Category : access-violation

So, i’m currently trying to make some OpenGL tests using ImGui on VS2019. My ideia it’s to make a class TestTexture that has a OnRender() function, this class inherit from a Test class and than overrides it’s OnRender function. TestTexture’s OnRender() implementation: void test::TestTexture::OnRender() VertexArray va; VertexBuffer vb(/*args*/); VertexBufferLayout layout; layout.Push<float>(2); layout.Push<float>(2); va.AddBuffer(vb, layout); IndexBuffer ..

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I am getting frame not in module errors. The exception thrown says Exception thrown at 0x0000022D4B05FEEE in DepthTesting.exe: 0xC0000005: Access violation reading location 0x0000022D4B254001. I have tried ticking the common language runtime exceptions setting in the exception settings but that has not fixed the problem. In the beginning, I would be able to run successfully ..

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Building node-api linked native addon I am out of thoughts on the cause of the problem after 3 days of investigating and researching. Basically I am loading a hello world Node JS addon compiled with MinGW64 and linked against C node-api. The code is as follows: // hello.c #include <node/node_api.h> napi_value Method(napi_env env, napi_callback_info args) ..

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I am writing a program in C++ using MSVC 2019. When I rebuild the entire project, everything runs perfectly. But if I DON’T recompile a C++20 module I wrote, it will crash every time in _initterm() Exception thrown at 0x00000001400CC390 in Zombie.exe: 0xC0000005: Access violation executing location 0x00000001400CC390. What could cause this behaviour, and where ..

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Premise: I’m writing a program that will read from different text files in the same directory and make a makeshift "database" (arrays) of students from which I then conduct many operations such as comparing, printing info of students, etc. Context: First, it builds a faculty of all the engineering students from the various engineering discipline ..

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If I set "short enum" like true (project->options->c++ compiler), I receive access_violation in return from function where std::ofstream is used. Example code: #include <iostream> #include <fstream> void __fastcall TForm1::FormCreate(TObject *Sender) { AnsiString textFile = "err.txt"; std::ofstream out; out.open(textFile.c_str()); out<<textFile.c_str(); out.close(); } Somebody know how to set short enum for all project like true and still ..

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If I set "Short enums" to true (Project -> Options -> C++ Compiler), I receive an Access Violation in return from a function where std::ofstream is used. Example code: #include <iostream> #include <fstream> void __fastcall TForm1::FormCreate(TObject *Sender) { AnsiString textFile = "err.txt"; std::ofstream out; out.open(textFile.c_str()); out << textFile.c_str(); out.close(); } Does anyone know how to ..

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The public Microsoft Windows UWP sample HolographicSpatialMapping found here works fine on a HoloLens generation 1 device, but consistently crashes on a generation 2 device after 2-3 minutes with an Access Violation in a mutex lock when updating mesh resources. Compiled using VisualStudio 2019, target platform set to 10.0.18362.0, and Hololens is up-to-date. Happens in ..

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This works fine: int main(int argc, char** argv) { SDL_Init(SDL_INIT_VIDEO); SDL_Window* window = SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCR_WIDTH, SCR_HEIGHT, SDL_WINDOW_OPENGL); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GLContext mainContext = SDL_GL_CreateContext(window); gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress); SDL_Event event; int running = 1; unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); … return 0; } But if I wrap the initialization into a class I ..

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