At any rate, it seems odd that my managed code (no shaders either) would cause the entire xbox to freeze considering its running in a sandbox.
Any thoughts
Adam
The freezing may be because you are stuck in an infinite loop. When it freezes, try toggling break points in your code inside where you think it's freezing. If it's stuck in a loop, you should be able to make your xbox hit a break point, and figure out what the problem is.
Another way to debug it... Sprinkle lots of Debug.WriteLine()/trace to keep track of where you are :)
I see in the other thread, you are using #ifdefs to generate platform independent codes. If that is the case, the "working on Windows" statement means a little less. But it does sound more like you are hittin some kind of limit.
Adam Hines wrote:
In regards to setting breakpoints, it happens mostly in release mode, and specifically if the debugger is not attached. If i run the game from the XNA launcher it will freeze within a second if i don't exit the menu (the only part using bitmap font)
Hopefully that will provide some more insight into the problem, does anyone at MS know if there are any plans for an XNA update anytime soon
Sounds like a timing issue like some sort of race condition. Are you (or the 3rd party components) using multiple threads Maybe multiple threads trying to access the graphics routines at the same time I would strip out components 1 by 1 until I can narrow down the problem.
Aggressive memory use in managed code can cause failures in the XNA Launcher, because ultimately both the native and managed code have to fit entirely in 512 MB of physical memory. If you allocate too much in managed code, then you may cause the native code to fail an allocation. Depending on where it failed, it may cause a hang or reboot.
Shaders also can crash/hang your box. Are you using any custom shaders
In terms of the Guide button not working, that can happen when your application is no longer calling Draw (or Present I forget which). If you're not updating the screen, the guide cannot be rendered, either.
It is odd that you have this problem more often when running from the browser and not when debugging. However, if the problem occurs more frequently with no debugger attached, you should try launching from the XNA Framework Remote Performance Monitor for Xbox 360 (aka RPM). Read more about it here.
This tool will give you information about memory use. It also launches games in non-debug mode, so it is more like launching from the game browser. If your game crashes right away, this tool might be able to tell you if it's because your game allocated a giant amount of memory right at the beginning.
It's no silver bullet, but it might help.
--Stephen