#include "My Type.h" void Method Progon (int n, const Mas D2& mas, Mas D& rez); class CSpline ; double Integ Rect (double x0, double x N, t Fun fun, double precision); double Integ Rect (double x0, double x N, CSpline& fun, double precision); #endif //My #include "My Math.h" #include "iostream.h" #include void Method Progon (int n, const Mas D2& mas, Mas D& rez) CSpline:: CSpline () void CSpline:: Init (const Mas D &x0,const Mas D &y0) return 0; } void CSpline:: Return Spline Coef (Mas D& a0, Mas D& b0, Mas D& c0, Mas D& d0) double Integ Rect (double x0, double x N, CSpline& fun, double precision) { double I, I0; I = (x N-x0) *fun.

Mean ((x N x0)/2); int n=1; do My Type.h #ifndef MY_TYPE_HHH #define MY_TYPE_HHH #include Mas D3; typedef double (*t Fun) (double); void Init Mas D2 (Mas D2& mas1, int num, double mean); //----------------------------------------------------------------------------- class Ex Init Mas D2_Erroe Size ; #endif My #include "My Type.h" void Init Mas D2 (Mas D2& mas1, int num, double mean) Pay attention to the selected place: here you write for boundaries of the selected storage, accordingly receive the spoiled storage and an exception in std:: vector. Be more attentive and be not lazy independently to search (at least) and to correct it (would be simply remarkable) own errors.

However, an unexpected exception can still leave the application in such a bad state that a crash will subsequently occur.

In order to continue the program without ever returning control to the calling function, we must return to the main thread (if we are not already there) and permanently block the old thread.

On the main thread, we must start our own run loop and never return to the original run loop.

I tried to instal the whole launcher again, but it did not work. every time I hit upgrade button I get the same issue. Started the update, left for dinner and when I came back, my machine was frozen, halfway done with the update. Fortunately, I did not have to delete my Local files to do this, so I was able to keep my control bindings. I have had this message twice and the thought of deleting the F_D folder and starting again did not fill me with confidence. Thank you for posting else I would be stuck in this endless loop!

Upon restart and new try to install I get that same error message! (I have my controls set up precisely in such a way that I may have to transfer the files to a new computer if I ever played the game on a new system. Somebody from a facebook group gave good advice: Go to your local appdata folder and in the FD folder search for files ending with and .progress. Delete those, start the launcher again and hit upgrade. Oh btw: My ticket from yesterday was answered already today. I followed your advice, deleted the 2 files and thankfully, ED downloaded - took ages - but .

Now I cant update the client and I get the error message "Unhandled exception during project update: index beyond the bounds of the array" at about 75% sync.

Sorry I had to translate the error message with google translator as it appears in my OS language.Since we want to keep the data minimal (for display in a dialog) I choose not to display the exception handling functions.If the user selects "Quit" to abort the application instead of attempting to continue, it's a good idea to generate the crash log so that normal crash log handling can track the problem.It is even possible to try to recover from this situation without crashing at all.Warning: The code in this post is for quick and dirty information gathering after a crash bug.However: if the exception may have left the data in an invalid state, you may need to save to a separate location (like a "Recovered Documents" folder) so you don't overwrite good data with potentially corrupt data. The types of situations which would cause an unhandled exception or signal handler to be invoked are the types of situations that are generally considered unrecoverable in an application.