Azure: error not detected - azure

I have an experiment in Azure. When I launch the run I obtain:
If you look at the top on the right you see that there is an error, but no module has it.
If I run the single module where (in this simple case) I know that the error has to be, I can highlight the specific error.
Is it a bug or am I doing something wrong?

I had a similar error once when, for some reason, a module (not created by me) was simply under another one. So the error was shown, but I couldn't see that module.

Related

create exception when python command generates a program.exe has stopped working type error

I am facing a problem with a program i am developing in Python 3.6 under Windows 10.
One particular command generates an unknown error, windows throws a 'program.exe has stopped working' message and the program exits.
The command is a 3d-model loader that is part of another python package (Panda3D). The crash is always associated with this command (and more particularly with a specific dll of the loader) and a particular file that it tries to open.
Since i cannot locate and therefore solve the faults in the dll (probably there is a bug there) i would like to just pass the problematic file and continue to the next one. But since python exits and i do not know the error type, the typical try, except does not work.
So, i would like to know if there is a way to predict this type of behavior in my code and prevent the program from exiting.
Many thanks for any help.
The pop-up "Program.exe has stopped working." can be caused by a variety of things and therefor there is no "one size fits all" type solution. But if you're certain that your problem is cause by a specific line of code you can always try something along the lines of :
try:
loader.loadModel("c/path/to/your/file")
except Exception as e:
print(e.message, e.args)
# your error-handling code here
Make sure the file path that you're giving to loadModel respects the following :
# WRONG:
loader.loadModel("c:\\Program Files\\My Game\\Models\\Model1.egg")
# RIGHT:
loader.loadModel("/c/Program Files/My Game/Models/Model1.egg")
Source : pandas3d official documentation

While working on Robot framework , encountered an Import error message when attempting to add Resource in Setting Section?

In Robot Framework , I have segregated the details into Page objects, keywords and scripts.
After adding keywords in PO, I wanted to add details in Keywords. Here, in Settings section while I give the following details:
*** Settings ***
Library SeleniumLibrary
Resource Resources/PO/Sign-in.robot
I even tried using absolute path by referencing ../ at the beginning. Still, system is unable to recognize it and throwing an error message "Import File Not Found".
What Should I be doing? Please, let me know?
First, you show in the screenshot, the use of a variable ${Resources}, it would be normal for the IDE to not recognize that value for a path. Even so, running the test case may work as expected.
Second, if you want to use the relative path, then the correct value should be:
Resource ../PO/Sign-in.robot

How to get Flow type checker to detect changes in my files?

So Flow only works correctly the first time I run it, and then I have to restart my computer before it'll work correctly again.
Specifically, the problem I'm seeing is that we are using the Flow language to add type annotations to our JS code. Our linter script is setup to run flow type checking among other things. However, when I fix an issue in my code and then rerun the linter script, it still comes back with the exact same errors... BUT when it shows the piece of code where the error is supposed to be, it actually shows my updated code that's fixed.
So as an example, I had a file I copied into the project, that I didn't think I really needed, but maybe I would. So I copied it in just in case. Well then it came up with a bunch of linter errors, so I decided to just delete the file since I didn't really need it. So then I run "yarn lint --fix" again, but it's still complaining about that file, EVEN THOUGH THE FILE DOESN"T EXIST! Now interestingly, where the linter output is supposed to show the code for those errors it's just blank.
Or another example, let's say I had a couple of functions in my code:
100: function foo() {}
...
150: function bar() {}
And foo has a lot of errors because it was some throw away code I don't need anymore and so I just delete it. So the new code looks like:
100: function bar() {}
Well I rerun the linter and get an error like:
Error ------------------------ function foo has incorrect
something...blah blah
src/.../file.js
100| function bar() {}
I also tested this out on a coworker's machine and they got the same behavior that I did. So it's not something specific to my machine, although it could be specific to our project?
Note: There doesn't appear to be a tag for Flow, but I couldn't post without including at least one tag, so I used flowlang even though that's actually a different language :-( I'm assuming that anyone looking for flow would also use that tag since it's the closest.
The first time you launch Flow it starts up a background process that is then used for subsequent type checking. Unfortunately this background process is extremely slow, and buggy to boot. In linux you can run:
killall flow
To stop the background process. Then if you rerun the flow type checker, it will actually see all your latest changes.

WinRT - Windows Store - WinRT Originate Error - How do decipher such an error?

I'm working on a Windows Store app and I'm getting a WinRT error that doesn't really give me any information so I would like to know how to understand these sorts of errors.
Basically I get the error on the following line which is called inside OnPointerPressed:
m_gestureRecognizer->ProcessDownEvent(args->GetCurrentPoint(nullptr));
The error is:
First-chance exception at 0x76F54B32 (KernelBase.dll) in DXAML2.exe: 0x40080201: WinRT originate error (parameters: 0x80070057, 0x00000044, 0x03CEE72C).
This error didn't used to appear, the only thing I've changed is that this line is now wrapped in an if clause which tests if the current pointer's PointerId is the same as one I've stored just using == such as:
if(args->GetCurrentPoint(nullptr)->PointerId == m_UIPointerID)
I have no idea why this has started happening.
So my question is in two parts:
More generally, how do I understand what an error such as the above means?
And does anyone know this error has suddenly started happening now that I check the pointerId?
Thanks for your time.
P.S. I guess another thing that has changed is that there will already be 2 pointers on the screen (the one that gets pushed into this GestureRecognizer) as well as another one, hence the PointerId check.
"How to Decipher such an error"...
For any WinRT originate error, you can take the third address in the parameters list (in your example, 0x03CEE72C), and find a description of your error in the memory window.
While debugging, break when your error is thrown and open the memory window via Debug -> Windows -> Memory -> Memory 1
Copy and paste the address to get your "easy-to-find" error message.
As Raman said - it's good to look up the hex values shown. The first one is the memory location which won't tell you much without the symbols/source, which in this case is reported directly by Windows. Perhaps the public symbols can shed some more light on where the error came from, but the error code lookups are more helpful.
If you Bing for 0x80070057 you will find an MSDN article on Common HRESULT Values which lists
E_INVALIDARG : One or more arguments are not valid : 0x80070057
It doesn't give you all the details of course, so you're off to theorize. Perhaps you can only call args->GetCurrentPoint(nullptr) once and you should store/reuse the value? Maybe gesture recognizer is not configured correctly? Maybe the app window is not visible at the time the exception is thrown or the thread is wrong. Maybe some expected calls to gesture recognizer were missed due to filtering those out with these "if" statements.

Issue with basic AS3 workers classes

I have followed Lee Brimelow's tutorials (part 1, part 2), but somehow my project doesn't work as expected.
Currently, publishing "src/Secondary.as" to "www/assets/swf/secondary.swf" works properly, however when trying to run "src/Main.as", an error shows up:
Exception fault: TypeError: Error #1007: Instantiation attempted on a non-constructor.
at Main/init()[/Volumes/DOCUMENTS/Tests/AS3/test-workers/src/Main.as:52]
at Main()[/Volumes/DOCUMENTS/Tests/AS3/test-workers/src/Main.as:32]
If anybody has time, you can look at my code on Github and maybe see where I screwed up? Thanks a bunch!
As your error message says: the problem raised in Line 52 in your Main.init()method. What you try to do there is to create a new instance of SecondarySWF. I would say that your embedment of Secondary class into SecondarySWF doesn't work properly, so it is not available in your init-method. You should set a breakpoint at the first line of your init-method and when the debugger reaches this point check what's in SecondarySWF. I expect that there's nothing in that variable, so what your new SecondarySWF() then means actually is new null().
Because you embed your secondary.swf with a MIME-type specified the Flex compiler ignores it because it is unable to detect the actual type of data in the loaded file. I found this post on Adobe's cookbook page that explains what you have to do in addition to adding the file using [Embed]. Hope this will fit your needs.

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