I say crash, it doesn't actually say what caused gdb to trigger, but it's the same stack trace every time. If I run under the debugger initially, it crashes as usual, but things enter a very strange state where the entire machine becomes very unresponsive and slow, the fans ramp up to maximum - though Activity Monitor only shows my app using about 3% CPU. If I don't launch it with gdb, gdb cuts in when this occurs, shows this stack trace with no other explanation, but I don't experience the machine slowdown. More like a hang than a crash then, but it's not an infinite loop as gdb is stopped, not waiting for me to pause it.

I'm not sure what's going on. I can work around the problem by not drawing shadows when I hit-test and that "fixes" it (and I can live without shadows not being hit-testable), but if there is a bug in the bowels of Quartz I expect someone might like to know about it.

Graham

On 22 Jul 2008, at 12:33 pm, Ken Thomases wrote:

On Jul 21, 2008, at 9:01 PM, Graham Cox wrote:

Stack trace:

#0      0x940101fc in sseCGSFill8by1
#1      0x93d89107 in ripl_CreateMask
#2      0x93d8d47f in RIPLayerSymmetricConvolve
#3      0x93d8dc0b in RIPLayerGaussianBlur
#4      0x93da795a in rips_s_BltShape
#5      0x93d74939 in ripc_Render
#6      0x93d7d7c4 in ripc_DrawPath
#7      0x94057a67 in CGContextDrawPath
#8      0x940a5726 in CGContextStrokePath
#9 0x95678b99 in -[NSBezierPath(NSBezierPathDevicePrimitives) _doUserPathWithOp:inContext:]
#10     0x95678cb2 in -[NSBezierPath stroke]

What was the specific kind of crash (e.g. EXC_BAD_ACCESS)?

It's possible there's a byte-alignment issue, which would produce a different exception than a buffer overrun.

Cheers,
Ken

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