The biggest drawback I’ve been having with Eclipse and cocos2dx (not sure if this also applies to Xcode …) I can think of is the annoying “Signal 11” error. But then I ran into this thread on StackOverFlow:
I find the perfect answer in http://www.cocos2d-x.org/boards/6/topics/20437.
The solution is:
When you get errors like this on the LogCat, they are saved on $PROJECT_PATH/obj/local/armeabi where $PROJECT_PATH is the path to your cocos2d-x android project. To symbolicate the messages to something understandable, you can use the ndk-stack tool.
Open up the Terminal (or Cygwin, not sure though) and type incd $ANDROID_NDK adb logcat | ./ndk-stack -sym $PROJECT_PATH/obj/local/armeabi
$ANDROID_NDK is the path to your android NDK
$PROJECT_PATH is the path to your cocos2d-x android project
Wow! I just hit the jackpot! okay well time to switch over to my terminal and try this out. I then get the following crash dump:
********** Crash dump: ********** Build fingerprint: 'samsung/SC-04E/SC-04E:4.4.2/KOT49H/SC04EOMUFOB2:user/release-keys' pid: 18875, tid: 18897, name: Thread-18051 >>> com.benji.etcetc <<< signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000 Stack frame #00 pc 00000000 <unknown> Stack frame #01 pc 000de0b9 /data/app-lib/com.benji.etcetc/libcocos2dcpp.so (GameScene::onTouchBegan(cocos2d::Touch*, cocos2d::Event*)+232): Routine GameScene::onTouchBegan(cocos2d::Touch*, cocos2d::Event*) at /Users/benji0110/Downloads/cocos2d-x-3.3/etcetc/proj.android/jni/../../Classes/GameScene.cpp:355 Crash dump is completed
Awesome! Finally according to my crash dump I was able to locate where my app crashes at line 355 .. it turns out I had deleted a game object at runtime and read that objects size, but because it was now destroyed the object no longer existed causing the program to terminate.
What a treat to end an awesome Friday＾＾