google::protobuf::Any anyResponse = someResponse.response();
ResponseType unpackResp; //ResponseType is a subclass of google::protobuf::Message
if (anyResponse.UnpackTo(&unpackResp))
{
...
}
Running this piece of C++ code and access vialotion exception happens in anyResponse.UnpackTo(&unpackResp). Does someone know how to debug into this function? I checked anyResponse and it looks good.
It went through these files in google::protobuf:
call stack
Anyway I can see these files?
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I have a winforms application that is installed on multiple computers. Most of the time it works perfectly but for a small subset of users the application fails to launch. The only resolution I have found for this issue is to reinstall the application on the users machine.
I have included screenshots below showing the application working after a successful launch and also a screenshot showing what the user sees when the application fails
Normal Launch:
Failed Launch:
When the application fails, the startup form does not get rendered at all. On the users desktop there is nothing visible at all and the program is not outside of any visible area.
If anyone could provide answers or insight into the following questions it would be much appreciated.
What could cause this problem?
Windows or program related?
How could this be fixed?
I have included code snippets from the startup form below
Starting code:
private static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
Application.Run(new Timelord());
}
public Timelord()
{
this.InitializeComponent();
this.BringToFront();
this.Focus();
// Displays a date and gets the version of the program
lblDate.Text = DateTime.Now.ToShortDateString();
Version version = System.Reflection.Assembly.GetExecutingAssembly().GetName().Version;
if (ApplicationDeployment.IsNetworkDeployed)
{
lblVersion.Text = string.Format("v{0}", ApplicationDeployment.CurrentDeployment.CurrentVersion.ToString(4));
}
// Loads the comboboxes for selection
this.loadComboUser();
this.loadComboCompany();
this.loadComboTick();
}
I think what is happening is that there is an error being thrown in your Timelord constructor under certain conditions. Since Timelord is the "startup" object for your application, a failure to create its instance properly would cause serious problems. Here is what I would recommend doing to identify those conditions, and to eliminate the issue with the form only being partially created.
I am assuming based on your comment about the program reading from a database that one or more of the following methods perform data access calls to a database
this.loadComboUser();
this.loadComboCompany();
this.loadComboTick();
You typically want to avoid method calls, ESPECIALLY data access calls in a constructor. There are many reasons for this that I won't list here, but this other stackoverflow article explains some of them.
Is it OK to put a database initialization call in a C# constructor?
To correct these issues, implement an eventhandler for the load event and move all of your Timelord constructor code into the Load event handler. The Form.Load event fires after the constructor is complete but before a form is displayed for the first time.
https://learn.microsoft.com/en-us/dotnet/api/system.windows.forms.form.load?view=netframework-4.7.2
Here is how I would recommend restructuring your Timelord object.
public Timelord()
{
this.InitializeComponent();
}
Private Sub Timelord_Load(sender As Object, e As EventArgs) Handles MyBase.Load
{
Try
{
this.BringToFront();
this.Focus();
// Displays a date and gets the version of the program
lblDate.Text = DateTime.Now.ToShortDateString();
Version version = System.Reflection.Assembly.GetExecutingAssembly().GetName().Version;
if (ApplicationDeployment.IsNetworkDeployed)
{
lblVersion.Text = string.Format("v{0}", ApplicationDeployment.CurrentDeployment.CurrentVersion.ToString(4));
}
// Loads the comboboxes for selection
this.loadComboUser();
this.loadComboCompany();
this.loadComboTick();
}
Catch(Exception ex)
{
MessageBox.Show($"The following error occurred in the Timelord constructor {Environment.NewLine}{ex.Message}")
}
}
Making this change will allow the Timelord constructor to completely create the object, then the Load event will run and load any data into the UI. This way, if an error occurs, you will have at least completely created the Timelord Form and can catch the error.
What could cause this problem?
Your startup object (Timelord()) throwing an error in the constructor, therefore not properly creating object.
Windows or program related?
Program related
How could this be fixed?
Separating your Forms logic so that the only code in the constructor is your instantiation logic.
Implementing Try/Catch blocks to trap errors
Currently when an exception is thrown from within my Unity script while using my HoloLens the Debug Output in Visual Studio shows the stack trace without the line numbers.
How do I get the line numbers along with the stack trace? I'd be fine with it being logged somewhere else other than the Debug Output.
Here's some example output in Visual Studio:
Exception thrown: 'System.NullReferenceException' in Assembly-CSharp.dll
NullReferenceException: Object reference not set to an instance of an object.
at NewBehaviourScript.Update()
at NewBehaviourScript.$Invoke6Update(Int64 instance, Int64* args)
at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
(Filename: <Unknown> Line: 0)
And the corresponding Unity script (I made a Cube and attached a NewBehaviourScript component):
public class NewBehaviourScript : MonoBehaviour {
// Update is called once per frame
void Update ()
{
object a = null;
a.GetType();
}
}
I tried changing the build from Release to Debug doesn't give the line numbers.
I tried googling, and it looks like it's not showing the line numbers for others, as well: http://answers.unity3d.com/questions/1315985/null-reference-in-line-0.html
I tried asking on Microsoft's forums, but didn't receive any useful replies.
I don't think you would get the line number since it does not exist anymore. You get it in Unity editor because you are not running a full build of the application so Unity still has access to the non-compiled code. When you run on the device, it sends debug commands to the VS console about the printing and the errors but all the code is binary at that point, so there is no reason nor possibility to provide a line number.
Actually this is not specific to Hololens, but you would get the same in Android or iOS. Once build, the code is no longer the same, it does not even match one to one as the compiler performs optimizations.
What you can do is placed Debug commands to see where it happens.
public class NewBehaviourScript : MonoBehaviour {
// Update is called once per frame
void Update ()
{
object a = null;
#if DEBUG
if(a == null)
{
Debug.Log("[NewBehaviourScript] Running update with null a object");
}
#endif
a.GetType();
Debug.Log("[NewBeahviourScript] if this line prints, method did not crash");
}
}
In this example, you can use the DEBUG macros if you would have code running only for debug purpose. This way you can easily exclude it on export. The second call for Debug is not required in the macro since the build process will discard it when you set the build to Release or Master.
I am working on an old MFC application which uses xerces 2.7 for XML parsing.
In debug mode, while trying to debug a stack corruption, I have been able to narrow down the issue to the following code:
BOOL CXMLHandler::LoadFile(CString fileName)
{
XMLPlatformUtils::Initialize();
SAXParser* parser = new SAXParser();
delete parser;
XMLPlatformUtils::Terminate();
return TRUE;
}
while deleting the parser, I get the error
"DAMAGE: after Normal block (#1695) at 0x0795EEA8."
the SAXParser class is from xerces.
I cannot figure out what is wrong with the code. Can anyone help in finding out what is wrong here. Could a memory leak/corruption elsewhere in the code be causing this?
If that #1695 is the same each time you run add the following to the start of the program:
_CrtSetBreakAlloc(1695);
Allocation number 1695 is the data that has been damaged. The debugger will halt there.
I will paste a code snippet and explain the problem I am facing,
void materialPropertiesDlg::OnNext() {
contiBeam *continousBeamPtr;
contiBeam contiBeamObj;
UpdateData(TRUE);
switch (m_steel_grade) {
// Do Something
}
continousBeamPtr->setMaterial(m_conc_grade, m_steel_grade);
OnOK();
}
As you see, in line 2 a pointer object is created and in the next line an object is created. So, then I call the member function setMaterials() of the class contiBeam. I can easily do that with the object contiBeamObj, but when I call the function using contiBeamPointer, the windows throws an error which reads
Application Has Stopped working.
I am able to do the needful, I just want to know what could be the possible reason for this?
You are using your pointer contiBeam *continousBeamPtr; without having allocated it.
That is Undefined Behaviour and will make your application crash.
You should allocate (reserve memory for) your pointer by using new, like so:
contiBeam *continousBeamPtr = new contiBeam;
However, the ultimate question is, why are you using a pointer in the first place? Do you need one? Doesn't look like it from the code you posted.
I'd like to somehow find out which CFC is calling my method.
I have a logging CFC which is called by many different CFC's. On this logging CFC there's a need to store which CFC called for the log.
Whilst I could simply pass the CFC name as an argument to my log.cfc, I find this to be a repetitive task, that might not be necessary, if I somehow could find out "who's" calling the method on log.cfc
Is there any programmatic way of achieving this?
Thanks in advance
Update: As Richard Tingle's answer points out, since CF10 you can use CallStackGet(), which is better than throwing a dummy exception.
Original answer: The easiest way is to throw a dummy exception and immediately catch it. But this has the downside of making a dummy exception show up in your debug output. For me, this was a deal-breaker, so I wrote the following code (based off of this code on cflib). I wanted to create an object that is similar to a cfcatch object, so that I could use it in places that expected a cfcatch object.
Note: You may have to adjust this code a bit to make it work in CF8 or earlier. I don't think the {...} syntax for creating object was supported prior to CF9.
StackTrace = {
Type= 'StackTrace',
Detail= '',
Message= 'This is not a real exception. It is only used to generate debugging information.',
TagContext= ArrayNew(1)
};
j = CreateObject("java","java.lang.Thread").currentThread().getStackTrace();
for (i=1; i LTE ArrayLen(j); i++)
{
if(REFindNoCase("\.cf[cm]$", j[i].getFileName())) {
ArrayAppend(StackTrace.TagContext, {
Line= j[i].getLineNumber(),
Column= 0,
Template= j[i].getFileName()
});
}
}
From ColdFusion 10 there is now a function to do this callStackGet()
For example the following code will dump the stack trace to D:/web/cfdump.txt
<cfdump var="#callStackGet()#" output="D:/web/cfdump.txt">
One kludgey way is to throw/catch a custom error and parse the stack trace. Here are some examples
http://www.bennadel.com/blog/406-Determining-Which-Function-Called-This-Function-Using-ColdFusion-.htm
http://coldfusion.dzone.com/news/what-function-called-my-functi
I don't know of a method to do directly what you are asking, maybe someone else does.
However, I believe you could get the stack trace and create a function to parse the last method call.
This function on cflib will get you the stack trace.