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<title>Shephertz Community - Recent questions and answers in Cocos2D-X</title>
<link>http://forum.shephertz.com/?qa=qa/products/appwarp/cocos2d-x</link>
<description>Powered by Question2Answer</description>
<item>
<title>Setup Cocos2D-X and Appwarp for Android with cmake</title>
<link>http://forum.shephertz.com/?qa=11561/setup-cocos2d-x-and-appwarp-for-android-with-cmake</link>
<description>I am able to build my app for macOS with cocos2d-x and appwarp, I can also build cocos2d-x alone for Android but when I add appwarp I am not able to build. I am using Android Studio and tried the changes to Android.mk, but it didn't work. It seems cocos2d-x uses cmake now. I changed PROP_BUILD_TYPE from cmake to ndk-build in gradle.propreties but now I can't build anymore, I get   &quot;make: *** No rule to make target `MyGame'.  Stop&quot;. Building The Ninja Fight demo for Android was also unsuccessful, so I don't really know how to go from here, either try to make cocos2d-x 3.17.2 work with ndk, make appwarp work with cmake or maybe use an older version of cocos2d-x idk. Any one had this issue? Any pointers? Thanks.</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11561/setup-cocos2d-x-and-appwarp-for-android-with-cmake</guid>
<pubDate>Sat, 07 Mar 2020 18:51:23 +0000</pubDate>
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<item>
<title>Answered: Cannot initialize a parameter of type 'AppWarp::ConnectionRequestListener *' with an rvalue of type 'HelloWorldScene *'</title>
<link>http://forum.shephertz.com/?qa=11418/initialize-connectionrequestlistener-helloworldscene&amp;show=11420#a11420</link>
<description>Hello,&lt;br /&gt;
&lt;br /&gt;
Could you please share some more detail and code snippets with us, it will help us to provide better support to you from our end.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
App42 Team</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11418/initialize-connectionrequestlistener-helloworldscene&amp;show=11420#a11420</guid>
<pubDate>Thu, 07 Mar 2019 08:25:09 +0000</pubDate>
</item>
<item>
<title>Answered: Undefined symbols for architecture i386:</title>
<link>http://forum.shephertz.com/?qa=11417/undefined-symbols-for-architecture-i386&amp;show=11419#a11419</link>
<description>Hi,&lt;br /&gt;
&lt;br /&gt;
We have forwarded your query to our team, we will get back to you as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
Priyanka Singh&lt;br /&gt;
&lt;br /&gt;
App42 Team</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11417/undefined-symbols-for-architecture-i386&amp;show=11419#a11419</guid>
<pubDate>Thu, 07 Mar 2019 08:10:21 +0000</pubDate>
</item>
<item>
<title>Answered: App42 and AppWarp not support IPv6</title>
<link>http://forum.shephertz.com/?qa=11154/app42-and-appwarp-not-support-ipv6&amp;show=11157#a11157</link>
<description>Hi,&lt;br /&gt;
&lt;br /&gt;
Could you please share the Cocos2dx version you are using and detailed reason of rejection given by Apple? It will help us to understand the problem you are facing so that we can provide better support from our side.&lt;br /&gt;
&lt;br /&gt;
Thanks.</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11154/app42-and-appwarp-not-support-ipv6&amp;show=11157#a11157</guid>
<pubDate>Thu, 14 Jun 2018 07:51:01 +0000</pubDate>
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<item>
<title>Answered: Multiple matches simultaneously?</title>
<link>http://forum.shephertz.com/?qa=9380/multiple-matches-simultaneously&amp;show=9384#a9384</link>
<description>&lt;p&gt;
	Hi,&lt;/p&gt;
&lt;p&gt;
	If i understood correctly, you have following requirement:&lt;/p&gt;
&lt;p&gt;
	1. Quick matches on real-time&lt;/p&gt;
&lt;p&gt;
	Ans: You can use AppWarp's turn-based feature to implement it, where a user can join a room to play the match and finish.&lt;/p&gt;
&lt;p&gt;
	2. Bigger matches where users nay not be connected at same time&lt;/p&gt;
&lt;p&gt;
	Ans: It can be implemented using Storage and Push Notification services of App42 Cloud API. With this you can write your own logic over our Storage service to save game data, users info, match info in a json doc. Whenever a user plays his turn, you can update the doc in the storage and notify the other users in the match using Push Notification. When the other users receives the notification you can refersh the game. We have already made a game &lt;a rel=&quot;nofollow&quot; href=&quot;http://api.shephertz.com/app42-dev/ebook-turn-based-games.php&quot;&gt;Words Junkie&lt;/a&gt; with the same concept, you can also have a look at its game play &lt;a rel=&quot;nofollow&quot; href=&quot;https://www.youtube.com/watch?v=rXTiAUYzSWg&quot;&gt;video&lt;/a&gt;. With this concept, the users will be able to play multiple bigger matches simultaneously.&lt;/p&gt;
&lt;p&gt;
	P.S: The AppWarp is designed to work on real time scenario. Hence, it considers that at a time a user can only be in one room at a time. As of now, it is not possible to play multiple matches simultaneously with AppWarp.&lt;/p&gt;
&lt;p&gt;
	Please let me know if you have any further queries, I will be happy to help you.&lt;/p&gt;
&lt;p&gt;
	Regards,&lt;/p&gt;
&lt;p&gt;
	Rajeev&lt;/p&gt;</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9380/multiple-matches-simultaneously&amp;show=9384#a9384</guid>
<pubDate>Thu, 04 Aug 2016 07:26:04 +0000</pubDate>
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<item>
<title>Answered: How to code on server side?</title>
<link>http://forum.shephertz.com/?qa=9042/how-to-code-on-server-side&amp;show=9046#a9046</link>
<description>&lt;p&gt;
	Hi Nguyen,&lt;/p&gt;
&lt;p&gt;
	If you want to write your own custom business logic on server in &lt;strong&gt;AppWarp&lt;/strong&gt;.You need to use AppWarpS2 where you can override existing AppWarp functionality and write own game busniess logic. You can go through with &lt;a rel=&quot;nofollow&quot; href=&quot;http://appwarps2.shephertz.com/dev-center/api-guide/&quot;&gt;AppWarpS2 API Documentation.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;
	You can write own game logic either of following based on requirements.&lt;/p&gt;
&lt;ol&gt;
	&lt;li&gt;
		&lt;strong&gt;Using Room RPC &lt;/strong&gt;: You can define your own function on server side at &lt;strong&gt;RoomAdapter &lt;/strong&gt;and call this form client side using &lt;strong&gt;invokeRoomRPC &lt;/strong&gt;API&lt;/li&gt;
	&lt;li&gt;
		&lt;strong&gt;By overriding handleMoveRequest :&lt;/strong&gt; You can also override it you using &lt;strong&gt;sendMove &lt;/strong&gt;from client side.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;
	Let me know if more queries are concern.&lt;/p&gt;
&lt;p&gt;
	Thanks&lt;/p&gt;
&lt;p&gt;
	Vishnu Garg&lt;/p&gt;</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9042/how-to-code-on-server-side&amp;show=9046#a9046</guid>
<pubDate>Sat, 11 Jun 2016 09:52:56 +0000</pubDate>
</item>
<item>
<title>Answered: onConnectDone and onLeaveRoomDone is not getting called</title>
<link>http://forum.shephertz.com/?qa=8958/onconnectdone-and-onleaveroomdone-is-not-getting-called&amp;show=8980#a8980</link>
<description>Hi Smit,&lt;br /&gt;
&lt;br /&gt;
The team is looking into it and will update you as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Also, could you please let me know that you are getting this issue on Device or Simulator? On which platform you are tesing iOS or Android? On which version of &amp;nbsp;Cocos2dx and AppWarp SDK you are working?&lt;br /&gt;
&lt;br /&gt;
It will help us to debug the problem.&lt;br /&gt;
&lt;br /&gt;
Thanks.</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8958/onconnectdone-and-onleaveroomdone-is-not-getting-called&amp;show=8980#a8980</guid>
<pubDate>Thu, 02 Jun 2016 08:32:51 +0000</pubDate>
</item>
<item>
<title>Answered: Crush on Upload JSON File</title>
<link>http://forum.shephertz.com/?qa=8884/crush-on-upload-json-file&amp;show=8888#a8888</link>
<description>Hi Imam,&lt;br /&gt;
&lt;br /&gt;
I tried to reproduce the issue at my end but it is working fine. Could you please share some more details like code snippet you are using, the platform on which you are getting this issue?&lt;br /&gt;
&lt;br /&gt;
It will help to debug the problem.&lt;br /&gt;
&lt;br /&gt;
Thanks.</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8884/crush-on-upload-json-file&amp;show=8888#a8888</guid>
<pubDate>Sat, 21 May 2016 04:41:02 +0000</pubDate>
</item>
<item>
<title>Answered: How to get user online status?</title>
<link>http://forum.shephertz.com/?qa=8848/how-to-get-user-online-status&amp;show=8849#a8849</link>
<description>&lt;p&gt;
	Hi Smit,&lt;/p&gt;
&lt;p&gt;
	You can use &lt;strong&gt;getLiveUserInfo API &lt;/strong&gt;to retrieve user information. You will get acallBack in &lt;strong&gt;onGetLiveUserInfoDone&lt;/strong&gt; method of &lt;strong&gt;ZoneListener. &lt;/strong&gt;You can handle the same in following manner :&lt;/p&gt;
&lt;blockquote&gt;
	&lt;p&gt;
		&amp;nbsp;@Override&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp; public void onGetLiveUserInfoDone(LiveUserInfoEvent event) {&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if(event.getResult() == WarpResponseResultCode.SUCCESS){&lt;br&gt;
		&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp; System.out.println(&quot;User in OnLine&quot;);&lt;br&gt;
		&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp; }&lt;br&gt;
		&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp; else{&lt;br&gt;
		&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp; System.out.println(&quot;User in OffLine&quot;);&lt;br&gt;
		&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp; }&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;
	Let me know if it helps.&lt;/p&gt;
&lt;p&gt;
	Thanks&lt;/p&gt;
&lt;p&gt;
	&lt;a rel=&quot;nofollow&quot; href=&quot;https://www.quora.com/profile/Vishnu-Garg-3&quot;&gt;Vishnu Garg&lt;/a&gt;&lt;/p&gt;</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8848/how-to-get-user-online-status&amp;show=8849#a8849</guid>
<pubDate>Mon, 16 May 2016 10:17:44 +0000</pubDate>
</item>
<item>
<title>Answered: How to handle next turn when someone left room?</title>
<link>http://forum.shephertz.com/?qa=8168/how-to-handle-next-turn-when-someone-left-room&amp;show=8173#a8173</link>
<description>&lt;p&gt;
	Hello Smit,&lt;/p&gt;
&lt;p&gt;
	The server considers the turn based on the sequence user enters in the room. In your case, if the 3rd player leaves the room and a new user joins then the new user will be on the 5th spot i.e. last in the sequence.&lt;/p&gt;
&lt;p&gt;
	You can define your own custom turn mechanism. We have already provided the custom turn management APIs in the cocos2dx SDK to override the default server logic.&lt;/p&gt;
&lt;p&gt;
	You can go through &lt;a rel=&quot;nofollow&quot; href=&quot;http://blogs.shephertz.com/2014/11/13/use-custom-turn-logic-in-turnbased-games/&quot;&gt;this blog&lt;/a&gt; to understand more about the same.&lt;/p&gt;
&lt;p&gt;
	Let me know if you have any further queries.&lt;/p&gt;
&lt;p&gt;
	Thanks.&lt;/p&gt;</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8168/how-to-handle-next-turn-when-someone-left-room&amp;show=8173#a8173</guid>
<pubDate>Wed, 17 Feb 2016 08:23:55 +0000</pubDate>
</item>
<item>
<title>Answered: Appwarp Cocos2dX win32 support</title>
<link>http://forum.shephertz.com/?qa=7834/appwarp-cocos2dx-win32-support&amp;show=7840#a7840</link>
<description>Hello Developer,&lt;br /&gt;
&lt;br /&gt;
Yes, you are right, as of now cocos2dx have an only support of iOS and Android. However we have recorded your request in our product pipeline but the timeline has not decided yet. We will update you very soon regarding this.&lt;br /&gt;
&lt;br /&gt;
P.S We will glad if you want to contribute on this because SDK source code is open. Let us know if you need any help while building it for WP7/WP8.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
Himanshu Sharma</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=7834/appwarp-cocos2dx-win32-support&amp;show=7840#a7840</guid>
<pubDate>Wed, 16 Dec 2015 17:27:41 +0000</pubDate>
</item>
<item>
<title>Cocos2d-x SDK crash report</title>
<link>http://forum.shephertz.com/?qa=7236/cocos2d-x-sdk-crash-report</link>
<description>&lt;div&gt;
	cocos2d-x SDK crash report as below&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	cocos2d-x v3.5&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	Thread : Crashed: com.apple.main-thread&lt;/div&gt;
&lt;div&gt;
	0 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x00042088 AppWarp::getJSONString(char const*, unsigned char*, int) (utilities.cpp:60)&lt;/div&gt;
&lt;div&gt;
	1 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x00019817 cJSON_Delete (cJSON.c:90)&lt;/div&gt;
&lt;div&gt;
	2 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x0004a45b AppWarp::buildRoomData(AppWarp::room_struct&amp;amp;, unsigned char*, int) (string:3191)&lt;/div&gt;
&lt;div&gt;
	3 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x0004db79 AppWarp::Client::handleNotify(char*, int) (appwarp_extended.cpp:323)&lt;/div&gt;
&lt;div&gt;
	4 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x0006f70d AppWarp::Client::socketNewMsgCallback(unsigned char*, int) (appwarp.cpp:510)&lt;/div&gt;
&lt;div&gt;
	5 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x0002df63 AppWarp::Utility::Socket::checkMessages() (socket.cpp:101)&lt;/div&gt;
&lt;div&gt;
	6 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x0006f2f3 AppWarp::Client::update(float) (appwarp.cpp:368)&lt;/div&gt;
&lt;div&gt;
	7 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x001dd8a5 std::__1::function&amp;lt;void (float)&amp;gt;::operator()(float) const + 1503612&lt;/div&gt;
&lt;div&gt;
	8 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x001dd05b cocos2d::Scheduler::update(float) + 1501490&lt;/div&gt;
&lt;div&gt;
	9 &amp;nbsp;App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x001e4495 cocos2d::Director::drawScene() + 1531244&lt;/div&gt;
&lt;div&gt;
	10 App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x001e59d7 cocos2d::DisplayLinkDirector::mainLoop() + 1536686&lt;/div&gt;
&lt;div&gt;
	11 QuartzCore &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x2faaa803 CA::Display::DisplayLinkItem::dispatch() + 98&lt;/div&gt;
&lt;div&gt;
	12 QuartzCore &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x2faaa66b CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 366&lt;/div&gt;
&lt;div&gt;
	13 IOMobileFramebuffer &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0x3439282b IOMobileFramebufferVsyncNotifyFunc + 90&lt;/div&gt;
&lt;div&gt;
	14 IOKit &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0x2da9c4e1 IODispatchCalloutFromCFMessage + 256&lt;/div&gt;
&lt;div&gt;
	15 CoreFoundation &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x2cb2c0a5 __CFMachPortPerform + 132&lt;/div&gt;
&lt;div&gt;
	16 CoreFoundation &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x2cb3c573 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 34&lt;/div&gt;
&lt;div&gt;
	17 CoreFoundation &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x2cb3c50f __CFRunLoopDoSource1 + 346&lt;/div&gt;
&lt;div&gt;
	18 CoreFoundation &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x2cb3ab11 __CFRunLoopRun + 1608&lt;/div&gt;
&lt;div&gt;
	19 CoreFoundation &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x2ca883c1 CFRunLoopRunSpecific + 476&lt;/div&gt;
&lt;div&gt;
	20 CoreFoundation &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x2ca881d3 CFRunLoopRunInMode + 106&lt;/div&gt;
&lt;div&gt;
	21 GraphicsServices &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x33e860a9 GSEventRunModal + 136&lt;/div&gt;
&lt;div&gt;
	22 UIKit &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0x300967b1 UIApplicationMain + 1440&lt;/div&gt;
&lt;div&gt;
	23 App iOS &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 0x0006832b main (main.m:6)&lt;/div&gt;
&lt;div&gt;
	24 libdyld.dylib &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0x3a8b0aaf start + 2&lt;/div&gt;</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=7236/cocos2d-x-sdk-crash-report</guid>
<pubDate>Tue, 01 Sep 2015 10:08:06 +0000</pubDate>
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