GLFW and v64 memory access violation
Monkey Targets Forums/Desktop/GLFW and v64 memory access violation
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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. |
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| Raise a bug in the bug forum. |
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In fact, that's a bugRendering operations can only be performed inside OnRender |
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| Problem solved. Check that you have a false in #OPENGL_GLES20_ENABLED="false" |
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| 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
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| 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. |
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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 .. |
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| 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
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| It looks like a typo in the code, or a bug TED. |
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| I found it. here's the thing. ... #If TARGET="glfw" 'comment here ... 'Good if we fix these errors with refleñtion module. |