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iOS simulator, error when load resource

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Hello. I have simple app which looks like a comics. It just loads and shows images. There is around 300 images. When I left only first ten images - app runs and works nicely in iOS simulator, but when I built app with all of images - it crashes when trying to load images above second image, i mean third, fourth image and so on. Here is code of the method in which I try to load images and which gives the crash. public void LoadResources(App app) { Debug.Log("start load resources"); try { BGArt = (Sprite)Resources.Load(app.model.pathTrialImages + BackgroundArt, typeof(Sprite)); FAArt = (Sprite)Resources.Load(app.model.pathTrialImages + ForeAddedArt, typeof(Sprite)); Debug.Log(app.model.pathTrialImages + BackgroundArt + " " + BGArt); Debug.Log(app.model.pathTrialImages + ForeAddedArt + " " + FAArt + "\n"); bgAmbientLoop = (AudioClip)Resources.Load(app.model.pathTrialMusic + BGAmbientLoop, typeof(AudioClip)); if (BGAmbientLoop != "previous kept" && !string.IsNullOrEmpty(BGAmbientLoop) && !bgAmbientLoop) bgAmbientLoop = app.model.tempAudio; bgMusicLoop = (AudioClip)Resources.Load(app.model.pathTrialMusic + BGMusicLoop, typeof(AudioClip)); if (!string.IsNullOrEmpty(BGMusicLoop) && !bgMusicLoop) bgMusicLoop = app.model.tempAudio; bgVoiceLoop = (AudioClip)Resources.Load(app.model.pathTrialMusic + BGVoiceLoop, typeof(AudioClip)); if (!string.IsNullOrEmpty(BGVoiceLoop) && !bgVoiceLoop) bgVoiceLoop = app.model.tempAudio; vfxSound = (AudioClip)Resources.Load(app.model.pathTrialMusic + VFXSound, typeof(AudioClip)); if (!string.IsNullOrEmpty(VFXSound) && !vfxSound) vfxSound = app.model.tempAudio; musicSound = (AudioClip)Resources.Load(app.model.pathTrialMusic + MusicSound, typeof(AudioClip)); if (!string.IsNullOrEmpty(MusicSound) && !musicSound) musicSound = app.model.tempAudio; voiceSound = (AudioClip)Resources.Load(app.model.pathTrialMusic + VoiceSound, typeof(AudioClip)); if (!string.IsNullOrEmpty(VoiceSound) && !voiceSound) voiceSound = app.model.tempAudio; } catch(System.Exception e) { Debug.Log(e.Message); } } And here is the last part of XCODE's log, when it gives me the error start load resources UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PageModel:LoadResources(App) FoGModel:LoadPages(Int32) FoGController:OnNotification(FoGNotification, Object, Object[]) App:Notify(FoGNotification, Object, Object[]) ButtonView:OnPointerClick(PointerEventData) UnityEngine.UI.Slider:UnityEngine.UI.ICanvasElement.get_transform() UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) PageView:OnDestroy() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.TouchInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean) UnityEngine.EventSystems.TouchInputModule:ProcessTouchEvents() UnityEngine.EventSystems.TouchInputModule:Process() PageView:OnDestroy() UnityEngine.EventSystems.EventSystem:Update() Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) The file '/Users/admin/Library/Developer/CoreSimulator/Devices/0FD32B7D-323C-440F-A578-66D553AD4B97/data/Containers/Bundle/Application/EE7E8A00-DA77-4DFE-B23A-5365B98D3335/TheFallOfGyes.app/Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds!] UnityEngine.Resources:Load(String, Type) PageModel:LoadResources(App) FoGModel:LoadPages(Int32) FoGController:OnNotification(FoGNotification, Object, Object[]) App:Notify(FoGNotification, Object, Object[]) ButtonView:OnPointerClick(PointerEventData) UnityEngine.UI.Slider:UnityEngine.UI.ICanvasElement.get_transform() UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) PageView:OnDestroy() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.TouchInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean) UnityEngine.EventSystems.TouchInputModule:ProcessTouchEvents() UnityEngine.EventSystems.TouchInputModule:Process() PageView:OnDestroy() UnityEngine.EventSystems.EventSystem:Update() Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) [/Users/builduser/buildslave/unity/build/Runtime/Serialize/SerializationCaching/CachedReader.cpp line 235] (Filename: /Users/builduser/buildslave/unity/build/Runtime/Serialize/SerializationCaching/CachedReader.cpp Line: 235) The file '/Users/admin/Library/Developer/CoreSimulator/Devices/0FD32B7D-323C-440F-A578-66D553AD4B97/data/Containers/Bundle/Application/EE7E8A00-DA77-4DFE-B23A-5365B98D3335/TheFallOfGyes.app/Data/resources.assets' is corrupted! Remove it and launch unity again! [Position out of bounds!] UnityEngine.Resources:Load(String, Type) PageModel:LoadResources(App) FoGModel:LoadPages(Int32) FoGController:OnNotification(FoGNotification, Object, Object[]) App:Notify(FoGNotification, Object, Object[]) ButtonView:OnPointerClick(PointerEventData) UnityEngine.UI.Slider:UnityEngine.UI.ICanvasElement.get_transform() UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) PageView:OnDestroy() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.TouchInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean) UnityEngine.EventSystems.TouchInputModule:ProcessTouchEvents() UnityEngine.EventSystems.TouchInputModule:Process() PageView:OnDestroy() UnityEngine.EventSystems.EventSystem:Update() Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) [/Users/builduser/buildslave/unity/build/Runtime/Serialize/SerializationCaching/CachedReader.cpp line 241] (Filename: /Users/builduser/buildslave/unity/build/Runtime/Serialize/SerializationCaching/CachedReader.cpp Line: 241) TheFallOfGyes(885,0x7da11d4) malloc: *** mach_vm_map(size=1597460480) failed (error code=3) *** error: can't allocate region *** set a breakpoint in malloc_error_break to debug Could not allocate memory: System out of memory! Trying to allocate: 1597459332B with 16 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New Memory overview [ ALLOC_DEFAULT ] used: 6801894B | peak: 730920497B | reserved: 6945359B [ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 524288B [ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_GAMEOBJECT ] used: 190449B | peak: 190449B | reserved: 222019B [ ALLOC_GFX ] used: 79052B | peak: 33760092B | reserved: 83497B [ ALLOC_PROFILER ] used: 17484B | peak: 18076B | reserved: 53184B Could not allocate memory: System out of memory! Trying to allocate: 1597459332B with 16 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New Memory overview [ ALLOC_DEFAULT ] used: 6801894B | peak: 730920497B | reserved: 6945359B [ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 524288B [ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_GAMEOBJECT ] used: 190449B | peak: 190449B | reserved: 222019B [ ALLOC_GFX ] used: 79052B | peak: 33760092B | reserved: 83497B [ ALLOC_PROFILER ] used: 17484B | peak: 18076B | reserved: 53184B UnityEngine.Resources:Load(String, Type) PageModel:LoadResources(App) FoGModel:LoadPages(Int32) FoGController:OnNotification(FoGNotification, Object, Object[]) App:Notify(FoGNotification, Object, Object[]) ButtonView:OnPointerClick(PointerEventData) UnityEngine.UI.Slider:UnityEngine.UI.ICanvasElement.get_transform() UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) PageView:OnDestroy() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.TouchInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean) UnityEngine.EventSystems.TouchInputModule:ProcessTouchEvents() UnityEngine.EventSystems.TouchInputModule:Process() PageView:OnDestroy() UnityEngine.EventSystems.EventSystem:Update() Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) Mono.Security.Protocol.Tls.SslStreamBase:OnLocalPrivateKeySelection(X509Certificate, String) [/Users/builduser/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp line 980] (Filename: /Users/builduser/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp Line: 980) (lldb) Does some one know why it occures or how to fix it? **UPD:** by the way, it loads only images from current chapter. It means that if I have 300 images and in first chapter there are only 10 images then it will loads only 10 images. And I have already done with an experiment - i have left images only for first 14 chapters (124 images) and the app works good...

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