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Thread: State machine - requesting advice

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  1. #1
    Well, I'm only worried about players when they will want to play SHL several times in a row and they'll fill memory by accident. I'm not worried about me as developer, as I know what I'm getting into and in worst case, I can restart PC. Though I don't want players to need to restart their PCs.

    Anyway, as I've said, this is last resort. I want to figure out how to actually fix that.

  2. #2
    Normaly on Windows when you close the application all of its memory is released. There are exceptions when a program is using two or more seperate memory managers but this is quite unlikely in your case.

    Now you can send me the source code and I'll take a look at it to see what might be causing theese segfaults.

  3. #3
    I've had some look on the source code, and found some things which i PM'd. But i didn't find the crash on exit cause. It came down to al_destroy_bitmap(MaskBitmap); line. Are there some commands to issue for Allegro when application is quitting? I noticed it's sort of threaded, by linking a update procedure in it. But crash when destroying bitmap, which isn't nil, is very odd. That linked update thread wasn't responsible of drawing things. Main loop was already stopped at that time.

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