I believe this is similar to the thread: Canon SDK 2.11 on OSX
However the solution there did not work for me. I'm perplexed because I'm not sure how to figure out what has changed. I had some working software, did not work on it over the holiday and now when I open it up to work it fails. Not only my software but the demo app included with the SDK, which I have never changed and indeed used to work just fine.
I have tried with two different cameras (5DmII and 5DmIII) with the same result.
when I try and run the application, the camera is recognized but, as it attempts to open a session it receives a EXC_BAD_ACCESS signal. In each program it happens when a call is made to EdsOpenSession() with this message...
*** -[NSConcreteData release]: message sent to deallocated instance 0x8157af0
Interestingly, when I tried to use the EOS Utility that would crash also. So I updated and now that works great. I followed the suggestion in the above thread and copied the EDSDK.framework from the working bundle to my program and recompiled but I get the same results.
I'm trying to figure out how to contact Canon to get some information but they don't make it easy to get help so I'm appealing to the one group I know is responsive.
The only thing I can think is that sometime over the holiday I updated some critical library without knowing it.
Has anyone else run into and been able to solve this?
I'm running OS X 10.7.5, xcode 4.1, and EDSDK 2.11.3
Solved this. It did turn out to be the same solution as the mentioned link. However, what I was missing was that I needed to also copy the new EDSDK.framework into /Library/Frameworks not just have it in my source directory. This may be because I don't have everything setup correctly in XCode.
Related
I am using cubeIDE version 1.8.0 and NucleoF746ZG microcontroller for my project. I have made the codes and when I compile and run they work properly without errors and warnings. But the problem is that when I try to debug, It doesn't work. I mean the debug code uploads to the board but no cursor shows up at the breakpoints. I have tried to make some breakpoints and hault the program at them but no cursor comes to them.
I have opened a trace control tab and it says "Tracing is not supported". I don't know why that happens. The only thing that I know is that after installing the software, It didn't recognized my st-link. It was fixed after replacing the libusb-1.0.dll to a newer version of it. That was the thing that I have changed. But I don't think that it will affect since compiling and running works properly.
If anyone has encountered this issue or if you have any clues about a cause for this matter, please let me know. And request me if you need any more details from my side. I have attached two screenshots for reference.
Thanks and Kind Regards...
Screnshot1
Screenshot2
I'm on Xcode 13 GM (13A233) and I'm noticing that it won't stay paused when it hits a breakpoint. It stops, but about a minute later it just resumes. Is there a new default setting that might cause this? I don't see anything relevant in "Behaviors," but maybe I'm missing something. Has anybody else encountered this issue?
The only unusual thing about my project is that I am calling Python from it, using PythonKit. But this breakpoint pause issue isn't isolated to code involving PythonKit.
I've tried all the usual "fixes"—i.e., clean build, delete derived data, reboot, etc. The app is just a simple SwiftUI app for macOS.
This is actually the debugger crashing and the app detaching: The LLDB RPC server has crashed. You may need to manually terminate your process. The crash log is located in ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log....
It doesn't do it my main View, but does do it in a static method called on a singleton in the app, and also at various points in a custom package I'm developing alongside the app.
I see a similar unresolved issue from August at bugs.swift.org: https://bugs.swift.org/browse/SR-15110?jql=text%20~%20%22lldb%20crash%22, In case anyone else is seeing the same issue (maybe you can post your log there).
UPDATE: I completely forgot that I was running on a dev snapshot toolchain. All good in Xcode 13.1 with bundled toolchain. Moral of the story; if something really strange is going on, check your toolchain.
Not a programming problem per se, but rather a programming environment problem that I have been unable to find a solution to.
The problem relates to Adobe's Extendscript Toolkit (both 3.5 and 4), but so far I haven't been able to solve the problem, so here I am...
The error I get has appeared more or less over night. I didn't experience this problem yesterday, nor this morning. But exactly WHAT has happened is beyond me. I have removed preferences, I have uninstalled, reinstalled, created a new user, restored old preferences from Time Machine and I'm now pretty much lost for options.
Basically, nothing works in ESTK anymore. Just opening ESTK and entering alert('Hello') won't work. Neither will $.writeln(). Everything running from within ESTK seems to give the same error;
Cannot execute script in target engine 'main'
With details:
Cannot execute script in target engine 'main'!
(#1116) Can't start debug session.
Below is a screenshot taken from the new user I created to test, same problem.
The "funny" thing is that all the scripts (InDesign CS5, still hanging on to it for reasons) still work perfectly in the applications' script panels. So there is nothing wrong with the scripts (heck, they haven't changed one bit, and still refuses to run in ESTK).
As mentioned, I've tried installing the ESTK CC (version 4) as well, but the very same problem occurs there. Which leads me to think the problem lies somewhere else, but I do not know where, and why.
So, if anyone can shed any light on this issue, at all, I would be very happy. Debugging is basically the only thing ESTK is good for in my book, but now that even that functionality is gone, I don't know how to efficiently debug the scripts which is kind of hampering the workflow.
For reference, I'm running InDesign CS5 (from the old Creative Suite) on a 2008 Mac Pro with 10.11.6 (El Capitan) installed. Well aware that it's pretty out of date, but that is beside the point here.
In the above mentioned forum, Adobe has published a stable workaround!You just have to correct a setting inside the estk application:
Open the file(Mac): “/Applications/Adobe ExtendScript Toolkit CC/ExtendScript Toolkit.app/Contents/SharedSupport/Required/cdic/11BTBackend.jsx”
Search for the value: 604800000 (line reads bt.timeout = 604800000)
Replace that value with 604800 and save
Quit ExtendScript Toolkit and relaunch.
I can confirm that it works.
From the adobe Forum :
"we have found a first workaround: just change your date to any date before 20-nov-2018"
https://forums.adobe.com/message/10761440#10761440
Seems like a date issue :(
I just published a quick update about this on the Adobe Tech Blog.
For the time being, if you dismiss the dialog, you can still run your script via ESTK and step through code as usual.
Alternatively, if you really want to avoid the dialogs, and you don’t mind setting your clock back, you can sidestep the issue by setting your system clock back to November 19, 2018 or before. On most systems, changing the system time can have unintended side effects, so this isn’t recommended unless you’re really certain about it.
We've got a fairly mature cross-platform game engine which we've had running on OSX for several years now without a hitch; we recently upgraded the game from SDL 1.2.15 to 2.0, and at some point in the conversion, I goofed something up and now we have a bizarre problem where the app launches just fine from the terminal, but when you launch the app from a double-click in the Finder, it just bounces once in the dock and just goes away.
We're baffled because insofar as I can tell, there's only a one-liner being printed in Console.app: Exited with code: 255 (naturally running from the terminal doesn't help here because we can't reproduce the problem there; the app runs fine when launched in a terminal).
So the only thing we can figure is it's either something we're goofing up in our main.cpp, or something we've hosed in how I set up the dylibs/frameworks. It's also possible that it's something to do with the working directory not being set right, but to the best of my abilities, I believe we're doing it right (regardless of your current working directory; the app attempts to forcibly set said directory to be in the Resources folder - this was necessary to get the game to launch, but I don't know if we're doing it wrong). This feels like a somewhat awkward fit for stackoverflow, for which I apologize, since it's not a simple "paste this code and ask what's wrong" job. I have two ways for you to reproduce it; firstly we are an open-source project, and you can get our source code (complete with a mac project file and all dependencies included in the repo, set up and ready-to-go exactly as I've perhaps erroneously created them), at our github page. The one change you'll need to do is open a file at the root level, named master-config.cfg, and remove the // comments from it (so the engine knows you want to launch a simple demo game shipped with the engine).
Alternately, I have a stripped down (~15mb zipped) binary you can directly download and try to run, if that's sufficient to diagnose the problem.
As said before, we're open-source, so we welcome any pull-requests for fixes!
You need to write a minimal Cocoa wrapper so that OS X will not SIGKILL you for not launching properly. I will give you a pull request with that wrapper.
first off, I really need to make a 64bit version of glfwdll.a and glfw.dll (so I can hopefully finally succeed in getting the Go glfw bindings to work under Windows ... was a breeeeze under Linux!)
Seems like I now succeeded in compiling 64bit versions of glfwdll.a and glfw.dll using mingw64, MSYS and their make scripts, even though I did get a couple of error messages along the lines of "maincrt entry point not found, using default 0xsomehexnumber instead" or some such. Entry points of course refer to executables, in this case those in the examples directory.
And indeed, most of them don't work! All got built however. The following executables work:
listmodes.exe mtbench.exe mthello.exe and particles.exe -- the latter being the only graphical (3d gfx) example working for me (the former ones just outputting some test infos onto the console window).
Now what's the issue with the other ones? They don't crash, they don't report anything to the console... I run them, they return immediately, silently.
Is my GLFW build broken? How to fix? What's the big difference between the 4 examples that work and the others that don't?
This is a fairly new, vanilla Win7 64bit installation. No crapware, everything up to date, UAC and Themes are off, not a lot of software installed at all, Nvidia GPU driver updated (GPU Caps Viewer and the likes run fine, so OpenGL is there).
I'm not yet allowed to add comments, so I'll post this as an answer.
The issue you're having is due to three separate bug in GLFW. I fixed them today and the fixes will be included in GLFW 2.7.6. Until then, you can use trunk from the GLFW Subversion repository.
To be sure that you really have no DLL-hell issues with the opengl32.dll, glu32.dll, glut32.dll etc., check out the Event Viewer tool and see if there are some warnings or errors for you app.
This is my thought because you are only able to run the mtbench and mthello which have nothing in common with the "real" OpenGL API.
No clue about particles.exe though - maybe GLFW checks for errors internally and call the exit() routine ? Check the %errorlevel% also.
Also take a look here:
http://glfw.svn.sourceforge.net/viewvc/glfw/trunk/examples/pong3d.c?revision=1110&view=markup
There is a GameMenu() function which may exit silently if "!glfwGetWindowParam( GLFW_OPENED )", which obviously means that OpenGL was not initialized.
The same function serves as an exit flag here
http://glfw.svn.sourceforge.net/viewvc/glfw/trunk/examples/wave.c?revision=1110&view=markup
Once again, double-check the DLLs !
I believe that you are experienced not to make "advanced" mistakes in the build process, so there just might be some funny thing happening at the "user level".
And another suggestion:
http://sourceforge.net/projects/glfw/forums/forum/247562/topic/3868944
Some parameters might not work exactly for you.
To "fix" the samples try commenting out the glfwGetWindowParam call.