[vtkusers] [ActiViz] Attempted to read or write protected memory. Hold Reference?

ferluduena xpelaox at gmail.com
Thu Jul 17 23:14:30 EDT 2014


Hi! I'm trying to port my working code on c++ to C#, but i cant get it to
work.

It compiles but i get this error :"Attempted to read or write protected
memory. This is often an indication that other memory is corrupt." 

VTK is trying to acces an out of bounds array location.

I've been reading a lot, and the most logical explanation i got was that as
C# is managed, it might be that C# is deleting something that VTK will need
to use later. Some people talk about "Holding Managed references" and also
the importance of sometimes using the Dispose() function.

I tried a lot of things, but i just cant figure it out.

Hope someone can help! and Thanks in advance!

This is my code:

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Kitware.VTK;

namespace Prueba3D
{
    public partial class Form1 : Form
    {
        vtkPolyData polydata;
        vtkPoints points; 
        vtkSurfaceReconstructionFilter surf;
        vtkPolyDataMapper Mapper;
        vtkContourFilter cf;
        vtkActor Actor;
        vtkRenderWindow RenderWindow;
        vtkRenderer Renderer;
        public Form1()
        {
            InitializeComponent();
        }

        private void renderWindowControl1_Load(object sender, EventArgs e)
        {
            //Generate some points
            //Z=0
            double[] p0 = new double[] { 4, 4, 0 };
            double[] p1 = new double[] { 3, 3, 0 };
            double[] p2 = new double[] { 3, 4, 0 };
            double[] p3 = new double[] { 3, 5, 0 };
            double[] p4 = new double[] { 4, 3, 0 };
            double[] p5 = new double[] { 4, 5, 0 };
            double[] p6 = new double[] { 5, 3, 0 };
            double[] p7 = new double[] { 5, 4, 0 };

            // Create a vtkPoints object and store the points in it
            points = vtkPoints.New();
            points.InsertNextPoint(p0[0], p0[1], p0[2]);
            points.InsertNextPoint(p1[0], p1[1], p1[2]);
            points.InsertNextPoint(p2[0], p2[1], p2[2]);
            points.InsertNextPoint(p3[0], p3[1], p3[2]);
            points.InsertNextPoint(p4[0], p4[1], p4[2]);
            points.InsertNextPoint(p5[0], p5[1], p5[2]);
            points.InsertNextPoint(p6[0], p6[1], p6[2]);
            points.InsertNextPoint(p7[0], p7[1], p7[2]);
        
            polydata = vtkPolyData.New();
            polydata.SetPoints(points);
        

            surf = vtkSurfaceReconstructionFilter.New();
            surf.SetInput(polydata);
        

            // mapper
            Mapper = vtkPolyDataMapper.New();
            Mapper.ScalarVisibilityOff();
            cf = vtkContourFilter.New();
            cf.SetInputConnection(surf.GetOutputPort());
            cf.SetValue(0, 0.0);
            Mapper.SetInputConnection(cf.GetOutputPort());
            // actor
            Actor = vtkActor.New();
            Actor.SetMapper(Mapper);
            // get a reference to the renderwindow of our
renderWindowControl1

            RenderWindow = renderWindowControl1.RenderWindow;
            // get a reference to the renderer
            Renderer = RenderWindow.GetRenderers().GetFirstRenderer();
            // set background color
            Renderer.SetBackground(0.2, 0.3, 0.4);
            // add actor to the renderer
            Renderer.AddActor(Actor);

            // ensure all actors are visible (in this example not
necessarely needed,
            // but in case more than one actor needs to be shown it might be
a good idea)

            Renderer.ResetCamera();
        }
    }
}




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