Yuck, it behaves badly on Mac, but even worse on RPi. I get to maybe 30 shreds before it tanks... rs


On Mon, Jun 23, 2014 at 5:33 PM, Michael Heuer <heuermh@gmail.com> wrote:
Oops, forgot to increment count

  <<<"count", count++>>>;

...

$ chuck --silent examples/dmxBug.ck
[chuck](VM): removing shred: 2 (spork~exp)...
count 0
[chuck](VM): removing shred: 3 (spork~exp)...
count 1
...
[chuck](VM): removing shred: 144 (spork~exp)...
count 142
[chuck](VM): removing shred: 145 (spork~exp)...
count 143
[chuck](VM): removing shred: 146 (spork~exp)...
Segmentation fault: 11


On Mon, Jun 23, 2014 at 5:31 PM, Michael Heuer <heuermh@gmail.com> wrote:
> Interesting find, even this simple example blows for me
>
> dmxBug.ck:
>
> fun void blink()
> {
>   while (true)
>   {
>     50::ms => now;
>   }
> }
>
> Shred shred;
> spork ~ blink() @=> shred;
>
> 0 => int count;
>
> while (true)
> {
>   200::ms => now;
>   shred.id() => Machine.remove;
>   spork ~ blink() @=> shred;
>   <<<"count", count>>>;
> }
>
> $ chuck --silent examples/dmxBug.ck
> ...
> [chuck](VM): removing shred: 144 (spork~exp)...
> count 0
> [chuck](VM): removing shred: 145 (spork~exp)...
> count 0
> [chuck](VM): removing shred: 146 (spork~exp)...
> Segmentation fault: 11
>
>    michael
>
>
> On Mon, Jun 23, 2014 at 5:17 PM, Ryan Supak <ryansupak@gmail.com> wrote:
>> Update: I eliminated everything I could from the Shreds that were being
>> Sporked, and I still get the exact same error (at exactly 147 Shreds.)
>>
>> Here is what I shortened the Shreds to:
>>
>> fun void Blink()
>> {
>>     while( true )
>>     {
>>         50::ms => now;
>>     }
>> }
>>
>> fun void LFOMod()
>> {
>>     while( true )
>>     {
>>         50::ms => now;
>>     }
>> }
>>
>>
>> On Mon, Jun 23, 2014 at 4:22 PM, Ryan Supak <ryansupak@gmail.com> wrote:
>>>
>>> Thanks for the thorough reply. I'm doing one safer, even than "voice
>>> stealing": each Spork is, at most, reconfiguring a single global oscillator.
>>>
>>> Attached is the entire source. Lines 128-142 contain initialization code
>>> that creates a Shred to make an LED blink by sending a MIDI message within a
>>> time loop, and another Shred that sets the frequency of an LFO, polls it
>>> every ten milliseconds, and sends some Serial output based on the LFO
>>> position.
>>>
>>> Anytime that the parameters controlling the blinking rate and the LFO
>>> rate/phase have occasion to change (when MIDI events come in to change
>>> them), the "old" Shreds are Machine.Remove'd and they're recreated
>>> immediately following. You can see this at lines 343 and 589.
>>>
>>> Notice that the LFOMod function and the Blink function aren't creating
>>> anything new (with the exception of local arguments being instantiated), but
>>> if you think those local arguments could be causing my problem I'll
>>> eliminate them too.
>>>
>>> Please see the attached.
>>> rs
>>>
>>>
>>> On Mon, Jun 23, 2014 at 11:59 AM, Perry R Cook <prc@cs.princeton.edu>
>>> wrote:
>>>>
>>>> I have lots of programs that spork hundreds or thousands
>>>> of shreds without this error.  So, without seeing your
>>>> code, my guesses (and questions) are as follows:
>>>>
>>>> Are you running this on a small memory architecture? Since
>>>> you say headless, I'm guessing maybe Raspberry Pi?  It
>>>> could be that you're running out of memory, so see next
>>>> question.
>>>>
>>>> Does the shred that you're sporking declare new UGs or
>>>> require memory to be allocated (arrays, lots of string
>>>> manipulation, etc.)?  In general, this is a bad idea if you
>>>> can avoid it.  ChucK does no garbage collection, which
>>>> means that you need to be cautious about declaring memory.
>>>>
>>>> So even a shred as simple as:
>>>>
>>>> fun void mySine()  {
>>>>     SinOsc s => dac;
>>>>     Math.random2f(100,1000) => s.freq;
>>>>     second => now;
>>>>     s =< dac;
>>>> }
>>>>
>>>> will eat up memory, because even though the SinOsc
>>>> is unchucked and never computes again, the memory
>>>> for that structure is still around.  We want, someday
>>>> to make ChucK a proper garbage collecting language,
>>>> but it's hard, especially for real-time systems.
>>>>
>>>> If this turns out to be your issue, then one way to
>>>> handle this is to make a global pool of fixed
>>>> resources and have your shred grab from that.
>>>> Like classic "round robin voice stealing" in
>>>> synthesizers:
>>>>
>>>> SinOsc s[100];
>>>> 0 => int next2Use;
>>>>
>>>> fun void mySine() {
>>>>     next2Use => int thisOne;
>>>>     1 +=> next2Use;
>>>>     if (next2Use > 99) 0 => next2Use;
>>>>     s[thisOne] => dac;
>>>>     Math.random2f(100,1000) => s[thisOne].freq;
>>>>     second => now;
>>>>     s[thisOne] =< dac;
>>>> }
>>>>
>>>> // to test:
>>>> while (1) {
>>>>     Math.random2f(0.01,0.1) :: second => now;
>>>>     spork ~ mySine();
>>>> }
>>>>
>>>> I just fired up a few dozen of these running in
>>>> parallel, VM showed 2600 total shreds running,
>>>> no problem (and no clicks or dropouts!!).
>>>>
>>>> Hope this helps, if none of this applies, then you
>>>> may have discovered a strange bug.  Source code please,
>>>> and we can all scratch our heads on it.
>>>>
>>>>  Thanx!!  PRC
>>>>
>>>>
>>>> Today's Topics:
>>>>
>>>>    1. 147th shred removed...segmentation fault? (Ryan Supak)
>>>> _______________________________________________
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>>>> https://lists.cs.princeton.edu/mailman/listinfo/chuck-users
>>>
>>>
>>
>>
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