Visual studio 2012 doesn't rerender until resizing the main window - visual-studio

I am experiencing the exact same issue as this fellow, and cant seem to find any real solutions to the issue. The only solution I've been able to find so far that works it not maximizing VS. Keeping VS in windowed mode fixes the problem completely, but as soon as it returns to maximized state UI elements no longer redraw unless the stale area is put under new active focus. This makes it impossible to develop and I'm forced to return to windowed mode. I've tried disabling hardware acceleration with no luck. Any Ideas?

There are a handful of feedback reports at connect.microsoft.com that describe a similar problem. But none that ever evolved to a solution, most typically the programmer that filed the report stopped responding when asked to provide additional diagnostics.
Clearly this is an environmental problem, something is wrong with your machine. VS2012 uses WPF for rendering, it puts non-trivial demands on the machine. You do need a solid video driver and a functional DirectX stack to make it work without problems. This tends to be an issue in general, video drivers are by far the most problematic kind of driver. Problems are roughly correlated with the age of the machine and how old the operating system is.
So a good starting point is to look for a video driver update first, visit the web site of the company that made your adapter to look for the latest. Reinstall DirectX on the machine next. If you were considering a clean update of your machine before, like updating the Windows version, now would be a good time to start with a clean slate.

Related

Visual Studio Graphics Debugger

I cant get the Graphical Debugger in VS 2012 Ultimate to work, & I have no idea why.
The debugger starts ok, but when I hit the print screen button, the debugger just says its waiting for DX to draw frames. [even after I exit]
I am sure the draw refers to the Present() in the swap chain. I am calling it [thats why you see the box down there]
Is there some bug I need to be aware of?
Edit:
I think the render target might be related to OMSetRenderTargets().
I called it exactly as the SDK sample did, so I don't know what else to think.
I'm a developer on the Visual Studio graphics diagnostic tools at Microsoft. I'm fairly new on the team, and I don't believe that any previous team members were actively watching Stack Overflow, so sorry about the wait on this question.
As it's been a few months I'm guessing that you might not have the repro around anymore. So such this might be a bit hard to diagnose here and now. From what you shared it looks like the playback engine (which we use to capture and replay DirectX data while the application is running) crash while trying to collect data on your application. Sadly with the first release of our tool (In VS 2012) stability issues of this type are more common then we would like. Simply a function of how we did collection on something as complex as DirectX. However since then, particularly with Update 2, we've made some very big strides with compatibility and stability. As a first step I'd make sure that you have all the VS updates installed as Update 2 was a big upgrade for the graphics diagnostic tools in particular (Preview of 2013 as well if you have access to that).
Why don't you use PIX instead http://www.youtube.com/watch?v=-3PISvNTeB0
PIX Tutorial

WP7 - January tools update explodes my application. What'd I do?

I've Googled around a bit on this issue and haven't been able to come up with anyone else having an issue to this one, so a) I apologize if this is a known issue; and b) I'm thinking this proves that I must be doing something horrifically wrong, yeah? :-)
My application has a very rich landing page which is the first page that is shown after a new launch. It has a panorama control, a large background image (but much smaller than the 2000x2000 limit) and recurring and ongoing animations. Prior to updating my tools to the January refresh, this page ran relatively smoothly. After updating and running the app in the emulator, the background of this page is white (despite the fact that the emulator is on the "dark" theme), performance is quite poor (both in terms of swiping through the panorama and in terms of my recurring animations). When I run the same project on my device, all is well (since, quite obviously, my device's OS is not on the updated image).
Clearly I must be doing something grievously wrong to merit such a cataclysm, but I'm not sure what it might be. I've tried disabling bitmap caching in the places where I'm using it, removing third party tools I'm using such as Peter Torr's awesome tilt effect and his memory usage counter, and several other hail-Mary-style moves, and the problem remains. I also looked through the provided resources and change log to see if perhaps something related has changed, but I didn't see anything.
I'll try to provide example code later if it would be of any use to any would-be saviors out there, but the app is pretty complex and large in terms of lines of code and file size, so it might be a bit tricky. i just thought I'd toss this out there and see if anyone might happen to see it and think of an obvious solution.
Thanks so much in advance for your time and help.
P.S.: I cross-posted this question on the official WP7 dev forums. Sorry if that's against the rules - I'm not a regular SP-poster, as you can tell. If it's a problem, let me know and I can delete the other post.
I was ultimately able to resolve this by creating a brand new project using the updated tools and copying my code, assets, and relevant project settings into it. The app now runs flawlessly on the emulator (or, at least, the flaws in it are my flaws and not the emulator's :-)).
I believe I originally created the project on an earlier version of the SDK, so maybe I had some kind of invalid or incorrect project settings. If I get a moment later, I'll compare the project files to see if I can identify a setting or difference that explains the disparity.
Thanks to all who looked (and to Matt, who even responded :-)). I'll report back if I have any more information that might be of help.
UPDATE: Updating for anyone who might be having this issue as well - my resolution above was a false positive. Creating a new solution and copying stuff in does indeed work, but only until you save and close the new solution. Upon reopening, the problem recurs. Grrrr. I'll post back if I come up with anything else.

Periodic GPU performance problem

I have a WinForms application that uses XNA to animate 3D models in a control. The app have been doing just fine for months but recently I've started to experience periodic pauses in the animation. Setting out to investigate what is going on I have established these facts:
It happens on my machine only, other machines works fine
Removing everything from my render loop does not improve the problem
In 2. I didn't actually remove everything, I limited my loop to set the viewport on my GraphicsDevice and then do a GraphicsDevice.Present.
Trying to dig further I fired up PIX to capture some statistics. Screenshots of two PIX runs can be viewed here (Run6) and here (Run14). Run6 is using my original render loop and Run14 is using the bare-bones Present loop.
PIX tells me that the GPU is periodically doing something, and I assume this is causing the pauses. What could be the cause of this? Or how do I go about finding out what the GPU is actually doing?
Update: since I usually trust my code to be perfect (who's laughing?) I started a new XNA project from scratch to see if it exhibit the same behavior. So starting a new XNA 3.1 Windows Game project and running PIX I get this timeline. The same periodic pauses. So the problem must be lower in the stack, in XNA or Direct3D.
So PIX shows that the GPU is working on something, I can see the list of DX calls made within each frame and the timing calculations shows that the pause occurs during (or after) the IDirect3DDevice9::Present call.
Update 2: I had previously installed and uninstalled XNA 4.0 CTP on the problematic machine. I cannot be certain that this is related but I thought that perhaps a reinstall of the XNA Game Studio 3.1 bits could make a difference. Turns out it did.
The underlying question remains the same (and the bounty is still up): what could affect XNA 3.1 (or DirectX) to make it behave like this and is there any logging/tracing power tool for the DirectX and/or GPU level out there that could shed some light on what is going on?
Note: I'm using XNA 3.1 on a Windows 7 x64 dual-core machine with 8GB RAM.
Note2: also posted this question on the XNA Creators forums here.
You could try to see if you can find something with Xperf that is close to your periodically problem, do not run your application but keep the programs open that would normally run besides your application. You could also try to do it again with the application running but it could give a cluttered view.
Start the tracing, do this in an elevated prompt.
xperf -on BASE+LATENCY -stackWalk Profile
Wait for a fair amount of time to be sure that the problem is traced.
Stop the tracing and open it like this.
xperf -d trace.etl
xperfview trace.etl
Analyze by looking at the graphs and consulting tables of specific intervals and see if you can find something that is related to the problem, the highest chance on finding it would be in the DPC and Interrupts section. But it might as well be something odd at the CPU or I/O section. Good luck!
Also more information on Xperf and how to obtain it, hopefully this delivers results.
If not, you can alternatively try GPUView which has been used for improvements in DWM,
this is also included next to Xperf with the Windows Performance Toolkit so you can easily try both!
log v
... wait for a fair amount of time to be sure that the problem is traced ...
log
gpuview merged.etl
In the case that gpuview gets out of memory you can try to add "/limit 3" or remove the v.
Read the documentation of the tools if you are stuck somewhere.
Hmm ... this seems to be occurring on the GPU, however it sounds like a CPU garbage collection issue. Can you run the CLR profiler and see if you can see any spikes in GC activity that you can correlate to the slowdowns?
I agree that it sounds unlikely since you can clearly see it in PIX, but it might offer a clue as to the cause.
If it's only happening on your own machine, then could it be drivers? Forgive me for being skeptical, but it's a 64 bit machine after all :D
This looks like either a vsync issue or GPU in its last throes. Since going back to a different version fixed it, and the "bottleneck" is in IDirect3DDevice9::Present lets go with the former option.
I'm not familiar with XNA so I don't know how much of the workings of D3D are exposed, but do you know what your PresentationParameters are set to?
Specifically try setting the swap effect set to Discard.

Is Visual Studio 2010 beta 1 usable?

I saw that Beta 1 of VS2010 was publicly availible.
My question to those of you who has tried it is: does it work good?
Will it cause my computer to blow up in tiny pieces? Will it crash randomly? Will it work with some minor glitches? Or is it just perfect from bottom up?
I'm only coding school- and hobby-stuff, so nothing that someones life depend upon, but i still want software that works. How close to a final product is it? Is it worth trying?
It's a bit slow, and there's no offline MSDN, but it's worth trying IMO. Having said that it's slow, I still use it on my NC10 netbook, so it's clearly not that bad :)
I've got it side-by-side VS2008, and that hasn't caused any problems.
I've seen a couple of glitches (once the keyboard handling went completely wonky) but it's certainly usable. The main question is what you want to get out of trying it - in my case I absolutely need to code against C# 4 to explore the new features. I do most of that from the command line in fact, where the speed of VS obviously isn't an issue, but it's nice to see the VS-specific features as well (like the debug threading views for Parallel Extensions).
It seems more or less usable on the .NET side. The C++ side is a bit more sketchy. On one hand, they've added support for some very nice new C++0x features, on the other, they've broken some absolute fundamentals.
Your plain old main function won't compile in 32-bit with unicode enabled. (Workarounds: Either compile as 64-bit, disable unicode, or rename the function to wmain).
This seems to me to be a strong hint that the C++ side of things is nowhere near release-worthy. I'd probably wait for beta2 before doing any serious work with that.
I would say it is great, but the performance hurts a bit.
Here is an idea for you: Install it into a VirtualPC. Then you can play and not care what it does. You don't like it, delete the VPC image and keep on trucking. That is how I play with Microsoft betas now. I never install them on any real machine - too risky.
Usable: Yes.
Recommended: Not if you'r a touchpad-addict or dislike crashing apps.
I've been trying it for 2 weeks now coding small C#-projects and these are my impressions
Reasons to use 2010:
Looks good
Multi monitor support
I can see myself using the code templating but right now i couldnt find any really useful stuff except for reducing the fontsize of comments.
Zoom in the editor
Select a variable and then press shift+up/down to go to next usage of this variable
Ctrl+, brings up instant search of classes and functions in the entire project. (i've become really addicted to this)
Floating watches for single objects
Reasons to not use 2010:
TOUCHPAD SCROLL DOESN'T WORK IN THE EDITOR!!! (this is reason enough to not upgrade if you are using it on a laptop)
I've had some random app-crashes in the middle of just writing code, once or twice per day maybe.
UI sometimes freezes randomly for about 30seconds and then returns to normal.
It started to use 100% CPU power from one of my cores once when it was minimized in basic editing-mode and i was doing other stuff in other programs, i only noticed it because the fan started to go wild.
Otherwhise it's pretty similar to 2008. I haven't noticed any difference in speed like other people say.
You need to ask yourself: what is the advantage for you in using VS2010 over VS2008? I would suggest that there is no advantage if all you are doing is "school- and hobby-stuff".
I'm still using VS2008 for business related stuff (and, indeed, VC6 for some stuff). I prefer to wait until all the early adopters have tested it (and Microsoft has released at least one service pack after the real product release) before I do their testing for them.
It seems to co-exist with other versions of VS without causing any problems.
Regarding the slowness - it seems to be the UI that is slow, rather than building. Once it's going it doesn't seem much slower on my fast quadcore. I've yet to try it on my laptop.
It's usable enough, the small glitches that I've encounter weren't that bad. However, certain VS extensions(like XNA) don't work in VS2010 at the moment.
It's fun to toy with. Not usable for me, cause re#er does not support it yet (had to install TestDriven .NET which works through keyboard shortcuts only to run my tests).
Gave me an insight how addicted I am. :/
Btw, on Win7, without virtual pc it seemed even faster than vs2008 for me.
VS2010 doesn't yet support mobile device projects, which might or might not matter to you.
VC++ wise - VS2010 has a built-in 64-bit compiler, VS2008 does not.
You can supposedly add 64-bit support to VS2008, but it takes some effort.
I've been using VS 2010 beta (with .NET 4.0 beta) on Windows 7 RC. I've been trying to rewrite parts of a large-scale business application in it to see what can be done with it.
The UI freezes frequently. I'm talking 1-10 minutes between freezes. The UI does not come back, so I'm forced to kill devenv.exe every time it happens. Microsoft probably puts my error reports in their spam folder by now.
For me, VS 2010 beta 1 classifies as unusable. However, it's fast, the new IDE functions are very handy, and it's pretty. I keep coming back to it despite my resolutions to wait for a stable build.

Arithmetic underflow or overflow exception during debugging

This is the day of weird behavior.
We have a Win32 project made with Delphi 2007, which hosts the .NET runtime and calls into .NET to show new forms, as part of a transition period.
Recently we've begun experiencing exceptions at seemingly random locations and points of our code: Arithmetic overflow or underflow.
The stack trace of one of these looks like this:
at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.RunDialog(Form form)
at System.Windows.Forms.Form.ShowDialog(IWin32Window owner)
at System.Windows.Forms.Form.ShowDialog()
at Gatsoft.Gat.UI.Windows.Forms.Remanaging.RemanageForm.DelphiOpenInNewMode(String employeeCode, String departmentCode, DateTime date) in C:\Dev\VS.NET\Gatsoft\Gatsoft.Gat.UI.Windows\Forms\Remanaging\RemanageForm.Delphi.cs:line 67
In the Visual Studio solution, one of the outmost class libraries (ie. pulls in all the references it can), has set a specific debug program, targetted for the Delphi project output. This allows us to debug .NET code from Visual Studio, even though the main bulk of the program is written in Delphi.
The problem only occurs when run from the debugger, not if we just run the exe file directly (either through explorer, shortcuts, or even Ctrl+F5 inside Visual Studio).
There's apparently no spyware on the machine (as hinted by this).
Any other things we can check?
Edit: It looks like the .NET debugger is enabling this SNaN flags, and the Delphi debugger does not. We'll have to investigate this further, but for now I'll accept #Lorenzo Boccaccia's answer.
Apparently Solved
Ok, it looks like we've finally nailed this problem. The problem started occuring without having the debugger attached as well, for our testers, so we had to prioritize the problem way up.
Finally we found one common issue with the machines that had the problem, they are Dell Lattitude D620 laptops with an NVIDIA Quadro NVS 110M, with an old driver from a system image used to provision the laptops, from back in 2006.
I found one post on the web, though I lost the url when I rebooted to update the display driver, that had a .NET service crashing, mostly when the machine was busy doing something on the screen. One way to reproduce his problem was to open a command prompt to C:\ and doing a DIR /S to just force a massive amount of screen updates, which would trigger the crash.
He too had a NVIDIA video card.
The problem on my machine occured roughly every 2-4 startups of our program, but after updating the video driver I've had 123 successfull startups without any problems. (BTW I can recommend AutoHotKey for such things).
So it looks like we've found the culprit, an old/buggy NVIDIA driver.
Updated this question so that perhaps someone in the future can save some time.
Now, if you'll excuse me, I'm going to go cry in a corner.
Jinxed!
I must've jinxed it. No sooner had I posted the above update than a colleague laptop failed, after updating the video driver.
Still, I'm positive it's a problem outside of our application now, so it just remains to figure out which specific things to update.
Further updates: Ok, my machine is now apparently fixed, not so with my colleagues machine. So far we've updated the BIOS, Chipset drivers, and currently SP3 for XP is on its way in.
A burn-in test will be done tonight, where the app will be left overnight starting up, as the problem cropped up either during startup, or at the first time some WinForms .NET code was executed. This app is mainly a Delphi Win32 app, but it hosts the .NET runtime, and the problem seems to be related to .NET code. When we "boot" the .NET runtime, the problem can appear, or when we fire the first .NET window from Win32 then it can also appear.
Statistically I'm ready to release this code now. Over the night the application has been started 3051 times without errors, whereas before I updated the video driver it crashed every 2-4 times.
Prodded and found(!/?)
This bug-fixing ordeal feels like going to the doctor, where the following conversation ensues:
Doc: Does this hurt?
Me: No...
Doc: What about now?
I've prodded and poked the application and finally I think I've found something we did that introduced this problem.
In our app we host the .NET runtime, from a Delphi 2007 Win32 application, and in our glue-code we have the following line (now):
rc := CorBindToRuntimeEx('v2.0.50727', 'wks',
STARTUP_LOADER_OPTIMIZATION_MULTI_DOMAIN or STARTUP_CONCURRENT_GC,
#clsid, #iid, UnkRuntimeEngine);
The two constants in the middle there was originally just a 0, meaning pick the defaults. This change was introduced a few months ago and the problem has been slowly creeping in on us after this. The change was introduced in order to encourage ANTS profiler to load our Win32 application + hosted .NET runtime in order to do performance profiling and the changes we introduced back then made that work. Additionally, the problem with arithmetic overflow/underflow has slowly been getting worse so I bet the problem didn't appear for a while after the change so it wasn't attributed to any of the changes we did.
Also, since we only (originally) saw the problem when running through the debugger, we thought something was wrong with Visual Studio and/or Delphi.
Anyway, statistically now, with a browser on one screen doing repeated scrolling up and down triggered by a javascript (apparently needed in order to trigger the bug), then I have been able to successfully start the application 726 times with a 0 in the call, and it crashes 5 out of 17 times with the two constants there.
Doc: Does this hurt?
And let's not get into who made that change in the first place. I'm sure the culprit wants to be left anonymous... cough
a debug version of a linked dll could be compiled with signaling nan support, see http://blogs.msdn.com/oldnewthing/archive/2008/07/02/8679191.aspx for an example of this problem.
that heisenbug was caused by uninitialized variables, here there could be a linked dll enabling the snan feature of the cpu and forgetting to disable it upon returning
Do the errors occur still occur if you attach the debugger after starting the application?

Resources