Now, this is a problem I've been having for a while now. I've tried googling it, asking people I know, and have searched this site for ages, but have not been able to find a solution.
I am running XNA Game Studio 4.0 and Microsoft Visual Studio 2010. While trying some of the basic tutorials with XNA (Available on the Microsoft website), I encountered several errors:
First off, I had set up a basic Kernel32.dll console, to calculate and display FPS. For some odd reason, after a seemingly random amount of time had elapsed it started updating the FPS several times a second. As the program ran fine, I presumed it was an error with my code, and so removed it.
But, when I did this, the program just seemed to crash. The only code in the program so far is simple draw calls, basic movement, and the foundations of a rudimentary inventory system. There is no complex code happening. I have tried several things, including placing break points on every line of code and spending hours attempting to sort this out.
So, my question is: Is this an entirely random occurrence, or is it most likely a problem with my code? And more importantly, is there a way to prevent such a bug from happening?
Any help will be greatly appreciated.
Code:
http://pastebin.com/3sRiVnwe
Related
i´m currently working with Visual Studio´19 and Monogame 3.7.1, it works very well, good performance etc. But then from on point to another when i start debugging to test the code, it takes up to 30 secs or more to startup the debugbuild. The Memory in this Timeframe is using about 12-13mb and i have no clue what there is going on. Other Programms/Frameworks are starting debugging in no Time, it´s only with Monogame. Any Ideas how to fix it? Reinstall VS and Monogame will solve the Problem, but it´s not the best solution i guess. :)
Thx a lot.
Okay so I wanted to get into mobile development and decided to start with Android Studio, but I wanted to more easily reach both Android and IOS so switched over to Xamarin.
Honestly, Xamarin looks really cool and I have been trying so hard to get into it, but every time I open a new Xamarin project it seems to break right away before I really get to do anything.
Sometimes it asks me to update something so I do so before I begin development and it breaks, sometimes I run an initial build right when I make the project with no changes made and it breaks. Sometimes I do something as simple as adding a button or entry in the XAML code and it just breaks, and when I erase all my changes it is still broken.
I just want to know, is this just me or is this just how Xamarin is? I know there is a huge chance it is just me having no idea what I'm doing, but the project seems to break even when I follow updated tutorials and documentation. I have gotten errors even involving the file path it made.
Summary
The short time I used Android Studio I was able to get decently far into development and it still didn't break, but with Xamarin I am having a hard time just getting past the creation of the project without some error. Why is this? Does this happen to experienced Xamarin Developers or just for beginners?
There are certainly issues in Xamarin Mobile Development. Those issues you are referering, happen to everyone from time to time (not that common these days though).
Ignore compiling errors (assuming its the programmer's fault), those issues are usually related with Visual Studio. So, the process is always the same:
Clean Solution
Delete bin/objs folders (if the clean has errors)
Restart Visual Studio
Rebuild
I've written an application in C# .NET with the WinForms UI toolkit. I'm attempting to provide Windows executables, but so far they simply don't work for anyone but me.
I'm creating the release packages by building the EXE and DLLs in Visual Studio 2017, copying them into one place, and putting that into a .zip archive. I'm not doing the fancy one-click publishing stuff.
The project is available on github (https://github.com/fadden/6502bench). The first person to try it got "<program> has stopped working" on Win7 (see issue). The second person was using Win10 Pro, and extracted some details from the event log that show it crashing in a system DLL (see issue). Both of them have the latest .NET framework installed.
I haven't worked with C# .NET outside Unity, so I'm a bit out of my depth. It's entirely possible I've skipped an "obvious" step, or am doing things wrong.
Update: answering some of the comments:
it's pure C#, no native or unsafe code
both people reporting problems confirmed that that latest .NET framework is installed (4.7.2)
the program doesn't seem to be starting at all, so I'm not sure what the app could be doing wrong as far as local paths go
the specific errors, including screen shots and log messages, are included in the issues linked above
the full source code, with the VS solution and projects, is up on github
The sense I'm getting from the comments is that what I'm doing isn't fundamentally wrong, so there's some devil in the details.
I downloaded the source, and debugged.
I received a StackOverFlowException on the following 2 lines of code.
ProjectView.cs
line 3545 : symbolListView.Columns[2].Width = lastWidth;
line 3719 : referencesListView.Columns[2].Width = lastWidth;
What is going on is you are handling the ColumnWidthChanged event on ListView components, and modifying the column width. This modification fires the event again, which is causing an infinite loop, and a subsequent StackOverflowException.
But why? I'll take a swing at an answer. You may have hard coded some values that line up with the DPI and resolution of your monitor. When the ListView instantiates on your machine, it doesn't have to 'redraw' the column with and does not fire the event, but for anyone else that doesn't have the same resolution and DPI, the event fires and causes the loop. I could be wrong, but sounds plausible to me.
I am at a complete loss with this. The articles at msdn either seem to be useless or I'm simply missing some major points.
I have an app which I've released on the store, a simple soundboard. Over the past few days I've had a LOT of crash reports come through which I'd of course like to fix if possible.
I've downloaded the xslx spreadsheet and one of the cab files located in it. I open it in visual studio and get as far as the first picture on: http://blogs.msdn.com/b/uk_faculty_connection/archive/2014/09/01/debugging-crashes-of-your-apps-and-games-on-windows-phone-8.aspx
The symbols seem to be where im running to problems I guess. The instructions seem about as clear as mud.
I follow the link to http://msdn.microsoft.com/en-us/library/windows/hardware/ff557573(v=vs.85).aspx to download sybols. It states: "Run the provided symbols installers from the WDK download on the Windows Connect site"the page doesnt mention anything about symbols. I've read a ton of articles and none really explain any way of doing thing.
I've tried playing around and see if I can figure it out but all I ever seem to get is KERNALBASE.dll not found and no matching binary found.
If anyone can point me in the right direction on how to get anywhere at all with this I'd be greatly appreciative.
the app was written in visual studio express 2012 in C#
So I'm making a small game for one of my last classes in university.
Basically I'm having some really awful issues trying to play a song in the title screen, then when the user clicks to start game, switching to a game play song.
The first 3 hours, I used the provided sound libraries, and then I ran into the issue many others have with massive lag to the game. So, I decided to give XACT 3 a try, the one packaged with XNA 4.0.
I made the project from scratch, in XACT 3, and XNA is telling me:
error : The .xap file was created with a version of XACT that is incompatible with the XNA Framework Content Pipeline version used by this project. Refer to the documentation for options to resolve this mismatch.
Now i'd love to refer to the non-existent documentation to find out they can't help, but can anyone out there please help me? I'm so close to being finished. My searches for the last few hours have shown me to clues..
After countless hours, it was of course something stupid.
When you load the XACT3 .XGS, .XSB, .XWB files into the solution explorer(Content in my case), you MUST also make sure to click on the properties of each one and make sure that Build Action is set to NONE.
The error was thrown because XNA didn't know how to build those files, and in true MS fashion, the errors are usually quite confusing and never really take you to the real problem.
Also, for future visitors, make sure you also set Copy to Output to ALWAYS.