I have been using Emacs -live installed from here. The problem that keeps showing up and bothering me is that Emacs occasionally freezes when I am coding. It just froze for 15 seconds and then resumed and became normal again. And this is happening more frequently now than before.
My friends also face the same problem. Does anyone know what might be causing this problem ? And how can we overcome it ?
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So im using github desktop to transfer my project around places and today when i went to open my unity project (version 2020.3.17f1) its just stuck on this forever?
I don't know why or how this is happening but it causes unity to halt opening for about 10 mins and as you could probably guess, I dont want that. (PS: event after the 10min pause unity still takes ages to open) I have never encountered this problem before, please god help me...
Edit: I have found what may be the issue, when unity opened it threw a warning saying my 2 empty folders cannot be stored in version control.
Recently I've started porting my older Unity code with an earlier version of the Tango / Unity SDK to the latest version. Overall, it's working great. Faster frame rate, less drift, everything seems pretty good....Until: BLAM... Sudden crash. So, I tried paring down my app to the essentials to see if I could reproduce the crash and what I've found is that if I follow the AR Unity example in the docs to the letter, no problem. But, if I add a 'FindPlane' call within the Update() function so I place a sphere at the planeCenter of whatever is at 960,600 (middle of screen), after a few minutes the app will crash. So my suspicion is that this is what's causing the crash in my larger app (with many more moving parts, so to speak).
My question is two part:
1) can anyone suggest some debugging processes to help me identify exactly what the problem is here, in case it isn't the FindPlane function after all?
2) does anyone know why the FindPlane function might cause an error? Even if it doesn't successfully find a point it should still return Vector3.zero and a new/default Plane object, neither of which should result in a crash.
Thank you for your thoughts on this perplexing issue.
EDIT: I tried installing and activating Tango-Debug-Overlay recently and it shows a bit of diagnostic info. The problem appears to be thermal, and from what I can tell, related to the depth sensor. So now I'm trying to set a very low FPS, as a test, and disabling the depth sensor between frames, to see if that has any impact. I will post updates as I find out info.
My application lately seems to randomly crash with no error or exceptions. The console just shows (lldb) in light blue. I have uncaught exception handling and still nothing. It happens at random times. I can do the same task over and over and sometimes it will happen and sometimes it won't. Also sometimes it will happen in random places within the application.
So far what I have read is it is possibly just the lldb debugger crashing and not my app however I haven't noticed it before.
Any ideas how to figure out what the cause of the crash is?
It seems to have started when I added MBProgressHUD to my application.
I also just encountered a similar error - where I was just getting a blue lldb in the console with no additional info. However I was getting an exc_bad_access in the debug navigator so I knew it had to be a memory problem. I ended up tracing it to a release command I should not have been making . . .
Are you getting any details of the error in the debug navigator?
If yes please provide.
An over released object might explain why the app would be crashing at random times since (from what I understand) the system won't always immediately dealloc your object just because you sent it a release command however it will do it sooner or later.
I ended up using crittercism and testflight crash reporting to help find the area where it was occurring. It looks like it was because I was running core data on a background thread.
I have been trying to fix this issue for the last 2 hours or so and I turned out I simply had a break point in Xcode. This might not be the case for you but if anyone stumbles upon this thread, check your breakpoints.
In Xcode click this arrow then right click your breakpoints and delete them.
Not sure if this will be helpful to anyone or if I was just being stupid, but save yourself 2 hours and check your breakpoints :)
Ok, I have a simple reader app that I've had on the store for a while, and it works great. I have a sqlite db of content and I use fmdb to talk to it. I load up my text and display it in a UIWebView. Pretty simple stuff.
When iOS 5 went live, I started getting emails about the app not running right. Sure enough, it is running VERY slow. I have a UISegmentedControl to toggle between chapters, it literally freezes the UI for 10 seconds before it does anything. There are a few other instances where this is the case.
What is going on? The app still works technically, but it is just so slow it is unusable. Has anyone else seen this? Does anybody have any ideas as to what might be going on?
You should run your application under Instruments and let it tell where the program is spending most of its time. The time sampling tool should give you breakdown of the methods which are consuming the most number of samples for a given run.
Hey all
Im working on a game for iphone using cocos2d and sdk 4.1 and I am getting a sigkill error randomly (or what appears to be randomly) while running. Sometimes the error wont appear for hours of trying to simulate it. I have read around on forums and all sigkill problems seem to be when the user tries to close the app, but this is happening during gameplay. Can anyone think of why a sigkill msg is being set off without the user trying to actively close the app.
any advise or tips on trying to track this down would be much appreciated
thanks
g
I think SIGKILL can be raised for a number of different errors. You should try using the debugger and checking out your stack trace (function calls) to see where the error is happening if you can narrow it down.