The application will fire in the closing bracket viewDidLoad in the GameViewController . My viewDidLoad code is as follows:
override func viewDidLoad() { super.viewDidLoad() let scene = GameScene(size: CGSize(width: 768, height: 1024)) let skView = self.view as! SKView skView.showsFields = true skView.ignoresSiblingOrder = true skView.showsPhysics = true scene.scaleMode = .AspectFill skView.presentScene(scene) }
If I comment on the lines that create, scale, and represent GameScene , then the application works fine (this is essentially an empty representation in this case). This tells me that in my GameScene class GameScene is obviously happening, but I cannot figure out what exactly.
When I run backtrace, I get the following:
(lldb) bt * thread #1: tid = 0x1d9f18, 0x00000001002d5bac libglInterpose.dylib`EAGLContext_renderbufferStorageFromDrawable(EAGLContext*, objc_selector*, unsigned long, id<EAGLDrawable>) + 180, queue = 'com.apple.spritekit.renderQueue', stop reason = EXC_BAD_ACCESS (code=1, address=0x11f0) frame #0: 0x00000001002d5bac libglInterpose.dylib`EAGLContext_renderbufferStorageFromDrawable(EAGLContext*, objc_selector*, unsigned long, id<EAGLDrawable>) + 180 frame #1: 0x0000000189252468 SpriteKit`-[SKView remakeFramebuffer:] + 600 frame #2: 0x0000000189252e44 SpriteKit`-[SKView _setupContext] + 832 frame #3: 0x0000000189253700 SpriteKit`-[SKView _renderContent] + 112 frame #4: 0x00000001008a4f94 libdispatch.dylib`_dispatch_client_callout + 16 frame #5: 0x00000001008af08c libdispatch.dylib`_dispatch_barrier_sync_f_invoke + 128 frame #6: 0x00000001892535a0 SpriteKit`-[SKView renderContent] + 100 frame #7: 0x0000000189254d24 SpriteKit`-[SKView layoutSubviews] + 564 frame #8: 0x00000001893dd760 UIKit`-[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 580 frame #9: 0x0000000188d25e1c QuartzCore`-[CALayer layoutSublayers] + 152 frame #10: 0x0000000188d20884 QuartzCore`CA::Layer::layout_if_needed(CA::Transaction*) + 320 frame #11: 0x0000000188d20728 QuartzCore`CA::Layer::layout_and_display_if_needed(CA::Transaction*) + 32 frame #12: 0x0000000188d1febc QuartzCore`CA::Context::commit_transaction(CA::Transaction*) + 276 frame #13: 0x0000000188d1fc3c QuartzCore`CA::Transaction::commit() + 528 frame #14: 0x000000018966c838 UIKit`-[UIApplication _reportMainSceneUpdateFinished:] + 60 frame #15: 0x000000018966d71c UIKit`-[UIApplication _runWithMainScene:transitionContext:completion:] + 2804 frame #16: 0x000000018966b778 UIKit`-[UIApplication workspaceDidEndTransaction:] + 184 frame #17: 0x000000018d1a93c8 FrontBoardServices`__31-[FBSSerialQueue performAsync:]_block_invoke_2 + 32 frame #18: 0x000000018495827c CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_BLOCK__ + 20 frame #19: 0x0000000184957384 CoreFoundation`__CFRunLoopDoBlocks + 312 frame #20: 0x00000001849559a8 CoreFoundation`__CFRunLoopRun + 1756 frame #21: 0x00000001848812d4 CoreFoundation`CFRunLoopRunSpecific + 396 frame #22: 0x000000018944c43c UIKit`-[UIApplication _run] + 552 frame #23: 0x0000000189446fac UIKit`UIApplicationMain + 1488 * frame #24: 0x0000000100046804 Ascii Attack`main + 164 at AppDelegate.swift:11 frame #25: 0x000000019684aa08 libdyld.dylib`start + 4 (lldb)
But, unfortunately, I do not know where to go from here. I'm not quite sure how to decrypt the return line. I know that something is wrong with my GameScene class, is there any way to find out what exactly? Or should I check each property separately?
In addition to this, it seems the application works fine on my iPhone when I do not run the application in the debugger.
EDIT: The problem is resolved. Apparently this is a bug with Xcode, not with my code. EXC_BAD_ACCESS at lauch for EAGLContext renderbufferStorage: fromDrawable: in Cocos2d whie app debugging
A_toaster
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