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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