how to use windbg to break into directx application process? - directx

I run the DirectX SDK sample, BasicHLSL10 and use a Windbg to attach to the process.
After breaking into the process, I use 'x d3d*!Render' and 'x dxgi!' to list the functions I am interested.
I then set breakpoints on 'dxgi!D3DKMTPresent' as well as all the 'd3d*!D3DKMTRender'.
After that I hit 'g' for the process to continue.
However, BasicHLSL10 seems to continue running without stepping on those breakpoints.
I'm thinking this could be one of those COM Interface thing, but I'm not very familiar. How, can I break into the process when it is calling some of the DirectX call?
Will this technique also works on media players that uses DXVA?

looks like it could be because D3DKMT* functions are only use by OpenGL Installable Client Driver (at least that is what I think I read in WDK), so maybe that is why BasicHLSL10 never use it...

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Lua code runs properly on my advanced computer but doesn't run on the monitor

I run a successful Minecraft Tekkit modded server with computer craft on it.
I'm fairly new to lua and only know the basics, I'm trying to make a menu with pages to display the banned items list and rules list on. I've made a program with arrows that's optimized for advanced computers and monitors.
The code runs properly on my advanced computer but doesn't run on the monitor, when it shows and someone clicks the arrows it doesn't work either.
I just started using stack so I'm not sure on what to do, if you need any info please ask for it :)
The code: http://pastebin.com/gVtPeBCE
By the way I already tried using Mon.write and Mon = peripheral.wrap("top")
For those who don't have tekkit here is a computercraft emulator: https://goo.gl/J0dPq0
I'm sorry to inform you that I haven't read through all of your code. But judging based on your description, I would say that it's likely one of three issues, not including incorrect syntax as a possibility.
Note: Your question is exclusively asking about the programs ability to run on a monitor while the emulator you link to only provides the desktop ComputerCraft computers.
Peripheral
Although you already stated:
By the way I already tried using Mon.write and Mon = peripheral.wrap("top")
I would like to clarify that you can, as a way to simplify the code transition, set the peripheral function table equal to the term variable. For example: term = peripheral.wrap(string_side).
Note: When you use this method, you shouldn't execute the program with the command:
> monitor side program.
You should instead run it as a normal program with no special treatment.
I.e. > program.
Incorrect Mouse Event Detection
Simply put, when using a monitor, you're not supposed to pull for a mouse_click event. You have to pull for a monitor_touch event instead.
while true do
type, side, x, y = os.pullEvent()
if type == "monitor_touch" then
print("Monitor '"..side.."' has been pressed at "..x..", "..y.."!")
end
end
Monitor Size
This just simply means that the program you're trying to execute on the monitor takes up to much space and is therefore unusable when displayed on that size of monitor.
Suggestion: Either update your code for the monitor size or build the monitor to fit the program.
Please remember that all of these ideas might not answer your question, as the code you have provided to look over is too large and I haven't been able to find the time to experiment with it. Therefore, these are only general suggestions.
if i had to guess, it's because term is short for terminal and will auto work with computers so if you set term to be the monitor at the top of the file it should work correctly.
term = peripheral.wrap("SIDE OF MONITOR")
Put that at the top of your code and it should work. but this what i think it is after taking a look at your code (also its not that long of a code sample...)

Way to write code "in the debugger" in Lua?

I just played around a bit with Lua and tried the Koneki eclipse plugin, which is quite nice. Problem is that when I make changes in a function I'm debugging at the moment the changes do not become effective when saving the changes. So I'm forced to restart the application. Would be so nice if I could make changes in the debugger and they would become effective on the fly as for example with Smalltalk or to some extend as in hot code replacement in Java. Anybody has a clue whether this is possible?
It is possible to some degree with some limitations. I've been developing an IDE/debugger that provides this functionality. It gives you access to a remote console to execute commands in the context/environment of your running application. The IDE also supports live coding, which reloads modified code as you make changes to it; see demos here.
The main limitation is that you can't modify a currently running function (at least without changes to Lua VM). This means that the effect of your changes to the currently running function will only be seen after you exit and re-enter that function. It works well for environments that call the same function repeatedly (for example a game engine calling draw), but may not work in your case.
Another challenge is dealing with upvalues (values that are created outside of your function and are referenced inside it). There are methods to "read" current upvalues and re-create them when the (new) function is created, but it requires some code analysis to find what functions will be recreated to query them for upvalues, to get the current values, and then to create a new environment with those upvalue and assign proper values to them. My current implementation doesn't do this, which means you need to use global variables as a workaround.
There was also relevant discussion just the other day on the Lua mailing list.

How would someone create a preemptive scheduler for the Lua VM?

I've been looking at lua and lvm.c. I'd very much like to implement an interface to allow me to control the VM interpreter state.
Cooperative multitasking from within lua would not work for me (user contributed code)
The debug hook gets me only about 50% of the way there, instruction execution limits, but it raises an exception which just crashes the running lua code - but I need to be able to tweak it even further.
I want to create a system where 10's of thousands of lua user scripts are running - individual threads would not work, and the execution limits would cause headache for beginning developers, I'm going to control execution speeds too. but ultimately
while true do
end
will execute forever, and I really don't care that it is.
Any ideas, help or other implementations that I could look at?
EDIT: This is not about sandboxing pretend I'm an expert in that field for this conversation
EDIT: I do not want to use an internally ran lua code coroutine based controller.
EDIT: I want to run one thread, and manage a large number of user contributed lua scripts, an external process level control mechansim would not scale at all.
You can search for Lua Sandbox implementations; for example, this wiki page and SO question provide some pointers. Note that most of the effort in sandboxing is focused on not allowing you to execute bad code, but not necessarily on preventing infinite loops. For better control you may need to combine Lua sandboxing with something like LXC or cpulimit. (not relevant based on the comments)
If you are looking for something Lua-based, lightweight, but not necessarily 100% foolproof, then you can try running your client code in a separate coroutine and set a debug hook on that coroutine that will be triggered every N-th line. In that hook you can check if the process you are running exceeded its quotes. You also need to take care of new coroutines started as those need to have their own hooks set (you either need to disable coroutine.create/wrap or to replace them with something that sets the debug hook you need).
The code in this case may look like:
local coro = coroutine.create(client_func)
debug.sethook(coro, debug_hook, "l", 1000) -- trigger hook on every 1000th line
It's not foolproof, because it may block on some IO operation and the debug hook will not help there.
[Edit based on updated question and comments]
Between "no lua code coroutine based controller" and "no external process control mechanism" I don't think you are left with much choice. It may be that your only option is to run one VM per user script and somehow give ticks to those VMs (there was a recent question on SO on this, but I can't find it). Before going this route, I would still try to do this with coroutines (which should scale to tens of thousands easily; Tir claims supporting 1M active users with coroutine-based architecture).
The mechanism would roughly look like this: you install the debug hook as I shown above and from that hook you yield back to your controller, which then decides what other coroutine (user script) to resume. I have this very mechanism working in the Lua debugger I've been developing (although it only does it for one client script). This doesn't protect you from IO calls that can block and for that you may still need to have a watchdog at the VM level to see if it's been blocked for longer than needed.
If you need to serialize and deserialize running code fragments that preserve upvalues and such, then Pluto is probably your only option.
Look at implementing lua_lock and lua_unlock.
http://www.lua.org/source/5.1/llimits.h.html#lua_lock
Take a look at lulu. It is lua VM written on lua. It's for Lua 5.1
For newer version you need to do some work. But it's then you really can make a schelduler.
Take a look at this,
https://github.com/amilamad/preemptive-task-scheduler-for-lua
I maintain this project. It,s a non blocking preemptive scheduler for running lua code. Suitable for long running game scripts.

Serial port WriteFile() freeze

I have a simple application, which should send a single byte to a serial port once a minute. But sometimes, from some strange reason, it freezes somewhere in the WriteFile() function. Both sw and hw flow controls are turned off. I've googled some stuff about pending read operations performed from another threads, but I believe this is not a problem, because my app has single thread. Also, handle from CreateFile looks valid, so the port should not be used by any other applications. Have anybody suffered this?
If you google for the words writefile hangs, you'll find a number of discussions on this problem. Some leads are buffer overruns, sizing your buffer correctly, a defective COM port, clearing the status on error... Seems like there are plenty of things to try.
Another thing I would suggest is to use a communications library instead of calling the API directly, something like Async Professional (http://sourceforge.net/projects/tpapro/). Even if they add some overhead to your application, they might simplify your work and avoid a number of potential pitfalls...
Well, I'm using this library: http://lhdelphi.ic.cz/uploader/storage/ComDrv32.pas in Delphi 7, on Windows XP, but the component inside is just a wrapper around some Win API calls, CreateFile, WriteFile, etc.
Have you tried setting CommPortDriver.CheckLineStatus to true ("to prevent hangs when not device connected or device is OFF")? The source for the comdrv32.pas library contains that suggestion.
You can also try ComPort, which was neglected for some time but is now actively developed again.

Viewing DirectX application remotely

We're working on an application that displays information through a Direct3D visualisation. A late client request is the ability to view this application via some Remote Desktop solution.
Has anyone done anything similar? What options are available / unavailable? I'm thinking RDC, VNC, Citrix...
Any advice?
I think you can still use all of the normal D3D tools, but you won't be able to render to a surface associated with the screen. You'll have to render to a DIB (or some such) and Blt it with GDI to a normal window HDC. RDC/VNC/Citrix should all work with this technique.
Performance will definitely suffer - but that's going to be the case over remote desktop anyway. In fact, if I were you, I would mock up a VERY simple prototype and demonstrate the performance before committing to it.
Good luck!
I think Windows 7 has D3D remoting stuff - probably requires both client and server to be W7 though.
The build-in remote desktop works. (You don't have to do anything special)
But it is extremely slow, because when in doubt, it just sends the contents of a window as a bitmap.

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