Question

Solving AccessViolationException

Asked by: EyalL

Hi There,

I got this impossible bug that I'm trying to solve. The problem is that an exception happens inside an OpenGL function. The exception usually happens between 30min and 3 hours. The exception happens on part of the computers only (the hardware is different).
When the exception happens, it ALLWAYS happens at the same place, the stack trace always looks the same (See trace below).

I searched the internet and found the couple of links that reminds what I'm experiencing:
http://www.taoframework.com/node/492
http://www.taoframework.com/node/666


Additional information:
  * The application is developed using C# with CSGL for OpenGL interface and some unmanaged code for USB driver access.
  * After the exception happens the only means to get OpenGL running again is by restarting the program.
  * We found that when the USB interface is disabled things seems to be ok. We also found the if a "sleep(10)" was  added after the DeviceIOControl command things are OK.

Please advice.
Regards,
Edo

************** Exception Text **************
	System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
	   at CsGL.OpenGL.OpenGL.glGetError()
	   at CsGL.OpenGL.OpenGLException.Assert()
	   at CsGL.OpenGL.OpenGLControl.OnPaint(PaintEventArgs pevent)
	   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
	   at System.Windows.Forms.Control.WmPaint(Message& m)
	   at System.Windows.Forms.Control.WndProc(Message& m)
	   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
	   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
	   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

                                  
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Asked On
2009-06-15 at 07:11:33ID24492208
Tags

C#

,

.NET

,

Debugging

,

Exceptions

Topics

Microsoft Visual C++

,

Microsoft Visual C#.Net

,

Microsoft Visual C++.Net

Participating Experts
3
Points
500
Comments
8

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Answers

 

by: strickddPosted on 2009-06-15 at 07:42:47ID: 24629335

I have seen similar problems in other applications. Below is a list of ideas that helped resolve my issues and may help with yours.

1) Run the program as and administrator
2) Allow the user access to modify the registry
3) Make sure the software needed is registered properly
4) Verify that the hardware is not malfunctioning.

 

by: itsmeandnobodyelsePosted on 2009-06-15 at 08:42:13ID: 24629992

>>>> The problem is that an exception happens inside an OpenGL function.

The exception happens in OpenGL but the reason in 99 percent of all these cases is in your calling one of the OpenGL function where you

- pass a NULL pointer where a valid pointer was required
- pass a pointer already deleted
- pass a pointer of an object which has run out of local scope
- wrote beyond array bounds thus has destroyed some heap data

One of these probably happened in the unmanaged code parts perhaps called or invoked from CsGL.OpenGL.OpenGLControl.OnPaint(PaintEventArgs pevent). If you have the code for this function you may log before and after each function call (or, firstly you do a log at begin and end of the function and if it was sure that the begin was logged but not the end, you narrow both logs until you finally have spotted the statement which causes the expection. If it is a function call where you have the source repeat the procedure.


 

by: EyalLPosted on 2009-06-16 at 02:18:07ID: 24636173

itsmeandnobodyelse,
How do you explain the link to the sleep(10)? Please note that the sleep is actually performed on a totally different thread.

Regards,
Edo

 

by: itsmeandnobodyelsePosted on 2009-06-16 at 04:12:19ID: 24636811

>>>> How do you explain the link to the sleep(10)?
Hmmm. I would need to see the code to maybe find the explanation.

But for example a sleep would solve the issues which may occur when passing addresses of local variables to callback functions or to other functions which run asynchronously or deferred. The sleep would keep the addresses valid while otherwise they were destroyed prematurely.

>>>> the sleep is actually performed on a totally different thread.
If the DeviceIOControl invokes some asynchronous things, the sleep would help to get them finished before returning and freeing all local resources of the thread function and rolling back the stack variables. All this could help to not corrupting memory of the main thread which for example could use any of the free resources used in your thread fucntion.

Check the thread function where you added the sleep. None of the calls made there should pass any local data variables or their addresses. If they do, change these variables to static variables what should help.

 

by: EyalLPosted on 2009-06-18 at 05:53:15ID: 24656870

itsmeandnobodyelse, thanks for you're help!

Below you can see the code snippet that does the DeviceIOControl. If I place the sleep before this function things go crazy. If I place it after (even after the CloseHandle) things are OK. Does it make sense?

Regards,
Edo

	DeviceIoControl(DeviceHandle, IOCTL_ADAPT_SEND_NON_EP0_TRANSFER,
                    pTransfer, iXmitBufSize,
                    pTransfer, iXmitBufSize,
                    ReturnSize, ov);
 
    // Blocking mode, wait for timeout or complition
    if WaitForSingleObject(Overlapped.hEvent, Timeout) = WAIT_OBJECT_0 then
    begin
      // Retrive result from OL
      if GetOverlappedResult(DeviceHandle, Overlapped, RetVal, False) then
        Result := Retval - Sizeof(TSingleTransfer);
    end
    else
    begin
      // Timeout happed
      CancelXfer(pTransfer.EndpointAddress);
    end;
 
    // Release Overlapped handle
    CloseHandle(Overlapped.hEvent);
                                              
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by: eranegrinPosted on 2009-08-18 at 00:23:13ID: 25120704

hi to alll

i had the same problem exactly, c# with openGL and USB device connection.
i got the same exeption Edo got.
The only thing that solved my problem is changing the openGL object to public instead of private
and i tried everything!!!!
thanks to itsmeandnobodyelse advice

Regards
Eran

 

by: itsmeandnobodyelsePosted on 2009-08-18 at 00:57:01ID: 25120834

>>>> If I place it after (even after the CloseHandle) things are OK. Does it make sense?

Probably.

The DeviceIOControl is an asynchronously running call, i. e. it returns back immediately while some other actions were running in asynchronous threads. If you put a sleep after that call, it gives the other thread a chance to at least invoke once and initialize its resources. That could help for example to put the Overlapped.hEvent handle into a correct state so that the call to WaitForSingleObject passes a valid handle rather than one in an undefined state.

For a full analysis it isn't enough code. But I have a few questions?

What is 'ov' variable compared to 'Overlapped' ?

Why do you have an overlapped I/O at all? It is one of the most complex things in WINAPI and I don't think you can successfully use outside of C/C++  (but I maybe wrong). Note, if you (have to) put a sleep into the code, you probably spoil any performance benefits which could be expected from overlapped I/O.

20120131-EE-VQP-002

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