Whenever I try to run this application (I didn't write it) that uses Crystl32.OCX, I get the error...
Run-time error '372':
Failed to load control 'CrystalReport' from Crystl32.OCX. Your version of
Crystl32.OCX may be outdated. Make sure you are using the version of the
control that was provided with your application.
For a long time, I was getting an error about Crystl32.OCX could not be found, but I ultimately managed to register it. However, it's not working properly now. Any ideas?
I solved this problem by reloading the Crystl32.ocx file and installing it in the path. C:\Windows\System\crystl32.ocx or C:\Windows\SysWow64\crystl32.ocx and you can download the update file this link ---> https://www.ocxme.com/files/crystl32_ocx
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Using addressables and building for WEBGL in Unity 2019.2.18f, but getting errors no matter what I do when I try run a build.
I'm storing my build and the addressable files in the same bucket on Google Cloud. Remote path is set to the gs:// path for the files. I've also tried replacing GS with https://storage.googleapis.com/mybucketname.
When I open the index.html in its path on google cloud, it gives me a CORS error. I've tried adding a json file and setting it up using gsutil but gsutil gives me an error - the file does not exist. I don't really want to go down a rabbit hole with gsutil as I'm not even sure if CORS is the only issue
I have also opened the build in firefox and I don't have a CORS error but I do have another error,
Asset Bundle download is complete, but no data have been received
Exception encountered in operation Resource<IAssetBundleResource>(packedassets_assets_all_73fe17b324c832211bd83ddaec912952.bundle), status=Failed, result= : RemoteAssetBundleProvider unable to load from url gs://theURLofthebucket/WebGL/bundlename_73fe17b324c832211bd83ddaec912952.bundle, result='Unknown Error'.
I have even tried switching the build target to standalone, re-building the addressables for this target, uploading them for the new target, and building. I thought this might give me a hint, if it just WORKED for standalone, but it doesn't, I get this error:
Curl error 1: Protocol "gs" not supported or disabled in libcurl
(Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 799)
Exception encountered in operation Resource<IAssetBundleResource>(packedAssets_7b4d2d2ed91df92408ade3f19317f33f.bundle), status=Failed, result= : RemoteAssetBundleProvider unable to load from url gs://mybucketname/StandaloneWindows64/packedassetsassets_7b4d2d2ed91df92408ade3f19317f33f.bundle, result='Unknown Error'.
To load the addressables (which have ranged from a basic cube, a model from my project, and a scene), I've used both instantiate, which is obsolete, instantiateAsync, which I think may not work in Webgl although it was given as the example to use in a tutorial, and I've also tried loading a scene that was marked addressable, using
Addressables.LoadSceneAsync(address, LoadSceneMode.Additive).Completed += OnSceneLoaded
Is what I'm trying to do possible? Use webgl and hosted addressable assets?
What's not obsolete? I keep finding tutorials and questions but the fixes / code used just don't work. I think I've wasted a good bit of time trying different things that I'm not sure if they are even possible to get working.
I've tried version 1.10, 1.15.1, 1.16.1. I've scoured the forums. I tried asking on discord for one of the tutorials (badgerdox) but got no response.
Please any pointers would be great!
I'm really stuck, and willing to try anything (could asset bundles work instead?) but afraid of wasting any more time if it's a dead end as this is for work. Thanks for any help!
At the moment Addressables doesn't support "gs" protocol.
Here is the official answer from Unity
The short answer from Unity:
UnityWebRequest doesn't support "gs://", which means for now we do not. Long term we are going to write a new downloading & caching layer, but for now we have what we have.
A workaround could be to change "gs://" to "https://storage.googleapis.com/"
More detail you can read in this thread.
I got to work on a Typo3 page and I have to say I'm at the very beginning if it comes to TYPO3.
So I wanted to fix a bug and updated the plugin "fluidpages" from version 4.1.0 (I guess) to 4.3. That cause the "Oops, an error occurred!" in the backend and frontend, so I dont have access from that side. I still have the FTP login for the website. The version of TYPO3 is 8.7.18.
The errorcode I get is that one:
Could not analyse class:
"FluidTYPO3\Flux\Configuration\ConfigurationManager" maybe not loaded
or no autoloader?
Class FluidTYPO3\Flux\Configuration\ConfigurationManager does not exist
So does anyone know what I need to do?
From my research I think I need to update another plugins to make it back to work? And can I update them just by uploading them through FTP?
Thanks in advance!
Edit: After I tried to get the old version of the plugin running, I'm getting this error code from the log file:
Mon, 17 Feb 2020 22:59:56 +0100 [ALERT] request="fec23f8baf6dc" component="TYPO3.CMS.Frontend.ContentObject.Exception.ProductionExceptionHandler": Oops, an error occurred! Code: 2020021722595594039a4d - {"exception":"TYPO3\CMS\Extbase\Mvc\Exception: The default controller for extension \"Flux\" and plugin \"Page\" can not be determined. Please check for TYPO3\CMS\Extbase\Utility\ExtensionUtility::configurePlugin() in your ext_localconf.php.
You can enter the Install Tool via https://example.org/typo3/install.php and start with Check for broken extensions. If that doesn't yield the extension in question, you can always manually change the PackageStates.php file and remove the extension you want to unload. Afterwards you should flush all caches through the Install Tool.
In the long term you should consider a few things:
Use a local development environment which mirrors your production environment. You can safely perform all steps without any risk here before deploying.
Use a deployment strategy/tool which allows for rollbacks. This allows you to quickly revert to a working version of your instance in case all other checks have failed. A simple but flexible solution is Deployer, you'll need SSH for this though.
Have you tried dumping autoload from Install Tool? Generally, it would help for the class not loaded problem. Otherwise, you may want to check the log at typo3/temp/var/log/ and find the errors in code.
I downloaded Csipsample from google code and trying to work on that.I built the app based on the instructions given in https://code.google.com/p/csipsimple/wiki/HowToBuild
while running the app on my mobile it is giving
"can't load native library. cpu arch invalid for this build"
Even when i try to run it on Emulator also it is giving the same error.In some forum i found there might be problem with .so files. Even i tried that one also but still its not working.
The same problem i found here also :
https://groups.google.com/forum/#!topic/csipsimple-dev/uxkRx1vmzNk
Can anyone please give a solution for this ?
Simply rename your Lib folder with Libs
I just installed gentoo linux amd64.
on that I installed eclipse 4.2M5 with FD5 for flex development.
after compiling my project, when I execute it i get the following in the log file:
Error #2046: The loaded file did not have a valid signature.
Failed to load RSL http://fpdownload.adobe.com/pub/swz/tlf/1.1.0.604/textLayout_1.1.0.604.swz
Failing over to RSL textLayout_1.1.0.604.swz
Error #2046: The loaded file did not have a valid signature.
i use FD5 with Flex 4.1A.
any ideas why it happens ?
update:
it seems that when I close and open my project I am able to execute my project once. the 2nd time that I execute the project on my browser I get the error and I need to close and reopen the browser to execute it again.
First of all thank you for all of your comments.
I finally was able to properly resolve the issue.
it seems that flash saves cache info at ~/.macromedia
(~ for home dir, for example if the user is ufk so it translates to /homeukf)
all I need to do is to delete that folder, since then I am able to refresh my app on the browser without any problems.
"Hot Code Replace Failed - add method not implemented".
I get this error message every time I change something in my test class (and save it).
Can't figure out what it means. Can somebody help?
Possibly, you have a test which is still running (in debug mode). Try finishing all tests (you can see them in the debug view: window->show view->debug) and try again...
See this thread:
This means you changed a class while it was debugging an application and it could not update the class for the application while it was running.
The error suggests you may be running an older JVM, i.e. pre-1.4.2 but this error can occur with any JVM if the change is incompatible with the previous version of the class.
Check carefully what JRE you are using in your debug session.
Also check you are deploying classes compiled with the debug attribute set. (see this thread)
Finally, as indicated here:
did you switch "Project->Build Automatically" off?
Hot code replacement works (only?) if automatic build is switched on...
I was running into this issues too. I found a build hiding in the backgound that was giving me fits. Check to make sure you have all tests/builds closed or completed. Nonetheless, you can still run the new code.
Whenever this error message appears it also gives options to terminate or restart. Select Terminate and it will terminate any running debug case which you are unable to locate.
if you have multiple projects involved, and multiple jre's installed, make sure all dependent projects are using the same javac/jre
Make sure your application server JRE and Eclipse JRE version should be same or else it will throw unsupported class version and hot code debug will not work.
I went to the same Problem,But my Debugging session ended hours ago.But still ECLIPSE error kept coming.
So I just simply restart the ECLIPSE IDE, then the problem just solved.