memory usage considerably.
But apparently it was not the case, after all I was only using 60MB according to scout... My app still crash on some iPad 3/4, I say some because it maybe inconsistant since Apple reviewers approved the newer version, even after I request an expedited review mentioning the crash on iPad 3/4. I'm totally lost here ! I thought about using the last SDK (13), but it doesn't work with flash pro CC; test / debug crash if it even start (failed launch), exactly like when I try to test / debug in the mobile AIR debug launcher. Please someone help !
I use :
No ANE, greensock lib, Config constants and sharedobject, AIR 4.0.0.1619 sdk.
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Any luck with this problem? Does anyone from Adobe even read these forums?
I am trying to find the cause of a problem that sounds very similar. It is an instant crash where the whole game suddenly exits, and it only happens with a release build. The problem can be reproduced 100% reliably on iPad 3, iPad 4 and iPad air, but it does not occur on iPhone 4, iPod 4, and iPad 1.
I set up a lot of logging code to try and pinpoint the location of the crash, by sending the log messages to a webserver. Unfortunately, due to the ridiculous design of forced asynchronous web requests, the log messages arrive in messed up order, making that approach a failure.
My next approach was to use a global error handler, and this works great when I force an intentional crash (eg. var abc:Array = null; abc[123];) but the error handler is never triggered by the real crash I am looking for. wtf?
What are other methods for diagnosing problems in release builds that I might be missing?
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Hi,
all I can remember is that was related to the way I was declaring many classes (graphics from library) to force them to compile (because they were dynamically called); Cannot say how but I remember it was a weird shortcut to declare them, I cleaned up my code and it worked... sorry I cannot be more precise. What I do now is declare them all in one array: var keys = [A1,A2,A3].
The only way I could diagnose this problem was with the help of someone that reported the crash, I made a test version for him with a text field displaying the various steps of initialization, luckily each step was taking some time so the user could tell me at which step the app crashes...