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| Development Discussions All developers who are coding games may stop by here for any help, suggestions, and everything development related. |
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#1 (permalink) |
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Zuner
Join Date: Jan 2008
Posts: 54
Reputation: 31
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Im working on my new project (which I will be announcing shortly) but it seems to randomly lock up for no apparent reason. It does not give an error message, It hardlocks and I have to restart the zune. It happens in debug mode or when it is standalone. It happens on multiple zunes as well
I am thinking I might somehow be running out of RAM but am not sure. Is this was happens when you reach the limit? Or does it give a warning message of some kind. If anyone has had a similar problem please let me know. Thanks |
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#3 (permalink) |
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zB Programmer
Jr. Member Join Date: May 2008
Location: Bremen, germany
Posts: 347
Reputation: 101
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When you run out of ram in debug mode (connected to XNA/C#) then C# throws an out of memory exception (at least when you load too much textures or such).
The Zune itself should just reboot after a serious error occured. What do you mean with lockup and you have to reboot? The Zune does not do anything and you have to press back and up? Then it sounds like an endless while loop to me... or similar.... EDIT: You know your code best, so if there are any potential while or repeat loops then put a break point into it AFTER the Zune locked up... If Visual Studio jumps into the loop to the breakpoint then, you have found your problem. If the game crashes or somehing, the code does not run any further. If it just encounters an endless loop, it will run through that loop over and over again and you may not notice anything on the Zune (even if its working).
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#4 (permalink) |
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Zune Guardian
$zB: 365
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How Many and what Zunes have you tested it on?
I suggest testing it on the different types of zunes.
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#5 (permalink) |
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Zuner
Join Date: Jan 2008
Posts: 54
Reputation: 31
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As I said, Yes I have run in debug mode. It is not an endless loop because that would freeze it in a different sense. It runs fine in windows, it is just on the zune that it dies. I'll try and explain a little more about the freeze.
When it freezes: I cannot pause the debug No error comes up except for a "Device is not connected error" The zune will not restart on its own, I must manually restart it I have personally tested on a 30 and an 80 and someone else (I believe) tested on an 8 Edit* Oh and I also wanted to add, I was using a library I didnt write that had unsafe code. On a whim I went in and changed it to "safe" code, but the darn thing still crashes Last edited by Manticore-X : 07-03-2008 at 04:09 AM. |
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#6 (permalink) |
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Zune Guardian
$zB: 365
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I'm assuming you think it's freezing because of an over load.
Have you tried not using as many textures?
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#7 (permalink) |
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Zuner
Join Date: Jan 2008
Posts: 54
Reputation: 31
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Well, I am only using two textures, I am using a pretty large array though which is what MIGHT be causing it. But It isnt a very large chance. It was just something I thought there was a chance it could be
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#9 (permalink) |
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Zuner
Join Date: Jan 2008
Posts: 54
Reputation: 31
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The problem is, I've done a lot since I realised it started freezing. My zune broke, and I have been programming most of it for windows and changing the input for zune. On windows it works perfect. Thats what is confusing me the most
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#10 (permalink) |
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Zune Guardian
$zB: 365
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At what point does it freeze?
Does it freeze as soon as you say "start game" or have you even coded a menu yet?
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#11 (permalink) |
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Zuner
Join Date: Jan 2008
Posts: 54
Reputation: 31
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OK, I think I fixed it.....sigh
It turned out some of my calculations were outputting Infinity and NaN for the answers and when the rest of my game tried to function it would freeze up. What confused me is that it would work sometimes and othertimes crash. So i guess it was an infinate loop in a sense, but the game just REALLY didnt like it. Thanks for the help (and I hope to announce the game later today!) |
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#14 (permalink) |
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zB Programmer
Jr. Member Join Date: May 2008
Location: Bremen, germany
Posts: 347
Reputation: 101
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I'd say that the best way to unload content, such as textures, is using the unload method of the ContentManager.
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