A classical error in Android ndk application (using ffmpeg library):
Fatal signal 11 (SIGSEGV)
I debugged in:
it exits at the command below:
ic = av_malloc(sizeof(AVFormatContext));
sizeof(AVFormatContext) = 1264. The device is Nexus 4.
So I don't believe it is because of a large size.
Something must happen before to cause it.
Actually a similar application (earlier version without audio stream) works well. The new version adds in the audio stream. All c++ code work well in pure C++ programs.
I suspect Android set a limit before it hits the command which causes error.
Any clue please?
Related
Although creation of a project with mbed os 5 works fine using
mbed new nameOfProgramOs5
creation of a project with mbed os 2 via
mbed new nameOfProgramOs2 --mbedlib
causes a problem:
First of all, the command does not terminate.
ctrl-c unveils
[mbed] Working path "C:\Users\ere\Desktop\Software\MBed" (directory)
[mbed] Program path "C:\Users\ere\Desktop\Software\MBed"
[mbed] Creating new program "newWithMbedLib2" (git)
[mbed] Adding library "mbed" from "https://mbed.org/users/mbed_official/code/mbed/builds" at branch/tag "tip"
[mbed] Unpacking library build "3a7713b1edbc" in "C:\Users\ere\Desktop\Software\MBed\newWithMbedLib2\mbed"
[mbed] ERROR: An error occurred while unpacking library archive ".bld\.rev-3a7713b1edbc.zip" in "C:\Users\ere\Desktop\Software\MBed\newWithMbedLib2\mbed"
If i go into the directory i can see that a lot of sub directories are created
one for each target.
So may look not so bad.
Could you help or at least contribute your own experience?
Is there a point to use still mbed os 2?
mbed new mbed-classic-program --mbedlib works for me. It downloads the mbed 2.0 SDK. My mbed-cli version is 1.8.2.
Some boards only support OS 2. I still use OS 2 sometimes.
I am running ubuntu 12.04 64 bit, I have set up FB4Linux (FlashBuilder for Linux) and installed the »flash-installer« installer plugin via »apt-get«. I downloaded the latest version of the plugin-debugger from adobe and followed the install instructions from the included README.txt file. Running eclipse (Version: 3.7.2, Build id: I20110613-1736), creating a new as3 project works, build works, everything fine, I can start the debugger and step through the code BUT after a while the debugger just disconnects and stops. No error, no crashes, debug session just over.
Any Ideas?
.log
about:plugins:
Flash - Version: 11.2 r202
Shockwave Flash 11.2 r202
I think , this is happenning more fequently due the enhanced breakpoint listener support in eclipse.When a breakpoint is removed, it is trying to notify its "breakpoint specific" listeners, which were stored in the breakpoint. Of course, this will not work since the underlying marker has been deleted. but things will happen after removing break point. so one way to resolve this problem is to try to un-select
Window > Preferences > Java > Debug : Suspend execution on uncaught exceptions
may this will help you!!
The solution to this issue occurred as side effect after I applied the changes from the answer of this question. When I tried to set the compiler options to target version 11.2, which is actually installed on my system errors occurred because their were files missing in the sdk folder (which are the described changes) and I could only develop for version 11.1. Kind of wired but the update of the sdk made the debugger run stable.
I'm running Windows Server 2008 with a Blackmagic Decklink card. Everything works fine with the GUI but when I try to start from command line it exits with an unknown error.
Any ideas?
Note: I have the desktop experience enabled.
Looks like a frequent problem that effects many FMLE users. Common suggestions include:
use the absolute latest version of FMLE
update DirectX
update all video and audio-related drivers
remove/rename startup.xml from "[volume]/Users/[user name]/AppData/Roaming/Adobe/Flash Media Live Encoder [version]/" so the program can get clean settings
There is also a small chance that tweaks to common security measures may help, such as disabling Data Execution Protection for all but essential OS files or exclude program directories in your anti-virus software (only if essential, of course!)
I found out what the problem was, apparently if the fmesessions.dat (C:\ProgramData\Adobe\Flash Media Live Encoder 3.2) gets large enough FMLEcmd.exe fails.
I have a game project which runs very fine in device in both debug and release mode. I have had two versions of it. Old version and new version with more (later i have added) features, and the bundle id, version for both are same. When I build older version, with no previously installed "myGame" app. It builds fine and runs fine and vice versa if I build new one first.
But the app crashes when I build new version one with old app already installed in ipod touch, and vice versa if I build old version with new app already installed. The console message looks like follows:
/* Old version installed first and build new version */
Running…
gdb-arm-apple-darwin(3441) malloc: *** error for object 0x4601e0: incorrect checksum for freed object - object was probably modified after being freed.
*** set a breakpoint in malloc_error_break to debug
Error launching remote program: failed to get the task for process 6791.
Error launching remote program: failed to get the task for process 6791.
The program being debugged is not being run.
The program being debugged is not being run.
gdb-arm-apple-darwin(3441) malloc: *** error for object 0x42a7d0: incorrect checksum for freed object - object was probably modified after being freed.
*** set a breakpoint in malloc_error_break to debug
/* New version installed first in device then build old version */
Running…
gdb-arm-apple-darwin(4195) malloc: *** error for object 0x45e710: incorrect checksum for freed object - object was probably modified after being freed.
*** set a breakpoint in malloc_error_break to debug
Error launching remote program: failed to get the task for process 7079.
Error launching remote program: failed to get the task for process 7079.
The program being debugged is not being run.
The program being debugged is not being run.
I can also solve this issue by simply deleting the previously installed app from device. But I want to know the root cause of this crash and I am also afraid if I had my new version app in appStore, It would be very inconvenient to ask user to delete old version first to use new version.
So, please help me to get through this situation. Thanks to any any kind of information.
mysticBoy59
PS: I used the same old version of app and added the features to make new version. Doesn't new one supposed to replace old one easily? As we go on adding features and build and test !!
Since I found out the way to solve my issue, I am explaining a little about it. Normally when we search solution for "The program being debugged is not being run" we just simply delete our older (existing) app in the device and do a new build which seems to work fine.
But the crash, yes of course there is some issue within it which I ignored first. The actual problem was that there was slight product name change in the build settings -> Packaging.
As i have to mention, this game project was done by me and my friend, he had have little change on the Product Name (included white space) when he was doing this programming part (I guess accidentally).
This causes the conflict in Product Name within the new and old app version causing crash. Now it works fine. So any of you people ever encounter it, you need check these first. Because most of games are big projects and number of developers are involved in it. So, can cause these actions sometime.
Any way thanks for all who read it. And go going... :)
I would say check the data you are saving to the device first. It is possible that the old version is writing something to the phones memory that is being read by the new version and causing it to crash.
In my app, I use a very large amount of code that I copied from Apple's SpeakHere example, and when I run the app on an iPhone device it spits out this error about a hundred times before loading the XIB:
unable to read unknown load command 0x80000022
It also prints these errors:
warning: Unable to read symbols for ""/Users/eamonford/Desktop/Sleep Blaster touch/build/Debug-iphoneos"/Sleep Blaster touch.app/Sleep Blaster touch" (file not found).
warning: Couldn't raise load state for requested shlib: "Sleep Blaster touch" for breakpoint 1.
However, when I run the app in the Simulator there are no errors at all. Also, I know the errors are coming from some part of the code that I got from SpeakHere, because Apple's own example produces the same errors, and my app didn't produce these errors before I added the SpeakHere code.
Does anyone have some idea of what these errors mean or how I can trace them? Thanks!
Regarding the first warning, this appears to be a known issue in SDK 3.1 (I'm assuming you're using 3.1, I'd never seen this error with other versions). If you try compiling with a 3.0 target, that should resolve it.
I saw this error after upgrading to Snow Leopard, but before upgrading the Developer tools.
If you haven't already, go download and install the new Xcode and SDKs.