*Yay* it actually is an "step" not returning from native! The only
method I forgot not to test with my superior:
Log.d("Before native call")
nativeCall();
Log.d("After native call")
=D
So a newer box2d version will probably fix this.
Best Regards,
Nicolas
On 22 Mrz., 14:16, plusminus <[email protected]> wrote:
> Hi Mario,
>
> the funny thing is that I get no message at all.
> Yes I am using Box2D and its probably pretty 'previous' "box2D-
> trunk-27062009".
>
> So an infinite loop in the Box2D might be the cause.
> Do you know a more stable Box2D release/version/revision?
>
> Best Regards,
> Nicolas
>
> On 22 Mrz., 13:43, Mario Zechner <[email protected]> wrote:
>
> > Do you see the thread disappear while debugging? I wouldn't know of a
> > mechanism which could silently kill it unless you do something nasty
> > in the onDrawFrame method. What physics library do you use? I remember
> > Box2D having a nice infinite loop bug in one of the previous releases.
>
> > On 22 Mrz., 12:44, plusminus <[email protected]> wrote:
>
> > > Hello,
>
> > > I have a problem with a suddenly dead(?) OpenGL Thread.
> > > After an indeterminate time (30 seconds to a couple of minutes) the
> > > onDrawFrame of the Renderer simply doesn't get called anymore.
> > > I get no exception, no ForceClose, no ActivityNotResponding, no
> > > nothing!
>
> > > I can still open the Menu, have another Handler/Runnable-cycle logging
> > > out "Alive", etc ...
>
> > > Recently I introduced some native stuff (physics-library). But I can
> > > verify that there is no native problem, as there is obviously no
> > > native crash and after the GLThread died, I can still do like:
>
> > > Log.d("Before native call")
> > > nativeCall();
> > > Log.d("After native call")
>
> > > Maybe anyone of you experienced something similar to this?
>
> > > Thanks in advance for all helpful advice =)
>
> > > Best Regards,
> > > Nicolas
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