EXC _ ??? (11) (code = 0, subcode = 0x0

I am new here and iphone app dev. Sometimes I see this error and the adventure of the application when I launch my application using the simulator. xcode 4.4.1, Mountain Lion, iOS 5.1.

I assume that it launches a time-dependent error, since it occurs after the application starts a few seconds (more than 30 seconds) later. How can I detect and fix this?

Thank you for your attention.

hm..I can't upload my capture image

Theme 1

0 0x0eae45e6

7 glDrawElements

8 - [CCTextureAtlas drawNumberOfQuads ..

9 - [CCTextureAtlas drawQuads]

10 - [CCSpriteBatchNode draw]

11 - [CCTMXLayer draw]

12 - [Visit CCSpriteBatchNode]

13 - [Visit CCNode]

14 - [Visit CCNode]

15 - [Visit CCNode]

16 - [CCDirectorIOS drawScene]

17 - [CCDirectorDisplayLink mainLoop:]

18 CA :: Display :: DisplayLink :: dispatch (...

27 UIApplicationMain

28 main

29 start

editor window error

0xeae45e6: shifts% xmm4, -2472 (% ebp) <<<lt;

Topic 1: EXC _ ??? (11) (code = 0, subcode = 0x0)

0xeae45ed: movaps 64 (% edi),% xmm4

0xeae45f1: movaps% xmm4,% xmm5

0xeae45f4: mulps% xmm1,% xmm5

0xeae45f7: addps 64 (% eax),% xmm5

0xeae45fb: movaps% xmm5, -2456 (% ebp)

0xeae4602: movaps% xmm5,% xmm6

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5 answers

I would say that this is a memory problem:

  • Somewhere in your code you can corrupt memory - check the places where you are accessing arrays (outside of reading), create formatted lines, free objects.

  • Try using tools and check your memory - you might be leaking very fast elsewhere.

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I was getting this exact EXC _ ??? (11) the error is pretty consistent.

In my case, it was a multithreaded encoding error - one of the members of the class accessed by one thread was also changed (init ... release ...) by another thread. This means that the code was accessing an instance that has already been released or has been completely recreated.

So by adding @synchronized, where applicable, a bug has been fixed.

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Go to CCDirector or CCDirectoriOS , whatever you use .. and just add

@implementation CCDirectorDisplayLink -(void) mainLoop:(id)sender { if(displayLink_)//Crash fix [self drawScene]; } 

He must fix the mistake.

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This error was caused by the fact that the application was installed in other ways than through xcode, and then tries to start using xcode.

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I strongly suspect this exception occurs when you forget to disable vertex attributes that are not part of the current shader .

Try running this function:

  // debug static void PrintAllActiveAttributes() { int maxAttribs ; glGetIntegerv( GL_MAX_VERTEX_ATTRIBS, &maxAttribs ) ; for( int i = 0 ; i < maxAttribs ; i++ ) { int enabled ; glGetVertexAttribiv( i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &enabled ) ; if( enabled ) printf( "INDEX %d ENABLED\n", i ) ; } } 

If you did not disable some attributes (by calling glDisableVertexAttribArray ) that were used by the previously associated shader, then these attributes will still be active , even if the currently connected vertex buffer does not use it. I believe this causes some OOB memory exceptions to be thrown.

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