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Platform::COMException ^ at memory location 0x0669FAB0. HRESULT:0x80070490 Element not found.

Discussion in 'Windows' started by goat, Dec 22, 2014.

  1. goat

    goat

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    Touchscreen - Start -> VS 2013 Popup

    My build with Unity 4.6.1p2 fails (as did 4.6.1f1) with the error below when I save the project and run with Visual Studio Ultimate 2013.

    Build Settings:

    Windows Store
    XAML C# Solution
    Universal 8.1
    Build & Run on Local Machine & Windows Phone
    Debugging
    Unity C# Project
    Development Build

    I save this & then run the 'Local Machine' to test and get the below error. I also have attached a log of debugging information and the assembly surrounding the problem call. Seems the are during a move long and it's related to security somehow. If I go back to the Windows Store 8.0 SDK it will still give errors(different ones) but the game will run, in this case Windows suspends the thread.

    I have Windows 8.1 64 bit kept current with patches & such.

    +++++

    +++++
     
    Last edited: Dec 30, 2014
  2. goat

    goat

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    So I did a bit of searching in the Unity forums and saw this suggested elsewhere:

    modded App.xaml.cs function:

    public App()
    {
    this.InitializeComponent();
    appCallbacks = newAppCallbacks(false);
    appCallbacks.AddCommandLineArg("-force-feature-level-10–0"); // added line because my HW only
    // supports level 10 in Direct3D
    appCallbacks.RenderingStarted += RemoveSplashScreen;
    }


    Still broken though...
     
  3. goat

    goat

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    OK, I've done some more searches and it is more likely a Windows Security problem of some sort...

    I've had one too for a 3rd party app after a Windows KB patch that broke the 3rd party apps 'Library Browser' (Poser 2014 Pro Gam Dev' and uninstalling that Security KB fixed that.

    However, the only thing I can think of recently to do with security is that I recently switched from a local account to an online Windows account.

    Even when these hackers don't get close to my PC these security fixes being constantly pushed out cause enough damage. Someone needs to come up with a simple security design that works.

    Now I can choose to do nothing and make sure I buy a model PC with Windows 8.1 pre-installed so I don't have to worry about KB fixes hosing up security on pre-existing software and make sure I either stick with a local account or stick with an online account and...

    I've never even been to the Pirate Bay or any of those sites known for distributing trojans and such...and I don't frequent NSA sites or Kik either or whatever...
     
  4. tswalk

    tswalk

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    I was just curious if you changed from ARM to x86 in configuration manager prior to build/debug locally?

    I just know that it defaults on the build to ARM and you have to make that prior to debug from your workstation...


    [EDIT]

    .. .nevermind, you said you rolled the build back to Windows 8 SDK and it would run....
     
  5. tswalk

    tswalk

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  6. goat

    goat

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    When you save a Unity Project in SDK 8.0 it will default the Project to ARM but for 8.1 SDKs it figures out the CPU you're running Unity on (or maybe they just decided it makes more sense to test Metro on the Local Machine before the Phone).

    At any rate, my app actually up & starts and looks good (thanks Asset Store Kiosks!) and it will run until the second I click my mouse pointer or touch my finger to the app screen.

    I do know from doing beta tests for a well know product (not Unity) that the Intel supplied drivers for my Intel Graphics HD GPU will cause a bug in that app I tested in dual screen mode but the bug is actually in the Intel driver and they dropped support for that GPU so fast it's not even funny.

    I'm going to simply uncheck all the UI canvases and see if that resolves the problem.
     
  7. goat

    goat

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    Unchecking the Canvases and the EventSystem didn't help so it's good to know it's not those.
     
  8. Aurimas-Cernius

    Aurimas-Cernius

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    Does a simple empty scene work for you?
     
  9. goat

    goat

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    Yes, to my surprise an empty scene did work just when I was ready to contact MS Support about some possibly bizarre security issue on my machine. I do not want to clean install til I buy a new PC.

    For the project giving trouble I have used UI on both of them (mine is the original asset store framework with replaced artwork) but they did suplly an NGUI version of the example scene as well.

    I'll try that scene...OK the NGUI scene did not work either.

    I'm going to try & find something that isn't blank that will work.
     
    Last edited: Dec 23, 2014
  10. goat

    goat

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    OK, I tried a scene with only particle & it gives the same error. I also tried a scene with only meshes, no code, and got the same error.
     
    Last edited: Dec 23, 2014
  11. Tomas1856

    Tomas1856

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    Did you try enabling exceptions via Debug menu ? Maybe it will help you locate "Element not found." exception
     
  12. goat

    goat

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    OK, so I tried these:

    Windows 8.1 Store app samples -> Inking with XAML and SwapChainPanel sample
    & Accelerometer sensor sample

    & they work.
     
  13. goat

    goat

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    I will try that now.

    OK so I unchecked a lost list of checked exceptions. They are all off now but I get the same error. The event log entries are missing too as you'd expect.

    On the blank scene that I made earlier I just got this:

    OnWindowActivated event - PointerActivated.

    OnWindowDeactivated event - PointerDeactivated. (or something really simple seeming)

    +++++
     
    Last edited: Dec 30, 2014
  14. goat

    goat

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    Oops...I had that backwards.

    This time I have every exception checked for throwing in the debugger:
     
    Last edited: Dec 30, 2014
  15. Tomas1856

    Tomas1856

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  16. goat

    goat

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    I will try but first I create a simpler scenario.

    1) I created an empty project, saved the empty scene (it have the Main Camera)to test.unity under Assets, and built to Windows Store on my Tablet PC without adding test.unity to my list of scenes to build. That list was empty but the app, called test, ran without problems once built.

    2) I have taken the empty scene that works and added a cube in the hierarchy via Create. Now that scene fails in the same way as all the others but the odd thing is I didn't add the scene to the list of scenes to be build. The scene build list is empty. And yet the app build crashed? I try several variations of very simple objects to add and remove from the scene and also add and remove the scene from the list of scenes to be built. And yet it fails with the same errors as I posted above.

    3) OK, so I tried to replicate 1 & 2 & I can't, so I am trying to gather information to see if it's my machine or something in Unity. I created a new blank project with an imported Asset Store simple Island with Palms Cartoon scene and tried to follow your direction to get trace information:

    Here is a picture VS 2013 gave me after the app exit: well it got pasted at the top.

    Anyway, here is the call stack:

    Code (csharp):
    1.  
    2.  
    3.  
    And finally I attached a text file of the debugging log. It's different than the earlier one but I think the cause is the same.

    It might be worth noting I have a Bluetooth Mouse & Keyboard, the Tablet PC has a Wacom Tablet Digitizer built into the screen, and I have the Wacom Drivers from less than 1 year ago installed (I have a Wacom Bamboo but I have the wireless USB dongle unplugged while Windows Store builds are failing).

    Thanks.
     
    Last edited: Dec 30, 2014
  17. Tautvydas-Zilys

    Tautvydas-Zilys

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    The log reports a pretty obvious error:

    Do you happen to have aggressive antivirus software? Looks like that file gets deleted somehow.
     
  18. goat

    goat

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    No, I just have standard Windows Defender on Windows 8.1 64 bit. It updates daily with new definitions from MS.

    Where would the mainData be?

    After I navigated to C:\Users\Konto 01\Documents\Design\Unity\test2\testing\test2\test2.Shared\Data

    and there is a mainData of 19KB with a sharedassets0.assets of 3481KB in the same folder.

    I will clean solution & run again to make sure I didn't upload the wrong log. The log looks the same!

    See what I mean? A super simple new project and it throws up something this bizarre. I can't even argue in this case that it has something to do with permissions being mucked up with me switching from a local account to an online account because both Unity 4.6.1p2 & the test2 project were created afterwards.

    While I would not be shocked that MS has installed a security KB that is causing this (I removed a security KB last November 2014 that without a doubt broke the asset browser for Poser Pro 2014 Game Dev until I removed it) I have no ideal how far back I would need to go if that's the real cause.

    What I can do is switch back to my local account and try to build & run a Windows Store app. Windows put both accounts in the same home directory so I think the local account & online account are just aliases for the same user account. Ownership of mainData is my online account. And looking in the other projects I have even opened since switching to an online account and they all show as being owned by my online account now and not my local account. Windows must adjust those at login.
     
  19. goat

    goat

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    OK, sorry. I got the old behavior I reported earlier by switching to the plain '8.1' SDK on Local Machine when I save the project as a VS 2013 project rather than use 8.1 Universal.

    I still got a problem but it's consistent again with what I reported earlier. I read elsewhere in the forum the VS2013 SP4 does not work with Unity Windows Store 8.1 Universal because the libraries are built to SP3.
     
  20. goat

    goat

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    So I deleted and created a clean project again with SDK 8.1 Local Machine and get the behavior I first described. This is an empty project without even a scene file saved to use. The app window comes up blue and crashes when I click in it with the Element Not Found error.

    And so here is a stack trace with symbols like you asked for originally for the original problem:
     
    Last edited: Dec 30, 2014
  21. Aurimas-Cernius

    Aurimas-Cernius

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    This looks like an exception in Accelerometer. However, it should be harmless.
    Do you get the same error on an empty project?
    Also try enabling some additional capabilities in the manifest, perhaps you use something that is not enabled.
     
  22. Tomas1856

    Tomas1856

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    Regarding the accelerometer exception, if it's poping up after you've enabled exceptions in Debug->Exceptions menu, then that's normal, and you should simply ignore it and continue on.
     
  23. goat

    goat

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    That project I posted is empty but since the error is the same as my main project I will ignore the error & see what it does.

    So I deleted the old VS 2013 project and create a new one with only SDK 8.1 (only Local Machine available as a greyed out choice) and then I turned off all exceptions. It still throws them and I click on continue until the app breaks. If I run the app by clicking on the installed icon without VS 2013 starting the app it behave the same way I just don't see what it's doing.

    i.e. The app does 'Unity Loading' then a blank screen for a bit and then crashes and leaves the screen. Then it won't do anything else (as far as I can see) unless I click on the status bar icon of the minimized app at which point it's back at the Unity Loading screen again and repeats the process.

    Below is the last part of output log compiled with 'Release', the first part is the same as before. I will recompile with debug so I can get the symbol tables loaded.
     
    Last edited: Dec 30, 2014
  24. goat

    goat

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    callstack 2.png When debugging but no breaks set (but it does eventually break anyway) I get:

    OK, despite my lack of enthusiasm for learning the MS style debugging I will try to figure out this page:

    http://blogs.msdn.com/b/ntdebugging...gging-a-windows-8-1-store-app-crash-dump.aspx

    as I enabled crash dumps as you pointed to me earlier in this thread.

    I can't seems to find the pdb file of Windows.UI.XAML.dll even though there is an entire set of directorys and subdirectories in the Unity/VS Studio 2013 generated project called Windows.UI.XAML.pdb

    How do I get that pdb...

    OK, I found out that last *.pd_ underscore file is an archive and trying to extract it with 7-Zip shows it is actually an unfinished download...[/code]
     
    Last edited: Dec 30, 2014
  25. goat

    goat

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    OK so I deleted & redownloaded the .pdb file and it seems it is served broken or 7-zip can't read that format. Other PDB files in that temp location are downloaded & decompressed.

    Can one of you Unity people tell the appropriate MS VS 2013 or MSDN people about this pdb being corrupted? I'm sure they listen to an big business before an individual.

    C:\Users\Konto 01\AppData\Local\Temp\SymbolCache\windows.ui.xaml.pdb\450BB5F0C4AE45FEB50E3B5F10FAA1792\windows.ui.xaml.pd_

    I did extract the pdb using 7-zip anyway & it got most of the symbols I hope as it's 22 MB.

    In my CrashDumps directory is:

    C:\Users\Konto 01\AppData\Local\CrashDumps\windows.ui.xaml.pdb\450BB5F0C4AE45FEB50E3B5F10FAA1792\download.error

    which is the corrupt .pdb moved & renamed (it is however 1 MB smaller than the one I extracted with 7-zip).

    Also if you could please tell them the following are corrupt:

    PortableDeviceApi.pdb
    Windows.Devices.Sensors.pdb
    Windows.Globalization.pdb
    winspool.pdb
    windows.ui.xaml.pdb

    A reload fixed all of them but

    windows.ui.xaml.pdb

    Hmmm, never mind for the windows.ui.xaml.pdb too as a 3rd attempt to download worked and extracted a file the size of the 7-zip file I extracted manually earlier. Seems they might have a synchronization problem there.


    Thanks.
     
    Last edited: Dec 24, 2014
  26. Tomas1856

    Tomas1856

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    It's kind a hard to deduce what's wrong, because other people are not having such problem, that means there are possible following causes:
    * Your project might be the cause, but if I recall correctly you said it reproduces with empty project as well? If it's indeed your project, please submit a bug with repro project attached
    * Your system configuration might have to do something with it, if so, could you please specify what device, OS, and what Visual Studio 2013 version are you using.
     
  27. goat

    goat

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    I can & have reproduced this with a brand new empty project that I didn't even create a scene for.

    I have a ASUS EP121 with 4GB RAM, Intel i5 / Intel HD Graphics (Sandy Bridge) with Windows 8.1 64 bit / Visual Studio Ultimate 2013 SP4. Yes, it is old tech compared to most but it's still outperforms the newest mobile arm technology.

    If it is somehow my HW then since I can create my project standalone on Windows 8.1 x86/x64 with no problems I will see if I can add touch and accelerometer/gyroscope to the standalone and see if that causes standalone crashes. It just so happens the 3rd party asset I bought in the asset store has a checkmark to enable that with UI 4.6.1.

    How can I see the data stream from my accel/gyro and/or Wacom digitizer to see if they are spewing out good data or noise?

    Thanks.
     
  28. goat

    goat

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    OK,

    I will download this test suite:

    http://msdn.microsoft.com/en-us/windows/hardware/hh833788

    As far as this project with Unity 5 coming in the next year I will buy a new PC and wipe the one I have clean and use like a Windows Tablet for publishing tests to.

    It makes no sense for me or you to troubleshoot this further as the manufacturers dropped support for this device so fast. I have interests in the cheap new Quad Core Androids until Unity 5 comes out so I'll do the HW tests for edification and move on from Windows Store until later.

    Thanks very much though.
     
  29. goat

    goat

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    Seems a HW Error is at fault. I'll keep some folks from going don't the wrong path in bug searching.
     
  30. Tautvydas-Zilys

    Tautvydas-Zilys

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    First of all, I very much doubt this could possibly be hardware fault.

    Could you post a player log or Visual Studio Output from when it fails as you describe? Could you try creating an empty Windows Store project in Visual Studio (without Unity) to see if you can get that to run?
     
  31. goat

    goat

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    I think it is. I shorted my computer's motherboard circuitry once with a pocketknife prying out the USB cap that was too tight. I even occasionally get noise on my external monitor if I don't seat the mini HDMI adaptor just right. I'm really looking forward to ASUS' new tablet PCs later this year so I can replace this one.

    But I'll reproduce the error and create another log to post for you guys but I'll do it with the 8.1 SDK with <Local Machine> since I've read in another thread the Unity 8.1 Universal SDK is built again 8.1 SDK SP3 & I have VS Studio 2013 SP4.
     
    Last edited: Jan 2, 2015
  32. Tautvydas-Zilys

    Tautvydas-Zilys

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    That would be quite a short if it only caused Unity applications to stop working :p.
     
  33. goat

    goat

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    Well there is Anime Studio Pro 10.1 and it causes a problem with it when I put the app on the secondary screen and maximize it full screen then the menuing system for ASP 10 winds up being on the Primary screen with the ASP still on the secondary screen!

    ...and since I replicated similar behavior in another app I blamed Intel Corp's video drivers since they dropped support for this HW and created a driver only after enough nagging got them to produce for Windows 8 in Autumn 2012. For a year this HW had no Windows 8 video drivers just a extremely limited VGA set of drivers from MS Corp. It's just a Intel HD Graphics, like that could be so difficult to maintain after decades of maintaining 8086 assembly compatibility.

    At any rate, given the HW & SW driver history of this ASUS EP121 it's like law of diminishing returns...

    :)
     
  34. goat

    goat

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    OK it's true I did not include the HW Test battery from MS as I didn't have 10GB free disk space so I'm not 100% sure

    2 posts: - existed published project & empty project.

    1st 1 - a project published for PC and Android on Amazom Store & Google Play - the more modern the HW the better it works. It also works good after playing a few minutes and the cache algorithms start doing a good job of cache hits.

    I include Warning, then the output errors, then you'll have to ask because the logs can be very wordy.

    Post after this I will create a new project & compile without even creating / saving a scene.

    OK so the process of compiling for Windows Store:

    1. C# XAML Project, SDK 8.1 (with the Local Machine choice locked in), Unity C# Project, & Development: I 'Build' from Unity and navigate to select the folder I created for the VS 2013 project to create the VS2013 project

    2. I open the .sln project file in VS 2013

    3. I change the build target in the VS 2013 configuration manager to x86.

    4. I copy the 2 warning to a file for you.

    5. I click the green Play arrow for <Local Machine> (Local Machine is only choice)

    6. It compiles & this exception comes up:

    Code (csharp):
    1.  
    2. First-chance exception at 0x766D4598 in Template.exe: Microsoft C++ exception: Platform::COMException ^ at memory location 0x04A5F588. HRESULT:0x80070490 Element not found.
    3. WinRT information: Element not found.
    4. Stack trace:
    5. combase.dll!RoOriginateError(HRESULT error, HSTRING__ * message) Line 491
    6. vccorlib120d_app.dll!Windows::Foundation::Diagnostics::OriginateError(long,struct HSTRING__ *)
    7. vccorlib120d_app.dll!Platform::Details::ReCreateException(long)
    8. vccorlib120d_app.dll!__abi_WinRTraiseCOMException(long)
    9. UnityPlayer.dll!5176e714()
    10. UnityPlayer.dll!5176c312()
    11. UnityPlayer.dll!52885b63()
    12. UnityPlayer.dll!5287afc4()
    13. UnityPlayer.dll!528721c9()
    14. UnityPlayer.dll!5287b75e()
    15. UnityPlayer.dll!5175c95f()
    16. UnityPlayer.dll!52829af0()
    17. UnityPlayer.dll!5284ad1e()
    18. UnityPlayer.dll!5284b08f()
    19. UnityPlayer.dll!528568de()
    20. Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessInvokeItem() Line 792
    21. Windows.UI.dll!Windows::UI::Core::CDispatcher::WaitAndProcessMessages(void * hEventWait)
    22. Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessEvents(Windows::UI::Core::CoreProcessEventsOption options) Line 390
    23. Windows.UI.Xaml.dll!DirectUI::FrameworkView::Run() Line 93
    24. twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationView::Run(void)
    25. twinapi.appcore.dll!Windows::Foundation::Collections::Internal::HashMap<unsigned int,struct Windows::UI::Core::ICoreWindow *,struct Windows::Foundation::Collections::Internal::DefaultHash<unsigned int>,struct Windows::Foundation::Collections::Internal::DefaultEqualityPredicate<unsigned int>,struct Windows::Foundation::Collections::Internal::DefaultLifetimeTraits<unsigned int>,struct Windows::ApplicationModel::Core::Details::SmugglableInterfaceLifetimeTraits,struct Windows::Foundation::Collections::Internal::HashMapOptions<unsigned int,struct Windows::UI::Core::ICoreWindow *,struct Windows::Foundation::Collections::Internal::DefaultLifetimeTraits<unsigned int>,0,1,0> >::Remove(unsigned int)
    26. SHCore.dll!_StringCchPrintfW()
    27. [EMAIL]kernel32.dll!@BaseThreadInitThunk@12[/EMAIL]()
    28. ntdll.dll!__RtlUserThreadStart()
    29. [EMAIL]ntdll.dll!__RtlUserThreadStart@8[/EMAIL]()
    30. If there is a handler for this exception, the program may be safely continued.
    31.  
    I have an $exceptionstack of an array of 24 local variables of type void *.
    Autos: Name(value): EAX(04A5F4C8), ECX(00000003), ESP(04A5F4C8)


    Hold on, hold on...the exception seems related to the accelerometer and possibly permissions to access it. The local I gave above includes a pointer to 'this' which is nothing but a construct holding a bunch of accelerometer data. The 'DebugInfo' in the 'this' is all blank, even the type, except the type for var 'ProcessLocksList' and that is a type that begins with 'Window' but the IDE won't even let me slide the name of the field to the left so I can see the entire name of the type. Give me vi please.

    Hmmm...the IDE has locked up. Well I need to kill VS 2013 in the task list & restart. But before that I will enable Location Services for Windows in the Control Panel...

    Hold on, hold on....
     

    Attached Files:

  35. goat

    goat

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    Six Pence Call Stack.png

    Previous post continued after VS2013 kill:

    Stack -
    Code (csharp):
    1.  
    2. > KernelBase.dll!_RaiseException@16() Unknown
    3.  msvcr120d_app.dll!__CxxThrowException@8() Unknown
    4.  vccorlib120d_app.dll!__abi_WinRTraiseCOMException(long) Unknown
    5.  UnityPlayer.dll!__abi_WinRTraiseException(long __hrArg=-2147023728) Line 1118 C++
    6.  UnityPlayer.dll!__abi_ThrowIfFailed(long __hrArg=-2147023728) Line 97 C++
    7.  UnityPlayer.dll!Windows::Devices::Sensors::IAccelerometer::ReportInterval::set(unsigned int __param0=17) C++
    8.  UnityPlayer.dll!MTSensorInput<Windows::Devices::Sensors::Accelerometer,Windows::Devices::Sensors::AccelerometerReadingChangedEventArgs>::InternalUpdateIntervalImpl() Line 66 C++
    9.  UnityPlayer.dll!MTSensorInput<Windows::Devices::Sensors::Accelerometer,Windows::Devices::Sensors::AccelerometerReadingChangedEventArgs>::InternalUpdateInterval::__l3::<lambda>() Line 88 C++
    10.  UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<void <lambda>(void),void>::Invoke() Line 875 C++
    11.  UnityPlayer.dll!UnityPlayer::AppCallbackItem::NonVInvoke() C++
    12.  UnityPlayer.dll!UnityPlayer::AppCallbacks::InvokeOnUIThread::__l27::<lambda>() Line 325 C++
    13.  UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<void <lambda>(void),void>::Invoke() Line 875 C++
    14.  UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::Invoke() C++
    15.  UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::[Windows::UI::Core::DispatchedHandler::__abi_IDelegate]::__abi_Windows_UI_Core_DispatchedHandler___abi_IDelegate____abi_Invoke() C++
    16.  Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessInvokeItem() Line 792 C++
    17.  Windows.UI.dll!Windows::UI::Core::CDispatcher::WaitAndProcessMessages(void * hEventWait) Line 321 C++
    18.  Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessEvents(Windows::UI::Core::CoreProcessEventsOption options=CoreProcessEventsOption_ProcessUntilQuit) Line 390 C++
    19.  Windows.UI.Xaml.dll!DirectUI::FrameworkView::Run() Line 93 C++
    20.  twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationView::Run(void) Unknown
    21.  twinapi.appcore.dll!Windows::Foundation::Collections::Internal::HashMap<unsigned int,struct Windows::UI::Core::ICoreWindow *,struct Windows::Foundation::Collections::Internal::DefaultHash<unsigned int>,struct Windows::Foundation::Collections::Internal::DefaultEqualityPredicate<unsigned int>,struct Windows::Foundation::Collections::Internal::DefaultLifetimeTraits<unsigned int>,struct Windows::ApplicationModel::Core::Details::SmugglableInterfaceLifetimeTraits,struct Windows::Foundation::Collections::Internal::HashMapOptions<unsigned int,struct Windows::UI::Core::ICoreWindow *,struct Windows::Foundation::Collections::Internal::DefaultLifetimeTraits<unsigned int>,0,1,0> >::Remove(unsigned int) Unknown
    22.  SHCore.dll!_StringCchPrintfW() Unknown
    23.  kernel32.dll!@BaseThreadInitThunk@12() Unknown
    24.  ntdll.dll!__RtlUserThreadStart() Unknown
    25.  ntdll.dll!__RtlUserThreadStart@8() Unknown
    26.  
    Now I think it's trying to get a R/W lock on something related to the accelerometer.

    I will create lax permissions as Windows 8.1 allows in my Control Panel for accessing the local HW and create the blank project you suggest and see if that works.

    If that doesn't work, I will even clean install Windows 8.1 if Microsoft has available a ISO image of Windows 8.1 manufactured after June 2014 but not before that time.
     

    Attached Files:

  36. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Blank Call Stack.png

    OK, I made all settings in the 'PC Settings' and the 'Control Panel' lax as Windows 8.1 allows.

    I have blank project prepared:

    Stack Trace

    Code (csharp):
    1.  
    2. > KernelBase.dll!_RaiseException@16() Unknown
    3.  msvcr120d_app.dll!__CxxThrowException@8() Unknown
    4.  vccorlib120d_app.dll!__abi_WinRTraiseCOMException(long) Unknown
    5.  UnityPlayer.dll!__abi_WinRTraiseException(long __hrArg=-2147023728) Line 1118 C++
    6.  UnityPlayer.dll!__abi_ThrowIfFailed(long __hrArg=-2147023728) Line 97 C++
    7.  UnityPlayer.dll!Windows::Devices::Sensors::IAccelerometer::ReportInterval::set(unsigned int __param0=17) C++
    8.  UnityPlayer.dll!MTSensorInput<Windows::Devices::Sensors::Accelerometer,Windows::Devices::Sensors::AccelerometerReadingChangedEventArgs>::InternalUpdateIntervalImpl() Line 66 C++
    9.  UnityPlayer.dll!MTSensorInput<Windows::Devices::Sensors::Accelerometer,Windows::Devices::Sensors::AccelerometerReadingChangedEventArgs>::InternalUpdateInterval::__l3::<lambda>() Line 88 C++
    10.  UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<void <lambda>(void),void>::Invoke() Line 875 C++
    11.  UnityPlayer.dll!UnityPlayer::AppCallbackItem::NonVInvoke() C++
    12.  UnityPlayer.dll!UnityPlayer::AppCallbacks::InvokeOnUIThread::__l27::<lambda>() Line 325 C++
    13.  UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<void <lambda>(void),void>::Invoke() Line 875 C++
    14.  UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::Invoke() C++
    15.  UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::[Windows::UI::Core::DispatchedHandler::__abi_IDelegate]::__abi_Windows_UI_Core_DispatchedHandler___abi_IDelegate____abi_Invoke() C++
    16.  Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessInvokeItem() Line 792 C++
    17.  Windows.UI.dll!Windows::UI::Core::CDispatcher::WaitAndProcessMessages(void * hEventWait) Line 321 C++
    18.  Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessEvents(Windows::UI::Core::CoreProcessEventsOption options=CoreProcessEventsOption_ProcessUntilQuit) Line 390 C++
    19.  Windows.UI.Xaml.dll!DirectUI::FrameworkView::Run() Line 93 C++
    20.  twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationView::Run(void) Unknown
    21.  twinapi.appcore.dll!Windows::Foundation::Collections::Internal::HashMap<unsigned int,struct Windows::UI::Core::ICoreWindow *,struct Windows::Foundation::Collections::Internal::DefaultHash<unsigned int>,struct Windows::Foundation::Collections::Internal::DefaultEqualityPredicate<unsigned int>,struct Windows::Foundation::Collections::Internal::DefaultLifetimeTraits<unsigned int>,struct Windows::ApplicationModel::Core::Details::SmugglableInterfaceLifetimeTraits,struct Windows::Foundation::Collections::Internal::HashMapOptions<unsigned int,struct Windows::UI::Core::ICoreWindow *,struct Windows::Foundation::Collections::Internal::DefaultLifetimeTraits<unsigned int>,0,1,0> >::Remove(unsigned int) Unknown
    22.  SHCore.dll!_StringCchPrintfW() Unknown
    23.  kernel32.dll!@BaseThreadInitThunk@12() Unknown
    24.  ntdll.dll!__RtlUserThreadStart() Unknown
    25.  ntdll.dll!__RtlUserThreadStart@8() Unknown
    26.  
    Exception:

    Code (csharp):
    1.  
    2. First-chance exception at 0x766D4598 in Template.exe: Microsoft C++ exception: Platform::COMException ^ at memory location 0x04C5F918. HRESULT:0x80070490 Element not found.
    3. WinRT information: Element not found.
    4. Stack trace:
    5. combase.dll!RoTransformError(HRESULT oldError, HRESULT newError, HSTRING__ * message) Line 605
    6. vccorlib120d_app.dll!Windows::Foundation::Diagnostics::TransformError(long,long,struct HSTRING__ *)
    7. vccorlib120d_app.dll!Platform::Details::ReCreateException(long)
    8. vccorlib120d_app.dll!__abi_WinRTraiseCOMException(long)
    9. UnityPlayer.dll!0681e714()
    10. UnityPlayer.dll!0681c312()
    11. UnityPlayer.dll!07935b63()
    12. UnityPlayer.dll!0792afc4()
    13. UnityPlayer.dll!079221c9()
    14. UnityPlayer.dll!0792b75e()
    15. UnityPlayer.dll!0680c95f()
    16. UnityPlayer.dll!078d9af0()
    17. UnityPlayer.dll!078fad1e()
    18. UnityPlayer.dll!078fb08f()
    19. UnityPlayer.dll!079068de()
    20. Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessInvokeItem() Line 792
    21. Windows.UI.dll!Windows::UI::Core::CDispatcher::WaitAndProcessMessages(void * hEventWait) Line 321
    22. Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessEvents(Windows::UI::Core::CoreProcessEventsOption options) Line 390
    23. Windows.UI.Xaml.dll!DirectUI::FrameworkView::Run() Line 93
    24. twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationView::Run(void)
    25. twinapi.appcore.dll!Windows::Foundation::Collections::Internal::HashMap<unsigned int,struct Windows::UI::Core::ICoreWindow *,struct Windows::Foundation::Collections::Internal::DefaultHash<unsigned int>,struct Windows::Foundation::Collections::Internal::DefaultEqualityPredicate<unsigned int>,struct Windows::Foundation::Collections::Internal::DefaultLifetimeTraits<unsigned int>,struct Windows::ApplicationModel::Core::Details::SmugglableInterfaceLifetimeTraits,struct Windows::Foundation::Collections::Internal::HashMapOptions<unsigned int,struct Windows::UI::Core::ICoreWindow *,struct Windows::Foundation::Collections::Internal::DefaultLifetimeTraits<unsigned int>,0,1,0> >::Remove(unsigned int)
    26. SHCore.dll!_StringCchPrintfW()
    27. kernel32.dll!@BaseThreadInitThunk@12()
    28. ntdll.dll!__RtlUserThreadStart()
    29. ntdll.dll!__RtlUserThreadStart@8()
    30. If there is a handler for this exception, the program may be safely continued.
    31.  
    So really as you see no difference in the error messages between a blank project and a published project.
     

    Attached Files:

  37. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Also, between Unity 'Asset Store' at 25GB, Unity 'Projects waiting for HW & Unity 5', Blender, Anime Studio Pro, Poser Pro, and DAZ Studio on an SSD space is gone somewhat fast.

    It is easy to relocate all of those except oddly enough the Asset Store, located in a subdirectory of a directory called 'Roaming'.

    I am downloading Windows Pro 8.1 ISO today to clean install in the meantime. I can do the blank project test after clean install.
     
    Last edited: Jan 2, 2015
  38. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    OK, I downloaded the Windows Pro 8.1 ISO with there Windows 8.1 Download Tool this past Friday, installed it and it still managed to download and install 2GB Microsoft KB Hotfixes.

    I then installed all HW drivers not included via the Hardware Drivers from the Microsoft Windows driver website.

    ...but anyway, I then installed Visual Studio Ultimate 2013 Service Pack 2 (mid 2014) and download and install Windows 8.1 SDK.

    Then I installed Unity Free 4.6.1.p2 and after configured Unity to use VS 2013 and deleting the old VS Project folder, files, and Library I resaved the VS 2013 project and ran but it still gives the same error.

    I don't have an external monitor or the Bamboo Wacom drivers installed. The only non-Microsoft SW I have is 7-Zip, VirtualCloneDrive (SlySoft), and Unity.

    So the problem isn't which Windows SDK you have linked against or some bizarre conflict from some external SW that was installed (well, orders of magnitude much less likely with only 7-Zip & VirtualCloneDrive installed). It's likely a bug Microsoft SW itself, Unity, or that slip of my pocketknife into the USB/HDMI port a couple of years ago (At the time it did blank the screen, but it recovered with a reboot. Maybe it is really is generating enough noise on the system board to cause the error - although I only see noise 3 or 4 times a year on the screen if I don't seat the mini HDMI plug correctly. I hear no static noise from the computer. I don't have that type of equipment to test.).

    Since it's not VS 2013 SP4 I am going to download the VS2014 ISO and the Windows 8.1 ISO from 15 December as that's a GB bigger than what the Windows 8.1 Download pulled from their website for me on Friday (maybe the install this time won't need 2GB of KB Hotfixes) and clean install again. Once I do that then I'll contact MS Support directly to help determine if this is HW or SW.

    I don't know. Here is the same error below without the Symbol Tables.

    Code (csharp):
    1.  
    2. First-chance exception at 0x75FE2F71 in Template.exe: Microsoft C++ exception: Platform::COMException ^ at memory location 0x0563F610. HRESULT:0x80070490 Element not found.
    3. WinRT information: Element not found.
    4. Stack trace:
    5. [External Code]
    6. UnityPlayer.dll!5d61e714()
    7. UnityPlayer.dll!5d61c312()
    8. UnityPlayer.dll!5e735b63()
    9. UnityPlayer.dll!5e72afc4()
    10. UnityPlayer.dll!5e7221c9()
    11. UnityPlayer.dll!5e72b75e()
    12. UnityPlayer.dll!5d60c95f()
    13. UnityPlayer.dll!5e6d9af0()
    14. UnityPlayer.dll!5e6fad1e()
    15. UnityPlayer.dll!5e6fb08f()
    16. UnityPlayer.dll!5e7068de()
    17. [External Code]
    18. If there is a handler for this exception, the program may be safely continued.
    19.  
     
  39. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,491
    Alright, when you're getting that particular exception, could you right click on UnityPlayer.dll and press load symbols? I should then start showing the offending function names inside of Unity player. That would make diagnosing this issue a lot easier.
     
  40. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    I'm about to go out of town but I'll try to do that before I leave.
     
  41. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    OK, that didn't take long.

    Code (csharp):
    1.  
    2. > KernelBase.dll!_RaiseException@16() Unknown
    3. msvcr120d_app.dll!5ef5d676() Unknown
    4. [Frames below may be incorrect and/or missing, no symbols loaded for msvcr120d_app.dll]
    5. [External Code]
    6. UnityPlayer.dll!MTSensorInput<Windows::Devices::Sensors::Accelerometer,Windows::Devices::Sensors::AccelerometerReadingChangedEventArgs>::InternalUpdateIntervalImpl() Line 66 C++
    7. UnityPlayer.dll!MTSensorInput<Windows::Devices::Sensors::Accelerometer,Windows::Devices::Sensors::AccelerometerReadingChangedEventArgs>::InternalUpdateInterval::__l3::<lambda>() Line 88 C++
    8. [External Code]
    9. UnityPlayer.dll!UnityPlayer::AppCallbacks::InvokeOnUIThread::__l27::<lambda>() Line 325 C++
    10. [External Code]
    11.  
    This trace is after reopening the project, run, same exception, break, stack trace.

    I'd like to add with a local account, no online account exists this time, and no default settings for permissions and such have been changed for Windows.

    I am going to do this one more time but after downloading Windows 8.1 Pro from 2014Dec15 & VS Ultimate 2013 with SP4 each in a bundled ISO. Don't know if that means these KBs and other changes are directly integrated & bundled or if goings through and applies them after but it doesn't bother downloading.
     
    Last edited: Jan 5, 2015
  42. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,491
    This stacktrace indicates that the exception happens in sensors code, which usually means that Unity cannot read sensor data for some reason. However, this should not cause a crash. When this exception happens, you get a pop up from Visual Studio notifying it happened, and saying that you can either inspect it or you can pass it to the application and hope it handles it. In this case, Unity should handle it. Did you try just continuing past the exception?
     
  43. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    OK, if I uncheck the box on the pop-up and continue it will run until it breaks here:

    global::System.Diagnostics.Debugger.Break();

    #if DEBUG && !DISABLE_XAML_GENERATED_BREAK_ON_UNHANDLED_EXCEPTION
    UnhandledException += (sender, e) =>
    {
    if (global::System.Diagnostics.Debugger.IsAttached) global::System.Diagnostics.Debugger.Break();
    };
    #endif


    in source: App.g.cs
     
  44. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,491
    At this point, you've got a crashing application. What's the stacktrace on the last exception? Check the 'e' parameter of the lambda in which debugger breaks (in the code fragment you pasted). Could you post Unity log/Visual Studio output too - it might shed some info too at crash time.
     
  45. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Well e = {Windows.UI.Xaml.UnhandledExceptionEventArgs}

    but otherswise the stack trace looks like earlier ones. I remember making all these variables and such shown earlier before I reinstalled. One of them showed a blown stack using recursion I think pointing to a data structure describing some type of accelerometer. On that the actually 'debug info' fields that were big red x in circles were all blank.

    I'm going to clean install on Friday again but if you want be to retrieve something from this let me know.

    The PC I'm using is the ASUS EP121 that was the predecessor of the 1st Microsoft Surface on the Microsoft Store and was sold as a 'Signature' series. I bought this PC from the Microsoft Store. The Visual Studio examples MS supply work.

    In my devices under 'Sensors I have
    ASUS G Sensor 1.0.0.2 from 2012 June 13
    Microsoft Visual Studio Location Simulation Sensor (11.0, Oct 10, 2011, emulated GPS)
    Simple Device Orientation Sensor 6.3.9600.16384 from April 21, 2009

    If I disabled these in the Device Manager would the errors in Unity Blank project disappear?

    I am not a MS, VS, C# or CLR expert so I'm not getting far with this yet, but now I must run & swim.

    Code (csharp):
    1.  
    2. > Template.exe!Template.App.InitializeComponent.AnonymousMethod__1(object sender = {Template.App}, Windows.UI.Xaml.UnhandledExceptionEventArgs e = {Windows.UI.Xaml.UnhandledExceptionEventArgs}) Line 50 C#
    3. [Native to Managed Transition]
    4. Windows.UI.Xaml.dll!DirectUI::CFTMEventSource<Windows::UI::Xaml::IUnhandledExceptionEventHandler,Windows::UI::Xaml::IApplication,Windows::UI::Xaml::IUnhandledExceptionEventArgs>::Raise(Windows::UI::Xaml::IApplication * pSource=0x01402f10, Windows::UI::Xaml::IUnhandledExceptionEventArgs * pArgs=0x064afad8) Line 327 C++
    5. Windows.UI.Xaml.dll!DirectUI::Application::RaiseUnhandledExceptionEvent(HRESULT hrToReport=0x80070490, HSTRING__ * hstrMessage=0x0bbbea38, unsigned int * pfHandled=0x057af6b0) Line 690 C++
    6. Windows.UI.Xaml.dll!DirectUI::ErrorHelper::RaiseUnhandledExceptionEvent(HRESULT hrToReport=0x80070490, CXString * pstrMessage=0x0651b850, unsigned int * pfHandled=0x057af6b0) Line 320 C++
    7. Windows.UI.Xaml.dll!DirectUI::ErrorHelper::ProcessUnhandledError(DirectUI::ErrorInfo & errorInfo={...}, unsigned int fSkipFailFastIfNoErrorContext=1, unsigned int * pfHandled=0x057af6b0) Line 607 C++
    8. Windows.UI.Xaml.dll!DirectUI::FinalUnhandledErrorDetectedRegistration::OnFinalUnhandledErrorDetected(IInspectable * pSender=0x00000000, Windows::ApplicationModel::Core::IUnhandledErrorDetectedEventArgs * pArgs=0x07067230) Line 991 C++
    9. Windows.UI.Xaml.dll!Microsoft::WRL::Details::InvokeHelper<Microsoft::WRL::Implements<Microsoft::WRL::RuntimeClassFlags<2>,Windows::Foundation::IEventHandler<Windows::ApplicationModel::Core::UnhandledErrorDetectedEventArgs *>,Microsoft::WRL::FtmBase,Microsoft::WRL::Details::Nil,Microsoft::WRL::Details::Nil,Microsoft::WRL::Details::Nil,Microsoft::WRL::Details::Nil,Microsoft::WRL::Details::Nil,Microsoft::WRL::Details::Nil,Microsoft::WRL::Details::Nil>,long (__stdcall*)(IInspectable *,Windows::ApplicationModel::Core::IUnhandledErrorDetectedEventArgs *),2>::Invoke(IInspectable * arg1=0x00000000, Windows::ApplicationModel::Core::IUnhandledErrorDetectedEventArgs * arg2=0x07067230) Line 259 C++
    10. twinapi.appcore.dll!Windows::Internal::Details::GitInvokeHelper<struct Windows::Foundation::IEventHandler<class Windows::ApplicationModel::Core::UnhandledErrorDetectedEventArgs *>,class Windows::Internal::GitPtr,2>::Invoke(struct IInspectable *,struct Windows::ApplicationModel::Core::IUnhandledErrorDetectedEventArgs *) Unknown
    11. twinapi.appcore.dll!Windows::ApplicationModel::Core::UnhandledErrorInvokeHelper::Invoke(struct IInspectable *,struct Windows::ApplicationModel::Core::IUnhandledErrorDetectedEventArgs *) Unknown
    12. twinapi.appcore.dll!Microsoft::WRL::InvokeTraits<2>::InvokeDelegates<class <lambda_c04829f622ac42d37c50025c6cdad004>,struct Windows::Foundation::IEventHandler<class Windows::ApplicationModel::Core::UnhandledErrorDetectedEventArgs *> >(class <lambda_c04829f622ac42d37c50025c6cdad004>,class Microsoft::WRL::Details::EventTargetArray *,class Microsoft::WRL::EventSource<struct Windows::Foundation::IEventHandler<class Windows::ApplicationModel::Core::UnhandledErrorDetectedEventArgs *>,struct Microsoft::WRL::InvokeModeOptions<2> > *) Unknown
    13. twinapi.appcore.dll!Microsoft::WRL::EventSource<struct Windows::Foundation::IEventHandler<class Windows::ApplicationModel::Core::UnhandledErrorDetectedEventArgs *>,struct Microsoft::WRL::InvokeModeOptions<2> >::DoInvoke<class <lambda_c04829f622ac42d37c50025c6cdad004> >(class <lambda_c04829f622ac42d37c50025c6cdad004>) Unknown
    14. twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplication::ForwardLocalError(struct IRestrictedErrorInfo *) Unknown
    15. twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationFactory::ForwardLocalError(struct IRestrictedErrorInfo *) Unknown
    16. combase.dll!CallErrorForwarder(void * hProcess=0xffffffff, int fLocal=1, IRestrictedErrorInfo * pRestrictedErrorInfo=0x06573230) Line 1168 C++
    17. combase.dll!RoReportUnhandledError(IRestrictedErrorInfo * pRestrictedErrorInfo=0x06573230) Line 1252 C++
    18. Windows.UI.dll!Windows::UI::Core::CInvokeAsyncAction::`scalar deleting destructor'(unsigned int) C++
    19. Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessInvokeItem() Line 816 C++
    20. Windows.UI.dll!Windows::UI::Core::CDispatcher::WaitAndProcessMessages(void * hEventWait) C++
    21. Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessEvents(Windows::UI::Core::CoreProcessEventsOption options=CoreProcessEventsOption_ProcessUntilQuit) Line 390 C++
    22. Windows.UI.Xaml.dll!DirectUI::FrameworkView::Run() Line 93 C++
    23. twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationView::Run(void) Unknown
    24. twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationView::SetWindowAndGetDispatcher(struct Windows::UI::Core::ICoreWindowFactory *,struct Windows::UI::Core::ICoreWindow * *,struct Windows::UI::Core::ICoreDispatcher * *) Unknown
    25. SHCore.dll!_SHCreateStreamOnFileW@12() Unknown
    26. kernel32.dll!@BaseThreadInitThunk@12() Unknown
    27. ntdll.dll!__RtlUserThreadStart() Unknown
    28. ntdll.dll!__RtlUserThreadStart@8() Unknown
    29.  
     
    Last edited: Jan 6, 2015
  46. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,491
    You should be able to inspect the 'e' variable. It has properties like stacktrace, message, innerexception, etc.
     
  47. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Will run again & try to inspect 'e' :

    Code (csharp):
    1.  
    2. + sender {Template.App} object {Template.App}
    3. - e {Windows.UI.Xaml.UnhandledExceptionEventArgs} Windows.UI.Xaml.UnhandledExceptionEventArgs
    4. - Exception {System.Exception: Element not found.
    5. Element not found.
    6. } System.Exception
    7. - Data {System.Collections.ListDictionaryInternal} System.Collections.IDictionary {System.Collections.ListDictionaryInternal}
    8. + [System.Collections.ListDictionaryInternal] {System.Collections.ListDictionaryInternal} System.Collections.ListDictionaryInternal
    9.  IsFixedSize false bool
    10.  IsReadOnly false bool
    11. + Keys {System.Collections.ListDictionaryInternal.NodeKeyValueCollection} System.Collections.ICollection {System.Collections.ListDictionaryInternal.NodeKeyValueCollection}
    12. + Values {System.Collections.ListDictionaryInternal.NodeKeyValueCollection} System.Collections.ICollection {System.Collections.ListDictionaryInternal.NodeKeyValueCollection}
    13. + Results View Expanding the Results View will enumerate the IEnumerable
    14.  HelpLink null string
    15.  HResult -2147023728 int
    16. + InnerException null System.Exception
    17.  Message "Element not found.\r\n\r\nElement not found.\r\n" string
    18.  Source "" string
    19.  StackTrace null string
    20.  TargetSite null System.Reflection.MethodBase
    21. + Static members
    22. - Non-Public members
    23.  _className "System.Exception" string
    24. + _data {System.Collections.ListDictionaryInternal} System.Collections.IDictionary {System.Collections.ListDictionaryInternal}
    25.  _dynamicMethods null object
    26.  _exceptionMethod null System.Reflection.MethodBase
    27.  _exceptionMethodString null string
    28.  _helpURL null string
    29.  _HResult -2147023728 int
    30. + _innerException null System.Exception
    31. + _ipForWatsonBuckets 0 System.UIntPtr
    32.  _message "Element not found.\r\n\r\nElement not found.\r\n" string
    33.  _remoteStackIndex 0 int
    34.  _remoteStackTraceString null string
    35. - _safeSerializationManager {System.Runtime.Serialization.SafeSerializationManager} System.Runtime.Serialization.SafeSerializationManager
    36. - Static members
    37. + Non-Public members
    38. - Non-Public members
    39.  IsActive false bool
    40.  m_realObject null object
    41. - m_realType null System.RuntimeType
    42. + Static members
    43. - m_savedSerializationInfo null System.Runtime.Serialization.SerializationInfo
    44. + Static members
    45.  m_serializedStates null System.Collections.Generic.IList<object>
    46.  SerializeObjectState null System.EventHandler<System.Runtime.Serialization.SafeSerializationEventArgs>
    47.  _source "" string
    48.  _stackTrace null object
    49.  _stackTraceString null string
    50.  _watsonBuckets null object
    51.  _xcode -532462766 int
    52. + _xptrs 0 System.IntPtr
    53. + IPForWatsonBuckets 0 System.UIntPtr
    54.  IsTransient false bool
    55.  RemoteStackTrace null string
    56.  WatsonBuckets null object
    57.  Handled false bool
    58.  Message "Element not found.\r\n" string
    59.  
     
  48. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Can I do something like kill -coredump to generate a core that I can upload for you? For now I will look through the tabs...

    When I keep 'continue'-ing the program I eventually get a stack buffer overrun.
     
  49. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Here is a view with bits expanded more than previous post of 'sender' & 'e'

    Code (csharp):
    1.  
    2. - sender {Template.App} object {Template.App}
    3. + base {Template.App} Windows.UI.Xaml.Application {Template.App}
    4. + _bridge {WinRTBridge.WinRTBridge} WinRTBridge.WinRTBridge
    5.  _contentLoaded true bool
    6. - _provider {Template.Blank_XamlTypeInfo.XamlTypeInfoProvider} Template.Blank_XamlTypeInfo.XamlTypeInfoProvider
    7. - _typeNameTable {string[3]} string[]
    8.  [0] "Template.MainPage" string
    9.  [1] "Windows.UI.Xaml.Controls.Page" string
    10.  [2] "Windows.UI.Xaml.Controls.UserControl" string
    11. - _typeTable {System.Type[3]} System.Type[]
    12. - [0] {Template.MainPage} System.Type {System.RuntimeType}
    13. + [System.RuntimeType] {Template.MainPage} System.RuntimeType
    14. + base {Template.MainPage} System.Reflection.MemberInfo {System.RuntimeType}
    15. + Assembly {Template, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null} System.Reflection.Assembly {System.Reflection.RuntimeAssembly}
    16.  AssemblyQualifiedName "Template.MainPage, Template, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" string
    17.  Attributes Public | Sealed | BeforeFieldInit System.Reflection.TypeAttributes
    18. + BaseType {Windows.UI.Xaml.Controls.Page} System.Type {System.RuntimeType}
    19.  ContainsGenericParameters false bool
    20. + DeclaringMethod '(((Template.App)(sender))._provider._typeTable[0]).DeclaringMethod' threw an exception of type 'System.InvalidOperationException' System.Reflection.MethodBase {System.InvalidOperationException}
    21. + DeclaringType null System.Type
    22.  FullName "Template.MainPage" string
    23. + GenericParameterAttributes '(((Template.App)(sender))._provider._typeTable[0]).GenericParameterAttributes' threw an exception of type 'System.InvalidOperationException' System.Reflection.GenericParameterAttributes {System.InvalidOperationException}
    24. + GenericParameterPosition '(((Template.App)(sender))._provider._typeTable[0]).GenericParameterPosition' threw an exception of type 'System.InvalidOperationException' int {System.InvalidOperationException}
    25.  GenericTypeArguments {System.Type[0]} System.Type[]
    26. - GUID {6c0fcb30-bd67-335d-ab03-cf16158a73f6} System.Guid
    27. - Static members
    28. - Empty {00000000-0000-0000-0000-000000000000} System.Guid
    29. - Static members
    30. - Empty {00000000-0000-0000-0000-000000000000} System.Guid
    31. - Static members
    32. - Empty {00000000-0000-0000-0000-000000000000} System.Guid
    33. - Static members
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  50. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Not so useful. Does VS allow the export of that entire 'Locals Sender e XML structure' to XML?