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  Libgdx crashing?  (Read 6536 times)
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Offline cubemaster21
« Posted 2013-05-17 14:55:33 »

I'm working with libgdx and I'm getting an error message that looks just like this:
# A fatal error has been detected by the Java Runtime Environment:
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x76039c7f, pid=3372, tid=588
# JRE version: 7.0_07-b11
# Java VM: Java HotSpot(TM) Client VM (23.3-b01 mixed mode, sharing windows-x86 )
# Problematic frame:
# C  [msvcrt.dll+0x9c7f]
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
# An error report file with more information is saved as:
# C:\Users\Trevor\Dropbox\Coding\workspace\LRR\hs_err_pid3372.log
# If you would like to submit a bug report, please visit:
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
AL lib: alc_cleanup: 1 device not closed

It happens after 25 seconds almost every time. I'm rather confident that it's not an error on my side, but I'd like to know what's going on.

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Offline Jimmt
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« Reply #1 - Posted 2013-05-17 16:41:48 »

Found a reference to alc_cleanup here...
And an error report (almost the same error) here...
Hope those help, I know they aren't that relevant.
Offline badlogicgames

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« Reply #2 - Posted 2013-05-17 18:56:52 »

Look at the log file referenced in the error message. Describe what you are doing, what platform etc. - musings on Android and Java game development
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Offline cubemaster21
« Reply #3 - Posted 2013-05-17 19:29:57 »

I'm working on a top down tile based mining game, based off of the game Lego Rock Raiders. I'm only running it on PC. Here's a pastebin for the error file.

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Offline dermetfan
« Reply #4 - Posted 2013-05-17 20:12:03 »

I once had a similar problem and found the solution in this topic.
I didn't post the error message in there, but it was an EXCEPTION_ACCESS_VIOLATION as well.

Offline ReBirth
« Reply #5 - Posted 2013-05-18 02:43:48 »

I had this kind of error before and posted it here and libgdx forum (and got ignored). I found the solution by myself, almost same with dermetfan's.

Problematic frame is (likely) to be caused by disposable object, like Stage and its SB. I always disposed my stage on hide() before, because I want new stage for each screen. Then I moved the stage instance to Game class and let every screen to use it together by clearing it on hide(). With this I can safely dispose the stage on Hope helping.

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