How do I fix these build errors in Unreal?

I am using this asset to do some IK magic in UE4.

I connected some nodes to control the rig realtime.
It works fine, I hooked up some dummy cube actor to control the limbs of the rig and that works fine, the limbs are moving OK.

When I try to build I get a nasty error message, please see below.

As far as I understand, it is yelling because I took the editor time values and gave it runtime ones…For some reason it can’t see it when you are building your project.

When I exit the editor, I have to reconnect the same control rig nodes causing the error message…

I also run into post about setting the project version, to no avail.

When I hit package for Windows I get packaging errors:

UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: Ensure condition failed: false (File:D:/Build/++UE4+Licensee/Sync/Engine/Plugins/Experimental/ControlRig/Source/ControlRigDeveloper/Private/AnimGraphNode_ControlRig.cpp) (Line: 112)
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: Stack:
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbd90a55b9 UE4Editor-ControlRigDeveloper.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbd907e1dc UE4Editor-ControlRigDeveloper.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbe9f816b8 UE4Editor-BlueprintGraph.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbe9f29b57 UE4Editor-BlueprintGraph.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbedc4f58d UE4Editor-UnrealEd.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbeabdc446 UE4Editor-Kismet.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbeabda615 UE4Editor-Kismet.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4d6cd40 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4f715e4 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4f9877a UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4f7003c UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4f71acb UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4f998b0 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf50dd352 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4fdcdcd UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4fdb4b3 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4fdd001 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4fdad73 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4f7fba0 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4fd8f3f UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4f73c11 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf4f8c90e UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf50dcfe0 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbf50dc420 UE4Editor-CoreUObject.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbed7040fd UE4Editor-UnrealEd.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbed7447f5 UE4Editor-UnrealEd.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbed5b1031 UE4Editor-UnrealEd.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffbed5dbd5b UE4Editor-UnrealEd.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ff691d4363a UE4Editor-Cmd.exe!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ff691d3b7ec UE4Editor-Cmd.exe!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ff691d3bb5a UE4Editor-Cmd.exe!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ff691d4e31d UE4Editor-Cmd.exe!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ff691d5040a UE4Editor-Cmd.exe!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffc3de96fd4 KERNEL32.DLL!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: (Callstack) 0x00007ffc3dfdcec1 ntdll.dll!UnknownFunction ()
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: end: stack for UAT
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: (Compiler ThirdPersonCharacter) In use pin  Leg Controller  no longer exists on node  Get . Please refresh node or break links to remove pin. from Source: /Game/ThirdPersonBP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: (Compiler ThirdPersonCharacter) The property associated with  Left Leg Controller  could not be found in '/Game/ThirdPersonBP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter_C' from Source: /Game/ThirdPersonBP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: (Compiler PersistentLevel.RTT_Main) Spawn node  Create Widget  must have a class specified. from Source: /Game/GizmoPluginBPs/RTT_Shared/RTT_Main.RTT_Main:PersistentLevel.RTT_Main
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: (Compiler PersistentLevel.RTTM_Login) Spawn node  Create Widget  must have a class specified. from Source: /Game/GizmoPluginBPs/RTT_MultiPlayerExample/RTTM_Login.RTTM_Login:PersistentLevel.RTTM_Login
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: (Compiler RTTM_TransformerPawn) Spawn node  Create Widget  must have a class specified. from Source: /Game/GizmoPluginBPs/RTT_MultiPlayerExample/RTTM_TransformerPawn.RTTM_TransformerPawn
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: (Compiler RTTM_TransformerPawn) In use pin  <Unnamed>  no longer exists on node  Change Selected . Please refresh node or break links to remove pin. from Source: /Game/GizmoPluginBPs/RTT_MultiPlayerExample/RTTM_TransformerPawn.RTTM_TransformerPawn
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: (Compiler RTTM_TransformerPawn) In use pin  Target  no longer exists on node  Change Selected . Please refresh node or break links to remove pin. from Source: /Game/GizmoPluginBPs/RTT_MultiPlayerExample/RTTM_TransformerPawn.RTTM_TransformerPawn
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: (Compiler RTTM_TransformerPawn) In use pin  Component  no longer exists on node  Change Selected . Please refresh node or break links to remove pin. from Source: /Game/GizmoPluginBPs/RTT_MultiPlayerExample/RTTM_TransformerPawn.RTTM_TransformerPawn
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: (Compiler RTTM_TransformerPawn) In use pin  Selected  no longer exists on node  Change Selected . Please refresh node or break links to remove pin. from Source: /Game/GizmoPluginBPs/RTT_MultiPlayerExample/RTTM_TransformerPawn.RTTM_TransformerPawn

Errors Event Log

Who knows what the problem is?

1.

WebHost failed to process a request. Sender Information:
System.ServiceModel.Activation.HostedHttpRequestAsyncResult/10441075
Exception: System.ServiceModel.ServiceActivationException: The service
‘/_vti_bin/sts/spsecuritytokenservice.svc’ cannot be activated due to
an exception during compilation. The exception message is: This
collection already contains an address with scheme http. There can be
at most one address per scheme in this collection. If your service is
being hosted in IIS you can fix the problem by setting
‘system.serviceModel/serviceHostingEnvironment/multipleSiteBindingsEnabled’
to true or specifying
‘system.serviceModel/serviceHostingEnvironment/baseAddressPrefixFilters’.
Parameter name: item. —> System.ArgumentException: This collection
already contains an address with scheme http. There can be at most
one address per scheme in this collection. If your service is being
hosted in IIS you can fix the problem by setting
‘system.serviceModel/serviceHostingEnvironment/multipleSiteBindingsEnabled’
to true or specifying
‘system.serviceModel/serviceHostingEnvironment/baseAddressPrefixFilters’.
Parameter name: item at
System.ServiceModel.UriSchemeKeyedCollection.InsertItem(Int32 index,
Uri item) at
System.Collections.Generic.SynchronizedCollection`1.Add(T item) at
System.ServiceModel.UriSchemeKeyedCollection..ctor(Uri() addresses)
at System.ServiceModel.ServiceHost..ctor(Object singletonInstance,
Uri() baseAddresses) at
Microsoft.IdentityModel.Protocols.WSTrust.WSTrustServiceHost..ctor(WSTrustServiceContract
serviceContract, Uri() baseAddresses) at
Microsoft.IdentityModel.Protocols.WSTrust.WSTrustServiceHostFactory.CreateServiceHost(String
constructorString, Uri() baseAddresses) at
Microsoft.SharePoint.IdentityModel.SPSecurityTokenServiceActiveHostFactory.CreateServiceHost(String
constructorString, Uri() baseAddresses) at
System.ServiceModel.ServiceHostingEnvironment.HostingManager.CreateService(String
normalizedVirtualPath, EventTraceActivity eventTraceActivity) at
System.ServiceModel.ServiceHostingEnvironment.HostingManager.ActivateService(ServiceActivationInfo
serviceActivationInfo, EventTraceActivity eventTraceActivity) at
System.ServiceModel.ServiceHostingEnvironment.HostingManager.EnsureServiceAvailable(String
normalizedVirtualPath, EventTraceActivity eventTraceActivity) —
End of inner exception stack trace — at
System.Runtime.AsyncResult.End(TAsyncResult)(IAsyncResult result)
at
System.ServiceModel.Activation.HostedHttpRequestAsyncResult.End(IAsyncResult
result) Process Name: w3wp Process ID: 12116

WebHost failed to process a request. Sender Information:
System.ServiceModel.ServiceHostingEnvironment+HostingManager/43229462
Exception: System.ServiceModel.ServiceActivationException: The service
‘/_vti_bin/sts/spsecuritytokenservice.svc’ cannot be activated due to
an exception during compilation. The exception message is: This
collection already contains an address with scheme http. There can be
at most one address per scheme in this collection. If your service is
being hosted in IIS you can fix the problem by setting
‘system.serviceModel/serviceHostingEnvironment/multipleSiteBindingsEnabled’
to true or specifying
‘system.serviceModel/serviceHostingEnvironment/baseAddressPrefixFilters’.
Parameter name: item. —> System.ArgumentException: This collection
already contains an address with scheme http. There can be at most
one address per scheme in this collection. If your service is being
hosted in IIS you can fix the problem by setting
‘system.serviceModel/serviceHostingEnvironment/multipleSiteBindingsEnabled’
to true or specifying
‘system.serviceModel/serviceHostingEnvironment/baseAddressPrefixFilters’.
Parameter name: item at
System.ServiceModel.UriSchemeKeyedCollection.InsertItem(Int32 index,
Uri item) at
System.Collections.Generic.SynchronizedCollection`1.Add(T item) at
System.ServiceModel.UriSchemeKeyedCollection..ctor(Uri() addresses)
at System.ServiceModel.ServiceHost..ctor(Object singletonInstance,
Uri() baseAddresses) at
Microsoft.IdentityModel.Protocols.WSTrust.WSTrustServiceHost..ctor(WSTrustServiceContract
serviceContract, Uri() baseAddresses) at
Microsoft.IdentityModel.Protocols.WSTrust.WSTrustServiceHostFactory.CreateServiceHost(String
constructorString, Uri() baseAddresses) at
Microsoft.SharePoint.IdentityModel.SPSecurityTokenServiceActiveHostFactory.CreateServiceHost(String
constructorString, Uri() baseAddresses) at
System.ServiceModel.ServiceHostingEnvironment.HostingManager.CreateService(String
normalizedVirtualPath, EventTraceActivity eventTraceActivity) at
System.ServiceModel.ServiceHostingEnvironment.HostingManager.ActivateService(ServiceActivationInfo
serviceActivationInfo, EventTraceActivity eventTraceActivity) at
System.ServiceModel.ServiceHostingEnvironment.HostingManager.EnsureServiceAvailable(String
normalizedVirtualPath, EventTraceActivity eventTraceActivity) —
End of inner exception stack trace — at
System.ServiceModel.ServiceHostingEnvironment.HostingManager.EnsureServiceAvailable(String
normalizedVirtualPath, EventTraceActivity eventTraceActivity) at
System.ServiceModel.ServiceHostingEnvironment.EnsureServiceAvailableFast(String
relativeVirtualPath, EventTraceActivity eventTraceActivity) Process
Name: w3wp Process ID: 12116

magento2 – Not all errors are displayed in var/log

Go inside root pub/errors folder,

Just copy local.xml.sample to local.xml.

Also you can enable display_errors from app/bootstrap.php file. At line no. 11 remove # from the start of the line.

Now the final statement displays as ini_set('display_errors', 1);

And you want to get more information follow this link –

https://magento.stackexchange.com/a/94569/85907

THANKS.

I will fix wordpress, html, CSS bugs and errors for $5

I will fix wordpress, html, CSS bugs and errors

I will fix WordPress errors, bugs and other issues which is stopping your website functioning properly. I can also fix HTML, CSS, and WooCommerce related errors and issues.

Don’t hesitate to contact if you get any issues with your WordPress website.

Some of the common WordPress issues I fix:

✔️ Fatal Errors

✔️ Timeout issues

✔️ Mixed content error after activating an SSL certificate

✔️ Backup and Restore of the website from one server to another

✔️ AMP issues

✔️ Search Console Errors

✔️ Reset lost admin password

✔️ Recovering WP-admin login page

✔️ Recovering blank admin panel

✔️ The migration of the website from one server to another

Why order from me?
5+ Years of Experience in WordPress

Excellent customer service (Please check all reviews)

100% satisfaction or money-back guarantee

Bonus for all my buyers
All my buyers will get a premium analytics plugin absolutely free.

.(tagsToTranslate)WordPress(t)html(t)css(t)bugs(t)errors

2013 – Crawl errors: The process cannot access the file because it is being used by another process. (Exception from HRESULT: 0x80070020)

after we’ve done the installation of CU february 2020 (KB4484263), we’re getting lots of crawl errors with Exception code:

HRESULT:0x80070020 – The process cannot access the file because it is being used by another process.

We have SharePoint 2013, Windows Server 2012

Microsoft has recommended that we have to configure the antivirus software to exclude folders/subfolders from antivirus scanning as per: https://support.microsoft.com/en-gb/office/certain-folders-may-have-to-be-excluded-from-antivirus-scanning-when-you-use-file-level-antivirus-software-in-sharepoint-01cbc532-a24e-4bba-8d67-0b1ed733a3d9?ui=en-us&rs=en-gb&ad=gb

But nothing helps.

Maybe someone has the same error and can help us. 🙂

Thanks Katharina

c++ – DirectX 11 C2661 & C2664 errors constructing SpriteBatch / SpriteFont

I keep having these two errors:

enter image description here

  • Error C2664 ‘DirectX::SpriteBatch::SpriteBatch(const DirectX::SpriteBatch &)’: cannot convert argument 1 from ‘ID3D11DeviceContext *’ to ‘DirectX::SpriteBatch &&’ C:Program Files (x86)Microsoft Visual Studio2019CommunityVCToolsMSVC14.26.28801includememory 2068

  • Error C2661 ‘DirectX::SpriteFont::SpriteFont’: no overloaded function takes 2 arguments C:Program Files (x86)Microsoft Visual Studio2019CommunityVCToolsMSVC14.26.28801includememory 2068

I used this source,
https://github.com/microsoft/DirectXTK/wiki/SpriteFont

std::unique_ptr<SpriteBatch> spriteBatch;
std::unique_ptr<SpriteFont> spriteFont;

spriteBatch = std::make_unique<SpriteBatch>(deviceContext);
spriteFont = std::make_unique<SpriteFont>(device, L"myfile.spritefont");

spriteBatch->Begin();
spriteFont->DrawString(spriteBatch.get(), L"Hello, world!", XMFLOAT2(x, y));
spriteBatch->End();

I tried wrapping my: ID3D11Device & ID3D11DeviceContext with Microsoft::WRL::ComPtr<>, but still throws error. Seems there’s some issue with the <memory>.

I tried:

ComPtr<ID3D11Device> device = nullptr;
ComPtr<ID3D11DeviceContext> deviceContext = nullptr;

Messages:

Reason: cannot convert from 'ID3D11DeviceContext *' to 'DirectX::SpriteBatch'
No constructor could take the source type, or constructor overload resolution was ambiguous.

EDIT, Complete Build Output:

1>------ Build started: Project: Game, Configuration: Debug x64 ------
1>main.cpp
1>C:Program Files (x86)Microsoft Visual Studio2019CommunityVCToolsMSVC14.26.28801includememory(2068,35): error C2664: 'DirectX::SpriteBatch::SpriteBatch(const DirectX::SpriteBatch &)': cannot convert argument 1 from 'ID3D11DeviceContext *' to 'DirectX::SpriteBatch &&'
1>C:Program Files (x86)Microsoft Visual Studio2019CommunityVCToolsMSVC14.26.28801includememory(2067,59): message : Reason: cannot convert from 'ID3D11DeviceContext *' to 'DirectX::SpriteBatch'
1>C:Program Files (x86)Microsoft Visual Studio2019CommunityVCToolsMSVC14.26.28801includememory(2067,59): message : No constructor could take the source type, or constructor overload resolution was ambiguous
1>C:UsersrootDocumentsVisual Studio 2019GameGameincludeSpriteBatch.h(90,9): message : see declaration of 'DirectX::SpriteBatch::SpriteBatch'
1>C:UsersrootDocumentsVisual Studio 2019GameGamemain.cpp(199): message : see reference to function template instantiation 'std::unique_ptr<DirectX::SpriteBatch,std::default_delete<DirectX::SpriteBatch>> std::make_unique<DirectX::SpriteBatch,ID3D11DeviceContext*&,0>(ID3D11DeviceContext *&)' being compiled
1>C:Program Files (x86)Microsoft Visual Studio2019CommunityVCToolsMSVC14.26.28801includememory(2068,35): error C2661: 'DirectX::SpriteFont::SpriteFont': no overloaded function takes 2 arguments
1>C:UsersrootDocumentsVisual Studio 2019GameGamemain.cpp(200): message : see reference to function template instantiation 'std::unique_ptr<DirectX::SpriteFont,std::default_delete<DirectX::SpriteFont>> std::make_unique<DirectX::SpriteFont,ID3D11Device*&,const wchar_t(&)(32),0>(ID3D11Device *&,const wchar_t (&)(32))' being compiled
1>Done building project "Game.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

centos – Logical volume corrupting causing I/O errors after writing an arbitrary amount of data to the disk

I am using a CentOS 7 VM running on vSphere. My primary logical volume where the errors are occurring is formatted in ext4. When the VM is created from our standard image, all is fine but after working on it for a while or adding some data to the disk something goes wrong and the volume starts throwing input/output errors. I relaunched the VM several times from a standard image we use to run many other VMs on the same server. Originally I was using real data but to rule out any issues with the data I began using dummy data I generated. After loading roughly 10GB of data onto the server the volume would begin showing buffered I/O errors in dmesg before the transfer even completed.

I had our virtualization team create a new CentOS image and this time I was able to get 20 GB or so of data I needed onto the server without errors. I then went to build an app I was trying to deploy with docker and during the download of the docker image the VM began to throw I/O errors and kernel panicked. After the kernel panic the VM was unresponsive, bash was still running but it couldn’t even locate ls or dmesg to check the error logs. I am unsure where to go from here. I have spent the better part of a week reinstalling the vm trying to pinpoint what is causing the issue. I have had no issue with all of my other docker based deployments either.

Virtualization team says they don’t think the issue is at a hardware or vSphere level as none of the other VM’s running on the system have encountered this issue. I would appreciate any indications of what to do next regarding trouble shooting this issue before I need to resort to a plan B and deploy on a Windows VM.

Azure Application Gateway backend hostname matching errors

Application gateway gives me an error:

‘Backend health’: ‘The Common Name (CN) of the backend certificate does not match the host header of the probe.’ for both backend instances.

But if I try to access scale set instances directly, the certificate is valid:

https://apitestss000000.mycorp.local/
and
https://apitestss000001.mycorp.local/

look fine and valid in browser

HTTP setting is set to ‘Pick hostname from backend target.’ If I set it to ‘Override with specific domain name’ and type in one of the hostnames like ‘apitestss000001.mycorp.local’, there is no error for this host, but still error for the other. Looks like ‘Pick hostname from backend target’ picks the wrong hostname from the scale set.

macOS Catalina: Install Slows and Errors on MacBook Pro (13-inch Mid 2012)

For around 6 months I had intermittent issues with my MacBook Pro (13-inch Mid 2012) where it was randomly ending up on the folder with a question mark icon, or the no-entry icon.

It used a 250GB Samsung 840 SSD – which I had installed in 2014 – and I figured it must have finally been at its end-of-life.

I’ve replaced it with a 1TB Crucial MX500 SSD; the swap went smoothly and as expected.

Now, I’m having problems installing macOS Catalina at all.

After installing the new drive I did the following steps:

  1. Downloaded the latest macOS Catalina from the App Store on my iMac
  2. Created a new Catalina Install drive using Terminal createinstallmedia
  3. Booted from the USB on the MacBook Pro
  4. Formatted the drive to APFS in DiskUtility
  5. Used the macOS install button, accepting terms etc..

The installer gets to around 50% normally (in around 5 minutes), but then it slows down dramatically, with the estimated time floating around 5-7 minutes constantly. The loading bar continues to move incredibly slowly (using the ol’ cursor on the boundary of the loaded section to track progress).

This goes on for well over an hour, and at around 70% it fails with the error:

An error occurred while preparing the installation. Try running this application again.

I’ve taken the following troubleshooting steps so far:

  1. Reset SMC
  2. Reset NVRAM, PRAM
  3. Recreated the install USB pendrive
  4. Re-recreated the install usb on another USB pendrive
  5. Used different USB ports
  6. Online-recovery (defaults to Mountain Lion, which got all the way through the progress bar then loads to a folder with a question mark at mid-install auto-reboot)
  7. Cloning the old Samsung SSD to the new Crucial SSD in DiskUtility
  8. Numerous power-cycles, and letting the machine sit for a bit etc.
  9. Run health-checks on the old and new SSDs, both return no issues

The machine had otherwise been running great. Fast as always with no known issues with RAM, or battery life, etc.. I can’t think of what else to try at this point.

The machine’s also in near-new condition, it’s been very well looked after. All the ports etc are clean and in good working order, as are the charge cables.

There are no Apple stores or authorised repair centres where I live (boat/flight required for the closest, which isn’t an option due to Covid lockdown).

Any ideas on what to try next would be greatly appreciated, I’d very much like to see this MacBook working again.

Many Thanks

Craig

install fail point
point where install slows drastically

web api – API Design: Errors passed between APIs

I work as a developer on a few different APIs that make calls to each other.
Let’s take two and call them API-USER and API-BUSINESS.

A user application makes calls to API-USER, which in turn makes calls to API-BUSINESS

Right now, when API-BUSINESS returns an error the API-USER receives it as a generic error and passes it through to the user.

The concern is that this approach could lead to issues when breaking changes are introduced to the errors in API-BUSINESS.

Are there some API patterns or practices that can lead to a more durable approach to passing errors between APIs?

Is there a better vocabulary to use when talking about this type of error passing?