Revolution Freezing or Quitting Unexpectedly

Shari shari at gypsyware.com
Tue Jun 19 21:11:12 EDT 2007


Joe,

Every Mac OSX app has a pList file.  Rev creates one in the 
standalone, however, to customize your application you must change 
it.  So I use a custom pList file, simply replacing the Rev generated 
one.  I've been replacing the Rev created one for years without any 
problems until now.

As I use a different IDE to build the standalone, I do not know if 
the actual Rev standalone builder customizes it now so that we don't 
have to.  In the past, it used the pList file stored in the Contents 
folder, regardless of who created the pList, it or me.

Yes, it's a game, one that's been on the market for five years.  It's 
been on Macworld CD's even, and is about to be on another one :-)  So 
to suddenly start having a slew of problems is frustrating.

I've just brought the game from an older version of Rev to 2.8.1.  At 
the same time, I updated the program.  So I have no way of knowing 
whether my code is at issue, or the 2.8.1 engine is causing the 
quits.  That's why I need to decipher the crash log.  It makes no 
sense to pour over 10,000+  lines of code with not a clue what I'm 
looking for.

Yes, lots of images and sounds :-)

As for other apps running, I have no control over this.  People are 
going to run whatever they desire.  Any app I create needs to be able 
to play nicely in the sandbox, as it will be on lots of different 
computers all around the world :-)

So you think it's an image issue, where it's not finding the image 
and quits?  I could write a handler that goes thru all the code for 
image names and builds a list, then matches that to the actual images 
and see if there is a discrepancy.  I don't use ID's or numbers 
anymore to call up images.  I decided long ago it was safer to name 
everything.

I wonder if Rev changed anything regarding image numbers... it seems 
that I once had an issue where I had to manually find a way to 
renumber an image because it clashed with a predefined image in Rev. 
This is a vague memory... but it does bring up another thing to look 
for.  From memory, I think even naming an image doesn't protect you 
from duplicate image numbers.  As my game has several stacks, and 
more than one stack has images in it, duplicate numbering can happen. 
Though I doubt this is my current problem, as I only added two images 
with the last update, and their numbers should be so high that no way 
Rev could have a conflict unless it started using very high numbers 
for itself.

Shari


>Hi Shari,
>
>Now that I know we're running somewhat similar environments, you've 
>got my interest. First, this pList that you refer to: is this one 
>that you created manually, or was it generated by RR from the 
>objects and stuff that you've created. I'm assuming this is probably 
>a "game"  of some sort, since that seems to be your area of focus. 
>Meaning that you probably have a bunch of pictures, some sounds and 
>graphics? So, though I've dealt with pLists using Future Basic, I 
>was kind of the impression that was all behind me and that RR would 
>generate that kind of stuff for me when it was/is required???
>
>Sounds to me as if some of your objects just are being found when 
>needed, so it just gives up. I think I'd verify the IDs/names of 
>anything like this to make sure they are being adequately 
>identified. Though I'm sure you've already done this, I'd make sure 
>I didn't have a whole bunch of other apps running at the same time, 
>and that everything you're using is "local" so you don't have any 
>paths to complicate matters.
>
>LOL,
>
>Joe Wilkins


-- 
Windows and Macintosh shareware games
BIackjack Gold
http://www.gypsyware.com



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