I have a Windows Phone 8.1 app with Google login, which uses the
GoogleWebAuthorizationBroker.AuthorizeAsync
method. 90 % of the time, the authentication works, however, occasionally, the app just crashes on this line (I am logging right before it, so I am sure). I have the call wrapped inside try - catch, but that doesn't seem to work - exception is never caught.
I am also sure I am calling the method on a UI thread, I am using the DispatcherHelper from MVVMLight for that.
The fact that I am not able to reproduce the crash complicates this a lot, I have not experienced it with debugger attached, only in Release mode, on target device, run locally.
Do you guys have any ideas / clues / pointers? I know I'm not providing a lot of information, but I don't have any..
EDIT> So the error now happened with debugger attached - and the app just froze, last message in Ouput window was
"WinRT information: Cannot get credential from Vault"
But that's normal behavior..
Related
My UWP apps suddenly throw the following exception on Win 10 Mobile Build 10.0.14342.1001. They still work fine in the emulators.
Is anybody experiencing the same problem? Is there a workaround?
Exception thrown: 'System.ArgumentException' in mscorlib.ni.dll
WinRT information: user
Additional information: The parameter is incorrect.
user
To ensure the problem is not related to something specific with the apps email messages I sent the following simple message which causes the same problem.
Dim em As New Windows.ApplicationModel.Email.EmailMessage
em.To.Add(New EmailRecipient("a#b.c"))
em.Subject = "test"
Await EmailManager.ShowComposeNewEmailAsync(em)
Link to test case.
This is a bug in the insider build. No workaround known.
MS was informed about it via feedback and the MS forum.
Got fixed with Windows 10 Mobile Insider Preview Build 14356.
Build 14342 is an insider 'fast' build, meaning it is not production-ready and you are likely to hit errors from time to time. Please file feedback using the Feedback Hub, and wait for the next build. Thanks for being an Insider!
I browsed through the other threads - there was no concrete answer.
I implemented a service worker for notifcations
http://docs.pushwoosh.com/docs/chrome-web-push
I checked everything - all scripts are in root, the keys are well implemented. However, I do not get prompted to allow notifs.
Console output reads:
GET https://mydomain/service-worker.js net::ERR_FILE_EXISTS
Note: I do have the correct URL (just changed it here).
What causes the service worker error? How do I fix this?
It isn't anything to worry about. See the internal bug report: https://code.google.com/p/chromium/issues/detail?id=541797 the TL'DR is that when Chrome tries to fetch a new SW if there is no change and thus nothing to install it throws this error message to indicate that state. There is nothing that you need to do.
I currently use Azure Mobile Services with Offline Sync and I it has been working fine. However I now have come to a problem I can't seem to debug. On the PullAsync it never returns, never goes to the Web API, it never errors, it just seems to be stuck somewhere and I don't know where.
IMobileServiceSyncTable<ResponseType> responseTypeTable = MobileService.GetSyncTable<ResponseType>();
await responseTypeTable.PullAsync(responseTypeTable.Where(c => c.CompanyId == companyId));
I use identical code elsewhere with a different type and it works well.
The only thing that happens is the Windows Phone emulator UI locks up, I can press buttons on the keyboard but the input or buttons are all frozen.
I get this on the Debug Output
The thread 0xb80 has exited with code 259 (0x103).
After a 5 seconds and that's about it. Breakpoints everywhere, nothing happening.
The method was in a Command (I'm using MVVMLight). When I call the function on the class initialization and just hold the value it works fine. There is obviously some bug that occurs when calling PullAsync on an event, in an async RelayCommand but getting the call out of there solves the issue.
I'll leave it at that unless anyone comes back with why it is actually happening. This is just a workaround at the moment.
I'm trying to debug an issue on a clients machine. The problem is that the problem is a runtime error with very little clue as to where it is. It is an intermittent problem. I know ADL allows me to run the application in a debug mode. The problem is that to tell the user to download and manage the ADL invokation is going to be very difficult. It would be a lot easier if I could just give the end user one install/executable to install and run and then send me the trace of the issue. So what I'm looking for is easy steps for the client to be able to run the AIR app in debug mode. Downloading ADL and finding the install location of the app is going to be difficult to manage remotely with the end user.
Update:
You have to make sure you are working with AIR 3.5 and Flash 11.5 and also include the following flag "-swf-version=18" in additional compiler settings. You then have to catch the global error as mentioned in the answer and it will show you the location of the error. No line numbers of course. Just routine names. Thanks a milion to Lee for the awsome answer.
not a direct answer but if you publish for AIR3.5 (or 3.6 beta), you can get some debug info:
add a listener for uncaught RTEs to top level of your app:
this.loaderInfo.uncaughtErrorEvents.addEventListener(UncaughtErrorEvent.UNCAUGHT_ERROR, globalErrorHandler);
and grab debug info from error in listener:
function globalErrorHandler(event:UncaughtErrorEvent):void
{
var message:String;
//check for runtime error
if (event.error is Error)
message = (event.error as Error).getStackTrace();
//handle other errors
else if (event.error is ErrorEvent)
message = (event.error as ErrorEvent).text;
else
message = event.error.toString();
//do something with message (eg display it in textfield)
myTextfield.text = message;
}
getStackTrace will return a stack trace even for release AIR apps (as long as you use AIR3.5 or above).
Without the SDK Tools; I don't think it is possible to run an aIR app in debug mode. But, here are a few alternatives to consider:
The client must have some idea what is going on to cause the error, right? Can you give them a special build with Alert Boxes or logging or something to help isolate the error to a line of code?
Can you listen for the uncaughtException event? The event will give you the full stack trace ( Error.getStackTrace() ); which you could then log--possibly with other information. Then you just have to tell your client to "Go here" and "send me this file." Or even display the info in some Alert and have the user copy and paste it into an email to you. More info on uncaughtException here and here
check my post. Maybe it helps you to get stack trace with line numbers in a AIR release build.
How can I get stacktrace for Adobe AIR global runtime errors in non-debug mode?
I use it in 2 big projects right now and it works very well.
Greetings
I'm trying to capture audio using WASAPI. My code is largely based on the ChatterBox VoIP sample app. I'm getting audio buffers, but they are all silent (flagged AUDCLNT_BUFFERFLAGS_SILENT).
I'm using Visual Studio Express 2012 for Windows Phone. Running on the emulator.
I had the exact same problem and managed to reproduce it in the ChatterBox sample app if I set Visual Studio to native debugging and at any point stepped through the code.
Also, closing the App without going through the "Stop" procedure and stopping the AudioClient will require you to restart the emulator/device before being able to capture audio data again.
It nearly drove me nuts before I figured out the before mentioned problems but I finally got it working.
So..
1. Be sure to NOT do native debugging
2. Always call IAudioClient->Stop(); before terminating the App.
3. Make sure you pass the correct parameters to IAudioClient->Initialize();
I've included a piece of code that works 100% of the time for me. I've left out error checking for clarity..
LPCWSTR pwstrDefaultCaptureDeviceId =
GetDefaultAudioCaptureId(AudioDeviceRole::Communications);
HRESULT hr = ActivateAudioInterface(pwstrDefaultCaptureDeviceId,
__uuidof(IAudioClient2), (void**)&m_pAudioClient);
hr = m_pAudioClient->GetMixFormat(&m_pwfx);
m_frameSizeInBytes = (m_pwfx->wBitsPerSample / 8) * m_pwfx->nChannels;
hr = m_pAudioClient->Initialize(AUDCLNT_SHAREMODE_SHARED,
AUDCLNT_STREAMFLAGS_NOPERSIST | AUDCLNT_STREAMFLAGS_EVENTCALLBACK,
latency * 10000, 0, m_pwfx, NULL);
hr = m_pAudioClient->SetEventHandle(m_hCaptureEvent);
hr = m_pAudioClient->GetService(__uuidof(IAudioCaptureClient),
(void**)&m_pCaptureClient);
And that's it.. Before calling this code I've started a worker thread that will listen to m_hCaptureEvent and call IAudioCaptureClient->GetBuffer(); whenever the capture event is triggered.
Of course using Microsoft.XNA.Audio.Microphone works fine to, but it's not always an option to reference the XNA framework.. :)
It was a really annoying problem which waste about 2 complete days of mine.My problem was solved by setting AudioClientProperties.eCatagory to AudioCategory_Communications instead of AudioCategory_Other.
After this long try and error period I am not sure that the problem won't repeat in the future because the API doesn't act very stable and every run may return a different result.
Edit:Yeah my guess was true.Restarting the wp emulator makes the buffer silent again.But changing the AudioClientProperties.eCatagory back to AudioCategory_Other again solve it.I still don't know what is wrong with it and what is the final solution.
Again I encounter the same problem and this time commenting (removing) the
properties.eCategory = AudioCategory_Communications;
solve the problem.
I can add my piece of advice for Windows Phone 8.1.
I made the following experiment.
Open capture device. Buffers are not silent.
Open render device with AudioDeviceRole::Communications. Buffers immediately go silent.
Close render device. Buffers are not silent.
Then I opened capture device with AudioDeviceRole::Communications and capture device works fine all the time.
For Windows 10 capture device works all the time, no matter if you open it with AudioDeviceRole::Communications or not.
I've had the same problem. It seems like you can either use only AudioCategory_Other or create an instance of VoipPhoneCall and use only AudioCategory_Communications.
So the solution in my case was to use AudioCategory_Communications and create an outgoing VoipPhoneCall. You should implement the background agents as in Chatterbox VoIP sample app for the VoipCallCoordinator to work .