I've got a very simple line of code in Objective-C:
if ((selectedEntity != nil) && [selectedEntity isKindOfClass:[MobileEntity class]])
Occasionally and for no reason I can tell, the game crashes on this line of code with an EXC-BAD-ACCESS. It usually seems to be about the time when something gets removed from the playing field, so I'm guessing that what was the selectedEntity gets dealloc'd, then this results. Aside from being impossible to select exiting Entities (but who knows, maybe this isn't actually true in my code...), the fact that I am specifically checking to see if there is a selectedEntity before I access it means that I shouldn't be having any problems here. Objective-C is supposed to support Boolean short-citcuiting, but it appears to not be EDIT: looks like short-circuiting has nothing to do with the problem.
Also, I put a @try/@catch around this code block because I knew it was exploding every once in a while, but that appears to be ignored (I'm guessing EXC-BAD-ACCESS can't be caught).
So basically I'm wondering if anybody either knows a way I can catch this and throw it out (because I don't care about this error as long as it doesn't make the game crash) or can explain why it might be happening. I know Objective-C does weird things with the "nil" value, so I'm guessing it's pointing to some weird space that is neither an object pointer or nil.
EDIT: Just to clarify, I know the below code is wrong, it's what I was guessing was happening in my program. I was asking if that would cause a problem - which it indeed does. :-)
EDIT: Looks like there is a fringe case that allows you to select an Entity before it gets erased. So, it appears the progression of the code goes like this:
selectedEntity = obj;
NSAutoreleasePool *pool = ...;
[obj release];
if (selectedEntity != nil && etc...) {}
[pool release];
So I'm guessing that because the Autorelease pool has not yet been released, the object is not nil but its retain count is at 0 so it's not allowed to be accessed anyway... or something along those lines?
Also, my game is single-threaded, so this isn't a threading issue.
EDIT: I fixed the problem, in two ways. First, I didn't allow selection of the entity in that fringe case. Second, instead of just calling [entities removeObjectAtIndex:i] (the code to remove any entities that will be deleted), I changed it to:
//Deselect it if it has been selected.
if (entity == selectedEntity)
{
selectedEntity = nil;
}
[entities removeObjectAtIndex:i];
Just make sure you are assigning nil to the variable at the same time you release it, as jib suggested.