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Non-GML related crashes on certain Android devices

Bingdom

Googledom
A lot of my users are unable to launch my app. Some of them have sent crash reports and they don't help me. Can someone explain what is wrong?

Build fingerprint: 'TCS4036_ADVAN_S4i_V5.0_20151123'
Revision: '0'
pid: 5129, tid: 5144, name: Thread-745 >>> com.NoCorners.KingdomBuilder <<<
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
r0 00000001 r1 00000007 r2 4eee3eb4 r3 4edcfcc0
r4 00000001 r5 00000050 r6 00000000 r7 4ea14ba0
r8 4eb72eac r9 00000004 sl 4ed8479c fp 4f0e8a5c
ip 4eb72e20 sp 4f0e8a08 lr 4e7aceac pc 4e7acebc cpsr 200d0010
d0 0000000000000000 d1 0000000000000000
d2 0000000000000000 d3 0000000000000000
d4 0000000000000000 d5 0000000000000000
d6 0000000000000000 d7 0000000000000000
d8 4702355549742400 d9 000000003f780001
d10 0000000000000000 d11 0000000000000000
d12 0000000000000000 d13 0000000000000000
d14 0000000000000000 d15 0000000000000000
d16 0000000000000001 d17 0000000000000000
d18 0000000000000000 d19 0000000000000000
d20 4017bc89c0000000 d21 0000000000000000
d22 c01921fb54442d18 d23 c01921fb54442d18
d24 4017bc89c0000000 d25 3fbf315f9ea5fd3a
d26 3fee11f617aca465 d27 3f8e67f571553004
d28 bfdffffffd0c5e81 d29 bf56b410d8b4f95a
d30 3fa55553e1053a42 d31 3ef99342e0ee5069
scr 20000010

backtrace:
#00 pc 0018debc /mnt/asec/com.NoCorners.KingdomBuilder-1/lib/libyoyo.so
#01 pc 0018ae00 /mnt/asec/com.NoCorners.KingdomBuilder-1/lib/libyoyo.so (IO_Update()+184)
#02 pc 0018aef8 /mnt/asec/com.NoCorners.KingdomBuilder-1/lib/libyoyo.so (IO_Start_Step()+220)
#03 pc 001c8dac /mnt/asec/com.NoCorners.KingdomBuilder-1/lib/libyoyo.so (DoAStep()+116)
#04 pc 001ca198 /mnt/asec/com.NoCorners.KingdomBuilder-1/lib/libyoyo.so (MainLoop_Process()+640)
#05 pc 002552c8 /mnt/asec/com.NoCorners.KingdomBuilder-1/lib/libyoyo.so (Java_com_yoyogames_runner_RunnerJNILib_Process+520)
#06 pc 0001e90c /system/lib/libdvm.so (dvmPlatformInvoke+112)
#07 pc 0004dbef /system/lib/libdvm.so (dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)+394)
#08 pc 00027978 /system/lib/libdvm.so
#09 pc 0002e5a0 /system/lib/libdvm.so (dvmMterpStd(Thread*)+76)
#10 pc 0002bc58 /system/lib/libdvm.so (dvmInterpret(Thread*, Method const*, JValue*)+156)
#11 pc 0005feeb /system/lib/libdvm.so (dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)+338)
#12 pc 0005ff0f /system/lib/libdvm.so (dvmCallMethod(Thread*, Method const*, Object*, JValue*, ...)+20)
#13 pc 00054c07 /system/lib/libdvm.so
#14 pc 0000d220 /system/lib/libc.so (__thread_entry+72)
#15 pc 0000d3bc /system/lib/libc.so (pthread_create+240)

code around pc:
4e7ace9c e59c2008 e50b1030 e5911000 ebff3ebf
4e7aceac e59f32e4 e797c003 e59c3000 e7936104
4e7acebc e5d63000 e1530000 e1a05000 0a000033
4e7acecc e3500000 0a000094 e59f02c0 e1a02004
4e7acedc e51b1048 e286302c e7970000 e5900000
4e7aceec e590e000 e59ea00c e50bc054 e12fff3a
4e7acefc e1a00004 ebfffefe eb030bda e51b3030
4e7acf0c e5931000 e51b3034 e593200c e1a03004
4e7acf1c ebfdaa9c e1a0a000 eb030bd2 e1a0100a
4e7acf2c e3a02000 e5903000 e59332a4 e12fff33
4e7acf3c e51bc054 e59c3000 e1a08000 e1a01000
4e7acf4c e7930009 ebfff90c e3580000 135a0000
4e7acf5c 0a00000a eb030bc3 e1a0100a e1a02008
4e7acf6c e5903000 e59332a8 e12fff33 eb030bbd
4e7acf7c e1a0100a e5903000 e593305c e12fff33
4e7acf8c e2951000 e1a00006 13a01001 ebfff8a6

code around lr:
4e7ace8c e51bc034 e1a03004 e1a09104 e7971001
4e7ace9c e59c2008 e50b1030 e5911000 ebff3ebf
4e7aceac e59f32e4 e797c003 e59c3000 e7936104
4e7acebc e5d63000 e1530000 e1a05000 0a000033
4e7acecc e3500000 0a000094 e59f02c0 e1a02004
4e7acedc e51b1048 e286302c e7970000 e5900000
4e7aceec e590e000 e59ea00c e50bc054 e12fff3a
4e7acefc e1a00004 ebfffefe eb030bda e51b3030
4e7acf0c e5931000 e51b3034 e593200c e1a03004
4e7acf1c ebfdaa9c e1a0a000 eb030bd2 e1a0100a
4e7acf2c e3a02000 e5903000 e59332a4 e12fff33
4e7acf3c e51bc054 e59c3000 e1a08000 e1a01000
4e7acf4c e7930009 ebfff90c e3580000 135a0000
4e7acf5c 0a00000a eb030bc3 e1a0100a e1a02008
4e7acf6c e5903000 e59332a8 e12fff33 eb030bbd
4e7acf7c e1a0100a e5903000 e593305c e12fff33

Build fingerprint: 'samsung/heatnfc3gxx/heatnfc3g:4.4.2/KOT49H/G310HNXXU0ANJ1:user/release-keys'
Revision: '1'
pid: 11607, tid: 11621, name: Thread-1078 >>> com.NoCorners.KingdomBuilder <<<
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000200
r0 fffff950 r1 532201d0 r2 532201d4 r3 000caeb0
r4 00000000 r5 4ea5000c r6 55b0d1c4 r7 00000000
r8 55b0d898 r9 531d2d64 sl 55b0d13c fp 55b17c2c
ip 0000000b sp 548492f8 lr 53157571 pc 5315531c cpsr 600f0070
d0 55b0989c55b09814 d1 55b099ac55b09924
d2 55b0a77c55b0a6f4 d3 55b0a88c55b0a804
d4 3fe3bd3c4b7fffff d5 3fe6a09e80ec57a6
d6 00000320fb78a02d d7 3f800000000001e0
d8 0000000000000000 d9 0000000000000000
d10 0000000000000000 d11 0000000000000000
d12 0000000000000000 d13 0000000000000000
d14 0000000000000000 d15 0000000000000000
d16 3ff0000000000000 d17 0000000000000000
d18 bfdffffffd0c5e81 d19 3fb33dc9a9f1856f
d20 401921fb60000000 d21 3d2135bdb7962e48
d22 c01921fb54442d18 d23 3e8777a5cfffffde
d24 3ec6cd878c3b46a7 d25 bf2a00f9e2cae771
d26 3d2135bdb7962e48 d27 3f811110896efbb2
d28 3bb93df2c4dc670f d29 3a5282e7a7c8eec2
d30 361d3435e90c01d1 d31 3f811110896efbb2
scr 60000010

backtrace:
#00 pc 0004631c /system/lib/egl/libGLES_hawaii.so
#01 pc 0004856d /system/lib/egl/libGLES_hawaii.so
#02 pc 000491df /system/lib/egl/libGLES_hawaii.so
#03 pc 0004892b /system/lib/egl/libGLES_hawaii.so
#04 pc 0004a54f /system/lib/egl/libGLES_hawaii.so
#05 pc 0003e221 /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+32)
#06 pc 0003e2bf /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+190)
#07 pc 0003e3d9 /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept_prefix+8)
#08 pc 0004a2d5 /system/lib/egl/libGLES_hawaii.so
#09 pc 0004a61f /system/lib/egl/libGLES_hawaii.so
#10 pc 0003e221 /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+32)
#11 pc 0003e2bf /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+190)
#12 pc 0003e2bf /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+190)
#13 pc 0003e2fb /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+250)
#14 pc 0003e3d9 /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept_prefix+8)
#15 pc 0004864d /system/lib/egl/libGLES_hawaii.so
#16 pc 0004892b /system/lib/egl/libGLES_hawaii.so
#17 pc 0004a54f /system/lib/egl/libGLES_hawaii.so
#18 pc 0003e221 /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+32)
#19 pc 0003e2bf /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+190)
#20 pc 0003e2fb /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+250)
#21 pc 0003e26f /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept+110)
#22 pc 0003e3d9 /system/lib/egl/libGLES_hawaii.so (glsl_statement_accept_prefix+8)
#23 pc 0004afab /system/lib/egl/libGLES_hawaii.so (glsl_calculate_dataflow+62)
#24 pc 0003f113 /system/lib/egl/libGLES_hawaii.so
#25 pc 0003fbb7 /system/lib/egl/libGLES_hawaii.so (glsl_compile_and_link+66)
#26 pc 0003048b /system/lib/egl/libGLES_hawaii.so (gl20_program_link+286)
#27 pc 00032733 /system/lib/egl/libGLES_hawaii.so (glLinkProgram_impl_20+26)
#28 pc 0006ef65 /system/lib/egl/libGLES_hawaii.so (glLinkProgram+30)
#29 pc 00184f74 /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (Shader_Build(GLSLShader*, char**, bool*, int, char**)+204)
#30 pc 00185444 /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (Shader_Setup(char*, char*, char**, bool*, int, char**)+300)
#31 pc 001855d4 /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (Shader_Add(char*, char*, char**, bool*, int, char**)+24)

code around pc:
531552fc 4a0fb95c 4910480f 4b10447a 92004478
5315530c 22754479 f7d7447b 490defde 44794b0d
5315531c 0200f8d4 680a447b 600c6018 2200f8c4
5315532c bf00bd1c 0007da74 fffff950 000caedc
5315533c 00059556 0005950a 000725bd 00054225
5315534c 000caeb2 000caeb0 b10868c0 be2cf04e
5315535c 00004770 4b09b508 6818447b f44fb920
5315536c f7f57001 e002fb95 2200f8d0 4904601a
5315537c 680b4479 f8c06008 bd083200 000cae68
5315538c 000cae54 4604b5f7 460d4e1b 447e68c0
5315539c 4608b928 e8bdb003 f7f540f0 6923bb79
531553ac f7d718cf 4287efae 68e7d909 f7d74638
531553bc 2207efa8 6180f500 f7d74638 480fefc0
531553cc 680a5831 68e0b19a f7d76926 19aeef9a
531553dc d90c4286 f2414b0a 480a1288 490a447b
531553ec 44789300 44794b09 f7d7447b 6920ef6c

code around lr:
53157550 ef06f7d5 0008f8da c008f8dd 449c68c3
53157560 68b33701 428f6959 2700dbdf febcf7fd
53157570 e02e46ba f0034651 2805fcc1 2809d006
53157580 2801d007 f8dfd10d e0041918 1914f8df
53157590 f8dfe001 f8591914 68183001 0007f84b
531575a0 6828e014 f0012800 f8df8592 f8df2900
531575b0 f8df0900 447a1900 38fcf8df 92004478
531575c0 f6404479 447b723d bd7ff001 0a01f10a
531575d0 68a03704 459268c2 f8dfdbcc 201478e0
531575e0 f8d7447f f7f3a000 f8dffa59 460318d4
531575f0 e8832001 f8590801 603b2001 78c4f8df
53157600 447f6811 a010f8c3 60d96099 181a683b
53157610 d9052a63 21262300 603b6862 fe78f002
53157620 78a4f8df f8df2301 447f98a4 28a0f8df
53157630 f88844f9 68383014 1c41447a 46406039
53157640 4021f849 f801a910 23003d10 fec0f7f5

Build fingerprint: 'Lenovo/LenovoTAB2A7-30GC/A7-30GC:4.4.2/KOT49H/A7-30GC_S000017_141203_ROW:user/release-keys'
pid: 21129, tid: 21145, name: Thread-31013 >>> com.NoCorners.KingdomBuilder <<<
signal 6 (SIGABRT), code -6 (SI_TKILL), fault addr --------
r0 00000000 r1 00005299 r2 00000006 r3 00000000
r4 00000006 r5 00000002 r6 00005299 r7 0000010c
r8 645f8730 r9 4004a000 sl 00002100 fp 00000002
ip 62d58100 sp 606c57c0 lr 400752b1 pc 400841f4 cpsr 000f0010

backtrace:
#00 pc 000261f4 /system/lib/libc.so (tgkill+12)
#01 pc 000172ad /system/lib/libc.so (pthread_kill+48)
#02 pc 000174c1 /system/lib/libc.so (raise+10)
#03 pc 000161f5 /system/lib/libc.so
#04 pc 00025aa4 /system/lib/libc.so (abort+4)
#05 pc 00013c34 /system/lib/libc.so (dlmalloc+4744)
#06 pc 0000e1a8 /system/lib/libc.so (malloc+20)
#07 pc 000383a0 /system/lib/libMali.so
#08 pc 0001777c /system/lib/libMali.so
#09 pc 00017b58 /system/lib/libMali.so
#10 pc 0001abc0 /system/lib/libMali.so
#11 pc 0001315c /system/lib/libMali.so (shim_glBindTexture+68)
#12 pc 001804e8 /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (Graphics::CreateTexture(int, int, int, eTextureFlags, eTextureFormat)+276)
#13 pc 001727f0 /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (GR_Texture_Create_Empty(int, int, bool, bool, int)+100)
#14 pc 0016fe9c /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (GR_Surface_Create(int, int, int)+152)
#15 pc 001adac0 /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (Draw_Room()+216)
#16 pc 001c955c /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (DoAStep()+612)
#17 pc 001ca758 /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (MainLoop_Process()+640)
#18 pc 002557e8 /data/app-lib/com.NoCorners.KingdomBuilder-1/libyoyo.so (Java_com_yoyogames_runner_RunnerJNILib_Process+520)
#19 pc 0001e74c /system/lib/libdvm.so (dvmPlatformInvoke+112)
#20 pc 0004f9fd /system/lib/libdvm.so (dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)+484)
#21 pc 00000214 /dev/ashmem/dalvik-jit-code-cache (deleted)

code around pc:
400841d4 e8bd00f0 e3700a01 912fff1e e2600000
400841e4 ea00b702 e92d50f0 e3a07f43 ef000000
400841f4 e8bd50f0 e3700a01 912fff1e e2600000
40084204 ea00b6fa e92d50f0 e3a070ee ef000000
40084214 e8bd50f0 e3700a01 912fff1e e2600000
40084224 ea00b6f2 00000000 00000000 e92d400f
40084234 e1a03000 e1a00001 e1a01003 eb000040
40084244 e8bd400f e12fff1e e320f000 e92d403f
40084254 e2522040 ba00002c e1a05001 e2455c01
40084264 f5d5f000 f5d5f040 f5d5f080 f5d5f0c0
40084274 e2411040 e2400040 e1a05000 e1a04001
40084284 f424020d f424420d f405022d f405422d
40084294 e2522040 ba00001c e2411040 e2400040
400842a4 e1a05000 e1a04001 f424020d f424420d
400842b4 f405022d f405422d e2522040 ba000012
400842c4 e2411040 e2400040 e1a05000 e1a04001

code around lr:
40075290 447b4b13 42b3e010 4812d10e 44786a1e
400752a0 eb08f7f8 e9d8f00d 46224631 ef9cf00e
400752b0 d00a3001 e00b2400 2b00681b 480ad1eb
400752c0 44782403 eaf6f7f8 f001e002 6804fa1b
400752d0 fa18f001 46206005 bf00bd70 0005095a
400752e0 0005094e 00050946 00050922 bf7ef7ff
400752f0 43f0e92d 4a3d4b3c 589c447b 6823b08b
40075300 460d4606 f0019309 46a1f9fd 8000f8d0
40075310 d0482d00 f00f4628 280ffed5 d8444604
40075320 ffe4f7ff d1064286 4629200f e8a2f00d
40075330 d03c2800 482ee02e f7f84478 482dea3a
40075340 e0154478 d11342b0 482b6a06 f7f84478
40075350 4a2aeab2 447a2120 a8014633 e84af015
40075360 a8012101 ef52f021 46061c42 e011d104
40075370 28006800 e02cd1e6 46294630 f00d4622
40075380 1c43e8de d11e4607 f9bcf001 29046801

Crash 2 says something about shaders, but my app doesn't have any shaders.

I recently updated my Java and SDK, could this possibly fix these issues?
 
Last edited:
speculating here, might (likely) not know a thing i am talking about but have you recently put in new textures or shaders into the game? some android devices have a nasty habit of crashing due to the use of shaders including some of the high end ones.

i might be completely wrong but if you have changed either as of late that might be part of the cause.
 

Bingdom

Googledom
speculating here, might (likely) not know a thing i am talking about but have you recently put in new textures or shaders into the game? some android devices have a nasty habit of crashing due to the use of shaders including some of the high end ones.

i might be completely wrong but if you have changed either as of late that might be part of the cause.
Thanks for replying.

The game doesnt have any shaders and has mostly small textures.
Some textures are 640x360 but only show when needed and removed from video memory when no longer needed.

Some devices that are running 4.4 are having issues launching the game. A game that mostly consist of 16x16 and 8x8 textures... :/
 
ok then do you know when the crashes are occurring in game for the customers?

if you could list for me the version of gms, jdk,sdk and ndk you are using that would be very helpful. you mention updating the jdk and sdk but if you grabbed the 64 version of either then it could cause all sorts of problems especially if you are still using an older version of gms.

aside from the update to the jdk and sdk have you made any other major changes?

i realize that this is basicly me acting like a snake oil salesman proscribing his patent medicine for a cure to all that ails you but if turns out there is an incompatibility problem please consider taking a look at the post i made yesterday about how to rebuild gms from scratch, android 4.4 (kitkat) i think might work in general but thats based of my own limited experience testing on the one device i have with kitkat running, the minimum SDK i have set is to 16 and kitkat is Min SDK: 19 so it should work.

good luck

https://forum.yoyogames.com/index.p...h-as-of-janurary-1-2017-happy-new-year.16061/
 

Bingdom

Googledom
The users are unable to start the app. Sometimes instantly, or sometimes after the splash screen.

Ok here's my setup:
NDK: r13b (32Bit)
JDK: 8u112 (64Bit)

This site here tells me it doesn't matter what JDK or NDK version (32bit/64bit) you use. It just depends on your computer.
http://help.yoyogames.com/hc/en-us/articles/216753748-SDK-Version-Support

I don't want to make a higher API requirement. It would remove access to a lot of my other customers who already can play the game. ;)

upload_2017-1-2_18-56-53.png
upload_2017-1-2_18-57-9.png
upload_2017-1-2_18-58-28.png
upload_2017-1-2_18-58-49.png

It seems to me that a lot of cheap / really old devices are having start-up issues.

Thanks
 
S

signal

Guest
Take a look at your stats page on the dev console and filter it by Android version, if you haven't already. It'll give you an idea of how many users you will lose if you increase the minimum SDK. Setting it to 16 will target 96.7% of devices according to Android Studio. This will help filter out any negative reviews you get from people who simply can't run your game.
 
i understand the version support page says that it depends on your computer but those two pages were written by different people, a conflict does arise, i grantee you that i spent hours learning that fact painfully very recently.

as signal mentioned API 9 is running gingerbread 2.3, it is six years old and less than 1.5% of the people using mobile phones are on it, it simply cant support most of the stuff we do nowadays nowadays, it wasnt until ice cream sandwich (api 14) that you really got the solid overall foundation and its not until jelly bean (api 16) that you see any sizable numbers in the modern world

here is a friendly graph to illistrate the current numbers

https://upload.wikimedia.org/wikipe..._historical_version_distribution_-_vector.svg

the lowest im my experience you should go is api 11 a good chunk of the frame work (along with many glitches) that are found in api 14 are in there and that will cover 98% of people downloading games and gives you a decent but not perfect foundation, 14 is better though and if you go up to 16 it will give you a huge platform to work from without having the games break while only giving up a single percentage point.

as for your jdk and ndk you are suing, neither are suggested in the support page, i would strongly suggest not using the most recent versions and going down to 32 bit as nocturne advised in his tutorial

JDK:
jdk-8u102-windows-i586.exe
http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html

NDK:
android-ndk-r12b-windows-x86.zip
https://dl.google.com/android/repository/android-ndk-r12b-windows-x86.zip

im pretty sure that through a combination of downgrading your jdk and sdk and upgrading the Min SDK to 11,14 or 16 that you should resolve many of the problems you are seeing.

good luck.
 

Bingdom

Googledom
Thanks for the advice guys.

I'll see what happens when I turn down the software versions.

And I will move up the min SDK version a little bit.
 

Mool

Member
I had this prob too.

code around lr:
40075290 447b4b13 42b3e010 4812d10e 44786a1e
400752a0 eb08f7f8 e9d8f00d 46224631 ef9cf00e
400752b0 d00a3001 e00b2400 2b00681b 480ad1eb
400752c0 44782403 eaf6f7f8 f001e002 6804fa1b
400752d0 fa18f001 46206005 bf00bd70 0005095a
400752e0 0005094e 00050946 00050922 bf7ef7ff
400752f0 43f0e92d 4a3d4b3c 589c447b 6823b08b
40075300 460d4606 f0019309 46a1f9fd 8000f8d0
40075310 d0482d00 f00f4628 280ffed5 d8444604
40075320 ffe4f7ff d1064286 4629200f e8a2f00d
40075330 d03c2800 482ee02e f7f84478 482dea3a
40075340 e0154478 d11342b0 482b6a06 f7f84478
40075350 4a2aeab2 447a2120 a8014633 e84af015
40075360 a8012101 ef52f021 46061c42 e011d104
40075370 28006800 e02cd1e6 46294630 f00d4622
40075380 1c43e8de d11e4607 f9bcf001 29046801


it always happens, when you allocate to much ram
 

Bingdom

Googledom
I had this prob too.

code around lr:
40075290 447b4b13 42b3e010 4812d10e 44786a1e
400752a0 eb08f7f8 e9d8f00d 46224631 ef9cf00e
400752b0 d00a3001 e00b2400 2b00681b 480ad1eb
400752c0 44782403 eaf6f7f8 f001e002 6804fa1b
400752d0 fa18f001 46206005 bf00bd70 0005095a
400752e0 0005094e 00050946 00050922 bf7ef7ff
400752f0 43f0e92d 4a3d4b3c 589c447b 6823b08b
40075300 460d4606 f0019309 46a1f9fd 8000f8d0
40075310 d0482d00 f00f4628 280ffed5 d8444604
40075320 ffe4f7ff d1064286 4629200f e8a2f00d
40075330 d03c2800 482ee02e f7f84478 482dea3a
40075340 e0154478 d11342b0 482b6a06 f7f84478
40075350 4a2aeab2 447a2120 a8014633 e84af015
40075360 a8012101 ef52f021 46061c42 e011d104
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40075380 1c43e8de d11e4607 f9bcf001 29046801


it always happens, when you allocate to much ram
Great info, because:

I had someone email me about something to do with allocating memory. I didn't completely understand what he/she meant. It was a translation from Russian and this is what he/she said:
My suggestion
I think that the fact that every three seconds in the game update (in the form of a clear memory) .Vylet (of the game) I can have because of this upgrade (in the form of memory on the system tab, cleaning) removes the action and closes the game. I still can match the output of the program and the cancellation of the application therefore can crash every 3 seconds.

Original Text:
Моё предположение
Я думаю что дело в том что каждые три секунды у игры обновление( в виде очистки памяти) .Вылет(из игры) у меня может быть из-за этого обновления (в виде очистки памяти по системной закладке) удаляет действия и закрывает игру . Думаю ещё возможны совпадения с программой выхода и сворачивания приложений поэтому возможен вылет каждые 3 с.

I think he/she is trying to tell me is that the game is just hitting the maximum memory usage, and that the game crashes because it's using too much. So he/she clears the memory using the system tool and it would take 3 seconds before the cleared memory gets taken up again.

I will try to remove some useless variables and things and see if it would help reduce memory usage.
 

Bingdom

Googledom
After updating the app with the compatible SDK's, a user is still unable to launch my app. Their device is:

MODECOM FREETAB 9000 IPS ICG 3G
It's got android 4.4.2 sdk19.

It's fairly powerful enough to run my game.
 
S

Skywolf

Guest
I also don't have any problems running the game.
I don't however have problems with the game!

Starting after the initial tutorial, Waited a good 5mins for the buildings to complete their being built process. Not being able to do anything but listen to the .....not so good soundtrack.

Then.. The first building on the left, the furthest along, just stops at 7/8 complete. Well... They all stopped, at a different completion point. None of which are complete, and there's literally nothing I can do.
 

Bingdom

Googledom
Thanks for the feedback.

I think the problem you're having is that you're filling up the resource bar on the top-left, which makes the bar freeze for 3 seconds. That makes you unable to upgrade the buildings. ;)

~~
Would extensions possibly have some compatibility issues with certain devices? Is there a way to fix it other than removing it or increasing the min SDK?

I think I'm better off submitting this as a bug...
 

Bingdom

Googledom
Alright, I submitted this as a bug with about 5 crash logs to hopefully provide useful information, even with the devices having issues but I can't find it on mantis.

Do I have to wait for someone to validate it or something?
 

Bingdom

Googledom
Just received a new 1 star review because a user was unable to launch my app. They are using Android 4.2, Samsung S3 mini.

What's causing this terrible compatiblitiy?
 
Last edited:
S

Skywolf

Guest
Android 4.2? That's ... Pre 2013.
Did you not UP the minimums?
 

Bingdom

Googledom
Android 4.2? That's ... Pre 2013.
Did you not UP the minimums?
No. I don't want to cut support to people who can run my game 100% fine. Going 4.4 and up would cut off over 10% of my users.

Yoo i have the same issues with my new app.

I play my app at at home and ca. all 2h i get an error ( memory near r0...r7 ||| or code around lr)

Like this : http://stackoverflow.com/questions/6460094/stack-traces-stop-at-the-leaf-register-lr
Does this happen all the time?
 

Mool

Member
0.5-2% chance. very rare.

I know few people, with the same prob.

We should write a bug-report to YoYo.
 

Bingdom

Googledom
I have one more question... do you use custom shaders??
I didn't use any custom shaders in my project.

I did give them a bug report a while ago and they have responded. They are now investigating the problem (I believe).
 
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