app crashing
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- Posts: 379
- Joined: Thu Dec 08, 2011 2:43 am
Re: app crashing
Ender,
Already I've discovered that the background image I am using on my results card (which shows after every round) was over 750k! Using the link you provided reduced the file size by 75%.
Thank you.... somehow it never occurred to me that a static image would be an issue...silly I know.
Off to test................
Already I've discovered that the background image I am using on my results card (which shows after every round) was over 750k! Using the link you provided reduced the file size by 75%.
Thank you.... somehow it never occurred to me that a static image would be an issue...silly I know.
Off to test................
Re: app crashing
I agree with Ender that it's probably the images.I had a stack that crashed LC regularly. It was behaving fine in earlier versions but when they introduced image caching it blew up reliably. The new image caching scheme allows images to load really fast, but the flip side is that it stores copies of all the images that have been viewed in RAM. I had hundreds of images stored in a hidden background group which I was using as a resource pool, and even though they weren't visible, the engine was dutifully loading every last one into RAM when the background opened. After only a few minutes, the whole IDE went down in flames. I fixed it by unplacing the group, so that the caching wouldn't happen.
If all your images are visible on the card, which is likely the case, then using an unplaced group won't work. But you can control the size of the image cache by setting the imageCacheLimit (see the dictionary.) On mobile devices the default is 64 megs, but that may be more than your app can accomodate.
I don't think sounds are as big an issue. Those are streamed, and shouldn't use much RAM at any given moment. When not in use they don't use any resources at all.
If all your images are visible on the card, which is likely the case, then using an unplaced group won't work. But you can control the size of the image cache by setting the imageCacheLimit (see the dictionary.) On mobile devices the default is 64 megs, but that may be more than your app can accomodate.
I don't think sounds are as big an issue. Those are streamed, and shouldn't use much RAM at any given moment. When not in use they don't use any resources at all.
Jacqueline Landman Gay | jacque at hyperactivesw dot com
HyperActive Software | http://www.hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
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- Posts: 379
- Joined: Thu Dec 08, 2011 2:43 am
Re: app crashing
Ender, life has been great since I downsized that graphic, thanks again.
Re: app crashing
So, your app doesn't crash now, right?
Well, it's excellent news
Cheers,
~ Ender
Well, it's excellent news

Cheers,
~ Ender
~... together, we're smarter ...~
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macOS Sierra • LiveCode 7 & xCode 8
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macOS Sierra • LiveCode 7 & xCode 8
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- Posts: 379
- Joined: Thu Dec 08, 2011 2:43 am
Re: app crashing
Not yet it doesn't! I played it for a long time and gave up, lol.
But really I should settle in and play it for a longer period of time, just to be sure.
But really I should settle in and play it for a longer period of time, just to be sure.
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- Posts: 379
- Joined: Thu Dec 08, 2011 2:43 am
Re: app crashing
ZERO crashes since I reduced that graphic. Thanks again.
Re: app crashing
So, it's time to quote myself:
~ Ender
Best,endernafi wrote:Well, it's excellent news
~ Ender
~... together, we're smarter ...~
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macOS Sierra • LiveCode 7 & xCode 8
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macOS Sierra • LiveCode 7 & xCode 8