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Crash Info

The document contains a crash log from a game. It lists the thread names, source files and line numbers where the crash occurred. The crash was caused by an assertion failure in the ScreenSelectMusic file. It also lists the call stack and memory addresses for functions called at the time of the crash.

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Uriel Rocha
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0% found this document useful (0 votes)
154 views5 pages

Crash Info

The document contains a crash log from a game. It lists the thread names, source files and line numbers where the crash occurred. The crash was caused by an assertion failure in the ScreenSelectMusic file. It also lists the call stack and memory addresses for functions called at the time of the crash.

Uploaded by

Uriel Rocha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Crash reason: Assertion 'AddTo.size() !

= NumAdd' failed
Thread: Main thread
RageTextureManager.cpp:123 RageTextureManager::LoadTexture(/Themes/_fall
back/Graphics/_blank.png).
RageTextureManager.cpp:123 RageTextureManager::LoadTexture(__blank__).
RageTextureManager.cpp:123 RageTextureManager::LoadTexture(/Themes/_fall
back/Graphics/_blank.png).
RageTextureManager.cpp:123 RageTextureManager::LoadTexture(/Themes/_fall
back/Graphics/_blank.png).
ScreenSelectMusic.cpp:145 Assertion 'AddTo.size() != NumAdd' failed
Thread: Decode thread
RageSoundDriver_Generic_Software.cpp:204
RageSoundDriver_Generic_Software.cpp:204
RageSoundDriver_Generic_Software.cpp:204
RageSoundDriver_Generic_Software.cpp:204
RageSoundDriver_Generic_Software.cpp:204
Thread: Mixer thread
Thread: Music thread
Thread: Worker thread (MemoryCardWorker)
Thread: Worker thread (/@mc1int/)
Thread: Worker thread (/@mc2int/)
Thread: DirectInput thread
InputHandler_DirectInput.cpp:790
InputHandler_DirectInput.cpp:766
InputHandler_DirectInput.cpp:785
InputHandler_DirectInput.cpp:790
InputHandler_DirectInput.cpp:766
Thread: Streaming sound buffering
Thread: Streaming sound buffering
Thread: Streaming sound buffering
Thread: Streaming sound buffering
Thread: Streaming sound buffering
Thread: Streaming sound buffering
00522492: void debug_crash(void) [00400000+122480+12]
0050b0de: void sm_crash(char const *) [00400000+10b0c3+1b]
00421a68: void ScreenSelectMusic::GetSongGroupNamesAvailables(class std::vector<
class StdString::CStdStr<char>,class std::allocator<class StdString::CStdStr<cha
r> > > &) [00400000+2196a+fe]
004224bd: void ScreenSelectMusic::Init(void) [00400000+21ca6+817]
717f3eb8: MSVCR90!operator new [71790000+63e99+1f]
717c69ed: MSVCR90!memcpy_s [71790000+369a3+4a]
6e574f2a: MSVCP90!std::char_traits<char>::_Copy_s [6e570000+4f13+17]
6e575242: MSVCP90!std::allocator<wchar_t>::deallocate [6e570000+5081+1c1]
6e5759d5: MSVCP90!std::allocator<char>::allocate [6e570000+5929+ac]
6e5763b5: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<c
har> >::assign [6e570000+632a+8b]
6e5773c3: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<c
har> >::assign [6e570000+73b2+11]
00426893: class Screen * CreateScreenSelectMusic(class StdString::CStdStr<char>
const &) [00400000+2683b+58]
779ea6fc: ntdll!NtReleaseMutant [779b0000+3a6f0+c]
77501015: KERNELBASE!ReleaseMutex [77500000+1005+10]
005f796a: void ScreenManager::PrepareScreen(class StdString::CStdStr<char> const
&) [00400000+1f7945+25]
6e575e43: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<c
har> >::_Tidy [6e570000+5dfb+48]
6e575ec4: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<c

har> >::~basic_string<char,std::char_traits<char>,std::allocator<char> > [6e5700


00+5ebb+9]
00401401: class StdString::CStdStr<char> Screen::GetNextScreenName(void)const [
00400000+13b1+50]
6e5858ca: MSVCP90!std::operator==<char,std::char_traits<char>,std::allocator<cha
r> > [6e570000+158ba+10]
004311b4: void ScreenSplash::HandleScreenMessage(class StdString::CStdStr<char>)
[00400000+3116c+48]
0053006c: void Transition::UpdateInternal(float) [00400000+130021+4b]
005af208: void Actor::Update(float) [00400000+1af149+bf]
0053c0e7: void MenuTimer::Update(float) [00400000+13bfc3+124]
005b5a5b: void ActorFrame::UpdateInternal(float) [00400000+1b5a0b+50]
6e574f2a: MSVCP90!std::char_traits<char>::_Copy_s [6e570000+4f13+17]
005af208: void Actor::Update(float) [00400000+1af149+bf]
6e5759d5: MSVCP90!std::allocator<char>::allocate [6e570000+5929+ac]
00401e48: void Screen::Update(float) [00400000+1e31+17]
6e57582d: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<c
har> >::compare [6e570000+57e5+48]
6e575d47: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<c
har> >::compare [6e570000+5d22+25]
6e5858ca: MSVCP90!std::operator==<char,std::char_traits<char>,std::allocator<cha
r> > [6e570000+158ba+10]
6e58591e: MSVCP90!std::operator!=<char,std::char_traits<char>,std::allocator<cha
r> > [6e570000+1590e+10]
00435d3f: void ScreenWithMenuElements::Update(float) [00400000+35d32+d]
005f80a5: void ScreenManager::Update(float) [00400000+1f7f30+175]
005d1bad: void GameState::Update(float) [00400000+1d1b4f+5e]
005a3dfa: void RageTextureManager::Update(float) [00400000+1a3da0+5a]
0050afc4: void GameLoop::RunGameLoop(void) [00400000+10aefb+c9]
6e576458: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<c
har> >::assign [6e570000+643c+1c]
6e575e43: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<c
har> >::_Tidy [6e570000+5dfb+48]
6e575ec4: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<c
har> >::~basic_string<char,std::char_traits<char>,std::allocator<char> > [6e5700
00+5ebb+9]
0050dfbe: main() [00400000+10d41b+ba3]
717b3600: MSVCR90!encoded_null [71790000+235f9+7]
717b2e2b: MSVCR90!unlock [71790000+22e16+15]
717f6430: MSVCR90!realloc [71790000+66415+1b]
717b38b3: MSVCR90!initptd [71790000+23753+160]
005219e1: WinMain@16() [00400000+1219cb+16]
0067bcee: __tmainCRTStartup() [00400000+27bbae+140]
77a00b91: ntdll!RtlInitializeExceptionChain [779b0000+50b37+5a]
Static log:
StepMania v5.0 beta 2a
Compiled 20140718 @ 15:25:05 Hora estndar de Argentina (build 26)
Log starting 2014-10-18 23:19:04
Loading window: win32
Windows 6.2 (unknown NT-based) build 9200 []
Memory: 4095mb total, 4095mb swap (4095mb swap avail)
Video driver: NVIDIA GeForce GTX 750 Ti [NVIDIA]
9.18.13.4411, 9-13-2014 [pci\ven_10de&dev_1380]
Sound device 0: SONY TV-8 (NVIDIA High Definiti, 6.3, MID 1, PID 100
Sound device 1: Realtek Digital Output (Realtek, 6.3, MID 1, PID 100
Sound device 2: Altavoces (Realtek High Definit, 6.3, MID 1, PID 100
WaveOut software mixing at 44100 hz
Sound driver: WaveOut
Lights driver: SystemMessage

Lights driver: Export


Video renderers: 'opengl,d3d'
Mode: ICD 32 (888) 24 depth 64 accum
Paletted textures disabled: GL_EXT_paletted_texture missing.
OGL Vendor: NVIDIA Corporation
OGL Renderer: GeForce GTX 750 Ti/PCIe/SSE2
OGL Version: 4.4.0 NVIDIA 344.11
OGL Max texture size: 16384
OGL Texture units: 4
GLU Version: 1.2.2.0 Microsoft Corporation
OGL Extensions:
GL_AMD: multi_draw_indirect, seamless_cubemap_per_texture
GL_ARB: ES2_compatibility, ES3_1_compatibility, ES3_compatibility, arrays_of_a
rrays, base_instance,
bindless_texture, blend_func_extended, buffer_storage, clear_buffer_object,
clear_texture, color_buffer_float,
compatibility, compressed_texture_pixel_storage, compute_shader, compute_var
iable_group_size,
conservative_depth, copy_buffer, copy_image, debug_output, depth_buffer_floa
t, depth_clamp, depth_texture,
draw_buffers, draw_buffers_blend, draw_elements_base_vertex, draw_indirect,
draw_instanced, enhanced_layouts,
explicit_attrib_location, explicit_uniform_location, fragment_coord_conventi
ons, fragment_layer_viewport,
fragment_program, fragment_program_shadow, fragment_shader, framebuffer_no_a
ttachments, framebuffer_object,
framebuffer_sRGB, geometry_shader4, get_program_binary, gpu_shader5, gpu_sha
der_fp64, half_float_pixel,
half_float_vertex, imaging, indirect_parameters, instanced_arrays, internalf
ormat_query,
internalformat_query2, invalidate_subdata, map_buffer_alignment, map_buffer_
range, multi_bind,
multi_draw_indirect, multisample, multitexture, occlusion_query, occlusion_q
uery2, pixel_buffer_object,
point_parameters, point_sprite, program_interface_query, provoking_vertex, q
uery_buffer_object,
robust_buffer_access_behavior, robustness, sample_shading, sampler_objects,
seamless_cube_map,
seamless_cubemap_per_texture, separate_shader_objects, shader_atomic_counter
s, shader_bit_encoding,
shader_draw_parameters, shader_group_vote, shader_image_load_store, shader_i
mage_size, shader_objects,
shader_precision, shader_storage_buffer_object, shader_subroutine, shader_te
xture_lod, shading_language_100,
shading_language_420pack, shading_language_include, shading_language_packing
, shadow, sparse_texture,
stencil_texturing, sync, tessellation_shader, texture_border_clamp, texture_
buffer_object,
texture_buffer_object_rgb32, texture_buffer_range, texture_compression, text
ure_compression_bptc,
texture_compression_rgtc, texture_cube_map, texture_cube_map_array, texture_
env_add, texture_env_combine,
texture_env_crossbar, texture_env_dot3, texture_float, texture_gather, textu
re_mirror_clamp_to_edge,
texture_mirrored_repeat, texture_multisample, texture_non_power_of_two, text
ure_query_levels,
texture_query_lod, texture_rectangle, texture_rg, texture_rgb10_a2ui, textur
e_stencil8, texture_storage,
texture_storage_multisample, texture_swizzle, texture_view, timer_query, tra
nsform_feedback2,

transform_feedback3, transform_feedback_instanced, transpose_matrix, uniform


_buffer_object, vertex_array_bgra,
vertex_array_object, vertex_attrib_64bit, vertex_attrib_binding, vertex_buff
er_object, vertex_program,
vertex_shader, vertex_type_10f_11f_11f_rev, vertex_type_2_10_10_10_rev, view
port_array, window_pos
GL_ATI: draw_buffers, texture_float, texture_mirror_once
GL_EXTX_framebuffer_mixed_formats
GL_EXT: Cg_shader, abgr, bgra, bindable_uniform, blend_color, blend_equation_s
eparate, blend_func_separate,
blend_minmax, blend_subtract, compiled_vertex_array, depth_bounds_test, dire
ct_state_access, draw_buffers2,
draw_instanced, draw_range_elements, fog_coord, framebuffer_blit, framebuffe
r_multisample,
framebuffer_multisample_blit_scaled, framebuffer_object, framebuffer_sRGB, g
eometry_shader4,
gpu_program_parameters, gpu_shader4, import_sync_object, multi_draw_arrays,
packed_depth_stencil,
packed_float, packed_pixels, pixel_buffer_object, point_parameters, provokin
g_vertex, rescale_normal,
secondary_color, separate_shader_objects, separate_specular_color, shader_im
age_load_formatted,
shader_image_load_store, shader_integer_mix, shadow_funcs, stencil_two_side,
stencil_wrap, texture3D,
texture_array, texture_buffer_object, texture_compression_dxt1, texture_comp
ression_latc,
texture_compression_rgtc, texture_compression_s3tc, texture_cube_map, textur
e_edge_clamp, texture_env_add,
texture_env_combine, texture_env_dot3, texture_filter_anisotropic, texture_i
nteger, texture_lod,
texture_lod_bias, texture_mirror_clamp, texture_object, texture_sRGB, textur
e_sRGB_decode,
texture_shared_exponent, texture_storage, texture_swizzle, timer_query, tran
sform_feedback2, vertex_array,
vertex_array_bgra, vertex_attrib_64bit
GL_IBM: rasterpos_clip, texture_mirrored_repeat
GL_KHR: blend_equation_advanced, blend_equation_advanced_coherent, debug
GL_KTX_buffer_region
GL_NVX: conditional_render, gpu_memory_info, nvenc_interop
GL_NV: ES1_1_compatibility, ES3_1_compatibility, bindless_multi_draw_indirect,
bindless_multi_draw_indirect_count, bindless_texture, blend_equation_advance
d,
blend_equation_advanced_coherent, blend_square, compute_program5, conditiona
l_render, copy_depth_to_color,
copy_image, depth_buffer_float, depth_clamp, draw_texture, explicit_multisam
ple, fence, float_buffer,
fog_distance, fragment_program, fragment_program2, fragment_program_option,
framebuffer_multisample_coverage,
geometry_shader4, gpu_program4, gpu_program4_1, gpu_program5, gpu_program5_m
em_extended, gpu_program_fp64,
gpu_shader5, half_float, light_max_exponent, multisample_coverage, multisamp
le_filter_hint, occlusion_query,
packed_depth_stencil, parameter_buffer_object, parameter_buffer_object2, pat
h_rendering, pixel_data_range,
point_sprite, primitive_restart, register_combiners, register_combiners2, sh
ader_atomic_counters,
shader_atomic_float, shader_atomic_int64, shader_buffer_load, shader_storage
_buffer_object,
shader_thread_group, shader_thread_shuffle, texgen_reflection, texture_barri

er, texture_compression_vtc,
texture_env_combine4, texture_multisample, texture_rectangle, texture_shader
, texture_shader2, texture_shader3,
transform_feedback, transform_feedback2, vertex_array_range, vertex_array_ra
nge2, vertex_attrib_integer_64bit,
vertex_buffer_unified_memory, vertex_program, vertex_program1_1, vertex_prog
ram2, vertex_program2_option,
vertex_program3
GL_S3_s3tc
GL_SGIS: generate_mipmap, texture_lod
GL_SGIX: depth_texture, shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
OpenGL Windowed 640x480 32 color 32 texture 60Hz Vsync SmoothLines
DInput: Enumerating device - Type: 0x00000413 Instance Name: "Teclado" Product N
ame: "Teclado"
DInput: Enumerating device - Type: 0x00000112 Instance Name: "Mouse" Product Nam
e: "Mouse"
Found 2 DirectInput devices:
0: 'Teclado' axes: 0, hats: 0, buttons: 256 (buffered)
1: 'Mouse' axes: 3, hats: 0, buttons: 8 (buffered)
Players joined: P2
Lost focus to: SM5_FEx_1_4.exe
Top Screen: ScreenBranch
Language: es
Current renderer: OpenGL
Theme: default
Partial log:
00:53.125: Performing texture garbage collection.
00:53.126: Approximate sound time: driver frame 2315134, m_pImpl->m_Queue frame
0..6144 (dist 1154), closest position is 0
00:53.126: Zeroing this update. Was 0.147000
00:53.255: Loading screen: "ScreenSelectMusic"
00:53.268: RageSound: Load "/Themes/default/Sounds/Sounds/OUT.WAV" (precache: 0)
00:53.285: Starting thread: Streaming sound buffering
00:53.285: RageSound: Load "/Themes/default/Sounds/Sounds/MOVE.WAV" (precache: 0
)
00:53.298: Starting thread: Streaming sound buffering
00:53.298: RageSound: Load "/Themes/default/Sounds/Sounds/N_TO_M.WAV" (precache:
0)
00:53.305: Starting thread: Streaming sound buffering
-- End of report

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