Corona SDK应用程序异常退出,信号10:总线错误:10。设备崩溃

时间:2014-03-21 09:18:22

标签: ios mobile lua segmentation-fault corona

我的应用程序在Corona Simulator中工作正常,但在设备本身崩溃,并在iOS设备控制台中返回以下错误:

Mar 20 22:56:26 tmacs-iPhone backboardd[28] <Warning>: Application 'UIKitApplication:HappyShaker[0x9cf9]' exited abnormally with signal 10: Bus error: 10
Mar 20 22:56:26 tmacs-iPhone backboardd[28] <Warning>: BKSendGSEvent ERROR sending event type 23: (ipc/send) invalid destination port (0x10000003)

根据我的研究,我发现这个错误是由这两个问题引起的:

  
      
  1. 访问不存在的内存
  2.   
  3. 访问未在4或8字节边界上对齐的内存
  4.   

顺便说一句,Corona的运作方式很可能是第一个原因。

在调试过程中,我发现了一些缩小搜索问题的东西。

下面说明的代码导致应用程序崩溃。它是一个按钮,它启动物理,设置其比例,添加物理对象,启动计时器,并在按下后删除按钮。它有点初始化物理。

local playButton = nil
local function handleButtonEvent( event )
    if "ended" == event.phase then
        physics.start()
        physics.setScale(60)
        physics.addBody( red, "dynamic",redBody )
        physics.addBody( borderTop, "static", borderBodyElement )
        physics.addBody( borderBottom, "static", borderBodyElement )
        physics.addBody( borderLeft, "static", borderBodyElement )
        physics.addBody( borderRight, "static", borderBodyElement )
        timer.performWithDelay(1000, fn_counter, number)
        playButton:removeSelf()
        playButton = nil
    end
    return true
end
playButton = widget.newButton {
    left = _W/2-53,
    top = 400,
    width = 105,
    height = 39,
    defaultFile = "start.png",
    overFile = "start_pressed.png",
    label = "",
    onEvent = handleButtonEvent,
}
playButton.isActive = true
group:insert(playButton)

当我注释掉代码的按钮小部件时,它工作正常并且不会崩溃。注释掉的部分在下面的代码中说明。

    -- local playButton = nil
 --     local function handleButtonEvent( event )
    --  if "ended" == event.phase then
            physics.start()
            physics.setScale(60)
            physics.addBody( red, "dynamic",redBody )
            physics.addBody( borderTop, "static", borderBodyElement )
            physics.addBody( borderBottom, "static", borderBodyElement )
            physics.addBody( borderLeft, "static", borderBodyElement )
            physics.addBody( borderRight, "static", borderBodyElement )
            timer.performWithDelay(1000, fn_counter, number)
    --      playButton:removeSelf()
    --      playButton = nil
    --  end
    --  return true
    -- end
    -- playButton = widget.newButton {
    --  left = _W/2-53,
    --  top = 400,
    --  width = 105,
    --  height = 39,
    --  defaultFile = "start.png",
    --  overFile = "start_pressed.png",
    --  label = "",
    --  onEvent = handleButtonEvent,
    -- }
    -- playButton.isActive = true
    -- group:insert(playButton) 

有没有人在使用按钮小部件之前遇到此问题?

我还应该提一下,这段代码位于storyboard的createScene()函数中。

1 个答案:

答案 0 :(得分:1)

我找到了解决方案。它与physics.start()在侦听器函数内部有关。我做了以下调整:

physics.start()
physics.setScale( 60 )
physics.addBody( borderTop, "static", borderBodyElement )
physics.addBody( borderBottom, "static", borderBodyElement )
physics.addBody( borderLeft, "static", borderBodyElement )
physics.addBody( borderRight, "static", borderBodyElement )

-- local startButton = nil
local function handleButtonEvent( event )
    if "ended" == event.phase then

        physics.addBody( red, "dynamic",redBody )
        timer.performWithDelay(1000, fn_counter, number)
        startButton:removeSelf()
        startButton = nil
    end
    return true
end

通过将physics.start()函数放在侦听器事件函数之外使其工作。但是,我仍然对为什么会导致分段错误感到困惑。有人可以向我解释一下吗?