cocos2d-x crashes during visit() calls - c++

I have cocos2d-x app crashing time after time. Crash happens in random cases, even in idle state — I can leave app in simulator and after 2-5 minutes it may crash with no user interaction.
The sad thing — it crashed in production, too. I use Crittercism crash reporting SDK and it shows the same stack.
More, I tried cocos2d-x samples bundled with cocos SDK, they crash the same way.
Here I included some screenshots to show up the stacks:
https://dl.dropbox.com/u/5480488/cocos2dxcrash1.png
https://dl.dropbox.com/u/5480488/cocos2dxcrash2.png
+cocos2dxcrash3.png
And yes, it affects (almost?) all available versions of Cocos and iOS. Currently it crashes in latest cocos2d-x and iOS 6.1.3.
SOS, please!

I bet you are running your app on a simulator.
Running on a device will solve it. :P
Thought I don't know the exact reason. I have met the same problem before.

Related

All of a sudden, my Qt application displays at 100% instead of the normal 200%, what did I changed that made it lose that feature?

In my settings, I clearly have my screen setup to 200% like so:
When I worked on my Qt application earlier, it would properly follow that setup.
Somehow, I changed a something and now it always appears at 100%. That makes it difficult to read the text.
What option(s) would Qt have that would turn that feature off?
I have other Qt applications that still work as expected, so I'm really thinking that's something I did. Maybe a widget I added? Or a call I make? I just have no idea what it could be so looking at my changes doesn't help at the moment.
One thing I added recently is a QSvgWidget, but even if I remove it, it still doesn't work. Another thing I've notice is that the OS (Ubuntu 18.04) updated the desktop themes. But I don't think that happened at that time.
UPDATE:
This seems to be generalized. I just upgraded my OS. The VirtualBox snap was updated and now the window also appears small (i.e. ignores the High DPI setup). So it must be an OS thing (i.e. a library that was updated and it breaks the Qt High DPI feature).
Okay! I got the answer to that one in my situation.
Whenever nvidia sends a new version of their driver, my X11 session continues to work, but OpenGL is not accessible anymore. There must be something in Qt that decides to use OpenGL and since it (silently) fails opening a connection, it falls back to "no DPI scaling capability".
After a reboot, everything is back to normal and zooms in and out as expected in my app and also the VirtualBox window.

OpenGL game runs fine in Win7, drops to 5fps in Windows 8?

I have just recently installed Windows 8, and I tried to compile and build a simple c++ game project in VS 2010, but when I did, it was running at 5 fps. On windows 7, it runs at a solid 60 fps. Nothing has been changed in the code, but there is just horrible slow down.
I have updated my video drivers, but there is still horrible lag. I thought the problem was to do with compatibility issues with windows 8 and OpenGL, but I can't find anything to confirm this. I was wondering if anyone else has had this problem, and if you have solved it.
I would recommend you test your graphics card / drivers first. All sorts of driver issues could arise when you upgrade operating systems. One of the best tests would be to download Cinebench and see how it performs. Cinebench will evaluate your OpenGL performance. If you get poor results, then you know it's a hardware / driver issue and not an issue with your application.
If the Cinebench results are good, then you can move on to the recommendations made by #Robert Rouhani (comments).
http://www.maxon.net/products/cinebench/overview.html
What sort of video card do you have in the Win8 machine?
If it's a laptop you might be battling against nVidia Optimus (or an equivalent technology?). Basically programs have to tell the OS in advance that they want to use the video card or they get defaulted to using the low power GPU embedded in the CPU (note: over-simplification).
If this is the case, there's some options in the nVidia control panel to let you create a profile telling the OS to run your app with the discrete GPU, rather than the embedded one.

Direct3D app runs fine if Windows Explorer is running, slows down terribly otherwise

Our Direct3D9 app works perfectly if we fully start Windows, and then launch it.
However, if we tweak Windows' startup process so that Explorer is not ran, and just Windows and our application are started, our app slows down horribly. CPU consumption goes to 50%, even when idle (normally, it's near 0).
This can be fixed by starting the Task Manager, starting Explorer and restarting our app. But that's not acceptable; our app must run without Explorer.
Could this be a Direct3D thing? Our app is full screen, Windows version is XP SP3 with all latest updates, and Direct3D version is 9.0.c. If this is not Direct3D related, how could I go about debugging this?
Solved it. Went to Control Panel->UserAccounts->Change the way users log on or off and saw that "Use the Welcome screen" was checked.
Unchecking that solved it. It seems that when the Welcome screen is active, since it uses a different resolution than the desktop's, conflicts ensue. And I didn't check, but it seems that this caused hardware acceleration to be temporarily unavailable and thus software rendering was selected, killing the CPU.

Forced logout crash with Qt & Opengl

I can't find any documentation on this issue so I figured it was time for a question:
We are writing an application that uses Qt and Opengl with some help from a homebrew singleton class. We have had good luck with it so far but I've just recently run into an amusing situation where if I run the program on my Ubuntu machine it will force a logout.
We do nothing to the machine in terms of user modification. I have a feeling it has something to do with the way we are initializing things, possibly with our timer.
I was curious if anyone had any small insight they might be able to give. Is this a known issue within Qt or Ubuntu?
Note: I would give more information on the program but its very large and I only have a hint as to where to start.
Sounds like a driver or X11 bug that causes a server crash. By definition a client must not be able to crash the X server. However it seems you're experiencing exactly that. There's probably nothing wrong on your side.
What to do: Report the problem to the developers of Xorg and Mesa. Provide a test case, ideally in source code form (try to reduce your programm to the most minimal version that still causes the crash).

openGL screensaver causes problems

I have an application written in QT4, that uses an openGL window. It has been running happily for months. Windows XP, service Pack 3,
Recently I was diddling with my screensaver, and happened to select the 3D text choice. When I previewed it, the QT4 application seg-faulted immediately. When I ran in the debugger,it is crashing in ig4dev32.dll, which is an intel graphics accelerator driver for Open GL.
When I do a similar test on a machine with an NVIDIA card, I (not surprisingly) get no problems.
I'm not really sure whether I'm asking for help, or insight, or whatever--has anybody ever seen it? Google tells me others have seen it happen in gaming applications, but I see no references to developers having it happen to them. Obviously, I can not use that screensaver, but I suspect the problem is "bigger" than that. Ideas?
I would start by reporting this to Intel. No doubt, they will not resolve it by the end of the week, but eventually. In the mean time, I'd also report it to Qt software, so see if they can trouble shoot it as well.
In the mean time, you know the issue and how to resolve it (no OpenGL screensavers). So all you have to do is to inform your customers. The best would be if the application itself could inform the customers, but detecting if a screensaver uses OpenGL or not does not seem feasable.
Perhaps you could do some additional tests. For instance, what happens if your application is run in paralell with, say, Google Earth in OpenGL mode?