Does not work and does not show anything !!!!!!!!!!!!!!!!

Why does not ******* work? No mistakes - nothing's ******* gone? How do I understand what the **** you have in your ******* xCode is not loaded application - just nothing. You press the play button - execution has gone and ... everything has stopped. No mistakes, nothing at all. The application does not start, and why not understand. You are ****** - do not do anything if you do not know how.

Here is the solution : ++++++++++++😁

Not funny baddie

What is not funny is that your message is just incomprehensible with all the *****.


How do you want us to help with such crypted information ?

Very simple. In my opinion, I have an extremely informative message. In it, I specify that in my program the program stops at the start and produces a message "Application not Responded", But it does not show the reason for this. What makes me angry and I ask advice - what to do in such cases, how to correct this mistake?

Sorry, but you'll need to give more precision (the tags you put are not really informative, except of your state of mind which we don't really need to know).


To investigate, need to be a bit systematic in analysis.


1. Is it an IOS or OSX or other app ?


2. Do you run in simulator or on device istelf ?


3. Your program stops. You say "at start". But did it do something already ? Can you see in debugger where exactly it stops ? In which func ?


4. Can you post that part of code of the func where it stops.


5. Can you show the complete log of the error ?


6. Which version of XCode ?

I hope with my mind that's all right, thanks for answering.

  1. OSX app
  2. Application running on the system (simulation)
  3. Sorry, you can not put a screenshot here. The program stops in different places (sometimes it does not work normally), the debugger does not have information about why it does not work, it's just that, without loading, it stops with a note "Application not Respond". If you look through lldb we see

* thread #1, queue = 'com.apple.main-thread', stop reason = signal SIGSTOP

* frame #0: 0x00007fffcc90931e libsystem_kernel.dylib`__ulock_wait + 10

frame #1: 0x00007fffcc9ecaff libsystem_platform.dylib`_os_ulock_wait + 25

frame #2: 0x00007fffcc9ec7d0 libsystem_platform.dylib`_os_nospin_lock_lock_slow + 125

frame #3: 0x00007fffb49eb614 AppKit`_NSOpenGLContextGetOffScreenSurface + 28

frame #4: 0x00007fffb49ff62b AppKit`-[NSOpenGLContext update] + 378

frame #5: 0x00007fffb6c3722c CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_BLOCK__ + 12

frame #6: 0x00007fffb6c183c4 CoreFoundation`__CFRunLoopDoBlocks + 356

frame #7: 0x00007fffb6c17b35 CoreFoundation`__CFRunLoopRun + 917

frame #8: 0x00007fffb6c17544 CoreFoundation`CFRunLoopRunSpecific + 420

frame #9: 0x00007fffb6176ebc HIToolbox`RunCurrentEventLoopInMode + 240

frame #10: 0x00007fffb6176bf9 HIToolbox`ReceiveNextEventCommon + 184

frame #11: 0x00007fffb6176b26 HIToolbox`_BlockUntilNextEventMatchingListInModeWithFilter + 71

frame #12: 0x00007fffb470fa54 AppKit`_DPSNextEvent + 1120

frame #13: 0x00007fffb4e8b7ee AppKit`-[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 2796

frame #14: 0x00007fffb47043db AppKit`-[NSApplication run] + 926

frame #15: 0x00007fffb46cee0e AppKit`NSApplicationMain + 1237

frame #16: 0x0000000100012c22 LosShader`main(argc=3, argv=0x00007fff5fbff620) at main.m:12

frame #17: 0x00007fffcc7da235 libdyld.dylib`start + 1

The maximum uninformative message

4. The point is that the program is stopped in the function rendering in different places, and I can not determine where exactly, because there is simply no such place. Sometimes in one, sometimes in another - hence the source of my anger (rage!).

The whole function of my render looks like this:


printf(" opin \n");

gettimeofday(&time, NULL);

long finaSec = time.tv_sec - losTimeSeconds;

int myMil = time.tv_usec/1000; /

finaSec *= 1000; finaSec += myMil;

float elvis = (float)finaSec/1000.0f;/


glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

glClearColor(0.5607f, 0.4549f, 0.4588f, 0.4f);


if(ok) {

LosMatrix4_4 seeOne = identity();

perspective = perspectiveLosRithg(45.0f, (float)WidthMainWindow/(float)HeightMainWindow, 0.1f, 100.0f);

ViewM = LookAt_RightLos(eye, center, up, seeOne);

rot_y = 90.0f;

LosMatrix4_4 matrixM = identity(); matrixM.rotateLosX(rot_y); matrixM.rotateLosZ(rot_z);

LosMatrix4_4 finalMatrix = perspective * ViewM * matrixM;

glUseProgram(losProgram); glBindVertexArray(mainVAo);

glUniformMatrix4fv(uniformMatrixMain, 1, GL_FALSE, &finalMatrix.elements[0][0]);

glUniform1f(timeAttrib, elvis);

glEnable(GL_LINE_SMOOTH);

glDrawArrays(GL_LINE_LOOP, 0, 60); /

LosMatrix4_4 matrixM2 = identity(); matrixM2.ScaleLos(LosVector3(1.5f, 1.5f, 1.5f)); matrixM2.rotateLosX(rot_y);

matrixM2.rotateLosZ(rot_z);

LosMatrix4_4 finalMatrix2 = perspective * ViewM * matrixM2;

glUseProgram(losProgram); glBindVertexArray(mainVAo);

glUniformMatrix4fv(uniformMatrixMain, 1, GL_FALSE, &finalMatrix2.elements[0][0]);

glDrawArrays(GL_LINE_STRIP, 0, 60); /

LosMatrix4_4 matrixM3 = identity(); matrixM3.ScaleLos(LosVector3(2.5f, 2.5f, 2.5f)); matrixM3.rotateLosX(rot_y);

LosMatrix4_4 finalMatrix3 = perspective * ViewM * matrixM3;

glUseProgram(losProgram); glBindVertexArray(mainVAo);

glUniformMatrix4fv(uniformMatrixMain, 1, GL_FALSE, &finalMatrix3.elements[0][0]);

glDrawArrays(GL_LINE_STRIP, 0, 60); /

LosMatrix4_4 matrixM4 = identity(); matrixM4.ScaleLos(LosVector3(3.2f, 3.2f, 3.2f)); matrixM4.rotateLosX(rot_y);

LosMatrix4_4 finalMatrix4 = perspective * ViewM * matrixM4;

glUseProgram(losProgram); glBindVertexArray(mainVAo);

glUniformMatrix4fv(uniformMatrixMain, 1, GL_FALSE, &finalMatrix4.elements[0][0]);

glDrawArrays(GL_LINE_STRIP, 0, 60); /

glBindVertexArray(vaoPoint);

LosMatrix4_4 matrixPoint = identity(); /

matrixPoint.rotateLosY(rot_y);

LosMatrix4_4 fin = perspective * ViewM * matrixPoint;

glUniformMatrix4fv(uniformMatrixMain, 1, GL_FALSE, &fin.elements[0][0]);

glPointSize(10);

glDrawArrays(GL_POINTS, 0, 1);

glBindVertexArray(0);

glDisable(GL_DEPTH_TEST);

printf(" opin 2 \n");

if(rot_z >= 360.0f) { /

rot_z = 0.0f; printf(" is big ! \n"); }

else { rot_z += 0.6f; }


/


glUseProgram(losFontProgram);

glBindVertexArray(vaoFont);

float wLtext = 950.0f; float hLtext = 638.0f;

matrixFont[0][0] = (2/wLtext * 200);

matrixFont[1][1] = (2/hLtext * 200);

matrixFont[3][0] = (2/wLtext * 600)-1;

matrixFont[3][1] = 1 - (2/hLtext * 300);

const char * cv = "G";

const Glyph& gl = glyphsLos.at((unsigned long)*cv);

GLfloat newT[8] = {

gl.atlasX+losSizeGl, gl.atlasY,

gl.atlasX, gl.atlasY,

gl.atlasX + losSizeGl, gl.atlasY + losSizeGl,

gl.atlasX, gl.atlasY + losSizeGl };

glBindBuffer(GL_ARRAY_BUFFER, fontColorBuf); /

glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), newT, GL_STATIC_DRAW);

glVertexAttribPointer(coorCoord, 2, GL_FLOAT, GL_FALSE, 0, (const void*) VERTEX_OFFSET);

glEnableVertexAttribArray(coorCoord);

printf(" opin 6 \n");

glDepthMask(GL_TRUE);

/

glBindTexture(GL_TEXTURE_2D, textureFontID);

glActiveTexture(GL_TEXTURE0);

glUniform1i(sampleProgram, 0);

glEnable(GL_BLEND);

glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

glBlendColor(0.3, 0.4, 0.3, 0.2);

glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

/

glUniformMatrix4fv(matrixFontUnif, 1, GL_FALSE, &matrixFont[0][0]);

glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); /

glBlendColor(0, 0, 0, 0);

glDisable(GL_BLEND);

glDepthMask(GL_FALSE);

glBindVertexArray(0);

} else {

printf(" not render \n"); GL_CHECK(99);

}


5. I would show this error log, but I do not know where to get it. I would have looked into it with pleasure.

6. Version 8.3.3 (8E3004b)

Does not work and does not show anything !!!!!!!!!!!!!!!!
 
 
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