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Codea runtime app crashes on app startup ([__NSCFNumber isEqualToString:]: unrecognized selector...)

edited March 2013 in General Posts: 5

I downloaded the Codea Runtime and extracted my (working!) Codea project from my iPad, following the tutorial at http://codeatuts.blogspot.com.au/2012/08/tutorial-12-submitting-to-app-store.html

When I first tried to run the app it failed because I hadn't copied across the Dropbox.spritepack folder to get at my custom sprites.

Now I've rectified that, the app gets to the "Made with Codea" screen but crashes. The gdb output shows:

2013-03-26 19:53:21.258 Coins[13169:c07] Program link log:
WARNING: Output of vertex shader 'vTexCoord' not read by fragment shader
2013-03-26 19:53:21.278 Coins[13169:c07] Program link log:
WARNING: Output of vertex shader 'vTexCoord' not read by fragment shader
AudioStreamBasicDescription: 2 ch, 44100 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved
2013-03-26 19:53:21.378 Coins[13169:c07] -[__NSCFNumber isEqualToString:]: unrecognized selector sent to instance 0xb04e880
2013-03-26 19:53:21.379 Coins[13169:c07] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[__NSCFNumber isEqualToString:]: unrecognized selector sent to instance 0xb04e880'
*** First throw call stack:
(0x2ab1012 0x2173e7e 0x2b3c4bd 0x2aa0bbc 0x2aa094e 0x10d5e1 0x10cf61 0x10b5157 0x10b5747 0x10b694b 0x10c7cb5 0x10c8beb 0x10ba698 0x2e45df9 0x2e45ad0 0x2a26bf5 0x2a26962 0x2a57bb6 0x2a56f44 0x2a56e1b 0x10b617a 0x10b7ffc 0x30f2 0x3025)
libc++abi.dylib: terminate called throwing an exception

I don't know enough about debugging iPad apps at this point to diagnose any further.

This is my first Codea project and my first time playing with the Codea Runtime, so I may easily have missed something.

Can anyone help?

Comments

  • edited March 2013 Posts: 666

    If you are 1.5, the odea runtime does not yet support that version. the Runtime is currently only up to 1.4.6. @Simoen is working on getting it to 1.5.

  • Posts: 563

    Yep - @aciolino has hit it on the head. You can't use the shader stuff with the current runtime. However, the version of Codea in Beta at the moment does and in addition has an export to Xcode function which makes life much simpler. It even automatically detects what images you are using and brings them across as well.

  • Posts: 666

    Today has been my push for runtime 1.5; almost every other post I seem to read points toward the runtime.

    I'm glad to hear it's in beta; I really hope it comes out soon!

  • I'm sorry, I don't know what you mean by 1.5 and 1.4.6. That's not an iOS version nor a Lua version number... Are you saying that my version of the Codea app is ahead of the runtime?

    I'm not deliberately using any "shader stuff" - just a simple collection of Sprites.

  • Posts: 1,255

    @paulsmithenator Yes, exactly. The version of Codea out there right now is 1.5.1, while the runtime download is for the previous 1.4.6 version.

    Best advice is to wait just a bit. A new runtime (and easier system of exporting) are coming Real Soon Now.

  • Oh awesome. I was worried for a moment when it didn't work, didn't realise there was more coming. What a great time to be involved in app development :)

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