C#5 AsyncCtp BadImageFormatException - async-await

Please help me with this one, I've been writing a console applicaiton using the AsyncCtpLibrary and the C#5 ctp compiler. First time I got to actually running a code which awaits, I got this:
System.BadImageFormatException was unhandled
Message=An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)
Source=AsyncCtpLibrary
StackTrace:
Server stack trace:
at [...].<Execute>d__1c.MoveNext()
at [...].Execute()
at [...].<Move>d__1d.MoveNext() in[..]:line 266
Exception rethrown at [0]:
at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.<SetException>b__1(Object state)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
InnerException:
Am I missing a dll to be referenced?
important new stuff
My failing method looks like this:
public async override Task<bool> Execute()
{
//do stuff
await stuff;
//do other stuff
await base.Execute()
//do other stuff
return true;
}
I've followed Jon Skeet's advice trying to recreate the mistake little by little, and now I can tell that the await base.Execute() line is the killer! If I comment that line out, everything runs, if I leave it in, calling my method fails IMMEDIATELY (not when reaching the base.Execute()). So I assume the ctp compiler does something freaky. Why? What should I never do? How big is the bug?
old stuff:
EDIT:
As for 32bit/64bit issue, my system is 32bit (inside a virtual machine, mind you), and as far as I know AsyncCtpLibrary.dll doesn't contain unmanaged code. All my projects (class libraries and single console app) all have build tabs like this:
What can possibly be still wrong?
EDIT:
I also checked the Fusion log viewer, the AsyncCtpLibrary is loaded without any error:
*** Assembly Binder Log Entry (6/10/2011 # 9:04:11 PM) ***
The operation was successful.
Bind result: hr = 0x0. The operation completed successfully.
Assembly manager loaded from: C:\Windows\Microsoft.NET\Framework\v4.0.30319\clr.dll
Running under executable C:\Users\Daver\Documents\Visual Studio 2010\Projects\[...]\bin\Debug\MyApp.exe
--- A detailed error log follows.
=== Pre-bind state information ===
LOG: User = WIN-N74LV38NLV3\Daver
LOG: DisplayName = AsyncCtpLibrary, Version=1.0.4107.18181, Culture=neutral, PublicKeyToken=31bf3856ad364e35
(Fully-specified)
LOG: Appbase = file:///C:/Users/Daver/Documents/Visual Studio 2010/Projects/[...]/bin/Debug/
LOG: Initial PrivatePath = NULL
LOG: Dynamic Base = NULL
LOG: Cache Base = NULL
LOG: AppName = MyApp.exe
Calling assembly : MyLibrary, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null.
===
LOG: This bind starts in default load context.
LOG: Using application configuration file: C:\Users\Daver\Documents\Visual Studio 2010\Projects\[...]\bin\Debug\MyApp.exe.Config
LOG: Using host configuration file:
LOG: Using machine configuration file from C:\Windows\Microsoft.NET\Framework\v4.0.30319\config\machine.config.
LOG: Post-policy reference: AsyncCtpLibrary, Version=1.0.4107.18181, Culture=neutral, PublicKeyToken=31bf3856ad364e35
LOG: GAC Lookup was unsuccessful.
LOG: Attempting download of new URL file:///C:/Users/Daver/Documents/Visual Studio 2010/Projects/[...]/bin/Debug/AsyncCtpLibrary.DLL.
LOG: Assembly download was successful. Attempting setup of file: C:\Users\Daver\Documents\Visual Studio 2010\Projects\[...]\bin\Debug\AsyncCtpLibrary.dll
LOG: Entering run-from-source setup phase.
LOG: Assembly Name is: AsyncCtpLibrary, Version=1.0.4107.18181, Culture=neutral, PublicKeyToken=31bf3856ad364e35
LOG: Binding succeeds. Returns assembly from C:\Users\Daver\Documents\Visual Studio 2010\Projects\[...]\bin\Debug\AsyncCtpLibrary.dll.
LOG: Assembly is loaded in default load context.
I also checked the IL code of the <Execute>d__1c compiler-generated class' MoveNext() method, and the only assemblies it references ([assemblyName]) are mscorlib, System.Core, and AsyncCtpLibrary.
I checked the manifest of both my dll and AsyncCtpLibrary, mine said .corflags 0x00000003 // ILONLY 32BITREQUIRED, AsyncCtpLibrary said .corflags 0x00000009 // ILONLY, I'm unsure if this can be the problem.
Please help, I'm out of ideas!

EDIT: I've heard back from the compiler team, who have confirmed it as a bug. It had already been fixed in their codebase, so hopefully we'll see that fix in the next release / beta / CTP. The fix isn't going to be back-ported to "normal" VS2010 as it's a pretty unusual set of circumstances, at least before async.
EDIT: Okay, I've now got a really short but complete program which demonstrates the problem. I believe it's a mixture of generics and calling a base method:
using System;
using System.Threading.Tasks;
public abstract class AsyncAction<T>
{
public virtual Task<T> Execute()
{
// We never get this far
Console.WriteLine("Execute called");
return null;
}
}
public class BoolAction : AsyncAction<bool>
{
public async override Task<bool> Execute()
{
return await base.Execute();
}
}
class Test
{
static void Main()
{
BoolAction b = new BoolAction();
b.Execute();
}
}
EDIT: Okay, I've come up with a workaround. Basically, to call the base class method non-virtually, the compiler creates a synthetic method in BoolAction. It gets that slightly wrong, but we can get it right:
public class BoolAction : AsyncAction<bool>
{
public async override Task<bool> Execute()
{
return await BaseExecute();
}
private Task<bool> BaseExecute()
{
return base.Execute();
}
}
So whenever you were writing base.Execute, write BaseExecute and insert that extra method. It's not too bad a workaround, until the team fix the bug.
EDIT: I've simplified the example a bit - you don't need any overrides, and in particular you don't need the base class to expose a Task<T>. A call to any virtual base.Foo method will do it:
public abstract class AsyncAction<T>
{
public virtual T GetT()
{
return default(T);
}
}
public class BoolAction : AsyncAction<bool>
{
#pragma warning disable 1998 // We're not awaiting anything
public async void Execute()
{
base.GetT();
}
#pragma warning restore 1998
}
class Test
{
static void Main()
{
BoolAction b = new BoolAction();
b.Execute();
}
}
EDIT: Contrary to my previous thoughts, this does affect iterators as well. No async CTP required...
public abstract class Base<T>
{
public virtual T GetT()
{
return default(T);
}
}
public class Derived : Base<bool>
{
public System.Collections.IEnumerator Foo()
{
base.GetT();
yield break;
}
}
class Test
{
static void Main()
{
Derived d = new Derived();
d.Foo().MoveNext();
}
}
EDIT: And it affects anonymous functions too...
using System;
public abstract class Base<T>
{
public virtual T GetT()
{
return default(T);
}
}
public class Derived : Base<bool>
{
public void Foo()
{
Action x = () => base.GetT();
x();
}
}
class Test
{
static void Main()
{
Derived d = new Derived();
d.Foo();
}
}

You are hitting known VS 2010 bug
https://connect.microsoft.com/VisualStudio/feedback/details/626550/badimageformatexception-on-simple-program-using-generics-and-lambdas

This exception often occurs when you try and load a 32 bit DLL in a 64 bit environment.
If you are running on a 64 bit OS try changing your projects settings to compile directly for x86 (rather than AnyCPU).
(This might sound backwards, but it's because if you are loading an external 32 bit DLL you need to force your whole project to be 32 bit.)

Related

How to Reference .Net Core Library in a .Net Core Console Application

I am following this code example
I am on Visual Studio Community 2019 for Mac. I created a .Net Core - Class Library project and compiled to create the assembly file P1-ProgramStructure.dll.
I created another solution with program2.cs code. Please see the code below.
I renamed the .dll to acme.dll and copied the file into its directory.
Class library - .Net Core Project
Program1.cs
using System;
namespace Acme.Collections
{
public class Stack
{
Entry top;
public void Push(object data)
{
top = new Entry(top, data);
}
public object Pop()
{
if (top == null)
{
throw new InvalidOperationException();
}
object result = top.data;
top = top.next;
return result;
}
class Entry
{
public Entry next;
public object data;
public Entry(Entry next, object data)
{
this.next = next;
this.data = data;
}
}
}
}
.Net Core Console App
Program2.cs
using System;
using Acme.Collections;
class Example
{
static void Main()
{
Stack s = new Stack();
s.Push(1);
s.Push(10);
s.Push(100);
Console.WriteLine(s.Pop());
Console.WriteLine(s.Pop());
Console.WriteLine(s.Pop());
}
}
When I run the project, I get the error:
$ dotnet run
Program.cs(15,7): error CS0246: The type or namespace name 'Acme' could not be found (are you missing a using directive or an assembly reference?) [/Users/csarami/VisStudioProjects/cSharp Projects/Project2-ProjectStructure/Project2-ProjectStructure/Project2-ProjectStructure.csproj]
The build failed. Please fix the build errors and run again.
Make sure both projects have the same target framework

Unity cannot build GRPC Project for UWP with IL2CPP Backend

Here, or here for a complete version, you can find a sample GRPC "Hello World" project for Unity. Only the first version, that is built for Unity and wrapped in a DLL is working perfectly fine in Unity IDE and on Standalone build. The Raw Grpc.Core files are referencing everything correctly in IDE but they have Marshaling problem.
Unfortunately, it cannot get build for UWP with IL2CPP backend. Unity builds the project and creates a .sln project. But Visual Studio always gives LNK2001 for GRPC properties on the final compilation.
Here are first error codes:
LNK2001 unresolved external _grpccsharp_init#0
LNK2001 unresolved external _grpccsharp_shutdonw#0
LNK2001 unresolved external _grpccsharp_version_string#0
...
Ok, thanks to #Sunius, I digged into it a little bit more. There are some points, I am going to add to the question:
There are two methods regarding referencing extern methods in GRPC C# package. They are named static and shared libs.
internal class DllImportsFromStaticLib
{
private const string ImportName = "__Internal";
[DllImport(ImportName)]
public static extern void grpcsharp_init();
[DllImport(ImportName)]
public static extern void grpcsharp_shutdown();
...
}
and
internal class DllImportsFromSharedLib
{
private const string ImportName = "grpc_csharp_ext";
[DllImport(ImportName)]
public static extern void grpcsharp_init();
[DllImport(ImportName)]
public static extern void grpcsharp_shutdown();
...
}
I tried to test it with the shared one, I got another linking error file which is a little bit different.
LNK2001 unresolved external _dlopen#8
LNK2001 unresolved external _dlsym#8
...
In two separate methods, extern methods are getting connected to the internal interface:
public NativeMethods(DllImportsFromStaticLib unusedInstance)
{
this.grpccsharp_init = DllImportsFromStaticLib.grpccsharp_init;
this.grpccsharp_shutdown = DllImportsFromStaticLib.grpccsharp_shutdonw;
...
}
and
public NativeMethods(DllImportsFromSharedLib unusedInstance)
{
this.grpccsharp_init = DllImportsFromSharedLib.grpccsharp_init;
this.grpccsharp_shutdown = DllImportsFromSharedLib.grpccsharp_shutdonw;
...
}
And which method will get called is defined here:
private static NativMethods LoadNativeMethodsUnity()
{
switch(PlatformApis.GetUnityRuntimePlatform())
{
case "IPhonePlayer":
return new NativeMethods(new NativeMethods.DllImportsFromStaticLib());
default:
return new NativeMethods(new NativeMethods.DllImportsFromSharedLib());
}
}
Some updates:
Thanks to #jsmouret, there is Stub.c file in his Grpc Github with fake methods, so Linker does not complain about Grpc_init methods anymore.
Next Error: dlopen, dlsym, dlerror:
First, I tried to use the same, Stub technique, but it did not help in this case, or maybe I did it wrong.
Thanks to #Sunius, I commented out all of "__Internal" dll import codes. So I am not getting any dlopen, dlsym, and dlerror errors.
Next Error: It happens from inside application, not the visual studio debugger. It tells me: "exception: to marshal a managed method, please add an attribute named 'MonoPInvokeCallback' to the method definition."
exception: error loading the embedded resource "Grpc.Core.roots.pem"
and
exception: To marshal a managed method, please add an attribute named 'MonoPInvokeCallback' to the method definition.
After I googled it, I know my options, but the question it, for which method should I do that?!
Thanks to my colleague Alice, #Sunius and #jsmouret, at the end, grpc works on UWP on Unity Platform through this steps:
Download Grpc.Core folder from Google Grpc Github.
Download Grpc Unity plugin from their official site.
Copy the runtime folder to your Grpc.Core folder. Please remove Grpc.Core.dll that you get from Grpc Unity Plugin, since we are using their source code.
Grpc should be in a folder called, Plugins in Unity, otherwise it will not be recognized.
Include this file in your runtime folder.
Include the Stub also from the Unity Plugin Inspector for WSA.
Find runtime .dll for Windows and include them in WSA from Unity Plugin Inspector.
By now, you should be getting _dlopen error.
Search through your Unity Solution with an IDE for "__Internal". There are not so many places, but comment them out. Also some methods that are depended on "__Internal"s, like dlopen and dlsym.
By now, you are not getting anymore build error but you need to make Grpc work.
Search for something like "DefaultSslRootsOverride" and comment out like below:
internal static class DefaultSslRootsOverride
{
const string RootsPemResourceName = "Grpc.Core.roots.pem";
static object staticLock = new object();
/// <summary>
/// Overrides C core's default roots with roots.pem loaded as embedded resource.
/// </summary>
public static void Override(NativeMethods native)
{
lock (staticLock)
{
//var stream = typeof(DefaultSslRootsOverride).GetTypeInfo().Assembly.GetManifestResourceStream(RootsPemResourceName);
//if (stream == null)
//{
// throw new IOException(string.Format("Error loading the embedded resource \"{0}\"", RootsPemResourceName));
//}
//using (var streamReader = new StreamReader(stream))
//{
// var pemRootCerts = streamReader.ReadToEnd();
// native.grpcsharp_override_default_ssl_roots(pemRootCerts);
//}
}
}
}
Search for something like "static void HandWrite" and add an attribute like something in below:
[MonoPInvokeCallback(typeof(GprLogDelegate))]
private static void HandleWrite(IntPtr fileStringPtr, int line, ulong threadId, IntPtr severityStringPtr, IntPtr msgPtr)
{
try
{
var logger = GrpcEnvironment.Logger;
string severityString = Marshal.PtrToStringAnsi(severityStringPtr);
string message = string.Format("{0} {1}:{2}: {3}",
threadId,
Marshal.PtrToStringAnsi(fileStringPtr),
line,
Marshal.PtrToStringAnsi(msgPtr));
switch (severityString)
{
case "D":
logger.Debug(message);
break;
case "I":
logger.Info(message);
break;
case "E":
logger.Error(message);
break;
default:
// severity not recognized, default to error.
logger.Error(message);
break;
}
}
catch (Exception e)
{
Console.WriteLine("Caught exception in native callback " + e);
}
}
I guess, you are done. In case, it did not work for your UWP, let me know, maybe I can help. :)
It looks like your plugin uses "__Internal" P/Invoke to call those native functions:
https://github.com/grpc/grpc/blob/befc7220cadb963755de86763a04ab6f9dc14200/src/csharp/Grpc.Core/Internal/NativeMethods.Generated.cs#L542
However, the linker cannot locate those functions and thus fails. You should change that code to either specify the DLL file name where the functions are implemented, or drop the source files with definitions for those functions into your Unity project. Or, if that code path isn't actually invoked (since you said it works on the standalone player), #ifdef it out from UWP build.
You can find more information about "__Internal" P/Invoke here:
https://docs.unity3d.com/Manual/windowsstore-plugins-il2cpp.html

TypeLoadException: Could not load type from assembly in Xamarin

I have Xamarin Forms PCL application and I am trying to inherit from HttpContent in attempt to follow this reference. I would like to implement progress bar for image upload. Here is my implementation which contains minimum code to implement HttpContent:
public class ProgressableStreamContent : HttpContent
{
public ProgressableStreamContent()
{ }
protected override Task SerializeToStreamAsync(Stream stream, TransportContext context)
{
return Task.Run(async () =>
{
});
}
protected override bool TryComputeLength(out long length)
{
length = 0;
return true;
}
}
and I have procedure that is using this ProgressableStreamContent:
public async void UseProgressableStreamContent()
{
var progressableContent = new ProgressableStreamContent();
}
Problem is that this code produces exception:
UNHANDLED EXCEPTION: System.TypeLoadException: Could not load type 'MyApp.Classes.ProgressableStreamContent' from assembly 'MyApp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
When I comment out line "var progressableContent = new ProgressableStreamContent();" - everything works good.
When I comment out inheritance ": HttpContent" (and override keywords) - everything works good.
Should I install some package? What else could be a problem?
I resolved issue by changing profile from 259 to 7. Changing profile includes deleting all NuGet packages and installing them again after profile change.

cross-AppDomain event issues

I use the following helper class with POS for .Net to get a reference to the hardware in a separate AppDomain (getting around some limitations of requiring <NetFx40_LegacySecurityPolicy enabled="true"/>
public static class PosHelper
{
private static AppDomain _posAppDomain { get; set; }
private static AppDomain PosAppDomain
{
get
{
if (_posAppDomain == null)
{
AppDomainSetup currentAppDomainSetup = AppDomain.CurrentDomain.SetupInformation;
AppDomainSetup newAppDomainSetup = new AppDomainSetup()
{
ApplicationBase = currentAppDomainSetup.ApplicationBase,
LoaderOptimization = currentAppDomainSetup.LoaderOptimization,
ConfigurationFile = currentAppDomainSetup.ConfigurationFile
};
newAppDomainSetup.SetCompatibilitySwitches(new[] { "NetFx40_LegacySecurityPolicy" });
_posAppDomain = AppDomain.CreateDomain("POS Hardware AppDomain", null, newAppDomainSetup);
}
return _posAppDomain;
}
}
public static T GetHardware<T>() where T : PosHardware, new()
{
T hardware = (T)PosAppDomain.CreateInstanceFromAndUnwrap(Assembly.GetAssembly(typeof(T)).Location, typeof(T).FullName);
hardware.FindAndOpenDevice();
return hardware;
}
}
I have a basic class to handle when a POS scanner scans data. In that class I have an event that I want to fire when data is scanned. Here's a snippet:
public class ScannerDevice : PosHardware
{
public event Action<string> DataScanned;
...
_scanner.DataEvent += new DataEventHandler(Scanner_DataEvent);
...
private void Scanner_DataEvent(object sender, DataEventArgs e)
{
ASCIIEncoding encoder = new ASCIIEncoding();
if (DataScanned != null)
DataScanned(encoder.GetString(_scanner.ScanDataLabel));
_scanner.DataEventEnabled = true; // enable for subsequent scans
}
Note that the PosHardware abstract class inherits MarshalByRefObject and is marked [Serializable]
In my main AppDomain I try to use the event like so:
Scanner = PosHelper.GetHardware<ScannerDevice>();
Scanner.DataScanned += m =>
{
Debug.WriteLine(m);
};
When it hits the line trying to add the lambda to the DataScanned event I get this error:
Could not load file or assembly 'MyAssemlyName, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null' or one of its dependencies. The
system cannot find the file specified.
This has to be related to trying to communicate between AppDomains. Not really sure what to do. Do I need to register "MyAssemblyName" in the separate AppDomain used for Pos for .Net?
I use prism, so some modules are loaded at runtime (in a subfolder in my output directory)... including the one in which I use the last code snippet above (Scanner = PosHelper.GetHardware....)
I believe I solved my problem. Since my prism modules are loaded at runtime within a subdirectory I needed to add this to the AppDomain so that the AppDomain could find the assemblies in the subdirectories folder.:
PrivateBinPath = #"Modules"
http://msdn.microsoft.com/en-us/library/system.appdomainsetup.privatebinpath.aspx
Edit
This only partially solved my problem. I also had to override InitializeLifetimeService() and return null so that my MarshalByRefObject's would not be disposed while the program is running (I believe the default timeout is 5 minutes).
Also , this now works:
Scanner.DataScanned += m =>
{
Debug.WriteLine(m);
}
but when I try something like this
Scanner.DataScanned += m =>
{
DoSomething(m);
}
Where DoSomething is not in a Serializable and MarshalByRefObject class, it craps out since all classes that are used in the communication between AppDomain's need to have those. So where I'm at now is looking at using WCF named pipes to pass data around... and other similar solutions.

Visual Studio: Who is writing to console?

OK, here's a good one (I think) - I'm working on an application with lots (far too many) dependency dlls, created by a team of developers. I'm trying to debug just one assembly, but the console output is 'polluted' by the Console.WriteLines and Debug.WriteLines left scattered around the code.
Is there anyway I can work out exactly which assembly a given line is coming from, so I can get the author to clean up their source?
UPDATE If you're also experiencing this kind of issue, note that there is another potential source of output messages which is any breakpoints with 'When hit' set to print a message. Having said which, this is a VERY cool feature, which can prevent the kind of problems I was having above.
Yes - replace Console.Out. Use Console.SetOut after creating a TextWriter which not only dumps the requested data to the original console, but also dumps a stack trace (and timestamp, and the requested data) to a file.
Here's some code, adapted from Benjol's answer:
(Note: you will want to adapt this code depending on whether you want a stack trace after each write, or after each writeline. In the code below, each char is followed by a stack trace!)
using System.Diagnostics;
using System.IO;
using System.Text;
public sealed class StackTracingWriter : TextWriter
{
private readonly TextWriter writer;
public StackTracingWriter (string path)
{
writer = new StreamWriter(path) { AutoFlush = true };
}
public override System.Text.Encoding Encoding
{
get { return Encoding.UTF8; }
}
public override void Write(string value)
{
string trace = (new StackTrace(true)).ToString();
writer.Write(value + " - " + trace);
}
public override void Write(char[] buffer, int index, int count)
{
Write(new string(buffer, index, count));
}
public override void Write(char value)
{
// Note that this will create a stack trace for each character!
Write(value.ToString());
}
public override void WriteLine()
{
// This is almost always going to be called in conjunction with
// real text, so don't bother writing a stack trace
writer.WriteLine();
}
protected override void Dispose(bool disposing)
{
writer.Dispose();
}
}
To use this for logging both Console.WriteLine and Debug.WriteLine to a file, make calls like this as early as possible in your code:
var writer = new StackTracingWriter(#"C:\Temp\ConsoleOut.txt");
Console.SetOut(writer);
Debug.Listeners.Add(new TextWriterTraceListener(writer));
Note that this currently doesn't also write to the original console. To do so, you'd need to have a second TextWriter (for the original console) in StackTracingWriter, and write to both places each time. Debug will however continue to be written to the original console.
Download Reflector and you can open up the mscorlib assembly, add your application's assemblies, then right click on the Console class and click Analyze and you can show all methods that reference the Console class.

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