libgdx Screenshot to Sprite - nullpointerexception

I am trying to get LibGDX to take a screen shot of the devices screen and then load that screenshot into a Sprite to render later. However when I try it the app crashes with a NullPointerException. I have tried the following links: taking screenshot in libgdx, and using ScreenUtils to save screenshot as image in libgdx. When I try to create the Texture for the Sprite then it crashes with NullPointerException.
I have also tried the ScreenUtils.getFrameBufferTexture(); method, and the ScreenUtils.getFrameBufferPixmap() method but always they crash with a NullPointerException. The line they crash on changes depending upon the way I have chosen to get the screen shot, and I have confirmed that indeed the Pixmap or TextureRegion is created when the screenshot is taken. It is when I try to either load it into a Texture or the Sprite that it crashes with a NullPointerException.
PLEASE DO NOT mark this as a duplicate question as I am not trying to save the screenshot into a PNG. I am trying to use it directly in a Sprite and it is crashing.
Code and stack trace for creating a TextureRegion:
// create the screen shot
UT.screenShot = ScreenUtils.getFrameBufferTexture(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// Use screenshot
screenShot = new Sprite(UT.screenShot);
I get this stack trace:
Exception in thread "LWJGL Application" java.lang.NullPointerException
at com.badlogic.gdx.graphics.g2d.TextureRegion.setRegion(TextureRegion.java:112)
at com.badlogic.gdx.graphics.g2d.Sprite.<init>(Sprite.java:83)
at *** MY CODE *** CompleteScreen.java:83
at *** MY CODE *** GameEngine.java:82
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
This is only one of the ways I have used to create the screenshot. But all the ways use the ScreenUtils class to get the screenshot. All these ways do indeed create a screenshot. However all these ways fail when trying to create a Sprite or Texture.
Code and stack trace for creating a Pixmap:
// create the screen shot
UT.screenShot = ScreenUtils.getFrameBufferPixmap(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// Use screenshot
Texture texture = new Texture(UT.screenShot);
screenShot = new Sprite(texture);
I get this stack trace:
Exception in thread "LWJGL Application" java.lang.NullPointerException
at com.badlogic.gdx.graphics.glutils.PixmapTextureData.<init>(PixmapTextureData.java:37)
at com.badlogic.gdx.graphics.glutils.PixmapTextureData.<init>(PixmapTextureData.java:32)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:104)
at *** MY CODE *** CompleteScreen.java:84
at *** MY CODE *** GameEngine.java:82
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)

So I have solved this problem only to create another problem. Oh the joys of programming! ;-) Anyway I will ask about my second problem in another question. The answer to this question is that I was getting rid of the Pixmap or TextureRegion too soon.
What kind of code do you get at the end of programming for 12 hours straight? Bone headed code!
Oh well lesson learned, only program for 11 hours. ;-)

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Hololens application stopping at splash screen

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at com.yyy.xxx.MyScreen$3.getScreenInstance(MyScreen.java:27)
at com.yyy.xxx.ScreenManager.show(ScreenManager.java:33)
at com.yyy.xxx.ScreenChangeTask.run(ScreenChangeTask.java:15)
at java.util.TimerThread.mainLoop(Unknown Source)
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Any suggestions why?
UPDATE:
I tryed to run on android and it works, BUT I get something like this:
but if I turn off phone screen and turn on it back, than I see this, how it should be:
I think this Update will reply on first comment.
1) issue with desktop is not resolved
2) new issue with bad particles images on app start...
I had this code
particleEffect = new ParticleEffect();
particleEffect.load(Gdx.files.
internal("hdpi/particles/progressbar.p"),
Gdx.files.internal("hdpi/particles/"));
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I suspect the eror is getting generated when the xib is being loaded, however I can see nothing wrong with the xib and how it is connected up. Can anyone give me some tips on how I can trace back to find the source of the error?
Thanks,
2012-08-21 11:31:55.293 ConjugationViewer[32508:707] *** Assertion failure in -[NSTextFieldCell _objectValue:forString:errorDescription:], /SourceCache/AppKit/AppKit-1138.47/AppKit.subproj/NSCell.m:1564
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I had same problem.
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How do I pause my app until a crash report has been submitted?

Background
I'm using UKCrashReporter in my app.
I've installed my own Uncaught
Exception Handler.
I'm setting up the
managedObjectContext of the object
activeItemController in
applicationDidFinishLaunching (1)
The Problem
If the managedObjectContext method throws an exception, the crash reporter dialog box only flashes up before the app crashes and so the user never gets to report the crash.
I want my app to continue only after the crash has been reported, not whilst the window is showing.
What I've tried
If UKCrashReporterCheckForCrash()
were an objective C method, I assume
I could call
performSelectorOnMainThread:waitUntilDone:YES
but it's not.
I've looked at some other Stack
Overflow questions about using
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How would I go about doing this in a nice way? Do people have any advice
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The Code
// In app delegate
-(void)applicationWillFinishLaunching:(NSNotification *)aNotification {
UKCrashReporterCheckForCrash(); // A C function which then creates a window if
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-(void)applicationDidFinishLaunching:(NSNotification *)aNotification {
[activeItemController setMoContextDisk:[self managedObjectContext]];
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Update 1
I've been asked for more details on what I'm trying to do, so here goes.
The bug that triggered this thinking was an exception when merging managedObjectModels. My app got caught in a loop printing "Uncaught exception" to the console every few milliseconds.
And when I installed the uncaught exception handler before this exception happened, I'd get the described behaviour - my app would fire up, display the crash report dialog briefly, then continue to load and crash again.
Summary - I want to be able to handle errors that happen on startup.
(1) I'm not using bindings to do this, as I thought bindings would make testing the class more problematic.
I think your problem is with thinking of it as "pausing" your app. Think of it more as a different initial UI state. Your attempts to block the run loop will prevent any interactive window from ... well, being interactive. :-)
Your best bet is to show your main UI (and connect data sources, etc) only if the "am I prompting the user to submit a crash report" method says "no, go ahead and start normally". Otherwise, show your window and, when the user sends or declines to send the report, close the window and ask your app controller to continue the normal startup.
I looked at UKCrashReporterCheckForCrash() and it doesn't appear to create a window of any kind. It merely submits the crash. Could you describe what you're doing with more detail?