   XNA not running correctly
  Hello I am experimenting with XNA studio 2.0 and I am having an issue that I have no clue as to why it is happening.  I am simply using the tutorial from the XNA documentation how to create your first game.  If I run the blank document with no sprite loading it runs fine and I get a blue window with the title MyFirstGame.  If I try and load an image it goes to the Windows has encountered a problem screen.  Does anyone know how to fix this? Here is the code:using System;using System.Collections.Generic;using Microsoft.Xna.Framework;using Microsoft.Xna.Framework.Audio;using Microsoft.Xna.Framework.Content;using Microsoft.Xna.Framework.GamerServices;using Microsoft.Xna.Framework.Graphics;using Microsoft.Xna.Framework.Input;using Microsoft.Xna.Framework.Net;using Microsoft.Xna.Framework.Storage;namespace MyFirstGame{    /// <summary>    /// This is the main type for your game    /// </summary>    public class Game1 : Microsoft.Xna.Framework.Game    {   GraphicsDeviceManager graphics;   SpriteBatch spriteBatch;   public Game1()   {  graphics = new GraphicsDeviceManager(this);  Content.RootDirectory = "Content";   }   /// <summary>   /// Allows the game to perform any initialization it needs to before starting to run.   /// This is where it can query for any required services and load any non-graphic   /// related content.  Calling base.Initialize will enumerate through any components   /// and initialize them as well.   /// </summary>   protected override void Initialize()   {  // TODO: Add your initialization logic here  base.Initialize();   }   /// <summary>   /// LoadContent will be called once per game and is the place to load   /// all of your content.   /// </summary> // This is a texture we can render.   Texture2D myTexture;   // Set the coordinates to draw the sprite at.   Vector2 spritePosition = Vector2.Zero;   protected override void LoadContent()   {  // Create a new SpriteBatch, which can be used to draw textures.  spriteBatch = new SpriteBatch(GraphicsDevice);  myTexture = Content.Load<Texture2D>("c.bmp");  // TODO: use this.Content to load your game content here   }   /// <summary>   /// UnloadContent will be called once per game and is the place to unload   /// all content.   /// </summary>   protected override void UnloadContent()   {  // TODO: Unload any non ContentManager content here   }   /// <summary>   /// Allows the game to run logic such as updating the world,   /// checking for collisions, gathering input, and playing audio.   /// </summary>   /// <param name="gameTime">Provides a snapshot of timing values.</param>   protected override void Update(GameTime gameTime)   {  // Allows the game to exit  if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit();  // TODO: Add your update logic here  base.Update(gameTime);   }   /// <summary>   /// This is called when the game should draw itself.   /// </summary>   /// <param name="gameTime">Provides a snapshot of timing values.</param>   protected override void Draw(GameTime gameTime)   {  graphics.GraphicsDevice.Clear(Color.CornflowerBlue);    // Draw the sprite.  spriteBatch.Begin(SpriteBlendMode.AlphaBlend);  spriteBatch.Draw(myTexture, spritePosition, Color.White);  spriteBatch.End();  // TODO: Add your drawing code here  base.Draw(gameTime);   }    }}
  You are specifying an extension in the Content.Load method. Content.Load loads up built assets, so you only need the asset name. See this tutorial for details: http://msdn.microsoft.com/en-us/library/bb203893.aspx.Also if you run your game with debugging (the little green arrow or F5 when in Visual Studio), it will break and show you where the error is rather than you running it without debugging or from Windows Explorer which results in that very unhelpful message you got.   ;  In the Properties window below Solution Explorer, look for the "Asset Name" property. Note the name; you'll use it in your code to load the graphic so it can be displayed in your game. If the Properties window is not visible, press F4, or click the View menu, and then click Properties Window. When I look in the properties window I do not see the Asset Name property, where should it be?   ;  It will be the very first property if you have the image selected.   ;  Duh, I wasn't on the image so I wasn't seeing the asset option.  Thanks for the info.   