ZYNQ-ULTRASCALE Warning: verify error at flash adress : 0x0 - embedded

I got following warning during after-flashing verification.
Code fragment:
WAIT 2s
FLASHFILE.LOAD ..\..\..\..\ZZZ_Build_Products\* 0x0
WAIT 2s
FLASHFILE.LOAD ..\..\..\..\ZZZ_Build_Products\* 0x0 /ComPare
During flashing procedure there were no errors or warnings. With such code binary file was needed to be selected manually. Both times were used same the binary file.
Is this is a symptom of flash memory dead maybe?
Thanks in advance :)

Related

D3D11 CreateDeferredContext Error without ever creating a deferred render context

I get the following error message in my output window :-
D3D11 ERROR: ID3D11Device::CreateDeferredContext: Creation of a Device with D3D11_CREATE_DEVICE_SINGLETHREADED prevents the creation of deferred contexts. [ STATE_CREATION ERROR #2097162: CREATEDEFERREDCONTEXT_SINGLETHREADED]
D3D11 ERROR: ID3D11Device::CreateDeferredContext: CreateDeferredContext returning DXGI_ERROR_INVALID_CALL, meaning the function can not be used. [ STATE_CREATION ERROR #2097164: CREATEDEFERREDCONTEXT_INVALID_CALL_RETURN]
But I never call that function and also I have a single threaded immediate
render context. This started happening abruptly.
Also, If i do a search for that function call then i get 0 hits in my entire solution.
Update 1 - The culprit seems to swap hain present because even if I don't create any shaders and buffers and just the context device and swapchain I still get this error
Update 2 - I have already tried the following -
Re-build the solution in debug and release mode.
Attaching the debugger by directly running the program on different graphic cards.
Re-installing DirectX.
Upgrading/Downgrading graphics and audio drivers.
going back to an old system restore point.
Re-installing Visual Studio

Main Thread Checker: UI API called on a background thread iOS 11 Xcode 9 GM Seed

Can anyone please help me in debugging this issue, from the time i started working with Xcode 9 GM seed with iOS 11 GM seed, my code throwing me a warning in the console saying:
2017-09-18 16:22:52.872716+0530 **** *****[359:20158] [reports] Main Thread Checker: UI API called on a background thread: -[UIApplication
applicationState] .PID: 359, TID: 20158,
Thread name: Runtime Network Callback Thread,
Queue name: com.apple.root.default-qos.overcommit, QoS: 21
Backtrace:
also, i'm using ESRI maps in my application, when ever i zoom in or zoom out in ESRI maps i'm getting this error:
2017-09-18 16:22:53.176524+0530 *** ***[359:20063] Task <5F9376DB-9335-
4A45-B3F0-1D6FD69A19A3>.<29> finished with error - code: -999
2017-09-18 16:22:53.178923+0530 *** ***[359:20142] Task <0DE282EA-3FBD-
4036-8298-C75EFA65F15A>.<40> HTTP load failed (error code: -999 [1:89])
2017-09-18 16:22:53.179821+0530 *** *[359:20063] Task <BE2D8BAE-FFB8-
43CA-8723-111326DEF4FD>.<31> finished with error - code: -999
2017-09-18 16:22:53.180089+0530 *** ***[359:20063] Task <E7C819D4-C11A-
4915-B021-A73F31BE89CD>.<33> finished with error - code: -999
2017-09-18 16:22:53.180365+0530 *** ***[359:20063] Task <3B871761-B006-
4220-B857-6204B385AD34>.<34> finished with error - code: -999
2017-09-18 16:22:53.180523+0530 *** ***[359:20142] Failed to get
TCPIOConnection in addInputHandler.
Application works fine with Xcode 8 iOS 10.3.3. Problem seems to be with Xcode 9. Can anyone please help me in debugging this issue. Thanks
Xcode 9 adds a new runtime checks which is the Main Thread Checker.
According to Apple documentation:
The Main Thread Checker is a standalone tool for Swift and C languages
that detects invalid usage of AppKit, UIKit, and other APIs on a
background thread. Updating UI on a thread other than the main thread
is a common mistake that can result in missed UI updates, visual
defects, data corruptions, and crashes.
You already had this issue in your app with Xcode 8. It's just that the tool to detect it was not there yet.
In your case, it seems that it's a call to UIApplication.shared.applicationState that is causing this runtime issue.
You can configure your app scheme to stop execution when it happens. It is a checkbox in the Diagnostics tab, under the Main Thread Checker section.

How do I get XCode to break on all console / log messages?

I have a message from it seems Core Foundation printing into the debug console in XCode (OS X app), "CGContextGetCompositeOperation: invalid context 0x0. This is a serious error....".
I don't know where in my app this line is being generated. (big app)
I tried breaking on NSLog(), CFLog() syslog(), printf(), fprintf, and none of those breakpoints stop on that output. All of those breakpoints work if I test them, etc.
Is there a symbol I can break on that will stop every time a message is printed to the console?
Or is there some function that Apple uses that I can break on?

vjs_pause function does not exists in swf mode

With video.js 4.0.3, I got this error when using the flash mode :
Uncaught exception: TypeError: 'this.el_.vjs_pause' is not a function
Error thrown at line 2772
No problem with HTML5 mode.
The pause function seems to be unavailable in the flash object
I ran into this same JS error few days back. The fix that worked for me was to first check if the video element or it's parent is visible or not. Only when it's visible, trigger the pause method.
Hope this helps!

How to catch warning in app for Crash reporting: Received Memory Warning

sometimes i am facing a "Received Memory Warning" in Console. see here:
2012-07-13 11:39:54.344 PROJ42 [25255:707] Received memory warning.
The app doesnt crash. But i want to solve this warning.
Is there a way to find out why i am getting this warning and sending a report?
if yes, how can i do that?
Information: i know that i can run with instruments to find such warnings. But i want to know if it is possible to catch this warning on a device from enduser?
How can i catch such warnings?
In UIViewController there is a method you can overwrite that is called :
- (void)didReceiveMemoryWarning
This is the method that gets called and in which you can write your custom code.
I think that there is no build-in way to know what happened...
You can try to save some indicative NSString for each place where you allocate new objects/open new resources (like "mainView::createNewImage => alloc" or "mainView::createNewImage => loading resource") and then make a NSLog of content of that string inside
- (void)didReceiveMemoryWarning
It may take time but can indicate you the place of problem.
Memory warnings occurs due to usage of lots of Memory in your application. Try to release the memory.