does this app crash?
Hi, brand new to the forums here so hope I'm posting in the right place.
I'm working on building a mac app of my game (currently functional on windows) but have been running into distribution problems. I would be greatful if some folks could just download and try to launch the app to see if it doesn't crash and let me know what os version you are running.
The app is here: http://dinopuzzlegame.com/wp-content/upl...e.app_.zip
For verification of what you are downloading the games website is here: http://dinopuzzlegame.com/
Some technical info:
-Game is made in python using pygame
-Packaged with py2app which bundles my verison of python (2.7 apple), pygame and SDL (1.2.15) all into the app
-I'm bulding w/ os 10.7.3
-Game has crashed when opened on earlier os versions so would really like to hear someone using 10.7.2 or above
Thanks!
I'm working on building a mac app of my game (currently functional on windows) but have been running into distribution problems. I would be greatful if some folks could just download and try to launch the app to see if it doesn't crash and let me know what os version you are running.
The app is here: http://dinopuzzlegame.com/wp-content/upl...e.app_.zip
For verification of what you are downloading the games website is here: http://dinopuzzlegame.com/
Some technical info:
-Game is made in python using pygame
-Packaged with py2app which bundles my verison of python (2.7 apple), pygame and SDL (1.2.15) all into the app
-I'm bulding w/ os 10.7.3
-Game has crashed when opened on earlier os versions so would really like to hear someone using 10.7.2 or above
Thanks!
It does indeed crash for me on 10.6.8, with a somewhat uninformative crash log:
The screen fades to black before it crashes, so it's at least doing something and apparently trying to go into full screen mode.
A few things I notice looking through the app bundle:
Hope this helps!
Code:
Process: dinosInSpace [1633]
Path: /Users/adiener/Desktop/dinosInSpace.app/Contents/MacOS/dinosInSpace
Identifier: org.pythonmac.unspecified.dinosInSpace
Version: 0.0.0 (0.0.0)
Code Type: X86-64 (Native)
Parent Process: launchd [113]
Date/Time: 2012-05-11 16:25:16.477 -0400
OS Version: Mac OS X 10.6.8 (10K549)
Report Version: 6
Interval Since Last Report: 866218 sec
Crashes Since Last Report: 2
Per-App Interval Since Last Report: 4 sec
Per-App Crashes Since Last Report: 1
Anonymous UUID: 8898E0BA-B297-4786-A0B9-D570D88F1ACE
Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Application Specific Information:
abort() called
Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0x00007fff85ccb0b6 __kill + 10
1 libSystem.B.dylib 0x00007fff85d6b9f6 abort + 83
2 org.python.python 0x00000001020c5c01 Py_FatalError + 49
3 libSystem.B.dylib 0x00007fff85cdd1ba _sigtramp + 26
4 libSDL-1.2.0.dylib 0x000000011406271c SDL_FillRect + 604
5 libSDL-1.2.0.dylib 0x0000000114063823 SDL_SetVideoMode + 1203
6 display.so 0x00000001141f35f7 initdisplay + 2119
7 org.python.python 0x00000001020a11f3 PyEval_EvalFrameEx + 7139
8 org.python.python 0x00000001020a7343 _PyEval_SliceIndex + 963
9 org.python.python 0x00000001020a12be PyEval_EvalFrameEx + 7342
10 org.python.python 0x000000010209f5b9 PyEval_EvalCodeEx + 2201
11 org.python.python 0x000000010209ed16 PyEval_EvalCode + 54
12 org.python.python 0x00000001020c6b4e PyRun_FileExFlags + 174
13 org.python.python 0x000000010209af9a _PyBuiltin_Init + 4858
14 org.python.python 0x00000001020a11f3 PyEval_EvalFrameEx + 7139
15 org.python.python 0x000000010209f5b9 PyEval_EvalCodeEx + 2201
16 org.python.python 0x00000001020a73b9 _PyEval_SliceIndex + 1081
17 org.python.python 0x00000001020a12be PyEval_EvalFrameEx + 7342
18 org.python.python 0x000000010209f5b9 PyEval_EvalCodeEx + 2201
19 org.python.python 0x000000010209ed16 PyEval_EvalCode + 54
20 org.python.python 0x00000001020c6b4e PyRun_FileExFlags + 174
21 org.python.python 0x00000001020c6528 PyRun_SimpleFileExFlags + 424
22 ...ac.unspecified.dinosInSpace 0x0000000100004390 start + 13328
23 ...ac.unspecified.dinosInSpace 0x00000001000049c8 main + 1496
24 ...ac.unspecified.dinosInSpace 0x0000000100000fb4 start + 52
Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x00007fff85c95c0a kevent + 10
1 libSystem.B.dylib 0x00007fff85c97add _dispatch_mgr_invoke + 154
2 libSystem.B.dylib 0x00007fff85c977b4 _dispatch_queue_invoke + 185
3 libSystem.B.dylib 0x00007fff85c972de _dispatch_worker_thread2 + 252
4 libSystem.B.dylib 0x00007fff85c96c08 _pthread_wqthread + 353
5 libSystem.B.dylib 0x00007fff85c96aa5 start_wqthread + 13
Thread 2:
0 libSystem.B.dylib 0x00007fff85c96a2a __workq_kernreturn + 10
1 libSystem.B.dylib 0x00007fff85c96e3c _pthread_wqthread + 917
2 libSystem.B.dylib 0x00007fff85c96aa5 start_wqthread + 13
Thread 3:
0 libSystem.B.dylib 0x00007fff85c96a2a __workq_kernreturn + 10
1 libSystem.B.dylib 0x00007fff85c96e3c _pthread_wqthread + 917
2 libSystem.B.dylib 0x00007fff85c96aa5 start_wqthread + 13
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x00007fff709c82f8 rcx: 0x00007fff5fbfc718 rdx: 0x0000000000000000
rdi: 0x0000000000000661 rsi: 0x0000000000000006 rbp: 0x00007fff5fbfc730 rsp: 0x00007fff5fbfc718
r8: 0x00007fff709cba60 r9: 0x0000000100466020 r10: 0x00007fff85cc70fa r11: 0x0000000000000202
r12: 0x0000000000000258 r13: 0x0000000000000000 r14: 0x000000011406271c r15: 0x00000000000000c8
rip: 0x00007fff85ccb0b6 rfl: 0x0000000000000202 cr2: 0x0000000100475000
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Model: MacBookPro6,2, BootROM MBP61.0057.B0C, 2 processors, Intel Core i5, 2.4 GHz, 8 GB, SMC 1.58f15
Graphics: NVIDIA GeForce GT 330M, NVIDIA GeForce GT 330M, PCIe, 256 MB
Graphics: Intel HD Graphics, Intel HD Graphics, Built-In, 288 MB
Memory Module: global_name
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x93), Broadcom BCM43xx 1.0 (5.10.131.42.4)
Bluetooth: Version 2.4.5f3, 2 service, 12 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: ST9320325ASG, 298.09 GB
Serial ATA Device: MATSHITADVD-R UJ-898
USB Device: Hub, 0x0424 (SMSC), 0x2514, 0xfa100000 / 2
USB Device: USB Receiver, 0x046d (Logitech Inc.), 0xc52b, 0xfa140000 / 6
USB Device: Apple Internal Keyboard / Trackpad, 0x05ac (Apple Inc.), 0x0236, 0xfa120000 / 5
USB Device: BRCM2070 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0xfa110000 / 4
USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8218, 0xfa113000 / 9
USB Device: Internal Memory Card Reader, 0x05ac (Apple Inc.), 0x8403, 0xfa130000 / 3
USB Device: Hub, 0x0424 (SMSC), 0x2514, 0xfd100000 / 2
USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8507, 0xfd110000 / 4
USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8242, 0xfd120000 / 3The screen fades to black before it crashes, so it's at least doing something and apparently trying to go into full screen mode.
A few things I notice looking through the app bundle:
- There are quite a lot of dylibs in here, some of which are redundant with system ones. I assume py2app is packing them all in automatically, but if you have any control over it, you can probably eliminate quite a lot of them and just link to what's in /usr/lib to decrease your archive size.
- The screenCap directory in Resources is a bit concerning. If screenshots are going to be written there at runtime, that won't necessarily work in the wild. Rather than writing to a location inside the app bundle, best practice is to put things like this somewhere inside the user's home directory, possibly ~/Library/Application Support.
- A lot of users (myself included) take issue with a game going into full screen mode right at startup. It's somewhat more polite to launch in a window and give the option for full screen sometime later. Not a deal breaker, but definitely a nice-to-have. An interesting discussion on this topic, if you're curious: http://forums.tigsource.com/index.php?topic=23705.0
Hope this helps!
This is SDL_FillRect crashing and being caught either by SDL's or Python's signal catching mechanism. You should disable SDL's, IDK if you can disable Python's or what effect that might have, but it might be worth looking into.
Thanks for the replies. I tried packaging a version that launches in windowed mode and it works fine on other machines, so I'm guessing the SDL issue has something to do with Fullscreen, though I thought that was fixed with the most recent version of SDL.
@ThemsAllTook
I didn't know that about writing files at runtime to the bundle directory. The screen capture works when I've tested it on other computers. I did feel it was a bit sketchy but didn't know what else to do (this is my first game / programming project). What is the reason it wouldn't necessarily work and why it is a bad practice?
@OneSadCookie
I don't think I understand what the signal catching mechanism is. Would you mind elaborating a bit?
Thanks both, the feedback is very helpful
@ThemsAllTook
I didn't know that about writing files at runtime to the bundle directory. The screen capture works when I've tested it on other computers. I did feel it was a bit sketchy but didn't know what else to do (this is my first game / programming project). What is the reason it wouldn't necessarily work and why it is a bad practice?
@OneSadCookie
I don't think I understand what the signal catching mechanism is. Would you mind elaborating a bit?
Thanks both, the feedback is very helpful
(May 11, 2012 03:23 PM)sabajt Wrote: @ThemsAllTook
I didn't know that about writing files at runtime to the bundle directory. The screen capture works when I've tested it on other computers. I did feel it was a bit sketchy but didn't know what else to do (this is my first game / programming project). What is the reason it wouldn't necessarily work and why it is a bad practice?
In the case of some types of user accounts, the user won't have write access to certain directories like /Applications, which is a place your game will likely end up on some systems. It's safest to assume you won't be able to modify files in your application bundle or its directory at runtime. Some info from Apple here: https://developer.apple.com/library/mac/...2-CH3-SW11
If you don't have an easy way to call the Cocoa methods listed in the link above to get the directories from the system, it should work well enough to create a directory for your game's files in ~/Library/Application Support and just write your stuff there. Preference files would go in ~/Library/Preferences. This isn't as futureproof as querying the system for the file paths, but it should work on all current Mac OS X versions and for the foreseeable future.
Windows works similarly too these days, so if you're writing stuff outside the designated locations there (the APPDATA environment variable tells you where), your players will probably have problems if they're logged into Windows as a user without admin privileges.
This is one of those things you just sort of have to know, since your typical developer will be using an admin account anyway and won't run into the problem on their own computer. Another such thing to watch out for is case sensitivity...a Mac's hard drive can be formatted such that file names with the same letters but different capitalization are counted as different, though it isn't by default. If your code references any of your data files with different capitalization than the actual file's name, it'll work on a case insensitive system but will be unable to find the file on a case sensitive one.
Thanks for the info, I'll see what I can do about that.
Made a post an hour ago but edit it out because I've actually got one working on both machines now: 10.6.8 and 10.7.3. Here is that file:
*file removed*
For this to work, run launchDIS.app, not dinosInSpace.app. launchDIS.app is an applescript that just opens dinosInSpace. Not sure why, but without using that the application won't open correctly.
Made a post an hour ago but edit it out because I've actually got one working on both machines now: 10.6.8 and 10.7.3. Here is that file:
*file removed*
For this to work, run launchDIS.app, not dinosInSpace.app. launchDIS.app is an applescript that just opens dinosInSpace. Not sure why, but without using that the application won't open correctly.
I've now found that opening the app normally makes the app launch incorrectly (same issue as above - it "hangs" and won't open unless the dock icon is clicked) however the app opens fine if opened from the app's bundle > contents > macOS file. I have no idea why. Has anyone else run into this issue when packaging apps?
allllright... so i think i've got something working finally. called applescript with python from the top file by adding:
os.system("""osascript -e 'tell app "dinosInSpace" to launch'""")
here's that: http://dinopuzzlegame.com/wp-content/upl...ee_mac.zip
it should work just like a normal app by dragging to the applications directory from the install folder. could a few folks test it? thanks
os.system("""osascript -e 'tell app "dinosInSpace" to launch'""")
here's that: http://dinopuzzlegame.com/wp-content/upl...ee_mac.zip
it should work just like a normal app by dragging to the applications directory from the install folder. could a few folks test it? thanks
I had a post all written up, but it looks like you solved the problem while I was typing. Just tried it out, and it works great! Played through the first few levels. Cool game, I'm really enjoying it!
woohoo
thanks.
thanks.

