MonoTouch - running mdtool from Jenkins - c#

I downloaded the latest MonoTouch (4.0.4.1 and MonoDevelop 2.6 beta) to fix some issues we were having.
I was hoping that my build in Jenkins (using mdtool) would start working, but no luck.
mdtool gives this error (shortened):
2011-07-28 08:18:47.399 mdtool[14484:60f] *** __NSAutoreleaseNoPool(): Object 0x492260 of class NSCFString autoreleased with no pool in place - just leaking
2011-07-28 08:18:47.401 mdtool[14484:60f] +[NSDictionary dictionaryWithContentsOfFile:]: unrecognized selector sent to class 0xa0bdd3ec
2011-07-28 08:18:47.401 mdtool[14484:60f] *** __NSAutoreleaseNoPool(): Object 0x3f02540 of class NSCFString autoreleased with no pool in place - just leaking
In the past this was related to code generation with the designer.
Is this a known issue being working on by Xamarin? (I can open a bugzilla bug if needed)
PS: one thing else to mention, is we have deleted the designer.cs files for several of our views. (This was a crude way to disable code generation at the time, we needed to manually setup our outlets, exports, etc.)
EDIT: posted to bugzilla here.

You are not using the stable version of MonoDevelop, you are using an outdated preview, that was fixed in later betas.

Related

Could not complete testing: fitnesse.slim.SlimError: Error SLiM server died before Header Message could be read

I am trying to integrate Fitness with Visual Studio 2022. Have .NET 6.0 installed. Following the instructions given in this link. However, every time I run the Test it throws the error
Could not complete testing: fitnesse.slim.SlimError: Error SLiM server died before Header Message could be read. Unable to start test system 'slim': fitnesse.slim.SlimError: Error SLiM server died before Header Message could be read.
Looks like I am missing something very basic about Slim. Please let me know the resolution for this.
I was able to resolve this. The Target Framework RunnerW was pointing to was incorrect. It was pointing to Dotnet4.8. I modified this. But, and included into the fitsharp solution. Then, building solution from Visual Studio kept failing. Identified that this needed updating the Nuget package. Updating kept skipping every time stating the package was already installed. Was unable to build because of these reasons. Was finally able to have breakthrough when I built the solution from cli. Running the Test after this was successful.

Stores and C# assembly dll files not being loaded

I have recently tried adding In App Purchase into my Unity project. Unfortunately, it didn't show in the Components drop down menu. I could use the option to create IAP Button and perform code-less IAP configuration but it wasn't there in the menu. So I decided to configure IAP through script. But the script too throws some errors. The error goes like this:
"Assembly 'Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll' will not be loaded due to errors: Reference has errors 'Stores'."
Four errors just like the above one shows up for Assembly-CSharp.dll, Editor.dll and Assembly-CSharp-firstpass.dll
And then this one:
"Assembly 'Assets/Plugins/UnityPurchasing/Bin/Stores.dll' will not be loaded due to errors:
Unable to resolve reference 'UnityEngine.UI'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector."
I have tried re-installing In App Purchase package.
I have tried changing the API from .NET Standard 2.0 to .NET 4.x (and did the vice versa and still did not work)
Downgrading unity project isn't really a good idea but anyways I gave it a try but it just added to the already existing errors.
Upgrading to newer Unity version (alpha version) didn't help.
The error occurs whenever I initialize the ConfigurationBuilder referring StandardPurchasingModule.
public void InitializePurchasing()
{
// If we have already connected to Purchasing ...
if (IsInitialized())
{
// ... we are done here.
return;
}
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
builder.AddProduct(TWO_BOLTS, ProductType.Consumable);
builder.AddProduct(FIVE_BOLTS, ProductType.NonConsumable);
UnityPurchasing.Initialize(this, builder);
}
The worst part is that I am unable to use my scripts after writing the ConfigurationBuilder initialization code. Unity asks me to fix any compiler errors and assign a valid script. I have searched for the answer for so long. I am really stuck in here. Please help.
Your issue seems to be related to verison of Unity you using. You can follow progress of this issue on official Unity issue tracker.
If this issue is showstopper for you than cosider downgrading as you using beta verions of Unity and as official site states:
As with any beta program, you’ll have early access to new features and
will be able to assist in the final steps of their development. That
means you’re likely to experience Unity as less stable than a final
version.

SharpDXException at SharpDX.dll in 3.0.0

I'm using Windows 7 Ultimate 64 bit with Visual Studio 2012 Ultimate and my GPU supports DirectX11.
I was using SharpDX for a long time in 2.6.3 version.
When I'm updating to any newer version my code and any code from examples is throwing SharpDXException:
"Additional information: HRESULT: [0x887A0001], Module: [SharpDX.DXGI], ApiCode: [DXGI_ERROR_INVALID_CALL/InvalidCall], Message: Unknown" while creating device.
In older versions everything is going fine, but I want to use the newest version so I really want to solve this.
Could you help me?
SharpDX 3.0+ made some breaking changes. What you see is the standard error you get when debugging is disabled for the DirectX layer. To get more info, follow these steps. That way, you'll get error details in the Output Window.
Ok, there are a few things you can do going forward.
On your device creation. Add the following flag.
creationFlags |= DeviceCreationFlags.Debug;
You can then query the device for the debug interface. You can also set Directx to error on warnings or even information events.
I will post the exact C# code later if interested. But always leave Debug mode on when in debug (turn off for release). This will help track the errors more readily.

Unable to run Console Application from Visual Studio: System.AccessViolationException

Description
When launching any Console Application, the code stops running immediately on an AccessViolationException (Additional information: Attempted to read or write protected memory. This is often an indication that other memory is corrupt). More info included in the next section.
Technical Symptoms
The Call Stack only contains external code:
Exception:Thrown: "The message filter indicated that the application is busy. >(Exception from HRESULT: 0x8001010A (RPC_E_SERVERCALL_RETRYLATER))" (System.Runtime.InteropServices.COMException)
A System.Runtime.InteropServices.COMException was thrown: "The message filter indicated that the application is busy. (Exception from HRESULT: 0x8001010A (RPC_E_SERVERCALL_RETRYLATER))"
Time: 12/10/2015 10:59:55 AM
Thread:vshost.NotifyLoad[15344]
I created a new Console Application, containing only Console.WriteLine("Hello world!");
Running the new Hello world app results in the same exception and an identical
call stack.
Background
I suspect this has nothing to do with the issue, as I will explain, but I feel it is important to answer the obvious question, "what were you doing when the issue happend?" The last change I made was adding an extension to my Selenium Driver to hotkey logout from an application:
public static void logout(this IWebDriver Driver)
{
Driver.FindElement(By.TagName("body")).Click();
new Actions(Driver)
.SendKeys(Keys.Control + Keys.Shift + "x")
.Perform();
}
I also made a change in my App.Config file for one of my projects, but reverting this had no impact either.
Removing this code (the Driver extension and/or the App.Config change) does not resolve this issue. Retrieving a previous check-in does not resolve the issue. I am the only person currently working on this solution.
Discoveries
As mentioned, this is happening for an empty Console Application. Windows Form Applications launch fine. Unit Test Projects launch fine as well.
Research
I've spent hours looking into this. It seems like every similar issue I have looked into is pertinent to debugging only or a .NET version. For me, the issue occurs with a Release as well. Additionally, I have been using .NET 4.5 without any issues or changes on that front. I can't find any articles that seem worth posting, but I might be overlooking something.
Visual Studio Info
Microsoft Visual Studio Ultimate 2013
Version 12.0.30501.00 Update 2
.NET Version 4.6.00081 (just noticed it says 4.5 in my project properties, though)
Running as Administrator
Feedback
When Running from devenv.exe /SafeMode, Visual Studio loaded with:
An exception was encountered while constructing the content of this frame. This information is also logged in "C:\Users\UserName\AppData\Roaming\Microsoft\VisualStudio\12.0\ActivityLog.xml".
Exception details:
System.UnauthorizedAccessException: Access is denied. (Exception from HRESULT: 0x80070005 (E_ACCESSDENIED))
at Microsoft.VisualStudio.Shell.Interop.IVsShell5.LoadPackageWithContext(Guid& packageGuid, Int32 reason, Guid& context)
at Microsoft.VisualStudio.Platform.WindowManagement.WindowFrame.GetPackage()
at Microsoft.VisualStudio.Platform.WindowManagement.WindowFrame.ConstructContent()
Additionally, when trying to run, I get an error message of "Error while trying to run project: Invalid Pointer" (again, VS in devenv.exe /SafeMode - see how to run visual studio without plugin and all third party feature if unfamiliar)
Please let me know if I can provide any additional information.
It may be because when you name the project you can't put spaces, I put them and it gave me a AccessViolationException aswell, try using capitals to separate your words, but only use letters and no spaces to be sure.
I also faced this issue with Visual Studio 2010. More interestingly I had several projects in my solution (Console application, WPF application, Windows Forms application) but it was failing only when, I was setting the project which was of type "Console Application" as start up project. Following change finally helped me nail down the issue: Go to project properties of the console application project -> Go to "Debug" tab -> Go to "Enable Debuggers" section in right pane -> Check the "Enable unmanaged code debugging" check box as shown in the snapshot below. Root cause of why it happened is still not known to me. Only thing which I observed as fishy was that there were lot of windows updates which had got installed on my machine the previous night which mostly constituted of office updates and OS updates (More than a dozen KB articles).

Weird xCode linker error I've never seen before saying "Assertion failed"

Built this game through Unity, and managed to compile through xCode once before. Without any apparent changes, however, this error message turns up. I don't understand where to start looking for a fix, but maybe someone else have a clue? I've seen similar looking errors through searches, though the fixes seem arbitrary compared to mine.
Anyone able to shed some light? Thank you!!
0 0x1034de0e7 __assert_rtn + 144
1 0x10351350c archive::File<arm>::makeObjectFileForMember(archive::File<arm>::Entry const*) const + 1142
2 0x103512c9a archive::File<arm>::forEachAtom(ld::File::AtomHandler&) const + 416
3 0x10352a6a1 ld::tool::InputFiles::forEachInitialAtom(ld::File::AtomHandler&, ld::Internal&) + 465
4 0x10353490e ld::tool::Resolver::resolve() + 48
5 0x1034dec47 main + 679
A linker snapshot was created at:
/tmp/wingOstar-2014-09-26-171939.ld-snapshot
ld: Assertion failed: (memberIndex != 0), function makeObjectFileForMember, file /SourceCache/ld64/ld64-236.4/src/ld/parsers/archive_file.cpp, line 355.
clang: error: linker command failed with exit code 1 (use -v to see invocation)
This seems like the kid of error the Xcode developers hope you never actually see...
The part of that message that is likely most useful for searching against will be the ld: Assertion failed: (memberIndex != 0), since that is the root of the error rather than supporting information.
I probably found the same few sources you did, but they indicated that this is caused by corruption in one of the resources Xcode is trying to link your program against, rather than something immediately caused by your own code. A file becoming corrupted by some external action would explain how this can happen despite no obvious changes in your program source.
So the obvious suggestion for fixing this would be to repair the corruption by making sure whatever is causing it gets recompiled. The first thing to do is to completely clean your project so that no older precompiled files are used and all of your own code is rebuilt. Since your error mentions a source cache, follow the recommendation here to wipe all caches, not just those cleared by the Product->Clean option.
The error message also gives a suggestion to use the -v flag to see what ld is actually doing, which may help you narrow down which object files could be corrupt (by showing you which ones are actually used). To add the flag, go to Build Settings in your project's settings, go down to Linking->Other linker flags, and add -v to those. Once you've rebuilt the project, look at the Build messages in the Report Navigator panel, and expand the linker messages for a full list of linked objects. If any of these options refer to libraries you provided, consider deleting and rebuilding them, before cleaning and rebuilding your project again.

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