iOS simulator Xcode 7 intermittently showing nodes - xcode7

Not sure why this is happening. I've set up a game in sprite kit using objective c and the code seems to work fine as I can see the nodes in the simulator - problem is that 4 times out of 5 the nodes don't show up- Then I stop and run again and it is running okay. Is there some simple reason for this? I have cleaned the program and it is still happening. No compiler errors showing in the code.

Are you using Xcode 7, testing on is9?
if so it might be a bug with Apple's texture atlas.
Try using image.xcassets to create a texture atlas then load your images from there.

Try changing the Z-Position. If all the nodes have the same Z-Position some nodes will appear sometimes and some nodes won't, like you described. The higher the Z-Position, the closer the node is to the viewer.

Related

How to move custom built firefox/chrome to another system?

i followed chormium custom building instructions https://chromium.googlesource.com/chromium/src/+/master/docs/linux/build_instructions.md
and build a chrome which is running fine
and i was able to do same with firefox
but the problems i am facing are
even after build is complete if i transfer the whole out/dist folder to a new system it will not work at new system so can anyone tell me how i can build a standalone/portable? what parameters i need for that? my target is to build a custom firefox and chrome (with minor changes in their code) on a server and then download the output to my own computer and other computers
the output build size is too huge for a browser? firefox is like 10gb and chrome is like 40gb. is there a way to reduce that size to reasonable size of a browser? or atleast to like couple gb's
first problem is the major problem,
i googled around and tried finding solution but i couldnt not find any.
i hope my problem is clear if not i will be available and filling to answer any questions.
help with either firefox/nightly or chromium or both is appreciated
Thanks

Error creating WebGL context. Three js chrome?

Hi I'm getting the error
Error creating WebGL context.
Uncaught TypeError: Cannot read property 'getExtension' of null
This is happening on google chrome 71 but I find it odd because if I open up dev tool and refresh the page it works perfectly fine I'm at a loss to what is causing this any idea's ?
It's worked perfectly fine untill today nothing has changed on the PC or browser. My drivers are all up to date, webgl is enabled...
if you have two GPU installed on your system you might want to try to enable
Override software rendering list
in chrome://flags/
I'll leave this here for anyone else apparently it's a browser and graphic card issue
mrdoob: The graphics card is only one of the reasons why the context
can't be created
https://github.com/mrdoob/three.js/issues/4927
This seems to be why unless anyone else has any other ideas...
The issue is on going and not fixed it would be interesting to know why this happens though and why opening dev tools and refreshing resolves the issue for me.
EDIT-
Apparently for me this was due to my graphic card being blacklisted because it's old.
The fix for me was manually enabling WebGL acceleration under Chrome’s feature flags: chrome://flags/
I have encountered this several times with THREE.js. It arises for me once memory resources are shared, abandoned, or overwhelmed, for example:
I have a good render loop but then I introduce long tasks.
I perform extensive, continuous testing. As I modify live settings in Chrome Inspector, THREE does not reflect all changes without fail. Memory may not be released until I restart.
I leave the program running overnight. The next morning the browser is froze, black, OOM...
I use multiple instances of a resource, for example
Web Audio and Magenta Music. The quality may perceptibly degrade and
throw its own errors, but... I will also encounter worse silent
errors. For example when I also steam music in another tab, or click
audio/video media on Twitter... frozen browser, black screen, WebGL
context loss.
I just wanted to comment that I saw this due to other unrelated errors in my app that got thrown first.
I updated my graphic drivers (NVIDIA) and didn't restart chrome nor the PC, and was having this issue.
I just restarted the PC and now it's fine.
This was resolved for me by simply installing the latest and restarting my browser - thought I'd add it here to hopefully save some future soul from wasting an hour like i did.
Error creating webGL Context in three.js.min ver 93
I had the same problem with Chrome version 104.5112.102 and managed to fix it by going to Chrome, Settings, and switching off the
Use hardware acceleration when available.
the graphics card is an old GE Force 8600 card running on Windows 10.
For me, I restarted my computer and the error did not appear again. You can try doing this before you do anything more complicated.

WebGL performance drop in recent Chrome releases

im not sure why (probably an update) but chrome has significantly lost performance while running some things I've made with three.js. I haven't worked on anything in a month and now that i've returned to my project i've found things are suddenly running much slower than they used to. I used to get a smooth 60 fps+, and now things are chugging along at 20 fps in one of my programs.
Just to be clear, I've changed absolutely nothing. I simply opened my projects a month later and the performance has dropped by 40+ fps, which is frightening. This is true for anything using three.js.
I'm wondering if anyone knows what the issue is.
EDIT:
http://gamejolt.com/games/arcade/tiny-tank/27522/
This is an application I've made which has significantly degraded in performance, at least on my machine. There also strange shading behavior which has appeared on the shading of certain objects due to hidden lights(?).
I'm using the WebGL renderer by the way.
I'm using Three.js version r66, since there are no migration instructions to move to any higher versions on github.
Go to chrome://flags and make sure Override software rendering list is set to enabled. This will make sure the GPU-acceleration is enabled on unsupported system configurations

Debug Chrome on Google TV

Any ideas on how to get memory usage, Javascript errors, etc. from Chrome running on Google TV?
I have a page that is getting the "Aw, snap!" error when viewed in the Chrome browser on Google TV (Logitech). The page is fairly simple, but it does load a bunch of photos, though only up to 7 at a time (the photos are loaded using JavaScript). The photos are 640x480 and ~500KB each. They are stacked and the top one fades out (using jQuery) until all are gone then a new batch is loaded.
It only crashes on Google TV (it runs fine on Windows 7) and it takes a while before it crashes (I can get it down to about 10-20 minutes before it crashes by turning on a "fast mode" on our page).
Unfortunately I can't figure out how to get any information that might help me debug it. It would be cool to be able to get Chrome's developer tools on the Google TV device.
Currently there is no way to pull debug information from Chrome on Google TV. The Logitech Review is rather limited in it's RAM and you may be encountering an issue there (I don't know how big these images are). It is also possible that you have a memory leak in your javascript code. This might be hidden on other systems running a browser as there would be more memory to buffer you from seeing the error.
My advice would be to create a virtual machine (VirtualBox is free and runs on Windows) - create a VM with limited memory (256Mb Ram for instance) and install Ubuntu or some other flavor of linux that can run Chrome. Then run your app in the VM and see what happens.
Failing that you could always try loading the imaged with static image tags and see if it is the images that are causing the crash. If it's not the images then I would say look at your JS code closely and perhaps run it through JSLint (http://www.jslint.com/)

Load-completion order affects swf code in Air 1.5 on PC only

Very strange one.
Our air application loads multiple swfs, which together make up a lesson.
If we load them serial, rather than parallel, the code inside all swfs is broken. (There's a previous stackoverflow q on this issue). If they are loaded in parallel all timeline top level code works.
On Mac, all code works, including deeply nested code inside MCs inside MCs, all the time, regardless of the order in which loading of the swfs completes and inits.
On PC, top level (of each swf timeline) code always works, but deeply nested code is only running dependent on the order in which the loading of the swfs completes and inits.
Referring to the swfs as A,B,C and D, if the init order is A,B,C,D then code in swf A (deeply nested code only) does not function - even stop() is not working. This only happens on PC.
If the swfs init in the order B,A,C,D or even C,B,A,D then everything is as it should be. (It has been a fairly long process identifying this pattern!)
On occasion more than one loaded swf is having problems - I haven't been able to spot an obvious pattern behind this.
All 4 swfs run fine as stand-alones. All 4 swfs run fine in the Mac version. All 4 swfs should be loading into their own application domain as Air doesn't permit anything else, and the application domain is also being specified as a new domain each time. There are no detectable domain problems - no errors are being thrown.
Clearly something is borked. I don't believe the borked thing is in my code, as the application functions perfectly on Mac, and is only broken dependent on load complete order in the PC version, and only deeply nested code is borked.
The items which are borked (MCs with non functioning code) are not exported in the library as symbols.
Has anyone come across this, or anything similar to it?
Some variations I will experiment with:
1) Exporting the symbols for MCs with code in the library so that they load in frame1 (before the init event fires) even though they don't need this.
2) Not manually specifying the application domain but letting it default (to the same value)
I'll document my findings here. Can anyone think of anything else worth varying to see if there's an impact?
I think I've found the source of the problem.
The load order and the broken movieclip code are both symptoms of the same problem: the swf has not loaded into memory correctly.
The broken swfs are usually the largest, and when they INIT ahead of much smaller swfs it's probably a sign of incomplete loading, hence the correlation with Level-1 code not running. (Level-0 is timeline, level-1 is code inside MCs on that timeline etc).
Having run the tests hundreds of times I've found that this problem occurs approximately 50% of the time in a Parallels-XP virtual PC, and occasionally on a Windows 7 machine that has been down-versioned to windows XP (and hiccups in many other areas). So far it does not happen on a Mac book pro bootcamp XP install, or a stable Vista install.
I guess it's a genuine thread crash in the Air app, most likely some sort of memory issue?
I have not been able to find a way to prevent the problem from happening. Instead I have a work around:
Each swf contains a MC on the timeline on frame 1 with a line of code with the sole purpose of notifying the application (via the sandbox bridge) that level-1 code has been loaded correctly. If this notification is not received for a particular swf by the time the 'COMPLETE' event fires, the swf is deemed to have loaded incorrectly, and is unloaded from memory and loaded again.
This process is repeated until the load is correct. The files are local so the delay to the user is minimal.