Game Development Community

[resolved] Custom Code - Crash - Memory Allocation

by Steve Acaster · in Torque 3D Professional · 10/23/2009 (1:52 pm) · 0 replies

EDIT:
Problem was with organic squishy thing hammering away at keyboard .... again.
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Playing around with some custom code and I keep running into a crash, obviously due to memory - or lack of it.

I was wondering if it was caused by hitting a limit in returning a word seperated list of IDs? I've got around 1300 of them.

Stack called at engine/source/console/compiledeval.ccp line 1620.

>	YorkshireRifles_DEBUG.dll!CodeBlock::exec(unsigned int ip=11, const char * functionName=0x00000000, Namespace * thisNamespace=0x00000000, unsigned int argc=0, const char * * argv=0x00000000, bool noCalls=false, const char * packageName=0x00000000, int setFrame=0)  Line 1620 + 0x20 bytes	C++

//================================================================

//compiledeval.ccp

                     case Namespace::Entry::VoidCallbackType:
                        nsEntry->cb.mVoidCallbackFunc(gEvalState.thisObject, callArgc, callArgv);//stack called here
                        if(code[ip] != OP_STR_TO_NONE)
                           Con::warnf(ConsoleLogEntry::General, "%s: Call to %s in %s uses result of void function call.", getFileLine(ip-4), fnName, functionName);
                        
                        STR.popFrame();
                        STR.setStringValue("");
                        break;

Anything wrong with this? Or should I just try and cut back the pressure I'm exerting on the system? Or buy more RAM?


EDIT:
Nothing to see folks ...
Mod note - Marked as resolved ;)