Windows error 0x00000158, 344

Detailed Error Information

COMPRESSION_NOT_BENEFICIAL[1]

MessageCompressing this object would not save space.
Declared inwinerror.h

This appears to be a raw Win32 error. More information may be available in error 0x80070158.

ILLEGAL_IOMMU_PAGE_FAULT[2]

This is a Blue Screen of Death stop code. More information is available in the Knowledge Base article Bug Check 0x158: ILLEGAL_IOMMU_PAGE_FAULT.

HRESULT analysis[3]

This is probably not the correct interpretation of this error. The Win32 error above is more likely to indicate the actual problem.
FlagsSeveritySuccess

This code indicates success, rather than an error. This may not be the correct interpretation of this code, or possibly the program is handling errors incorrectly.

Reserved (R)false
OriginMicrosoft
NTSTATUSfalse
Reserved (X)false
FacilityCode0 (0x000)
NameFACILITY_NULL[3][1]
DescriptionThe default facility code.[3][1]
Error Code344 (0x0158)

Possible solutions

1

Unhandled Exception at igd10iumd32.dll

c++
windows
exception
visual-studio-2013

Apparently I don't have enough reputation to comment, so I'll just post this as an answer.

I'm having the same issue. I also upgraded from Windows 7 to 10. My laptop has both integrated and dedicated graphics cards, but the preferred graphics card is a NVIDIA GeForce 710m. I thought that I only needed to upgrade my drivers, but after upgrading my driver from 340.52 to the latest (353.62), my problem still persisted.

Below is a sample 'hello world' program that reproduces the program on my machine. It's seemly random - it may happen in the 2nd loop, or the 279th.

#include "sdl/SDL.h"
#include "sdl/SDL_syswm.h"
int main( int argc, char*argv[] )
{
  if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
    return 1;

  SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 4 );
  SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 4 );
  SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
  SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
  SDL_GL_SetAttribute( SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 0 );

  SDL_Window* sdlWindow = SDL_CreateWindow(
    "tac",
    30, 60,
    1366, 768,
    SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN );
  if( !sdlWindow )
    return 1;

  SDL_GLContext mainContext = SDL_GL_CreateContext( sdlWindow );
  if( !mainContext )
    return 1;

  while( true )
  {
    SDL_Event mySDLevent;
    while( SDL_PollEvent( &mySDLevent ) )
    {
    }
    SDL_GL_SwapWindow( sdlWindow ); // <-- it crashes here
  }

  SDL_GL_DeleteContext( mainContext );
  SDL_DestroyWindow( sdlWindow );
  SDL_Quit();
  return 0;
}

First-chance exception at 0x5ECB9958 (igd10iumd32.dll) in MyGame.exe: 0xC0000005: Access violation writing location 0x77007B85. Unhandled exception at 0x5ECB9958 (igd10iumd32.dll) in tacMain.exe: 0xC0000005: Access violation writing location 0x77007B85.

My callstack comes from these dlls

igd10iumd32.dll
nvoglv32.dll
kernel32.dll
ntdll.dll

So I assume it's a driver issue?...

answered on Stack Overflow Aug 5, 2015 by nate
1

Accessing shared memory in CUDA when thread writes overlap

c
cuda
locking

This was in fact not a cuda shared memory overlap issue as the question states. The posted code works, and locks are not needed. The implementation contained a logic error where one variable was being reset back to a default value.

In essence, at the end of the loop in magic_brute_force you'll see:

if (index < desired_size)
    resulting_magic_moves[index] = bitboard_universe;

This was simply removed to create a working kernel.

I posted more information in the question itself, including the actual code sample and the solution, in case anyone else is wondering about CUDA memory issues. The simplified code example is a working way to deal with cuda shared memory issues, in this case.

answered on Stack Overflow May 21, 2014 by Jordan
0

UnAuthorizedAccessException while accessing the GetPath() method for MediaLibrary

c#
.net
windows-phone-8
unauthorizedaccessexcepti
media-library

Try adding this piece of code, as you must call the FrameworkDispatcher.Update method yourself to dispatch messages that are in the XNA Framework message queue.

Microsoft.Xna.Framework.FrameworkDispatcher.Update();

as you said make sure that your Capabilities are ticked from the Manifest.

Reference: MSDN

answered on Stack Overflow Dec 11, 2014 by Kulasangar

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Sources

  1. winerror.h from Windows SDK 10.0.14393.0
  2. https://docs.microsoft.com/en-us/windows-hardware/drivers/debugger/bug-check-code-reference2
  3. https://msdn.microsoft.com/en-us/library/cc231198.aspx

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