I am using XCode 5.1.1 to build a multi-platform (Cocos2d-x) project. I am finding that there seems to be a delay before some of my resources are available to be loaded. For example if I try to access a file like this:
std::ifstream t(path);
if(!t) {
std::cout << "Warning - no such file found" << std::endl;
}
...the file will just not be there sometimes. (By which I mean that it sometimes just does not appear to find the file.) If I delay the load for a second then it will be there. Also, if I insert a breakpoint and then resume execution the file will be there. It even seems to happen more often if I am running the application from the iOS springboard rather than debugging in XCode.
This is also happening with loading texture files in my project, using APIs in Cocos2d-x.
EDIT #LearnCocos2D suggested that I may be trying to load the files before the AppDelegate didFinishLaunching function is called. I didn't know about that requirement, but after examining my code I'm pretty sure everything is loaded after that. The textures that are not loading are created for children of a cocos2d::Scene that is created inside the AppDelegate::applicationDidFinishLaunching() function (I started my project based on the HelloWorld example that comes with Cocos2d-x.)
The program flow is something like this:
AppDelegate::applicationDidFinishLaunching()
//...
auto scene = GameScene::createScene();
//... create Sprites etc, but they never show on the screen :(
EDIT Ok, I fixed my problem. It turned out that I was totally wrong about the cause of the problem, and it was actually an initialisation problem that lead to undefined behaviour. However, #LearnCocos2D's comment about having to wait for applicationDidFinishLaunching() before Resources are available is a good tip.
Related
I try to access frames of RTCVideoRenderer without success, can you help me please ?
I noticed that there is a "didCaptureVideoFrame" method in RTCVideoCapturerDelegate, but not in RTCVideoViewDelegate.
I have never done objc, I added a method in RTCVideoViewDelegate to get frames (bellow "didChangeVideoSize"), but it do not get fired, I guess it do not work like that.
I am able to access frames from the remote using Android using the "onFrame" of VideoSink, I thought it would be that easy using ios.
PS: To add the method, I took the framework from the pod and put it in the project, because I noticed that when you modify a pod, changes do not apply.
Here is the line I added :
- (void)videoView:(id<RTCVideoRenderer>)videoView didRenderVideoFrame:(RTCVideoFrame *)frame;
I will now try to compile the library with the changes I want.
EDIT:
I am now compiling the library, I noticed the need to change several files to be able to access frames, it will not be done just by adding 10 lines.
Solved thanks to this : How to get frame data in AppRTC iOS app for video modifications?
I used this line instead (because names changed since) :
#property(atomic, strong) RTCVideoFrame* videoFrame;
I wanted a "onFrame" like VideoSink on Android, but it will be ok for now.
I've been trying to build chromium on Windows 10, but I am getting weird errors on runtime, which appear to be caused by that pattern:
void CheckFreeLibrary(HMODULE module) {
BOOL result = ::FreeLibrary(module);
DCHECK(result);
}
The first errors are displayed after a few seconds after Chromium is started. Here's what it says:
[5904:9192:0726/025753:FATAL:module_list.cc(18)] Check failed: result.
Backtrace:
base:debug:StackTrace:StackTrace [0x0000....] (e:\projects\clones\chromium\src\base\debug\stack_trace.cc) ...
Since I couldn't copy paste the whole stack, I will join a screenshot of what it all feels like:
I am successful in building the last revision, or at least, it appears to be successful since no errors are showing up when compiling with the toolchain recommended in Building instructions.
Luckily, the first errors aren't modal and it is possible to browse a little bit afterwards. Then, if I put the application into heavy loading (such as Facebook newsfeed), it will suddently stop responding in a silent way. Mouse hovering effects will not show anymore and reloading the page will result in infinite loading. This behavior is also reproductible when right-clicking on some pages (e.g.: google's home page does it sometimes).
What could be an explanation of this not working "out of the box" with default configuration? How to fix this?
P.S.: This question is complementary to this question:
Windows chromium-browser fresh build stacktrace and anonymous fatal errors on runtime, if it can help getting the big picture of the question.
P.S.2.: I am currently trying to rebuild from start again with this slight change to see if it works out better. I will be able to see it after about 10 hours, though (yes, the build is painful on my current setup).
void CheckFreeLibrary(HMODULE module) {
BOOL result = ::FreeLibrary(module);
if (!result) {
result = ::UnmapViewOfFile(module);
}
DCHECK(result);
}
Update - 2016/07/29
Test with CheckFreeLibrary still failed in debug, but I finally found a way to resolve the issues in a build. See update 3 in superuser question. What I did was configuring the build into release mode via gn args. This is, obviously, almost impossible to debug with, so a solution / explanation is yet to be found about why it fails in debug mode. This is quite close now, though.
Update 2 - 2016/08/13
Started all over again to have a debug version again with the latest version in the repositories, and this time I was sure enough to find something. In fact, after I've run through the usual procedure to update, generate and build, I noticed that some win-core-* DLL libraries located in the Windows Kit debugger weren't copied src folder but one of those was assumed to be there during the link process. As a precaution, I've simply copied them all to be sure that any delay-load or build dependency was there. The first time chromium has launched, the errors didn't show up and thought it was resolving the issue. However, right-clicking on the Google Homepage had the same effect (no response, then browser not showing pages anymore). After closing and reopening it, errors are beginning to show up.
Is there anyone that had experienced that? I would be very happy with something like "do it on linux, it works better on this platform". I am not willing to do it without knowing it will work any better, though.
So
BOOL result = ::FreeLibrary(module);
fails in debug builds see if you have a
DWORD WINAPI GetLastError(void);
to get the real error.
I could guess
module not loaded
module is NULL
Perhaps some DEBUG statement is changing the value of module?
We have a program which is proving difficult to debug. The MFC application runs fine for a few hours but over a day it will crash. Sometimes it will not throw any errors and simply exit the "dlg.DoModal()" section of our code without the user (or any obvious part of the code) closing the dialog. Other times it will crash and throw an error outside of our code and have a horrendous call stack that has nothing to do with our code, it has a lot of calls to system DLLs however.
A bit of background to our problem.
We are trying to develop a MFC bases C++ application (with a dialog). We have multiple threads and the code is rather large which makes debugging a nightmare. We have been experiencing intermittent crashes that we have been unable to locate the source of so far.
We are well past the use of breakpoints for debugging as we are pretty sure it is an issue somewhere in MFC, maybe not a bug but more a problem with the way we are using MFC.
Now we've tried simple things to help us like:
Enable all debug exceptions:
Debug -> Exceptions and then checking all the boxes so that we can
trap silly mistakes.
This proved helpful but we've now corrected all the errors it throws
within a few hours of running.
Search for memory leaks
We then tried Visual Leak Detector (which works beautifully by the
way) located here: http://vld.codeplex.com/ Our code now reports no
memory leaks so it is not an obvious memory leak issue. We have
included vld.h in the very top of our code near the entry point.
Adding Microsoft Symbol Server to obtain debug symbol files.
We then tried making our call stacks more human readable by using MS
Symbol servers shown in these tutorials:
http://social.msdn.microsoft.com/Forums/vstudio/en-US/3f1825e1-6770-48c0-91b0-12d8946ab259/2-how-do-i-configure-visual-studio-to-use-microsoft-symbol-server?forum=vsdebug and http://support.microsoft.com/kb/311503
This ultimately did nothing as it still doesn't tell you enough about any errors.
Using the Thread window to see all call stacks, and using the
Parallel Stack window
We have been using the Thread and Parallel stack windows to aid our
debugging but ultimately they have proved nothing more than pretty
pictures and fancily formatted call stacks that makes you feel good
more than anything. We have been using the tutorial here which has
been very handy
http://www.codeproject.com/Articles/79508/Mastering-Debugging-in-Visual-Studio-A-Beginn
Now for the more interesting things we've tried that do not throw errors straight away but can be detected as problems:
GDI Objects not being destroyed
This one is not obvious in VS2010 as an issue. Basically if you use a call like "CDC* pDC = lChild->GetDC();" and do not use the call "ReleaseDC(pDC);" then you have just created a GDI Object that will not be destroyed until your program terminates. VS2010 is a bit dumb in this regard and will keep creating these objects until your program crashes, and the call stack will look horrible and you will probably have no idea why it has crashed.
To find this issue, start Windows Task Manager -> Click Processes Tab -> Click the View Toolbar item -> Select Columns. Now check Handles, Threads, User Objects, and GDI Objects. Now start your program, find it's process in the list under Image Name, and watch to see if the GDI Objects column keeps growing or stabilizes.
Objects Not being destroyed
This is another not so obvious error, if you create a bitmap like this: "reinterpret_cast(LoadImage( GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BITMAPNPR), IMAGE_BITMAP, 0, 0, 0))" and assign it straight to a picture control, the bitmap will not be destroyed if you assign another bitmap to this picture control using similar code. Instead you need to assign the above to a HBITMAP variable which you then need to destroy when you are done.
This situation can also arise if you create a font or colour in a similar fashion.
Now with all that being said, we have tried all the methods above and we still can't find our issue. Sometimes our program will exit normally and we won't be given any debug info (this is usually after is has been running overnight), other times our program will lockup the PC (tested on multiple PCs), other times it will throw an error but we can't locate the culprit because it simply points to the ".DoModal()" part of our code and the rest is native windows DLLs which is useless for debugging purposes.
We suspect something is either being created and not destroyed properly but we aren't sure what and VS2010 is not telling us anything useful to point us in the right direction.
Does anyone have any ideas? How do we trap errors that aren't obvious to VS2010? Or rather how do we easily trap "GDI leaks" and the like?
Thanks in advance
Edit:
We've been using Microsoft's Application Verifier, it's found a few errors so far. To use it download it here http://www.microsoft.com/en-us/download/details.aspx?id=20028 run Application Verifier, add your .exe file in your Debug or Release directories and run the program in VS2010 as normal. VS2010 will break when Application Verifier 'sees' an error. It hasn't found anything too outrageous yet so I assume that we still have issues with our code.
First things first: Platform is Windows 7 64-bit, language is VC++, IDE is VS2010. Graphics card is nVidia GTX 460, drivers are version 290.53.
So here's the situation. I am currently working in OpenGL using Glew 1.7 and Glut. I set everything up a few days ago and managed to successfully code and complete an assignment for my classes. The assignment ran beautifully and displayed and did everything it was supposed to. That was wonderful. So I submitted my assignment and didn't touch it again until tonight.
Now, tonight I tried running the code again and instead of my beautifully tessellated polygons I am getting a plain white window. As far as I know, nothing related to OpenGL has changed on my system since I last ran the code. I haven't changed the code at all, I haven't changed the graphics drivers, I haven't changed anything that I am aware of. I couldn't seem to find anything related to this kind of problem, and I am at a loss of what could possibly be causing the issue. I even tried recompiling Glew, but it didn't change anything. I know it's not a code issue since it was working fine a few days ago and nothing has changed, so it has to be a configuration issue.
Could someone please point me in the right direction?
Edit
One more thing to add to this. When I was originally doing the project in question, attempting to run it produced the error message "unable to find glew32d.dll" until I placed glew32d.dll and glut32.dll in the source folder of my project.
Now, I don't remember deleting them from my project folder, but when I tried to debug it last night, I noticed that both of them had disappeared from my project folder. However, I was not getting any .dll missing errors. Replacing them in the folder didn't solve the problem, but I am wondering if their disappearance has something to do with this. They are also located in the VC/bin/ directory of the VS2010 install path, and deleting them from both locations produces the error message, but having them in either location is now sufficient for building and running when previously I needed them in both.
One possibility is that you're scaling by an infinite value (1.#INF), or something of the sort. I've run into a very similar situation, and that turned out to be the problem. However, if you have not changed the code, then you may be able to rule this out. Have you tried throwing in some code to render a simple quad or triangle to the screen?
As for the .dlls, I recommend putting them in your C:/Windows/SysWOW64 and C:/Windows/System32 folders. SysWOW64 specifically houses all the 32-bit .dlls, but it's safe to put them in both locations. Visual Studio will look in both your project folder and these system folders for necessary dynamic libraries. The advantage of placing them in the system folders is that they are then available for all OpenGL applications you may write.
One last thing that might help in finding the issue is making use of OpenGL's error reporting. You can use a function such as:
void HandleGLError()
{
GLenum error;
int i = 0;
while ((error = glGetError()) != GL_NO_ERROR) {
printf("GL ERROR(%d) %s\n",i,gluErrorString(error));
i++;
}
}
Try calling that at the beginning and end of your render function, and in any other places you think might be causing a problem.
I have Direct3D rendering library compiled with VS2008. The another application (built with VS2008) uses my library and everything works fine.
Recently, parent application was moved to VS2010 but my library is still being built under VS2008. And still everything works fine BUT one call on only ONE sprite.
D3DXSprite->Draw method crashes in D3DX9_43.dll in D3DXCore::CSprite::Draw() method. And it occurs only when I'm trying to draw a specific element from texture.
I've also tried to rebuild my library under VS2010, but no success. Crash still occurs.
Any ideas?
Thanks!
This may not be want you want to hear, but all I can suggest for debugging something like this is the liberal use of break points and special debugging if-statements.
Place a try-catch statement around the render function that is failing and place a breakpoint in the catch block.
You may need to add some counters and debugging variables so that you can monitor the size/cont of your data structures vs. what your rendering code actually processed.
If you still don't have any hints, it's time to temporarily fork your code (copy it) and simplify. Start ripping out chunks of code to see if it still fails. Eventually you'll narrow it down.
Good luck.