crash when moving between stacks (again)

Björnke von Gierke bvg at mac.com
Tue Mar 8 20:00:37 EST 2011


Crashes should always be reported directly to runrev. They always get highes priority. And they can give you a workaround. However, they depend on the crashes to happen on their own machine, so you might need to send them example stacks.

I suggest you contact support with this.

On 9 Mar 2011, at 00:43, Nicolas Cueto wrote:

> Dear List,
> 
> Posted this back in June. Got no reply. But am posting gain, in hopes.
> 
> In short, one of my more convoluted Rev creations keeps crashing
> when some of its stacks close.
> 
> It's a combination of stacks. Here are the pieces:
> 
> - standalone-stack (holds the engine)
> - central-stack (for game-stack selection)
> - game-stacks (a myriad of these, some of them with substacks)
> 
> Crashes happen when a game-stack is closed to return to the central-stack.
> Moreso for some game-stacks than others.
> 
> I double checked that every stack, substack, and card has a
> preopen/open/close handler, even if this is empty.
> 
> I thought it may be a memory issue, cause the game-stack that almost
> always crashes has many URL-referenced image objects and runs on older
> Win machines. However, I tested on a newer machine with ample memory
> and cpu power, but  still get crashes.
> 
> Below is an outline of the scripted inter-relation between stacks. Perhaps
> someone will spot something I've overlooked
> 
> Thank you.
> 
> --
> 
> 
> Nicolas Cueto
> 
> ------  S T A R T    O F     S C R I P T S   -----
> 
> /*  In the card script of STANDALONE-STACK,
>   this handler sets stackFiles and then goes to
>  stack CENTRAL-STACK. */
> 
> on setUpTheFoundation
>    start using stack "STANDALONE "
>    put "GAMESTACK1,gamestack1.rev" & cr & "GAMESTACK2,gamestack2.rev"
> & cr & ... \
>        & "animationEngine,animationEngine.rev"       into      tStackFiles
>    set the stackFiles of stack "niconiko" to tStackFiles
>    ## Set the globals used by all stacks
>    open stack "CENTRAL"
>    hide stack "STANDALONE"
> end setUpTheFoundation
> 
> /* In stack script of CENTRALSTACK. */
> 
> on closestack
>   quit
> end closestack
> 
> /* In a go-to-gamestack button script on
>   CENTRALSTACK./
> 
> on mouseUp
>   open stack GAMESTACK
>   hide stack CENTRALSTACK
> end mouseUp
> 
> /* In the stack script of  BAD-GAMESTACK */
> 
> on closeStack
>   ## Reset custom props of some grouped objects.
>   ## Clear pending messages
>   ## Clear the cachedURLs.
>   set the lockScreen to true
>   ## Set to empty the filename of 100 images.
>   set the lockScreen to false
>   go to card "main" of stack "gss"
>   show stack "gss"
>   delete stack "blitz"
> end closeStack
> 
> /* In the card script of  BAD-GAMESTACK, which script
>   calls up the NAVIGATION-SUBSTACK that can take
>   user back to CENTRALSTACK.  */
> 
> on rawKeyUp theKey
>   switch theKey
>      case "56"
>         modal stack NAVIGATION-SUBSTACK
>         pass rawKeyUp
>         exit rawKeyUp
>         exit to top
>         break
>    end switch
> end rawKeyUp
> 
> on closecard
>   ## Clear the cachedURLs.
>   ## Cancel pending messages.
>   ## Reset custom props.
>   ## For each of 100 image objects:
>   ##   reset filename to "", outerglow,
>   ##   and innerglow.
>   ## Close the socket connection to
>   ## the local server.
> end closecard
> 
> /* In the card script of  NAVIGATION-SUBSTACK. */
> 
> on rawKeyUp theKey
>   put "49,50,51,52" into tGameControllerRightsideButtons
>   if theKey is not among the items of tGameControllerRightsideButtons then
>      pass rawKeyUp
>      exit rawKeyUp
>   end if
>  ## Find which navigational image is on.
>   switch tCurentlyOnImage
>      case "quit"
>         send "closeStack" to stack BAD-GAMESTACK in 2 seconds
>         close this stack -- i.e., NAVIGATION-SUBSTACK... should I
> name the stack explicitly here?
>         exit to top
>         break
>   end switch
> end rawKeyUp
> 
> ------     E N D    O F     S C R I P T S   -----
> 
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