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MGI Panel Actor- potential crash?

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Glad I could help. That was definitely unexpected behavior for me... the experiment was to see if I could get Inserted VI to re-generate a VI reference if the old one was closed. It didn't generate one, and when I called Remove VI things just got weird.

 

Anyway, after doing a lot of testing, I think I'm barking up the wrong tree with regards to the clone references. I've been able to reproduce my crash by ONLY launching a bunch of new Actors, meaning there shouldn't be any references going stale. Just a bunch of showing and hiding of panes, which (as best as I can tell) doesn't have the potential to crash anything.

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Accepted by topic author BertMcMahan

This thread came up in another thread, and I wanted to post the solution. It took quite a while to figure out, and I forgot to update this thread 😞

 

NI tech support was quite helpful and eventually escalated the issue to NI R&D. They poked and prodded and dug around, and eventually found there was a bug regarding VI's and sets/maps. I had been storing my Actor classes in a Map, and apparently there was some glitch that was vastly more likely to happen in the RTE than in the dev environment.

 

The bug was fixed in LV 2024 Q3, though another similar bug still exists with an expected "squish" date of 2025 Q3.

 

The workaround was to add this to the .ini file of your built executable:

 

CodeRegistryMaxCacheEntries = 64

 

IIRC, whatever this setting does is set to 64 (or 32 or something similar) in the dev environment, but in a built executable it's much lower.

 

Setting this value in the built executable completely solved my issue. If you're using something older than 2024 Q3 with Maps and possibly VI's or classes in the map, and are getting Access Violation errors, try adding that to your exe's .ini file and see if it fixes things.

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