I an running a script on Bluestacks for a game. Sometimes, the game gets crashed. I want to make a Program that will detect when the App crashes, and then do certain action.
How can I do it?
Once you app goes into crash state either your system will get freeze may because of low configuration as it will consume lots of resources and our script is running into Bluestacks environment. Script have no control over this situation. It takes input only from mouse and keyboard strokes.
Can you please open your Settings (gear wheel to the right) and match these settings and see if that resolves the issue for you?
Engine Tab:
Graphics Engine: Performance
Graphics Renderer: OpenGL
GPU Settings: Prefer dedicated graphics (if possible)
ASTC: Hardware decoding (if possible)
CPU: 4 Cores
RAM: 4 GB
ABI: Auto
Device Tab:
Device Profile: One Plus 3T
Related
I have recently started using Flutter ad noticed that apps in debug mode shows "Slow Mode",I know that it shows slow mode only in debug mode and we can remove it by setting debugShowCheckedModeBanner: false on our MaterialApp.So,The question is,my app has a Slow Mode banner/ribbon in the upper right. Why am I seeing that?
App is supposed to be relatively slower in debug mode.
Debug mode on device (including simulators, emulators):
Turns on all the assertions in the world, includes all debugging information,
enables all the debugger aids (e.g. observatory) and service
extensions. Optimizes for fast develop/run cycles. Does not optimize
for execution speed, binary size, or deployment. Used by flutter run.
Built with sky/tools/gn --android or sky/tools/gn --ios. Also
sometimes called "checked mode" or "slow mode".
So I have a new problem with (potentially) Windows 10's latest patch (1703) and Unity 2017 (any)
Post patch the following behaviour is exhibited:
Starting a new project in Unity:
Splash Screen opens
Select Project (includes and location)
Unity starts the file structure and build process
All progress bars finish but Editor never launches
Unity.exe becomes an Un-Endable process in memory
Two copies of UnityHelper.exe load but do nothing (they can be ended)
Same behaviour for opening an existing project adjusted as follows:
Splash screen opens
Select Project
Unity Project Version Import Dialog will prompt as needed
All progress bars finish but Editor never launches
Unity.exe becomes an Un-Endable process in memory
Two copies of UnityHelper.exe load but do nothing (they can be ended)
In both cases Unity has been allowed to sit for 24hrs with no change in state.
Please read before comment:
System is an i7 w/32gb, GTX 1070, Windows 10 Pro 64bit and has run Unity for dev for the past 18 mos no problem
No hardware issues reported
1 hardware change (Oculus Rift added)
Unity has been completely uninstalled (including AppData files cleared and reg cleaned) and tested with reinstalls from 2017.1.2p3, 2017.2.0f3, 2017.2.1f1, no change
Roll Back of Windows 10 patch is not an option (compliance).
In digging through Unity Answer Forums it was suggested that we remove our shiny new Oculus from the equation.
Low and behold we have a fully functional Unity again. Tested on 2017.1.0p3 and the stepped up tot he present release of 2017.3.0f3
This required physical disconnect of the HMD and Towers from the desktop and a reboot. We did not need to uninstall or stop any of the Oculus services, just a clean removal of the device.
In meetup chats this has been revealed to us as "The Oculus Plague" and not entirely uncommon, I'm hoping either Unity or Oculus can get this resolved, discon/recon/reboot cycles are hard on the hardware, and knees.
Every time I run a project from ADT to test on a virtual Android device it takes 90+ seconds to upload and another 15+ seconds to "install" it on the device.
Why does it take so long?
Any timeouts I should watch out for? (The eclipse console stays silent.)
Note: project.apk size is about 5MB and computing resources on the development machine are plentiful (i.e. CPU usage is around 5-10%, disk queue length about 0.05 and couple gigs of free RAM available during the "upload" and "install").
Not really a solution, but a workaround was found in a similar question:
Slow uploads to running Android emulator
It appears, when the Android emulator is idle its network connection is capped at 2 Mbps
and when you wake it by clicking and swiping around the bandwidth magically increases to around 10 Mbps! (At least so on my fairly modern system.)
This obviously makes a difference for uploading largish apps to the emulator.
Solution:
Go to Run -> Run Configurations... -> Target Tab -> Additional Emulator Command Line Options. Add there:
-netspeed full -netdelay none
After doing this the time for uploading went from 2 minutes to 8 seconds.
Edit:
I have also found that quitting Skype makes my emulator upload much faster.
I have a super weird problem. Every time I run a specific bit of code in the iPhone simulator, my entire Mac freezes: I can't close the simulator, or any other app, and can't open any apps. Worst of all, I can't shut down. I have to force a shut down manually by holding the power button.
I'm running on a 15" MacBook Pro, and the only thing running is Xcode and the iPhone simulator. I used Activity Monitor to shut down any unnecessary apps running in the background. I've also used OnyX to clean up my system.
I'm using Xcode 3.2.4, with iOS 3.2 (iPad simulator).
At first I suspected this was a processor issue - so I ran the same code to induce a crash while I had Activity Monitor running. I can still switch between apps when frozen, I just can't open/close any or do anything with Xcode or the iPhone simulator. Activity Monitor reported that there was plenty of room for more processing, so it can't be that. I'm not running low on system memory. If I've missed anything out that might help in debugging this, leave a comment and I'll find the information. I want to fix this ASAP.
The code in question handles a bunch of timers, 3 background threads and a lot of UDP packets. The background threads are: two UDP receive threads, and a send thread. The background threads run a constant loop, looking for data on two different ports. The send thread runs another constant loop, but only sends data when there is any in its queue. The UDP processing just uses socket(), bind(), sendto(), recvfrom(), and select() calls.
I was under the impression that any problems in the current Xcode project would only become apparent in the iPhone simulator - an over-release only crashes the simulator, etc. How is it possible to crash the OS, not the simulator?
Edit: It runs perfectly fine on a device. Doesn't crash, doesn't report any memory issues, nada.
To see if a background thread is stuck on a blocked network call, put an NSLog (or fprintf to a file and fflush it) before and after every possible blocking call, and run with the debugger console visible.
I have set up my DDMS to work with the emulator and display the processes running etc. but in the Dev Tools of my emulator it firstly wont let me tick the Show CPU Usage box, and secondly I do not seem to have an option to display the FPS which apparently, according to sources on the internet, is possible to do.
Has anyone had this trouble and know how I can solve it and display CPU usage and FPS as my android game is running?
Thanks
To get an idea of what CPU speed your emulator is emulating try this:
1) start a shell session (adb shell),
2) then run "cat /proc/cpuinfo" to get the BogoMIPS.
Here’s more information on this.