Question

I have an app that is intensive computationally but is fairly simple programatically. For example, there are no threads. Everything is straight-line.

If I run the app in the iPhone retina 3.5" simulator, I can get exercise the app enough to get it to cause an access violation without much difficulty:

{Called from the UIView drawRect method}

UIImage *image = [self getImage] ;
[image drawAtPoint:point] ; // Crash here-no identifiable pattern when it crashes here.

The getImage method either returns a pointer to a UIImage already loaded or loads the image and returns the pointer. The debugger appears to show a valid UIImage after a crash.

If I run the app in any of the other simulators, do not encounter a problem. In fact, this is the first access violation I have seen since developing this app.

Is there something that is inherently different with the 3.5" simulator or phone?

Was it helpful?

Solution

I discovered what the problem was. Sort of.

I noticed that it was always crashing on the same same image. I have 1700 images, whenever it was displaying this one in the 3-1/2" simulator---crash.

I loaded the PNG image into photoshop (where it had been created originally). I changed from Indexed color to RGB and no more crash.

I have no idea why it only crashed on that one simulator. Preview, Safari, Chrome and Photoshop had no problem with the image.

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