[00:00:11] <Tomski> Then its you not disposing things
[00:00:19] <Tomski> Or trying to access things that have already been disposed
[00:02:07] <AsukaLSoryu> going through the code, it looks like everything is fine though. dispose methods are being run every time I change maps which takes care of the map and camera. Sound isn't disposed when you switch maps, but it's supposed to keep playing over top of a map switch
[00:02:22] <AsukaLSoryu> spritebatch is disposed during a switch then recreated
[00:02:36] <AsukaLSoryu> I can't think of anything else that could cause it, unless it's something I don't know about
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[00:08:55] <AsukaLSoryu> also if I wasn't disposing of something, wouldn't it crash 100% of the time instead of 65% of the time like it is now?
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[00:31:11] <Tomski> no
[00:31:25] <Tomski> not disposing just leaks resources
[00:31:37] <Tomski> Eventually you can crash if you run out of memory
[00:39:41] <AsukaLSoryu> just ran through the program line by line with the debugger until I triggered a crash
[00:40:39] <AsukaLSoryu> so it must be something to do with not disposing the map?
[00:43:50] <Tomski> wat
[00:44:06] <AsukaLSoryu> collisionLayer has to do with the tmx map
[00:44:13] <Tomski> that is very bad
[00:44:14] <AsukaLSoryu> so it must have something to do with the map
[00:44:19] <Tomski> every single frame you are loading hundreds of maps
[00:44:22] <AsukaLSoryu> therefore it must be the map not being disposed?
[00:44:23] <AsukaLSoryu> w-what
[00:44:56] <AsukaLSoryu> is it because that check is being done in render?
[00:47:38] <Tomski> er no, i misread your code
[00:47:57] <AsukaLSoryu> thank goodness
[00:48:57] <Tomski> You are still leaking the maps
[00:51:00] <AsukaLSoryu> How? I thought the map was being disposed every time I switched? It's calling the dispose method of whichever screen is active for sure
[00:51:33] <AsukaLSoryu> that's what's got me confused here
[00:51:34] <Tomski> you are loading these maps and never disposing them
[00:52:19] <Tomski> thats a completely separate map
[00:52:29] <Tomski> you leak everything in changeSpriteLocation
[00:52:34] <AsukaLSoryu> it's the same for every map
[00:52:42] <AsukaLSoryu> any map can crash on that line
[00:52:48] <AsukaLSoryu> probably 60% of the time
[00:53:00] <AsukaLSoryu> but each map has map.dispose(); in the dispose method
[00:53:09] <Tomski> You arent keeping a reference of the maps
[00:54:55] <AsukaLSoryu> Not sure what you mean by that. Are you saying that I should include a line at the start of each if check disposing of whichever map is currently active?
[00:57:22] <Tomski> You are loading TiledMaps in changespriteLocatio
[00:57:28] <Tomski> and storing a collisionLayer and changing the screen
[00:57:35] <Tomski> but you never dispose of those maps
[00:59:59] <AsukaLSoryu> but each map is tied to a screen right
[01:00:09] <AsukaLSoryu> once a new map/screen is loaded, the old one is disposed
[01:00:14] <AsukaLSoryu> which includes the map
[01:00:20] <Tomski> no
[01:00:30] <Tomski> you have no reference to these maps you are loading
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[01:02:20] <AsukaLSoryu> if it doesn't load the screen class for the map, why are the show/render methods of each screen being called when I load a new map?
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[01:06:38] <Tomski> You load a brand new map
[01:06:41] <Tomski> And never dispose it
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[01:16:17] <AsukaLSoryu> I'm lost
[01:16:35] <AsukaLSoryu> I dispose of my maps in each screen
[01:16:48] <AsukaLSoryu> it doesn't look like I can dispose of collisionLayer
[01:16:53] <AsukaLSoryu> that leaves nothing to dispose
[01:17:22] <Tomski> You are still leaking that map
[01:17:33] <Tomski> You load the map, never keep a reference, only keeping a reference to the collision layer from that map
[01:18:35] <AsukaLSoryu> loading the map being "(new TmxMapLoader().load("..."))..."?
[01:18:41] <Tomski> yes
[01:19:36] <AsukaLSoryu> so I need to assign a map variable to that, then do "(TileMapTileLayer) (map.getLayers().get(n); map.dispose();"?
[01:19:50] <AsukaLSoryu> that way it's loading, setting the collisionLayer, then disposing?
[01:20:02] <Tomski> yes
[01:20:14] <Tomski> well, when you are done with the map
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[01:27:33] <AsukaLSoryu> it still crashes when changing maps >_>
[01:29:41] <Tomski> drop a breakpoint, see if its crashing on the actual loading of the map or the next frame
[01:31:07] <AsukaLSoryu> loading of the map being "map = new TmxMapLoader().load("maps/Class1A.tmx");"?
[01:31:25] <AsukaLSoryu> or where it's actually used (i.e. "collisionLayer = (TiledMapTileLayer) map.getLayers().get(0);")?
[01:34:01] <Tomski> wherever its crashing
[01:34:10] <Tomski> drop breakpoint before the crash point and step through
[01:34:52] <AsukaLSoryu> it's on... map.dispose();
[01:34:54] <AsukaLSoryu> wat
[01:35:30] <Tomski> Then you are disposing it twice
[01:37:09] <AsukaLSoryu> it's not consistant though, sometimes it'll crash sometimes it won't. I don't see where I would be disposing it twice though, it's only loaded two lines before the dispose line
[01:37:56] <Tomski> You shouldnt be disposing it if you are continuing to use teh collisionLayer
[01:38:04] <Tomski> And log it and find out
[01:38:20] <Tomski> it almost certainly is a double dispose if you are crashing on map.dispose
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[01:48:50] <AsukaLSoryu> well, it's not on map.dispose anymore, I'm back to collisionLayer = (TileMapTileLayer)... but this time it crashed from SpriteBatch instead
[01:48:53] <AsukaLSoryu> this is a nightmare
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[11:27:49] <TEttinger> sigh... all this work on random number generators, and it will all change completely when 128-bit ints become common in compilers
[11:29:18] <TEttinger> this tiny generator in C,
[11:29:19] <TEttinger> static __uint128_t state = 1; inline uint64_t next(){return (state *= 0xda942042e4dd58b5ULL) >> 64;}
[11:30:06] <TEttinger> is just as good as the best new stuff people invent today, it just needs __uint128_t to be decent. and it is on Clang; this is the fastest generator I have tested
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[13:14:03] <grim001> I was having trouble creating a good abstraction for looping music players that didn't involve multithreading overhead or checks in the main game loop
[13:14:35] <grim001> also could not cache the stream and loop the bytes without defeating the point of streaming
[13:16:22] <grim001> I'm just pleased with the fact that I was able to use a decorator to solve it
[13:17:18] <grim001> ambiencePlayer = new StreamingMusicPlayer(new LoopingMusicStream(() -> new VorbisStream(...)));
[13:18:02] <grim001> the looping decorator notices when the stream dries up and instantiates a new stream without the music player knowing a thing
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[14:19:35] <blahblah> hello all
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[16:46:27] <dsbk> hi
[16:48:13] <Tomski> hey
[17:07:35]
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