How do I get the camera2 api to work a second time? - xamarin

I'm using Xamarin/Android (not Forms), trying to integrate the camera2basic api sample into my project.
https://developer.xamarin.com/samples/monodroid/android5.0/Camera2Basic/
I changed nothing in the sample, and I am only interested in using the main camera and only taking a snapshot.
My project has a MainActivity and the camera2 is one of its Fragments that I'm calling like this:
string fragmentTag = this.Resources.GetString(Resource.String.camera_form);
// Begin the transaction
FragmentTransaction trans = this.FragmentManager.BeginTransaction();
// Replace the old fragment with the new one.
trans.Add(Resource.Id.fragment_container, camera2BasicFragment, fragmentTag);
// Add the transaction to the back stack.
// The tag is added so we can use PopBackStack to skip a screen on the back key
trans.AddToBackStack(fragmentTag);
// Don't forget to commit
trans.Commit();
Everything works the first time. It takes a photo and saves it to a folder.
The second time I run it, it shows a preview, then when I take a photo it crashes here, where the throw is:
public void CaptureStillPicture()
{
try
{
var activity = Activity;
if (null == activity || null == mCameraDevice)
{
return;
}
// This is the CaptureRequest.Builder that we use to take a picture.
if (stillCaptureBuilder == null)
stillCaptureBuilder = mCameraDevice.CreateCaptureRequest(CameraTemplate.StillCapture);
stillCaptureBuilder.AddTarget(mImageReader.Surface);
// Use the same AE and AF modes as the preview.
stillCaptureBuilder.Set(CaptureRequest.ControlAfMode, (int)ControlAFMode.ContinuousPicture);
SetAutoFlash(stillCaptureBuilder);
// Orientation
int rotation = (int)activity.WindowManager.DefaultDisplay.Rotation;
stillCaptureBuilder.Set(CaptureRequest.JpegOrientation, GetOrientation(rotation));
mCaptureSession.StopRepeating();
try
{
mCaptureSession.Capture(stillCaptureBuilder.Build(), new CameraCaptureStillPictureSessionCallback(this), null);
}
catch (System.Exception e)
{
throw;
}
}
catch (CameraAccessException e)
{
e.PrintStackTrace();
}
}
With this error:
{Java.Lang.IllegalArgumentException: CaptureRequest contains unconfigured Input/Output Surface!
at Java.Interop.JniEnvironment+InstanceMethods.CallIntMethod (Java.Interop.JniObjectReference instance, Java.Interop.JniMethodInfo method, Java.Interop.JniArgumentValue* args) [0x00069] in <286213b9e14c442ba8d8d94cc9dbec8e>:0
at Java.Interop.JniPeerMembers+JniInstanceMethods.InvokeAbstractInt32Method (System.String encodedMember, Java.Interop.IJavaPeerable self, Java.Interop.JniArgumentValue* parameters) [0x00014] in <286213b9e14c442ba8d8d94cc9dbec8e>:0
at Android.Hardware.Camera2.CameraCaptureSessionInvoker.Capture (Android.Hardware.Camera2.CaptureRequest request, Android.Hardware.Camera2.CameraCaptureSession+CaptureCallback listener, Android.OS.Handler handler) [0x00078] in <b781ed64f1d743e7881ac038e0fbdf85>:0
at RvsMobileApp.Activities.Camera2BasicFragment.CaptureStillPicture () [0x000b7] in C:\Source\RVS\rvs-mobile-app\src\Rvs.Mobile.App\Activities\Camera2BasicFragment.cs:807
--- End of managed Java.Lang.IllegalArgumentException stack trace ---
java.lang.IllegalArgumentException: CaptureRequest contains unconfigured Input/Output Surface!
at android.hardware.camera2.CaptureRequest.convertSurfaceToStreamId(CaptureRequest.java:674)
at android.hardware.camera2.impl.CameraDeviceImpl.submitCaptureRequest(CameraDeviceImpl.java:1066)
at android.hardware.camera2.impl.CameraDeviceImpl.capture(CameraDeviceImpl.java:936)
at android.hardware.camera2.impl.CameraCaptureSessionImpl.capture(CameraCaptureSessionImpl.java:173)
at md5bbb797339b35f7667da89d6634e22c37.CameraCaptureListener.n_onCaptureCompleted(Native Method)
at md5bbb797339b35f7667da89d6634e22c37.CameraCaptureListener.onCaptureCompleted(CameraCaptureListener.java:37)
at android.hardware.camera2.impl.CameraCaptureSessionImpl$1.lambda$onCaptureCompleted$3(CameraCaptureSessionImpl.java:640)
at android.hardware.camera2.impl.-$$Lambda$CameraCaptureSessionImpl$1$OA1Yz_YgzMO8qcV8esRjyt7ykp4.run(Unknown Source:8)
at android.os.Handler.handleCallback(Handler.java:873)
at android.os.Handler.dispatchMessage(Handler.java:99)
at android.os.Looper.loop(Looper.java:214)
at android.os.HandlerThread.run(HandlerThread.java:65)
}
base: {Java.Lang.RuntimeException}
JniPeerMembers: {Android.Runtime.XAPeerMembers}
At first I thought it was a memory leak, so I made sure my fragment was killing itself off. Here is how I end the fragment when the finished button is pressed:
case Resource.Id.camera_finished:
// EventHandler<DialogClickEventArgs> nullHandler = null;
Activity activity = Activity;
if (activity != null)
{
// Send all of the data to the service
// SendPhotosAndDataToService();
// Call the paren activitity's back to END this Fragment
activity.FragmentManager.BeginTransaction().Remove(this).CommitNow();
//activity.OnBackPressed();
}
break;
Here are my steps to reproduce the error:
Start the Camera (load the fragment)
See a preview
Take a photo
Return to Main Activity (close fragment)
Start the Camera (load the fragment)
See a preview
Take a photo CRASH!!!
As long as I don't take any photos, I can load and unload the fragment as many times as I need to.
I Googled "CaptureRequest contains unconfigured Input/Output Surface!", and didn't get enough information to really understand the problem.
I think something is not cleaning itself up after the first run.
I've been working on this issue for days now.

As Alex Cohn pointed out, and I found when I read this article:
https://hofmadresu.com/2018/09/11/android-camera2-trials-and-tribulations.html
Which is an excellent resource BTW, the sample code was not releasing the stillCaptureBuilder so it can be used the second time.
public void CaptureStillPicture()
{
try
{
var activity = Activity;
if (null == activity || null == mCameraDevice)
{
return;
}
// THIS WAS NOT RELEASING THE RESOURCES AND SHOULD BE REMOVED FROM THE SAMPLE!
//// This is the CaptureRequest.Builder that we use to take a picture.
////if (stillCaptureBuilder == null)
//// stillCaptureBuilder = mCameraDevice.CreateCaptureRequest(CameraTemplate.StillCapture);
// This is the proper code
var stillCaptureBuilder = mCameraDevice.CreateCaptureRequest(CameraTemplate.StillCapture);
stillCaptureBuilder.AddTarget(mImageReader.Surface);
// Use the same AE and AF modes as the preview.
stillCaptureBuilder.Set(CaptureRequest.ControlAfMode, (int)ControlAFMode.ContinuousPicture);
SetAutoFlash(stillCaptureBuilder);
// Orientation
int rotation = (int)activity.WindowManager.DefaultDisplay.Rotation;
stillCaptureBuilder.Set(CaptureRequest.JpegOrientation, GetOrientation(rotation));
mCaptureSession.StopRepeating();
mCaptureSession.AbortCaptures();
try
{
mCaptureSession.Capture(stillCaptureBuilder.Build(), new CameraCaptureStillPictureSessionCallback(this), null);
}
catch (System.Exception e)
{
throw;
}
}
catch (CameraAccessException e)
{
e.PrintStackTrace();
}
}
I am documenting this so anyone else struggling with camera2 can learn.
Thank you as always

Have stillCaptureBuilder re-initialized when you restore the camera fragment. Even better, make sure you clean the stillCaptureBuilder up when the fragment is destroyed.

Related

Messeging center hits multiple times when sending from Shared code to platform code- Xamarin.forms

I know these questions asked several times on SO. But I can't able to solve this. In my xamarin.forms app, I am showing a camera inside one page using custom Camera View. The button for taking a picture is in a shared code. For taking a picture from shared code, I am using the Messaging Center. When we click the button the messaging center send from shared code will subscribe to my camera custom Render and picture taking action will happen.
The problem I am facing is the subscribing part of the Messaging center will hit multiple times. The weird thing is the subscribing will increase each time when we click the button. I added the Unsubscribe messaging center. Then it will no longer hit. What will be the cause of this problem? Any help is appreciated.
My shared code Portion where messaging center send.
private async void Capture_Tapped(object sender, EventArgs e)
{
try
{
MessagingCenter.Send<CameraPopup>(this, "CaptureClick");
}
catch (Exception)
{
}
}
Messeging center subscribing portion on android Camera Custom render
protected async override void OnElementChanged(ElementChangedEventArgs<Centraverse.Views.Clocking.CustomCamera.CameraPreview> e)
{
base.OnElementChanged(e);
if (Control == null)
{
cameraPreview = new CameraPreview(Context);
SetNativeControl(cameraPreview);
// This portion hitting multiple times
MessagingCenter.Subscribe<CameraPopup>(this,"CaptureClick", (sender) =>
{
try
{
Log.Info("Reached here:","Try catch of first ");
if (DetectedFaceCount == 0)
{
//Do Action
}
else if (DetectedFaceCount == 1)
{
Control.Preview.StopFaceDetection();
Task.Run(() => takepicture());
}
else if (DetectedFaceCount > 1)
{
//Do Action
}
}
catch (Exception ex)
{
return;
}
// MessagingCenter.Unsubscribe<CameraPopup>(this, "CaptureClick");
});
}
if (e.OldElement != null)
{
}
if (e.NewElement != null)
{
try
{
Control.Preview = Camera.Open((int)e.NewElement.Camera);
Device.BeginInvokeOnMainThread(async () =>
{
Control.Preview.SetFaceDetectionListener(this);
Control.Preview.StartFaceDetection();
});
}
catch (Exception ex)
{
return;
}
}
}
According to your description and to the code there can be just one reason for this - you are subscribing multiple times to the event. So you need to unsubscribe first or to have some internal tracking mechanism that you have subscribed and to do it just once.

Xamarin Cam2 IOnImageAvailableListener's OnImageAvailable called twice causing

UPDATE: The initial question has been answered as to why the crashes happen but the lingering problem remains of why is the 'OnImageAvailable' callback called so may times? When it is called, I want to do stuff with the image, but whatever method I run at that time is called many times. Is this the wrong place to be using the resulting image?
I am using the sample code found here for a Xamarin Android implementation of the Android Camera2 API. My issue is that when the capture button is pressed a single time, the OnCameraAvalibleListener's OnImageAvailable callback gets called multiple times.
This is causing a problem because the image from AcquireNextImage needs to be closed before another can be used, but close is not called until the Run method of the ImageSaver class as seen below.
This causes these 2 errors:
Unable to acquire a buffer item, very likely client tried to acquire
more than maxImages buffers
AND
maxImages (2) has already been acquired, call #close before acquiring
more.
The max image is set to 2 by default, but setting it to 1 does not help. How do I prevent the callback from being called twice?
public void OnImageAvailable(ImageReader reader)
{
var image = reader.AcquireNextImage();
owner.mBackgroundHandler.Post(new ImageSaver(image, file));
}
// Saves a JPEG {#link Image} into the specified {#link File}.
private class ImageSaver : Java.Lang.Object, IRunnable
{
// The JPEG image
private Image mImage;
// The file we save the image into.
private File mFile;
public ImageSaver(Image image, File file)
{
if (image == null)
throw new System.ArgumentNullException("image");
if (file == null)
throw new System.ArgumentNullException("file");
mImage = image;
mFile = file;
}
public void Run()
{
ByteBuffer buffer = mImage.GetPlanes()[0].Buffer;
byte[] bytes = new byte[buffer.Remaining()];
buffer.Get(bytes);
using (var output = new FileOutputStream(mFile))
{
try
{
output.Write(bytes);
}
catch (IOException e)
{
e.PrintStackTrace();
}
finally
{
mImage.Close();
}
}
}
}
The method OnImageAvailable can be called again as soon as you leave it if there is another picture in the pipeline.
I would recommend calling Close in the same method you are calling AcquireNextImage. So, if you choose to get the image directly from that callback, then you have to call Close in there as well.
One solution involved grabbing the image in that method and close it right away.
public void OnImageAvailable(ImageReader reader)
{
var image = reader.AcquireNextImage();
try
{
ByteBuffer buffer = mImage.GetPlanes()[0].Buffer;
byte[] bytes = new byte[buffer.Remaining()];
buffer.Get(bytes);
// I am not sure where you get the file instance but it is not important.
owner.mBackgroundHandler.Post(new ImageSaver(bytes, file));
}
finally
{
image.Close();
}
}
The ImageSaver would be modified to accept the byte array as first parameter in the constructor:
public ImageSaver(byte[] bytes, File file)
{
if (bytes == null)
throw new System.ArgumentNullException("bytes");
if (file == null)
throw new System.ArgumentNullException("file");
mBytes = bytes;
mFile = file;
}
The major downside of this solution is the risk of putting a lot of pressure on the memory as you basically save the images in memory until they are processed, one after another.
Another solution consists in acquiring the image on the background thread instead.
public void OnImageAvailable(ImageReader reader)
{
// Again, I am not sure where you get the file instance but it is not important.
owner.mBackgroundHandler.Post(new ImageSaver(reader, file));
}
This solution is less intensive on the memory; but you might have to increase the maximum number of images from 2 to something higher depending on your needs. Again, the ImageSaver's constructor needs to be modified to accept an ImageReader as a parameter:
public ImageSaver(ImageReader imageReader, File file)
{
if (imageReader == null)
throw new System.ArgumentNullException("imageReader");
if (file == null)
throw new System.ArgumentNullException("file");
mImageReader = imageReader;
mFile = file;
}
Now the Run method would have the responsibility of acquiring and releasing the Image:
public void Run()
{
Image image = mImageReader.AcquireNextImage();
try
{
ByteBuffer buffer = image.GetPlanes()[0].Buffer;
byte[] bytes = new byte[buffer.Remaining()];
buffer.Get(bytes);
using (var output = new FileOutputStream(mFile))
{
try
{
output.Write(bytes);
}
catch (IOException e)
{
e.PrintStackTrace();
}
}
}
finally
{
image?.Close();
}
}
I too facing this issue for longer time and tried implementing #kzrytof's solution but didn't helped well as expected but found the way to get the onImageAvailable to execute once.,
Scenario: When the image is available then the onImageAvailable method is called right?
so, What I did is after closing the image using image.close(); I called the imagereader.setonImageAvailableListener() and made the listener = null. this way I stopped the execution for second time.,
I know, that your question is for xamarin and my below code is in native android java but the method and functionalities are same, so try once:
#Override
public void onImageAvailable(ImageReader reader) {
final Image image=imageReader.acquireLatestImage();
try {
if (image != null) {
Image.Plane[] planes = image.getPlanes();
ByteBuffer buffer = planes[0].getBuffer();
int pixelStride = planes[0].getPixelStride();
int rowStride = planes[0].getRowStride();
int rowPadding = rowStride - pixelStride * width;
int bitmapWidth = width + rowPadding / pixelStride;
if (latestBitmap == null ||
latestBitmap.getWidth() != bitmapWidth ||
latestBitmap.getHeight() != height) {
if (latestBitmap != null) {
latestBitmap.recycle();
}
}
latestBitmap.copyPixelsFromBuffer(buffer);
}
}
catch(Exception e){
}
finally{
image.close();
imageReader.setOnImageAvailableListener(null, svc.getHandler());
}
// next steps to save the image
}

kitkat is not letting me upload images

I currently am using the default "file choose/image picker" in android to select the image i want to upload to my server. But the file chooser is not working with android kitkat. When ever I choose an image using the file chooser the URI or the local address to my image is returned as NULL. My code works perfectly with other android devices starting from android 2.2/2.3 to 4.2/4.3.
What I would love to know is if there is a way around it or is there a custom file chooser or a script that i should be using?
Any help is appreciated since this is my first time on stackoverflow. Thank you
never mind I found it.
Bitmap bitmap;
private static final int READ_REQUEST_CODE = 42;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(R.layout.activity_main);
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT);
// Filter to only show results that can be "opened", such as a
// file (as opposed to a list of contacts or timezones)
intent.addCategory(Intent.CATEGORY_OPENABLE);
// Filter to show only images, using the image MIME data type.
// If one wanted to search for ogg vorbis files, the type would be "audio/ogg".
// To search for all documents available via installed storage providers,
// it would be "*/*".
intent.setType("image/*");
startActivityForResult(intent, READ_REQUEST_CODE);
}
#Override
public void onActivityResult(int requestCode, int resultCode,
Intent resultData) {
// The ACTION_OPEN_DOCUMENT intent was sent with the request code
// READ_REQUEST_CODE. If the request code seen here doesn't match, it's the
// response to some other intent, and the code below shouldn't run at all.
if (requestCode == READ_REQUEST_CODE && resultCode == Activity.RESULT_OK) {
// The document selected by the user won't be returned in the intent.
// Instead, a URI to that document will be contained in the return intent
// provided to this method as a parameter.
// Pull that URI using resultData.getData().
Uri uri = null;
if (resultData != null) {
uri = resultData.getData();
try {
bitmap = MediaStore.Images.Media.getBitmap(this.getContentResolver(),uri);
} catch (FileNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
ImageView my_img_view = (ImageView ) findViewById (R.id.uploadlayout2);
my_img_view.setImageBitmap(bitmap);
}
}
}
this worked for me.
Just remove the last lines about declaring a string and toasting the uri. And you are good to go.

GLSurfaceView.Renderer crashes when resuming because "bitmap is recycled"

once again I need some help:
yesterday I asked this question that was about the way to use a large jpg image as a Bitmap (http://stackoverflow.com/questions/13511657/problems-with-big-drawable-jpg-image) and I resolved myself (Is my own response on that question) but whenever I resume my activity, as it uses that bitmap as the GLRenderer texture it crashes. I've tried many things, the last try was to make that bitmap static in order to keep it as a member variable into the activity but it crashes because, I supose, it looses it's mBuffer.
More details on the Activity code:
I declared it as SingletonInstance into the manifest:
android:launchMode="singleInstance"
in order to keep the tiles for the renderer.
and here some code:
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGLSurfaceView = new GLSurfaceView(this);
mGLSurfaceView.setEGLConfigChooser(true);
mSimpleRenderer = new GLRenderer(this);
getTextures();
if (!mIsTileMapInitialized){
tileMap = new LandSquareGrid(1, 1, mHeightmap, mLightmap, false, true, true, 128, true);
tileMap.setupSkybox(mSkyboxBitmap, true);
mIsTileMapInitialized = true;
}
initializeRenderer();
mGLSurfaceView.setRenderer(mSimpleRenderer);
setContentView( R.layout.game_layout );
setOnTouchListener();
initializeGestureDetector();
myCompassView = (MyCompassView)findViewById(R.id.mycompassview);
// Once set the content view we can set the TextViews:
coordinatesText = (TextView) findViewById(R.id.coordDynamicText);
altitudeText = (TextView) findViewById(R.id.altDynamicText);
directionText = (TextView) findViewById(R.id.dirDynamicText);
//if (!mIsGLInitialized){
mOpenGLLayout = (LinearLayout)findViewById(R.id.openGLLayout);
mOpenGLLayout.addView(mGLSurfaceView);
mVirtual3DMap = new Virtual3DMap(mSimpleRenderer, tileMap);
if (mGameThread == null){
mGameThread = new Thread(mVirtual3DMap);
mGameThread.start();
}
}
On getTextures method I get few small textures and the largest one as in my last question self response:
if (mTerrainBitmap==null){
InputStream is = getResources().openRawResource(R.drawable.terrain);
try {
// Set terrain bitmap options to 16-bit, 565 format.
terrainBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565;
Bitmap auxBitmap = BitmapFactory.decodeStream(is, null, terrainBitmapOptions);
mTerrainBitmap = Bitmap.createBitmap(auxBitmap);
}
catch (Exception e){
}
finally {
try {
is.close();
}
catch (IOException e) {
// Ignore.
}
}
}
So, again, first time it works great but when I go back I do:
protected void onPause() {
super.onPause();
mGLSurfaceView.onPause();
}
#Override
protected void onStop() {
// TODO Auto-generated method stub
super.onStop();
if (mVirtual3DMap != null) {
try {
mVirtual3DMap.cancel();
mGameThread=null;
mVirtual3DMap = null;
mGLSurfaceView.destroyDrawingCache();
mSimpleRenderer=null;
System.gc();
} catch (Throwable e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
And whan I resume the activity:
#Override
protected void onResume() {
super.onResume();
mGLSurfaceView.onResume();
if (mVirtual3DMap != null) {
try {
mVirtual3DMap.resume();
} catch (Throwable e) {
e.printStackTrace();
}
}
}
And it crashes.
Why?? Ok, here is the exception cause on the GLThread:
java.lang.IllegalArgumentException: bitmap is recycled...
I tried this messy stuff because launching more than two times the original activity the application crashes bacuse of this or because of the amount of memory used and now I don't know if revert all these changes or what todo with this.
Is there a good way to keep in memory and usable, by this or another application activity, this bitmap?
Please, I need your advices.
Thanks in advance.
Do not handle resources manually or your app's surface will broke up. You can't handle your resources manually.
If you worry about reloading resources and you use API level 11+, you can use setPreserveEGLContextOnPause(). It will perserve your textures and FBOs.
If you can't use API 11+, you can port GLSurfaceView() to your app. You can check my own GLSurfaceView that is ported from ICS.
PS: Sorry about my poor english.
No. Let Android handle all the resources. You must handle the appropriate events and reload the bitmap when the activity is resumed. You cannot expect, that any OpenGL handles are still valid after the activity has been resumed.
Think of it as in the example of a laptop coming out from hibernation. Although all memory has been restored, you cannot expect that any open socket has still a real active connection going.
I am an Android noobie, so please correct me if I am wrong.

Unable to func-eval using Mdbg due to "code is optimized" exception

We are using MdbgCore.dll to evaluate a property off a parameter on a thread callstack.
To do this, we are performing a func-eval.
Unfortunately, all our attempts to perform the func-eval are failing with CORDBG_E_ILLEGAL_IN_OPTIMIZED_CODE, which seems to be due to the thread being used for the func-eval not being in a GC-safe point.
This is documented here: http://blogs.msdn.com/b/jmstall/archive/2005/11/15/funceval-rules.aspx.
We tried scanning all threads in the process to find a thread that is in a GC-safe point, but they all appear to have UserState marked with USER_UNSAFE_POINT.
There is very scarce documentation on the subject, and we are pulling our hair out trying to figure out if there is a way to get a thread in a GC-safe point so we can do the func-eval. We would consider anything that allows us to deterministically break into the process with a thread to do the func-eval with.
Disclaimer: we are trying to evaluate a method on a class that resides in an optimized assembly, so not sure if this is maybe also causing an issue.
The sample code follows:
if (argument.TypeName.EndsWith(
"WorkerRequest", StringComparison.OrdinalIgnoreCase)
&& !argument.IsNull)
{
try
{
// Invoke the "GetUriPath()" function to obtain the URI
string functionName = "System.Web.HttpWorkerRequest.GetUriPath";
MDbgFunction func = debugger.Processes.Active.ResolveFunctionNameFromScope(
functionName,
thread.CorThread.AppDomain
);
if (null == func)
{
throw new InvalidOperationException(
String.Format("Could not resolve {0}", functionName));
}
// Setup the eval
CorEval eval = threadForFuncEvals.CorThread.CreateEval();
// Setup the function parameters
List<CorValue> values = new List<CorValue>();
// Add the worker request "this" pointer
values.Add(
argument.CorValue
);
// resume the thread being used to do the func-eval
threadForFuncEvals.CorThread.DebugState = CorDebugThreadState.THREAD_RUN;
// Queue the function for execution
// EXCEPTION THROWN BELOW
// EXCEPTION THROWN BELOW
// EXCEPTION THROWN BELOW
eval.CallFunction(func.CorFunction, values.ToArray());
// BUGBUG: Should we pause all other threads to prevent them from moving?
// Continue the process to execute the function
if (!proc.Go().WaitOne(settings.BreakTimeout))
{
throw new InvalidOperationException("Timeout while evaluating function");
}
// get the returned string
var result = eval.Result;
if (result != null)
{
MDbgValue mv = new MDbgValue(proc, result);
string returnedValue = mv.GetStringValue(false);
threadInfo.Url = returnedValue;
}
}
catch (Exception e)
{
// BUGBUG: Ignoring exception
}
finally
{
// suspend the thread again
if (threadForFuncEvals != null)
{
threadForFuncEvals.CorThread.DebugState =
CorDebugThreadState.THREAD_SUSPEND;
}
}
}
Microsoft / Mdbg team, can you help?
Best,
Mike
Is this something to do with JIT optimization?
In my program, I turn JIT optimization off (for technical reasons, I think you can only do this with CreateProcess() and not using Attach()).
proc = m_Debugger.CreateProcess(ProcessName, ProcessArgs, DebugModeFlag.Default, DebugEngineUtils.GetAssemblyRuntimeVersion(ProcessName,DefaultNetVersion));
if (proc!=null) proc.CorProcess.OnCreateProcess += new Microsoft.Samples.Debugging.CorDebug.CorProcessEventHandler(CorProcess_OnCreateProcess);
if (proc!=null) proc.CorProcess.OnModuleLoad += new Microsoft.Samples.Debugging.CorDebug.CorModuleEventHandler(CorProcess_OnModuleLoad);
void CorProcess_OnModuleLoad(object sender, Microsoft.Samples.Debugging.CorDebug.CorModuleEventArgs e)
{
e.Module.JITCompilerFlags = Microsoft.Samples.Debugging.CorDebug.CorDebugJITCompilerFlags.CORDEBUG_JIT_DISABLE_OPTIMIZATION;
}
void CorProcess_OnCreateProcess(object sender, Microsoft.Samples.Debugging.CorDebug.CorProcessEventArgs e)
{
//try to disable optimization
((Microsoft.Samples.Debugging.CorDebug.CorProcess)sender).DesiredNGENCompilerFlags = Microsoft.Samples.Debugging.CorDebug.CorDebugJITCompilerFlags.CORDEBUG_JIT_DISABLE_OPTIMIZATION;
}

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