GLFW and v64 memory access violation
Monkey Targets Forums/Desktop/GLFW and v64 memory access violation
| ||
At version 60 it works, but the 64 will give this error.memory access violation in console ... (null) STOPPED Monkey Runtime Error : Memory access violation TRANS FAILED: TRANS Failed to execute 'MonkeyGame', return code=1073807364 Done. |
| ||
Raise a bug in the bug forum. |
| ||
In fact, that's a bugRendering operations can only be performed inside OnRender |
| ||
Problem solved. Check that you have a false in #OPENGL_GLES20_ENABLED="false" |
| ||
What am I doing wrong? Again, this same error. '---------------------------------------------------------------- BUG ? Import mojo 'Import reflection 'Mojo settings #MOJO_HICOLOR_TEXTURES="true" #MOJO_IMAGE_FILTERING_ENABLED="false" 'GLFW settings #GLFW_WINDOW_TITLE="~qElectro Man Merry Christmass~q" #GLFW_WINDOW_WIDTH=960 #GLFW_WINDOW_HEIGHT=640 #GLFW_WINDOW_RESIZABLE="false" #GLFW_WINDOW_FULLSCREEN="false" 'XNA settings #XNA_WINDOW_WIDTH=1248 #XNA_WINDOW_HEIGHT=768 #XNA_WINDOW_WIDTH_XBOX=640 #XNA_WINDOW_HEIGHT_XBOX=480 #XNA_WINDOW_WIDTH_PHONE=320 #XNA_WINDOW_HEIGHT_PHONE=480 #XNA_WINDOW_RESIZABLE="False" #XNA_WINDOW_FULLSCREEN="False" 'IOS settings #IOS_RETINA_ENABLED="True" #IOS_ACCELEROMETER_ENABLED="True" #IOS_DISPLAY_LINK_ENABLED="False" 'Android settings #ANDROID_APP_LABEL="Electromon" #ANDROID_APP_PACKAGE="com.terem.electromon" #ANDROID_SCREEN_ORIENTATION="landscape" 'one of: user, portrait, landscape, behind, sensor, nosensor, unspecified 'OpenGL settings - valid for html5, glfw, android, ios #OPENGL_GLES20_ENABLED="false" #OPENGL_DEPTH_BUFFER_ENABLED="true" 'C++ settings - valid for glfw, ios, stdcpp #CPP_INCREMENTAL_GC=1 #CPP_DOUBLE_PRECISION_FLOATS=0 #HTML5_SUSPEND_ON_BLUR_ENABLED="false" Class MyGame Extends App Field FPS:Int = 20 Field mg_sound21:Sound Method OnSuspend() End Method Method OnLoading() End Method Method OnCreate() mg_sound21=LoadSound("sound/x_death.wav")'+mg_soundFmt) PlaySound mg_sound21,0 SetUpdateRate FPS End Method OnUpdate() End Method Method OnRender() End Method End Function Main:Int() New MyGame End |
| ||
Hi, It works here. If you run in debug mode, the debugger in Ted should at least show you where the error occurred... Is x_death.wav inside a 'sound' directory inside your app's data directory? Can you post a link to it? Also, note that app config settings are case sensitive, so #blah="True" and "False" should be "true" and "false" (this is getting fixed soon) although it worked as-is for me. |
| ||
TED is written in the consoleMonkey Runtime Error : Memory access violation D:/MonkeyPro60/modules/mojo/audio.monkey<69> D:/MonkeyPro60/bananas/teremochek/electromon/electromon_bug.monkey<52> D:/MonkeyPro60/modules/mojo/app.monkey<53> TRANS FAILED: TRANS Failed to execute 'MonkeyGame', return code=1073807364 Done. D:\MonkeyPro60\bananas\teremochek\electromon\electromon_bug.dara\sound\x_death.wav Thanks, now I see the error. But this is not all. This error in my game because I deleted it Import "extras/extras.${TARGET}.${LANG}" And these lines were not working. #If TARGET="glfw" 'GLFW supports WAV only mg_soundFmt="wav" mg_musicFmt="wav" #Elseif ... Strange how to work without Extras so long. .... There is no error in this .. |
| ||
In this sample all works. But my game does not print the word "wav" Build folder is deleted, did not help. Any ideas? Import mojo Import "extras/extras.${TARGET}.${LANG}" Class MyGame Extends App Field mg_soundFmt:String Field mg_zoomX:Int Method OnSuspend() End Method Method OnLoading() End Method Method OnCreate() #If TARGET="glfw" mg_soundFmt="wav" mg_zoomX=1234 #End Print mg_soundFmt+" format "+mg_zoomX End Method OnUpdate() End Method Method OnRender() End Method End Function Main:Int() New MyGame End |
| ||
It looks like a typo in the code, or a bug TED. |
| ||
I found it. here's the thing. ... #If TARGET="glfw" 'comment here ... 'Good if we fix these errors with refleñtion module. |