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android crash signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)


Is there a way to run Python on Android?How do save an Android Activity state using save instance state?How can I profile C++ code running on Linux?Activity restart on rotation AndroidClose/hide the Android Soft KeyboardWhy is the Android emulator so slow? How can we speed up the Android emulator?“Debug certificate expired” error in Eclipse Android pluginsIs there a unique Android device ID?What is 'Context' on Android?Proper use cases for Android UserManager.isUserAGoat()?













-1















the crash happen rarely and i was not able to reproduce it on several android test devices.



the crash report is signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)



can it be the result of UB that happened in a different place in the lifetime of the program? or can you spot an error in the following code?



why std::vector is not in use? execution speed is critical and this is faster, the implementation of the code with vector might been unoptimized and that what caused it to be slower.



what the code does :



create an array of arrays of objects that have a render method



create an int to keep track of the maximum index to use from the first array



create an array of int to keep track of the draw order of the first array



create an array of int to keep track of the capacity of the first array arrays



the code



this is the object function where the crash happen :



each object recursively call his child nodes



Render(GameObject*** container, int* container_keys, int* container_index, int* keys_count)

if (enable == false) return;

if (renderable != nullptr)

int draw_order_index = -1;
//search what index is equal to draw_order
for (int i = 0; i < *keys_count; i++)

if (renderable->draw_order == container_keys[i])

draw_order_index = i;
break;



//add new if not found
if (draw_order_index == -1)

draw_order_index = *keys_count;

//size limit determined in initialization
if (draw_order_index >= 199) return;

(*keys_count)++;

container_keys[draw_order_index] = renderable->draw_order;
container_index[draw_order_index] = 0;


//how many items in the array
int container_size = container_index[draw_order_index];

//size limit determined in initialization
if (container_size >= 9999) return;

//insert new items
container[draw_order_index][container_size] = this;

//increase count
container_index[draw_order_index]++;


for (int i = 0; i < childs_size; i++)
childs[i]->Render(container, container_keys, container_index, keys_count);




this is the initialization :



when isRunning set to false, the program terminate



int draw_orders = 200;
int array_size = 10000;

keys_count = 0;

container = new(std::nothrow) GameObject**[draw_orders];
if (container == nullptr) isRunning = false; running_error = 3; return;

container_keys = new(std::nothrow) int[draw_orders];
if (container_keys == nullptr) isRunning = false; running_error = 4; return;

container_index = new(std::nothrow) int[draw_orders];
if (container_index == nullptr) isRunning = false; running_error = 5; return;

for (int i = 0; i < draw_orders; ++i)

container[i] = new(std::nothrow) GameObject*[array_size];
if (container[i] == nullptr) isRunning = false; running_error = 6; return;



this is the call to the root object :



when render_dirty is true the size indexes are set to zero and the data get repopulated and new draw orders get sorted, new draw order priority get sorted once in the lifetime of the program



if (render_dirty == true) 

for (int i = 0; i < keys_count; i++)

container_index[i] = 0;


RootGameObject->Render(container, container_keys, container_index, &keys_count);
bool sort = true;
while (sort)

sort = false;
for (int i = keys_count - 1; i >= 1; i--)

if (container_keys[i] < container_keys[i - 1])

sort = true;

int high_draw_order = container_keys[i - 1];
container_keys[i - 1] = container_keys[i];
container_keys[i] = high_draw_order;

int high_index_size = container_index[i - 1];
container_index[i - 1] = container_index[i];
container_index[i] = high_index_size;

GameObject** high_containter = container[i - 1];
container[i - 1] = container[i];
container[i] = high_containter;













share|improve this question






















  • Include the crash dump with the back trace.

    – Dan Albert
    Mar 9 at 0:16















-1















the crash happen rarely and i was not able to reproduce it on several android test devices.



the crash report is signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)



can it be the result of UB that happened in a different place in the lifetime of the program? or can you spot an error in the following code?



why std::vector is not in use? execution speed is critical and this is faster, the implementation of the code with vector might been unoptimized and that what caused it to be slower.



what the code does :



create an array of arrays of objects that have a render method



create an int to keep track of the maximum index to use from the first array



create an array of int to keep track of the draw order of the first array



create an array of int to keep track of the capacity of the first array arrays



the code



this is the object function where the crash happen :



each object recursively call his child nodes



Render(GameObject*** container, int* container_keys, int* container_index, int* keys_count)

if (enable == false) return;

if (renderable != nullptr)

int draw_order_index = -1;
//search what index is equal to draw_order
for (int i = 0; i < *keys_count; i++)

if (renderable->draw_order == container_keys[i])

draw_order_index = i;
break;



//add new if not found
if (draw_order_index == -1)

draw_order_index = *keys_count;

//size limit determined in initialization
if (draw_order_index >= 199) return;

(*keys_count)++;

container_keys[draw_order_index] = renderable->draw_order;
container_index[draw_order_index] = 0;


//how many items in the array
int container_size = container_index[draw_order_index];

//size limit determined in initialization
if (container_size >= 9999) return;

//insert new items
container[draw_order_index][container_size] = this;

//increase count
container_index[draw_order_index]++;


for (int i = 0; i < childs_size; i++)
childs[i]->Render(container, container_keys, container_index, keys_count);




this is the initialization :



when isRunning set to false, the program terminate



int draw_orders = 200;
int array_size = 10000;

keys_count = 0;

container = new(std::nothrow) GameObject**[draw_orders];
if (container == nullptr) isRunning = false; running_error = 3; return;

container_keys = new(std::nothrow) int[draw_orders];
if (container_keys == nullptr) isRunning = false; running_error = 4; return;

container_index = new(std::nothrow) int[draw_orders];
if (container_index == nullptr) isRunning = false; running_error = 5; return;

for (int i = 0; i < draw_orders; ++i)

container[i] = new(std::nothrow) GameObject*[array_size];
if (container[i] == nullptr) isRunning = false; running_error = 6; return;



this is the call to the root object :



when render_dirty is true the size indexes are set to zero and the data get repopulated and new draw orders get sorted, new draw order priority get sorted once in the lifetime of the program



if (render_dirty == true) 

for (int i = 0; i < keys_count; i++)

container_index[i] = 0;


RootGameObject->Render(container, container_keys, container_index, &keys_count);
bool sort = true;
while (sort)

sort = false;
for (int i = keys_count - 1; i >= 1; i--)

if (container_keys[i] < container_keys[i - 1])

sort = true;

int high_draw_order = container_keys[i - 1];
container_keys[i - 1] = container_keys[i];
container_keys[i] = high_draw_order;

int high_index_size = container_index[i - 1];
container_index[i - 1] = container_index[i];
container_index[i] = high_index_size;

GameObject** high_containter = container[i - 1];
container[i - 1] = container[i];
container[i] = high_containter;













share|improve this question






















  • Include the crash dump with the back trace.

    – Dan Albert
    Mar 9 at 0:16













-1












-1








-1








the crash happen rarely and i was not able to reproduce it on several android test devices.



the crash report is signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)



can it be the result of UB that happened in a different place in the lifetime of the program? or can you spot an error in the following code?



why std::vector is not in use? execution speed is critical and this is faster, the implementation of the code with vector might been unoptimized and that what caused it to be slower.



what the code does :



create an array of arrays of objects that have a render method



create an int to keep track of the maximum index to use from the first array



create an array of int to keep track of the draw order of the first array



create an array of int to keep track of the capacity of the first array arrays



the code



this is the object function where the crash happen :



each object recursively call his child nodes



Render(GameObject*** container, int* container_keys, int* container_index, int* keys_count)

if (enable == false) return;

if (renderable != nullptr)

int draw_order_index = -1;
//search what index is equal to draw_order
for (int i = 0; i < *keys_count; i++)

if (renderable->draw_order == container_keys[i])

draw_order_index = i;
break;



//add new if not found
if (draw_order_index == -1)

draw_order_index = *keys_count;

//size limit determined in initialization
if (draw_order_index >= 199) return;

(*keys_count)++;

container_keys[draw_order_index] = renderable->draw_order;
container_index[draw_order_index] = 0;


//how many items in the array
int container_size = container_index[draw_order_index];

//size limit determined in initialization
if (container_size >= 9999) return;

//insert new items
container[draw_order_index][container_size] = this;

//increase count
container_index[draw_order_index]++;


for (int i = 0; i < childs_size; i++)
childs[i]->Render(container, container_keys, container_index, keys_count);




this is the initialization :



when isRunning set to false, the program terminate



int draw_orders = 200;
int array_size = 10000;

keys_count = 0;

container = new(std::nothrow) GameObject**[draw_orders];
if (container == nullptr) isRunning = false; running_error = 3; return;

container_keys = new(std::nothrow) int[draw_orders];
if (container_keys == nullptr) isRunning = false; running_error = 4; return;

container_index = new(std::nothrow) int[draw_orders];
if (container_index == nullptr) isRunning = false; running_error = 5; return;

for (int i = 0; i < draw_orders; ++i)

container[i] = new(std::nothrow) GameObject*[array_size];
if (container[i] == nullptr) isRunning = false; running_error = 6; return;



this is the call to the root object :



when render_dirty is true the size indexes are set to zero and the data get repopulated and new draw orders get sorted, new draw order priority get sorted once in the lifetime of the program



if (render_dirty == true) 

for (int i = 0; i < keys_count; i++)

container_index[i] = 0;


RootGameObject->Render(container, container_keys, container_index, &keys_count);
bool sort = true;
while (sort)

sort = false;
for (int i = keys_count - 1; i >= 1; i--)

if (container_keys[i] < container_keys[i - 1])

sort = true;

int high_draw_order = container_keys[i - 1];
container_keys[i - 1] = container_keys[i];
container_keys[i] = high_draw_order;

int high_index_size = container_index[i - 1];
container_index[i - 1] = container_index[i];
container_index[i] = high_index_size;

GameObject** high_containter = container[i - 1];
container[i - 1] = container[i];
container[i] = high_containter;













share|improve this question














the crash happen rarely and i was not able to reproduce it on several android test devices.



the crash report is signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)



can it be the result of UB that happened in a different place in the lifetime of the program? or can you spot an error in the following code?



why std::vector is not in use? execution speed is critical and this is faster, the implementation of the code with vector might been unoptimized and that what caused it to be slower.



what the code does :



create an array of arrays of objects that have a render method



create an int to keep track of the maximum index to use from the first array



create an array of int to keep track of the draw order of the first array



create an array of int to keep track of the capacity of the first array arrays



the code



this is the object function where the crash happen :



each object recursively call his child nodes



Render(GameObject*** container, int* container_keys, int* container_index, int* keys_count)

if (enable == false) return;

if (renderable != nullptr)

int draw_order_index = -1;
//search what index is equal to draw_order
for (int i = 0; i < *keys_count; i++)

if (renderable->draw_order == container_keys[i])

draw_order_index = i;
break;



//add new if not found
if (draw_order_index == -1)

draw_order_index = *keys_count;

//size limit determined in initialization
if (draw_order_index >= 199) return;

(*keys_count)++;

container_keys[draw_order_index] = renderable->draw_order;
container_index[draw_order_index] = 0;


//how many items in the array
int container_size = container_index[draw_order_index];

//size limit determined in initialization
if (container_size >= 9999) return;

//insert new items
container[draw_order_index][container_size] = this;

//increase count
container_index[draw_order_index]++;


for (int i = 0; i < childs_size; i++)
childs[i]->Render(container, container_keys, container_index, keys_count);




this is the initialization :



when isRunning set to false, the program terminate



int draw_orders = 200;
int array_size = 10000;

keys_count = 0;

container = new(std::nothrow) GameObject**[draw_orders];
if (container == nullptr) isRunning = false; running_error = 3; return;

container_keys = new(std::nothrow) int[draw_orders];
if (container_keys == nullptr) isRunning = false; running_error = 4; return;

container_index = new(std::nothrow) int[draw_orders];
if (container_index == nullptr) isRunning = false; running_error = 5; return;

for (int i = 0; i < draw_orders; ++i)

container[i] = new(std::nothrow) GameObject*[array_size];
if (container[i] == nullptr) isRunning = false; running_error = 6; return;



this is the call to the root object :



when render_dirty is true the size indexes are set to zero and the data get repopulated and new draw orders get sorted, new draw order priority get sorted once in the lifetime of the program



if (render_dirty == true) 

for (int i = 0; i < keys_count; i++)

container_index[i] = 0;


RootGameObject->Render(container, container_keys, container_index, &keys_count);
bool sort = true;
while (sort)

sort = false;
for (int i = keys_count - 1; i >= 1; i--)

if (container_keys[i] < container_keys[i - 1])

sort = true;

int high_draw_order = container_keys[i - 1];
container_keys[i - 1] = container_keys[i];
container_keys[i] = high_draw_order;

int high_index_size = container_index[i - 1];
container_index[i - 1] = container_index[i];
container_index[i] = high_index_size;

GameObject** high_containter = container[i - 1];
container[i - 1] = container[i];
container[i] = high_containter;










android c++ android-ndk






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Mar 8 at 8:13









dvrerdvrer

154111




154111












  • Include the crash dump with the back trace.

    – Dan Albert
    Mar 9 at 0:16

















  • Include the crash dump with the back trace.

    – Dan Albert
    Mar 9 at 0:16
















Include the crash dump with the back trace.

– Dan Albert
Mar 9 at 0:16





Include the crash dump with the back trace.

– Dan Albert
Mar 9 at 0:16












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