On Windows 7 the first beta was OK, but with this new version, although the debug build of TestCPP with Visual Studio 2012 Update 4 works without problem, the release build of TestCPP doesn’t work:
Error 1 error C3130: Error interno del compilador: error al escribir bloque de código insertado en PDB (..\Classes\Box2DTestBed\Test.cpp) C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\include\xmemory0 605 1 TestCpp
Error 2 error C3130: Error interno del compilador: error al escribir bloque de código insertado en PDB (..\Classes\Box2DTestBed\TestEntries.cpp) C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\include\xmemory0 605 1 TestCpp
Error 3 error C3130: Error interno del compilador: error al escribir bloque de código insertado en PDB (..\Classes\MutiTouchTest\MutiTouchTest.cpp) C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\include\tuple 521 1 TestCpp
Finally I fixed the issue. The problem is that I have only replaced the cocos folder inside as this is minor version update.
My solution is to create a new project and replace proj.android as well to figure out the reason
And the next step is to reimport the project, if you are the one not using libcocos2dx.jar but import the project into eclipse
Make sure you have to remove the android builder configuration pointing to the jar as well
But I have caught another issue in Android that I picked up this message in LogCat
Tag NativeActivity
channel ‘41bd7748
/org.cocos2dx.cpp.Cocos2dxActivity (client)’ ~ Failed to receive dispatch signal. status=-11
The behaviour is happened when I pressed a Button (I am using gui::Button)
And one more issue is that I call this->removeFromParent in Android will crash…
This also happened in 3.0 beta0
project can’t be built in eclipse running on win7, execute build_native.py will cause error:
make: ***访问拒绝
. Stop.
make: ***Waiting for unfinished jobs…
PS: I can’t understand, am I right to call animation through ActionManageEr. It seems I may have only ONE widget instance for each JSON file, because instance is binded within AnimationManager to it’s filename.
I’ve got some issues on win32. I created a new project, changed the helloworld demo so that it has 4 sprites, one player, and 3 background images. I have one update method, which will update the background and the player. There is nothing complicated in my code, nothing that should drop the fps, but still it does.
It starts at 60 fps, then randomly drops to around 30. Then, if I move the window containing the game, it goes to 60 fps and after that it drops again to 30. I created a release version, so the visual studio debugger doesn’t affect performance. See the video attached.
Does anyone know if this is a bug, or if I have to change some setting I don’t know of? (the fps is set to 60)