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Android (x86) app closes after a few seconds running fine with SIGSEV #8256
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Does the crash always happen at the same location if you run your project a number of times in a row? The same location regardless which project you try? Of course, by location I mean the |
I can surely tell that it is happening for the same project at exactly the same row (in Main::iteration()) I didn't log for the test project,yet. I'll post again when I have. (The device is usually not near my dev. PC) b.t.w. float and uint32 both have usually the same size (4bytes) but I wonder that the compiler doesn't throw an error at that line (or I understood something wrong) |
Well, the compiler wouldn't generate invalid code because of that. If there is a type conversion available, it will perform it; else, it will throw an error. Are you running the debug or release variant? (One-click-deploy is debug as well.) |
I am running the debug variant.
|
Thank you. That information is useful. |
I think my PR fixes the issue. If you don't know-how/want to build yourself, you'll have to wait to 2.1.3 or try on a device with Android 5.0 or higher. By the way, the Android version that your testing emulator runs is 5.0 at least, isn't it? |
Sorry for the late reply. I'll test & tell when the next RC arrives. The android version on the emulator was 4.1.1 b.t.w. :-) Doesn't quite fit but perhaps it just worked by chance (as many software products). |
@wombatstampede Those binaries include the android templates: http://download.tuxfamily.org/godotengine/2.1.3/rc2/ |
Thank you akien-mga, I wasn't aware of the RC2 release, yet. It works! (So I confirm the the bug doesn't show anymore on that device) |
Closing as fixed then... |
Thank you for the update.
¿4.1.1?, hmm... I guess the emulator is somehow more resilient to
misalignment. Is your x86 emulator running with HAXM or without it?
The latter would be an explanation since a software-emulated CPU
wouldn't need to enforce that (although it wouldn't then be accurately
emulating...). Anyway, the former may also have some countermeasure.
Well, just out of curiosity.
El 10/04/2017 a las 10:08, wombatstampede escribió:
…
Sorry for the late reply.
Thank you! That fix really looks like it will correct the x86 android
issue. I have found no time to set up a build environment for the
android template, yet and the publically available "nightly" builds
seem to spare out the android template due to build errors. (probably
on their side)
I'll test & tell when the next RC arrives.
The android version on the emulator was 4.1.1 b.t.w. :-) Doesn't quite
fit but perhaps it just worked by chance (as many software products).
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Hi RandomShaper, But I'm unsure about "software-emulated CPU" since the emu is running on a x86 (Intel i5) and the emulated android is using x86 as well. |
Thank you for the information.
I can't make a conclusion out of it, but I guess it's time to stop thinking
on this subject. :)
El 17 abr. 2017 2:56 p. m., "wombatstampede" <notifications@github.com>
escribió:
… Hi RandomShaper,
the emulator is (AFAIK) not using HAXM. It is based on Oracle Virtual Box
(Genymotion).
But I'm unsure about "software-emulated CPU" since the emu is running on a
x86 (Intel i5) and the emulated android is using x86 as well.
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Hi all!
I verified this with my "normal" app as well as with a minimum app only consisting of 1 label.
The segmentation fault only occurs when the app is exported with x86 support (and ARM). w/o x86 support it runs fine but much slower.
Godot version: 2.1.2.stable.official
Android version: 4.3 Jellybean (Device: Asus ME302C, 2GB RAM, dual core intel processor)
I get that error only on the X86 Device. It runs fine if I run the app in an emulator on an x86 PC.
Visible Error:
App starts and runs normal. But closes after around 10 seconds.
Some part of the dump:
If I understood this right (my android dev knowledge is very limited) that error presumably occured here:
Funny thing is you declare "frames" in main.cpp as uint32:
uint32_t Main::frames = 0;
And in engine.h as float:
float _fps;
Could that case the problem in x86 code that you set a float with an int? Or did I get this wrong?
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