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# haxe-ui
  • f

    fast-rain-20339

    06/25/2020, 6:22 AM
    I'm making assumptions here, but if it's not Kha or OpenFL, doesn't seem to happen with vanilla hxcpp, but does happen for both of us with HaxeUI... begs the questions how on earth this relates to UI!
  • b

    bright-yak-48460

    06/25/2020, 6:23 AM
    Yep. I tried wrapping a map and having .keys() return my own Iterator with some better typing. But that just reduces the crash frequency a bit and doesn't actually change the fact that map.keys() is a Iterator (in my StringMap case), and so still just a typedef dynamic.
  • f

    fast-rain-20339

    06/25/2020, 6:24 AM
    > reduces the crash frequency ooof. Mine either crashes at launch or doesn't crash. I'm guessing you can't reproduce it just vanilla haxe?
  • b

    bright-yak-48460

    06/25/2020, 6:25 AM
    My project is currently to involved to pull Haxeui out and check. So I can't say Haxeui is necessarily involved. But when Haxeui shows up in the crash call stack, it's when it's looping through EventMap. Which, well, uses map.
  • f

    fast-rain-20339

    06/25/2020, 6:26 AM
    Mmh :/ Tricky
  • b

    bright-yak-48460

    06/25/2020, 6:28 AM
    Ian found that, in my case, changing the hxcpp optims or removing them makes a big difference. Crashes Way less often, but way slower without optims. So the hunt for a fix goes on. Was hoping your case may provide clues.
  • f

    fast-rain-20339

    06/25/2020, 6:29 AM
    :/ I'll let you know if I discover anything!
  • b

    bright-yak-48460

    06/25/2020, 6:30 AM
    You should try adding -D HXCPP_GC_DYNAMIC_SIZE That might help in your case.
  • f

    fast-rain-20339

    06/25/2020, 6:31 AM
    Thanks, I'll give it a shot. Get this for an update, right: When I render my 250,000 sprites with Kha with a grid scale of 1, it crashes, when I render them with a grid scale of 2, it doesn't crash. I've tested a number of times, it's not just random. Go figure!
  • b

    bright-yak-48460

    06/25/2020, 6:33 AM
    Wow... that makes negative sense.
  • f

    fast-rain-20339

    06/25/2020, 6:33 AM
    It's crazy
  • b

    bright-yak-48460

    06/25/2020, 6:41 AM
    In fairness to the parts of my stack, Haxeui included, my issue is quite unique to our complicated setup. My project is compiled to a static lib, is dll wrapped, and, well, it's complicated. We stop and start lime update, so gc has a lot of room to go nuts. If I compile to just an exe, there aren't any crashes.
  • f

    fast-rain-20339

    06/25/2020, 6:43 AM
    Sounds like hell to debug :/ Fair enough though, I similarly doubt that Haxe UI is involved in my issue any more than the thing that calls something that breaks it all
  • f

    fast-rain-20339

    06/25/2020, 6:44 AM
    Go figure though why a scale of .999 works, 1.001 works, but 1 doesn't 🤦‍♂️
  • b

    brainy-machine-50829

    06/25/2020, 6:46 AM
    I would try to talk to Rob about it, sounds fun. 😄
  • f

    fast-rain-20339

    06/25/2020, 6:46 AM
    I was just about to make a Kha exclusive test case 😄 No doubt, this test case won't have the issue
  • b

    bright-yak-48460

    06/25/2020, 6:47 AM
    Yeah. And for me, maps in cpp Are kinda awful. However, crashing in map iterator is almost certainly a symptom of whatever the larger problem is. If maps were better and I wasn't crashing on them, I'd be that much closer to spotting the real issue. Map crashes are basically obscuring my view of the real issue.
  • f

    fast-rain-20339

    06/25/2020, 7:14 AM
    Not sure if this means anything (earlier it seemed like Math.floor was directly changing whether it crashed!) but moving my massive array to be a class var instead of a function variable has prevented (for now) it from crashing 🙂
  • b

    bright-yak-48460

    06/25/2020, 7:24 AM
    For gc reasons, that makes a lot of sense. So your array is Array?
  • f

    fast-rain-20339

    06/25/2020, 7:24 AM
    It's Array, where
    Tile
    is a class that includes about 5 Floats
  • b

    bright-yak-48460

    06/25/2020, 7:25 AM
    Gotcha
  • b

    bright-yak-48460

    06/25/2020, 7:27 AM
    I similarly reduced my problem by using class vars for maps. It was Way worse before doing that. Unrelated but general rule of thumb for me on cpp (and any static target) is anything dynamic and anything like an anonymous function is the devil.
  • c

    clever-oil-61353

    06/25/2020, 10:40 PM
    Glad i saw this, may solve an issue i'm having.
  • f

    fast-rain-20339

    06/27/2020, 10:46 AM
    Cheers for that issue fix Ian, can't do any Haxe work tonight but I'll take a look as soon as possible 👍
  • b

    bright-gpu-74537

    06/27/2020, 10:50 AM
    sweet, nice one
  • b

    bright-gpu-74537

    06/27/2020, 10:50 AM
    going on a bug hunt 😉
  • b

    bright-gpu-74537

    06/27/2020, 10:51 AM
    would like to get a v1.1 out to haxelib this weekend... lets see though, got a big list of stuff to get through for it
  • f

    fast-rain-20339

    06/27/2020, 10:51 AM
    Very nice 😄 Final exam for me is Tuesday, so just a couple of days before I can go 100% with this project. Keen to help improve Haxe UI Kha in any way I can too 😄
  • b

    bright-gpu-74537

    06/27/2020, 10:51 AM
    perfect, sounds ace... 👍
  • c

    cool-psychiatrist-49311

    06/28/2020, 4:03 AM
    How does item renderer works btw?
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