Yury, I think you're right, I'm using the precompiled binary that indeed
seems to been compiled in soft-fpu mode, so that would explain everything,
as OpenGL is probably triggering hard fpu exceptions that are not being
caught.
I tried your asm function, however adding it makes the app crash at
Hi guys, congrats for the 3.0 release!
However after upgrading FPC, my Android game now crashes with division by
zero exceptions (it happens always in the same place).
I changed nothing in the code, only the compiler changed from a 2.7.x to
3.0.0 (cross compiler windows to Arm binary version
I was trying to get lineinfo to work in the crash reporter since I've seen
some comercial games doing the same (reporting a stack dump with
lines/filename.cpp).
The problem with gathering just addresses is that they change with every
build (and I ship daily builds).
Anyway I
Thanks Michael and Jonas for the answers.
I was trying to get lineinfo to work in the crash reporter since I've seen
some comercial games doing the same (reporting a stack dump with
lines/filename.cpp).
The problem with gathering just addresses is that they change with every
build (and I ship
Some time ago I already talked a bit about it, but let's discuss this again.
I have developed a very complex game with FPC, that includes a crash log
reporting (by mail).
Recently a update did introduce some weird bug, and I keep receiving
reports by mail.
Sadly, except the ones that come from
I've recently discovered that some fpc math functions crash on Tegra CPUs
(ARM7/Android), even when called with valid arguments.
Anyone has a clue what could cause this or possible workarounds?
Eg: Calling lnxp1(x) with x1 results in a SIGILL crash.
I did my own naive implementation of this
Let's start this email by saying that I know perfectly that FPC does not
support static libraries, I read all I could find about it.
However most reasons talk about that there would be problems if someone
tried to use two fpc static libs together because of duplicated symbols.
In my case I want
Hi Sven, thanks for the fast answer.
I did not found that about [public] because I thought it was just an option
of export, and so always search for export documentation.
And I did have an exports function in main file, I told about it in my
previous mail, that was not the problem.
I checked
Hi again!
This mail is the continuation of the Androids threads problem.
As you guys said, the threads problem seems to be caused by using a old
version of the compiler, so I went and compiled fpc from trunk, for Android
target.
Then I tried compiling my game using the cross compiler I just built.
I'm trying to use threads in Android, but it seems they are not working yet
in FPC?
I tried two approachs, using FPC TThread and using pthreads, none would
work.
Using TThread requires including cthreads unit right?
But including this unit makes the app imediately close at startup,
silently,
I have a somehow big pascal game (more than 200k lines of code) that I'm
developing with FPC.
Right now I found a strange crashing bug that only happened in iOS, running
in the device (in the iOS simulator does not crash). Desktop platforms
don't have any problems running the same code (Windows,
I see guys, lots of useful info!
I did not know that optimizations where switchable per unit, that is quite
interesting and I can probably use it to better isolate the problem.
I will also try disabling peephole optimisations then, it can probably work
as a temporary fix to let me use all other
Thanks Dmitry, I will look into this.
However for the moment, html5 would have some problems for me, because as
far as I know there is still no proper socket support in Javascript
(besides Websockets), and my game is would require this. But, I guess one
could use some kind of server layer to
Thanks Sven, really useful info, the kind of stuff that was missing in the
wiki.
I've investigate this throughfully, and decided to go with another aproach,
make a translator from Pascal to other languages (C# for now, possibly
ActionScript later).
It is like Dmitry said before, this is a better
Sven, I know about this wiki page, and in theory this would be what I
needed.
But if you read it, you'll see that once you reach the interesting parts,
you only find TODO...
Basically the person who wrote this only wrote a intro to it and sadly
never finished the rest.
One thing that is missing
What is the current state of Windows Phone 8 for FPC?
Also, would anyone have interest in support Flash as a FPC target?
It is possible to compile C++ to .swf, so having the same capacity for FPC
would be great!
There is a open source project called FlashPascal that does exactly this,
I've
I've been trying to build a Android compiler for Windows from the latest
SVN sources.
It all goes quite fast, however it hangs when compiling rtl-unicode package.
[ 85%] Compiled package rtl-console
Start compiling package rtl-unicode for target arm-android.
Compiling
Hi guys, I am interesting in developing for Windows Phone 8. It seems to
supports native code in C++, so in theory should be possible to have FPC
work with it. I am interesting this, I can offer a bounty of 200$ for it,
anyone interested?
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