Debug an running exe app that packed by zeit/pkg - node.js

Can I attach a debugger to a running NodeJS application that packed by pkg?
My new company has a packed console app without source code. It's worked fine in last year, but it has some small exception in this year.
It seems some exceptions happened because the old developer did not cover or hardcode the year variable. All exceptions mentioned c:\snapshot\xxx.js.
I guess we have a solution to recover their file and debug to it.
Anyone help me to find a debugger, or recover the source code? Can I fix it by IDA or ollydbg?
Thanks

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unresolved reference: fillMaxSize() and unresolved reference: size() error in android studio with Kotlin

I started very basic android development and from the very first day it seems that android studio and kotlin are just like a bundle of problems. Like after first installation of androidstudio I build the basic samples on Kotlin and it worked fine. After few hours I got a notification on androidstudio about some update so I did it and then every thing stopped working I looked for solution on Internet and tried for 2-3 hours but didn't get it back working. Then I uninstalled everything related to androidstudio on my PC and re-installed it and then it started to work again.
After few days I started to implement a tutorial and I used the same code and configuration described in tutorial but on the very first step where they just created a basic sample application without any thing and it started to show errors like Unresolved reference: fillMaxSize and Unresolved reference: size and I couldn't find any solid solution on Internet and surprisingly found out that internet is full of these kind of issues on androidstudio.
In the project I am using the function fillMaxSize() in another file where it works 100% fine but in the same project but in different file it gives error. Can anybody give a solution to this?
Apart from this I just want to ask that is android development in general is like this? That every time you go 1 line further and you see new errors and then you have to spend hours on internet and look for solutions and you then found tons of queries about these errors on internet and nothing is clear and particularly working for your case but it is kind of similar error_
Adding new imports, changing plugin versions, adding plugins, changing dependencies and versions.
After few hours I got a notification on androidstudio about some update so I did it and then every thing stopped working
Updates of course are good as they try to fix or enhance something. However, some updates will add, remove or change some previous working functions to achieve the fixing or enhancing purpose. And that's why some programs require certain version of Software instead of always the latest one to run.
In the project I am using the function fillMaxSize() in another file where it works 100% fine but in the same project but in different file it gives error
In this case, you will have to check whether you have really added the corresponding import to that particular file. If there is really configuration problem, it should not have worked in one file but not the other. import is something that you have to do in every file using that function.

Unity not Building and running game

I have started working in a Unity for last couple of days :) . I love the Android Studio(being as an Android Developer). But now I have to change the game a little bit , it seems like its an easy task but My Unity environment is not working properly.
Well I have installed the Unity 4.6 and a day beofre it was runing the game nicely. I have changed some coding , for example adding the ads and some other stuff and all went in the way as expected. But then, after some more specific work, I have noticed that Unity is not building the game and hence not running it on my device.
What is happening:
I dont know, as when I click to ctrl+b (to build and run) to run the project the building process starts and stops imediately showing no error in the log. So I deleted the game after back up move the game in the new directory delte some files as I was reading some help on the internet.
After doing that the project is now able to show me the error and it states that
The animation state xyz could not be played because it could not be
found.
Where as I can see that this file is in assets folder. I really do not know why it is still showing me this error. I have re Imported the assets many time but its not helping me out.
Please tell me how to resolve this issue , I know its compiler type error as far as I think (just from my experience from the Eclipse). Please suggest me a way to run my project.
Not sure will that help but maybe you can try "Re-import all packages".... I bumped into some problem same as your where I have the script/prefab but the Editor is throwing up some errors but I did not get the same error message as yours.

Node-webkit works on Mac, crashes and can't load module on Windows

I've created a full node-webkit app that works fine on the Mac OSX version of node-webkit. Everything works, it loads a key external nodeJS module (marked), and the world is good.
However, when I try to run the app on the Windows version of Node-webkit as described in the Wiki, the app crashes immediately (in fact, it crashes immediately when I try all the options: dragging a folder onto nw.exe, dragging an app.nw compressed folder, and running both from the command line).
The only thing that gets me closer is opening nw.exe and then pointing the node-webkit location bar to the index file. Then I get this error:
Uncaught node.js Error
Error: Cannot find module 'marked'
I tried commenting out the code that requires marked:
var marked = require('marked');
That returns the app to crashing immediately. I assumed it was because of context issues between node.js and the node-webkit browser, but those seem to not be at fault since I tried this suggestion to make sure it finds the correct file for the marked module...went right back to immediate crashing.
I'm out of ideas because the crashes don't seem to leave me any way of knowing what the error was.
Could you specific the crashed nw version on Windows platform?
And please provide a sample code, I want to reproduce it because my test code does not crash (I only have one line JS code).
var marked = require('marked');

Running sample projects in MvvmCross v3 (Hot Tuna)

I'm trying to run sample projects (viz. BestSellers and Conference) that are present in MvvmCross v3 branch. I resolved the strong assembly reference issues successfully. However each time I run a sample project, I get System.TypeLoadException in MvxFullBinding and MvxValueConverterRegistryFiller classes.
Exception in MvxFullBinding class:
Exception in MvxValueConverterRegistryFiller class:
Is anybody able to run the sample projects successfully? How do I get around these exceptions?
It looks like you're running this as the 'Touch' projects from Visual Studio? In which case you are way ahead of what I've managed to achieve.
If that is correct, then I suspect that what you are seeing is that you have:
built proper PCLs built in VS/Windows against the portable reference assemblies
but these cannot be executed against the current MonoTouch/Xamarin.iOS runtime.
If you try, you may see issues like: iOS black screen and MissingMethodException: Method not found: 'System.Type.op_Equality'
For some more info see 'almost portable binaries' on http://slodge.blogspot.co.uk/2013/01/almost-portable-binaries.html
There is 'proper' PCL support currently being worked on within XamLabs - so I am hopeful that there may be a solution to this problem arriving in the Xamarin.Android Alpha channel any day now - but don't expect this to be painless initially.
Of course, I might be wrong on this - this really is new territory and I will be fascinated to hear/read about your adventures. If you want to try to find more detail, then it may help to try looking deeper into the exception details, and looking into the console log trace on your mac.
For these two particular exceptions, I can confirm that both samples...
... although that is when I'm working on my Mac.

File System Filter and CryptoAPI issue in Win CE

I have been working on a file system filter for the past two weeks and I have come across an interesting issue. I basically built the encoding/decoding implementation in an app that runs on the OS startup in Platform Builder first to verify that it works and for debugging purposes. This app works fine and is able to acquire a context ,generate keys , encrypt /decrypt without issue.
When I try to do the same thing on filesys dll load (this is the point at which file system filters are loaded in my understanding), no CSP services seem available to my file system filter. CryptAcquireContext fails with NTE_BAD_KEYSET or when I attempt to use the default provider, it fails with NTE_PROV_TYPE_NOT_DEF.
In frustration I wrote some code to enumerate all the providers available at that time and it turns out there arent any when filesys is loaded, wondering if anyone has any experience or ideas that can help. I have officially run out of ideas.
Cheers
Bernard

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