RPC Fault faultString="Error #2006: 提供的索引超出范围。"

Flex BlazeDS RPC 错误#2006
本文解决了一个Flex应用在使用BlazeDS进行远程调用时遇到的错误#2006:提供的索引超出范围的问题。该问题在启用NetworkMonitor后出现,并提供了详细的错误堆栈跟踪。

Flex 使用BlazeDS远程调用时出现以下错误:


[RPC Fault faultString="Error #2006: 提供的索引超出范围。" faultCode="InvokeFailed" faultDetail="null"]

    at mx.rpc::AbstractInvoker/http://www.adobe.com/2006/flex/mx/internal::invoke()[E:\dev\4.0.0\frameworks\projects\rpc\src\mx\rpc\AbstractInvoker.as:394]
    at mx.rpc.remoting::Operation/http://www.adobe.com/2006/flex/mx/internal::invoke()[E:\dev\4.0.0\frameworks\projects\rpc\src\mx\rpc\remoting\Operation.as:287]
    at mx.rpc.remoting::Operation/send()[E:\dev\4.0.0\frameworks\projects\rpc\src\mx\rpc\remoting\Operation.as:254]
    at Function/http://adobe.com/AS3/2006/builtin::apply()
    at mx.rpc::AbstractService/http://www.adobe.com/2006/actionscript/flash/proxy::callProperty()[E:\dev\4.0.0\frameworks\projects\rpc\src\mx\rpc\AbstractService.as:408]
    at domain.template::EponEocTemplateWindow/save()[C:\Documents and Settings\Administrator\Adobe Flash Builder 4\domain_template_flex\com.pbn.oss\domain\template\EponEocTemplateWindow.mxml:526]
    at domain.template::EponEocTemplateWindow/__saveBtn_click()[C:\Documents and Settings\Administrator\Adobe Flash Builder 4\domain_template_flex\com.pbn.oss\domain\template\EponEocTemplateWindow.mxml:609]

是打开了Network Monitor导致的。


http://stackoverflow.com/questions/8163931/error-2006-supplied-index-out-of-bounds-when-invoking-rpc-service


D3D11 ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound. [ EXECUTION ERROR #341: DEVICE_DRAW_VERTEX_SHADER_NOT_SET] D3D11 ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. [ EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT] D3D11 ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound. [ EXECUTION ERROR #341: DEVICE_DRAW_VERTEX_SHADER_NOT_SET] D3D11 ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. [ EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT] D3D11: Removing Device. D3D11 ERROR: ID3D11Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware). [ EXECUTION ERROR #378: DEVICE_REMOVAL_PROCESS_AT_FAULT] 0x00007FF8C3417F7A 处(位于 VividQA_ContentTest.exe 中)引发的异常: Microsoft C++ 异常: _com_error,位于内存位置 0x000000C3998F3470 处。 D3D11 ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound. [ EXECUTION ERROR #341: DEVICE_DRAW_VERTEX_SHADER_NOT_SET] D3D11 ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. [ EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT] Device loss detected in Present() D3D11 ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound. [ EXECUTION ERROR #341: DEVICE_DRAW_VERTEX_SHADER_NOT_SET] D3D11 ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. [ EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT] Device loss detected in Present() D3D11 ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound. [ EXECUTION ERROR #341: DEVICE_DRAW_VERTEX_SHADER_NOT_SET] D3D11 ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. [ EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT] Device loss detected in Present() D3D11 ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound. [ EXECUTION ERROR #341: DEVICE_DRAW_VERTEX_SHADER_NOT_SET] D3D11 ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. [ EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT] Device loss detected in Present() D3D11 ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound. [ EXECUTION ERROR #341: DEVICE_DRAW_VERTEX_SHADER_NOT_SET] D3D11 ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. [ EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT] Device loss detected in Present() D3D11 ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound. [ EXECUTION ERROR #341: DEVICE_DRAW_VERTEX_SHADER_NOT_SET] D3D11 ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. [ EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT] Device loss detected in Present()
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