I am getting the below exception whenever I am putting a break-point in the script and running it. UFT throws the below exception and asks me to quit or restart the application(UFT). This is specific to a project only and I know this is because of some code changes that I did a day back. Ideally any code change should not impact the functionality of the IDE or the driving application.
We use to get those pretty consistently and it started all of sudden, so we ended up reinstalling UFT.
It was very annoying as we have to stop the development and spend time in breaking the locks in QC and restarting QTP.
So if nothing helps,try doing that.
Check your microsoft script debugger version. Upgrade it and see if the issue goes away
download link here.
https://www.microsoft.com/en-us/download/details.aspx?id=22185
Please accept if this helps.
Related
I have created a number of tools with Google Apps Script, using Google Sheets as a database. Since the move to the new IDE (which I really like), I've seen a new error that I had never seen before.
On two (and so far only two) of the tools I've created, when I go to do a Test Deployment, the new window shows an error message: "We're sorry, a server error occurred. Please wait a bit and try again."
When this happened to the first tool, I did some research, and saw mentions of this happening when more than one user logged into a Script project. That was a possibility for my situation, as I had been in that sheet/project with different usernames. However, everything I had read indicated it was an issue with the Production Deployment; I didn't see anything related to a Test Deployment error. The only solve I had for this was to start a whole new Project and copy the code over.
Now I am seeing this issue on a second project, but it's one that only one user has ever accessed. Initially, it was reported by one of my users who was getting that message on the Production Deployment. When I go into the Project to do a Test Deployment, I'm getting the same error. In Production, it appears to have resolved itself (mostly), as the tool is working again, but it's been up and down some this morning. And even with the Prod Deployment working, I am still unable to run a Test Deployment.
This is not something I ever ran into with the legacy editor. Has anyone else seen this sort of behavior since the new Editor was released? Any thoughts on how this can be resolved, short of creating a whole new project for this specific tool?
Your issue has already been reported in the issue tracker as a potential bug:
There seems to be a workaround though, posted by the OP:
You can also star the request to make the issue more visible:
Note that if the steps are different, you also have the option to file a separate ticket in the Issue Tracker.
Since yesterday afternoon, I have not succeeded in using Folium to generate maps, even the most basic display function can not be completed, the network connection is normal, it is likely that there is a problem with the call of js.
I tried switching the network environment and trying to change computers, but it didn't work.
Failed to load resource: net::ERR_CERT_DATE_INVALID
leaflet.awesome-markers.js:17 Uncaught ReferenceError: L is not defined
at leaflet.awesome-markers.js:17
at leaflet.awesome-markers.js:122
leaflet.css:1 Failed to load resource: net::ERR_CERT_DATE_INVALID
map.html:39 Uncaught ReferenceError: L is not defined
at map.html:39
#This is the code for the most basic function I've tried.
import folium
m = folium.Map(location=[29.488869,106.571034],
zoom_start=16,
control_scale=True,
width='50%')
m.save('map.html')
I hope to generate map pages
I dont think there is any problem in your jupyter notebook/Python IDLE. Check with your browser. If you’ve determined that the ERR_CERT_DATE_INVALID is caused by an issue on your computer, try these steps to resolve it:
First things first, check the Date and Time set on your computer, if
these are wrong it probably explains how you got the
ERR_CERT_DATE_INVALID error.
Sometimes fixing this error is as simple as shutting down your
browser and then restarting it. Other times a system reboot may work.
However, there are a couple of instances where you’ll need to do a
little more work to set things straight.
Check your connection, if you’re connected to public WiFi or some
other public network there’s a chance that your browser is right and
you don’t actually have a secure connection. If that’s the case, stop
browsing and resume when you’re on a more secure setup.
Scan your computer with a trusted antivirus software, you may have
malware of some sort that is causing the issue. Unfortunately we
can’t provide you with info on how to fix every last piece of
malware, but if your antivirus can’t, someone on the internet
probably knows.
Disable any third-party plugins you have running on Chrome. Sometimes
these can cause unwanted problems.
Clear your browser cache on Chrome. Click the menu icon, open History
and select “clear browsing data.”
Delete and then re-install Chrome. Sometimes this helps.
There are a few other crazy fixes like bringing down your firewall or
modifying network settings. However I would not suggest this one since your PC then become susceptible to virus.
Hi I'm getting the error
Error creating WebGL context.
Uncaught TypeError: Cannot read property 'getExtension' of null
This is happening on google chrome 71 but I find it odd because if I open up dev tool and refresh the page it works perfectly fine I'm at a loss to what is causing this any idea's ?
It's worked perfectly fine untill today nothing has changed on the PC or browser. My drivers are all up to date, webgl is enabled...
if you have two GPU installed on your system you might want to try to enable
Override software rendering list
in chrome://flags/
I'll leave this here for anyone else apparently it's a browser and graphic card issue
mrdoob: The graphics card is only one of the reasons why the context
can't be created
https://github.com/mrdoob/three.js/issues/4927
This seems to be why unless anyone else has any other ideas...
The issue is on going and not fixed it would be interesting to know why this happens though and why opening dev tools and refreshing resolves the issue for me.
EDIT-
Apparently for me this was due to my graphic card being blacklisted because it's old.
The fix for me was manually enabling WebGL acceleration under Chrome’s feature flags: chrome://flags/
I have encountered this several times with THREE.js. It arises for me once memory resources are shared, abandoned, or overwhelmed, for example:
I have a good render loop but then I introduce long tasks.
I perform extensive, continuous testing. As I modify live settings in Chrome Inspector, THREE does not reflect all changes without fail. Memory may not be released until I restart.
I leave the program running overnight. The next morning the browser is froze, black, OOM...
I use multiple instances of a resource, for example
Web Audio and Magenta Music. The quality may perceptibly degrade and
throw its own errors, but... I will also encounter worse silent
errors. For example when I also steam music in another tab, or click
audio/video media on Twitter... frozen browser, black screen, WebGL
context loss.
I just wanted to comment that I saw this due to other unrelated errors in my app that got thrown first.
I updated my graphic drivers (NVIDIA) and didn't restart chrome nor the PC, and was having this issue.
I just restarted the PC and now it's fine.
This was resolved for me by simply installing the latest and restarting my browser - thought I'd add it here to hopefully save some future soul from wasting an hour like i did.
Error creating webGL Context in three.js.min ver 93
I had the same problem with Chrome version 104.5112.102 and managed to fix it by going to Chrome, Settings, and switching off the
Use hardware acceleration when available.
the graphics card is an old GE Force 8600 card running on Windows 10.
For me, I restarted my computer and the error did not appear again. You can try doing this before you do anything more complicated.
I'm developing a WP8.1 SL app which uses background tasks (not agents!).
My task is triggered by a TimerTrigger - once every 30 minutes (which I believe is the minimum interval for Windows Phone, right?). It is doing a lot of work, and for some reason, sometimes it gets interrupted - that is, it stops in the middle of it. The way I know it's in the middle of it is because I log what's happening and the task's work is basically the same every time.
I deployed the app to my device yesterday to test a new approach, and everything was working fine - the background task was doing everything every time it was started - worked like a charm. Today my device needed a soft reset, so I did it (nothing was working, it happens from time to time since I updated to WP8.1). Since that moment, the background task gets interrupted every time, right in the middle of it, just as with the previous approach.
Any ideas what can cause this? I'm thinking it may be connected to the soft reset, because - 100% success rate before it, 0% after that.
What I've tried so far:
I'm logging errors, I have a try-catch around everything, I've subscribed to the UnobservedException event and to the task's Canceled event, and I'm logging the suspension count - none of these things help. There seem to be no errors, it's not suspended, and it's not canceled.
I'm logging the current memory usage from time to time, and it's about 16-17MB. On my device, the limit should be 30MB, so I don't think that's a problem.
I'm calling RequestAccessAsync wherever I can. I thought once should be enough, but since that soft-reset issue, i decided to put it in 1-2 other places to check if it's causing the issue. Well, it's not, or at least this didn't fix it.
What I'm not sure about:
I have no idea how to check the CPU time my task has consumed. I can't find a good/reliable way to do so. Also, I can't find any info that would explain why the task would be stopped in the middle sometimes, and other times - it would work fine.
Any ideas why my background task is sometimes stopped at the middle? I'm really having a hard time determining how to fix/improve the app and will it work at all.
Thanks.
So, I think I found what my problem was.
First of all, the background task just needed a lot of CPU time, more than the limit, and that's why it was getting killed in the middle.
The reason why it was working sometimes, was because sometimes the device on which I was testing treated the app as being in debug (or with attached debugger). In this case the restriction on CPU time is removed.
So, even if I uninstall the app and rebuild it in Release and redeploy, and start it without the debugger attached, the device was NOT enforcing the constraints. That only happens, if I have started the app with the debugger at least once (or maybe the first time) after it's deployed. Restarting the device (just power off and then turn on) fixes this.
While I was testing, using the same build of an app, its background task ran for 40 MINUTES on one device, and just 3-4 seconds on another. After I restarted the first device, the background task started behaving normally (running for just a few seconds).
So, if you want to test your background task for the CPU constraint:
You must be testing on a device, not on the Emulator.
Uninstall the app, if it's installed.
Restart the device.
Deploy a Release build of the app.
Run the app, so that it can register the background task, and then close it.
Wait for the background task to be invoked. (You could add a trigger that can be forced, like TimeZoneChanged or UserPresent, so that you could quickly test it.)
P.S. This may not be the perfect answer, but these are my observations, and they helped me solve my problem. This by far is the best method I have found for testing the CPU time, and it's far from perfect. So, if anyone has better ideas, please share them.
I've got a Flash project that was occasionally freezing, then after a few seconds catching back up. I figured it was probably just spending too much time processing unnecessary data, so I wanted to look under the hood and see what was going on.
I popped open my project in Flash Builder, hit "Profile ", then the project launched… and nothing else happened. I stared at it for a while wondering where the profiler was. No dialog opened up with profiler options or anything. After 60 seconds I got an error. I wish I could reproduce this error again now, but it was along the lines of "Unable to connect to the profiler after 60 seconds."
Google'd around and no one could really help. Debugging was already enabled, I'm using the debug flash player, all the project configuration was correct… I tried right-clicking the video while it was playing and clicking "Debugger" to manually connect to the profiler, however when I tried this it just said "A connection to the debugger or profiler could not be established". I tried connecting with the IP and port, as well, but no luck.
So I gave up and decided to just insert several trace() statements to figure out where I was getting lost. After adding a few I hit Run and nothing happened… I waited for a bit then hit Run again. Still nothing. I walked away to get a drink, came back, and my browser was open to a blank page. No project. I tried right-clicking and the right-click menu wouldn't open. I closed the browser, removed all the trace() statements, then before I could click run the right-click menu popped up… It was the Flash Player menu even though the browser was now closed and I was in Flash Builder.
I cleaned the project, tried Run again, it took FIFTEEN MINUTES for my project to display in the browser. (It used to take just seconds)
I tried restarting my computer but that didn't fix it. I tried rolling back to an old git commit in case something changed in the project settings but that didn't fix it.
When I go to other sites Flash loads just fine. When I compile a build release and open this in my browser it loads just fine. But when I try to open the development release it all but crashes my machine.
Any ideas?
After paying to speak with a Flash consultant, I've been informed that Flash just doesn't play nicely with profilers. When I informed him that I tried to plug in a profiler he laughed and said "Crashed, didn't it?"
Although not an ideal response, the only safe way to trace execution in Flash is the old fashioned way - lots of trace() statements and break points.
As for fixing the really slow playback, I resolved it by re-installing Flash Player.