I'm currently debugging a C/C++ program I wrote that uses Bullet Physics. I'm working on Ubuntu 14.04.3, using g++ 4.8.4, valgrind 3.10.1, and Bullet Physics 2.82.
My compiling command (for debugging) is:
g++ -fno-inline -O0 -g -Wall -Wl,-rpath=./more_libs/lib,--enable-new-dtags -std=gnu++11 -I../bullet-2.82-r2704/Demos/OpenGL/ -I./more_libs/include/ -I../bullet-2.82-r2704/src/ ./main.cpp -L../bullet-2.82-r2704/Glut/ -L./more_libs/lib/ -L./more_libs/mesa -L../bullet-build/Demos/OpenGL/ -L../more_libs/lib/x86_64-linux-gnu -L../bullet-build/src/BulletDynamics/ -L../bullet-build/src/BulletCollision/ -L../bullet-build/src/LinearMath/ -lOpenGLSupport -lGL -lGLU -lglut -lBulletDynamics -lBulletCollision -lLinearMath -lXi -lXxf86vm -lX11 -o ./app
(The difference between debugging and normal is the -O0 and -fno-inline options. I'm adding library paths because I need this program to be portable to a cluster I don't have super-user privileges on.)
Using Valgrind, I have found a ton of similar Uninitialized Value errors that look like this:
Conditional jump or move depends on uninitialised value(s)
at 0x4608C1: btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject**, int, btPersistentManifold**, int, btTypedConstraint**, int, btContactSolverInfo const&, btIDebugDraw*) (in /home/josh/Documents/projects/evodevo_model/noise/EvoDevo-Modeling/evodevo/c++/app)
by 0x4591FC: btSequentialImpulseConstraintSolver::solveGroup(btCollisionObject**, int, btPersistentManifold**, int, btTypedConstraint**, int, btContactSolverInfo const&, btIDebugDraw*, btDispatcher*) (in /home/josh/Documents/projects/evodevo_model/noise/EvoDevo-Modeling/evodevo/c++/app)
by 0x46A3FF: btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo&) (in /home/josh/Documents/projects/evodevo_model/noise/EvoDevo-Modeling/evodevo/c++/app)
by 0x467584: btDiscreteDynamicsWorld::internalSingleStepSimulation(float) (in /home/josh/Documents/projects/evodevo_model/noise/EvoDevo-Modeling/evodevo/c++/app)
by 0x465459: btDiscreteDynamicsWorld::stepSimulation(float, int, float) (in /home/josh/Documents/projects/evodevo_model/noise/EvoDevo-Modeling/evodevo/c++/app)
by 0x4088F4: NoiseWorld::clientMoveAndDisplay() (NoiseWorld.cpp:288)
by 0x409A28: main (main.cpp:46)
Uninitialised value was created by a heap allocation
at 0x4C2ABBD: malloc (vg_replace_malloc.c:296)
by 0x4EE043: btAlignedAllocDefault(unsigned long, int) (in /home/josh/Documents/projects/evodevo_model/noise/EvoDevo-Modeling/evodevo/c++/app)
by 0x40BC09: btHingeConstraint::operator new(unsigned long) (btHingeConstraint.h:103)
by 0x40CF73: NoiseWorld::CreateHinge(int, int, int, float, float, float, float, float, float, float, float, bool) (NoiseWorld.h:332)
by 0x40807C: NoiseWorld::initPhysics() (NoiseWorld.cpp:193)
by 0x4099F4: main (main.cpp:41)
I've tried to look what's going on at solveGroupCacheFriendlySetup(), but when I set a breakpoint there and run GDB, the program doesn't stop---it just runs to completion. I've set the breakpoint by function and by memory (which is constant across valgrind checks), but none of them are getting found/used.
So, here's the question: How can I look at what's going on in solveGroupCacheFriendlySetup() during the run of program? From there, I think I'll be able to figure out what was left uninitialized.
Sorry in advance if this is a simple question, but I haven't been able to find the answer for the past two days. I'm a novice programmer and I've taken on a big project, so I'm guessing there's something simple I'm doing wrong, but I don't know exactly to what ask at this point.
EDIT:
Here is the function I need to look at while running, as per πάντα ῥεῖ's suggestion. The online documentation for this function can be found here: http://bulletphysics.org/Bullet/BulletFull/classbtSequentialImpulseConstraintSolver.html
Note: This portion of the code was not written by me, and I'm not 100% what it does. I'm pretty sure the error lies elsewhere; that I'm not setting up the physics-simulator environment well enough.
Also, I do not know what the valgrind message "(in /home/josh/Documents/projects/evodevo_model/noise/EvoDevo-Modeling/evodevo/c++/app)" means in terms of trying to add a breakpoint that GDB can find when running the program.
btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer)
{
m_fixedBodyId = -1;
BT_PROFILE("solveGroupCacheFriendlySetup");
(void)debugDrawer;
m_maxOverrideNumSolverIterations = 0;
#ifdef BT_ADDITIONAL_DEBUG
//make sure that dynamic bodies exist for all (enabled) constraints
for (int i=0;i<numConstraints;i++)
{
btTypedConstraint* constraint = constraints[i];
if (constraint->isEnabled())
{
if (!constraint->getRigidBodyA().isStaticOrKinematicObject())
{
bool found=false;
for (int b=0;b<numBodies;b++)
{
if (&constraint->getRigidBodyA()==bodies[b])
{
found = true;
break;
}
}
btAssert(found);
}
if (!constraint->getRigidBodyB().isStaticOrKinematicObject())
{
bool found=false;
for (int b=0;b<numBodies;b++)
{
if (&constraint->getRigidBodyB()==bodies[b])
{
found = true;
break;
}
}
btAssert(found);
}
}
}
//make sure that dynamic bodies exist for all contact manifolds
for (int i=0;i<numManifolds;i++)
{
if (!manifoldPtr[i]->getBody0()->isStaticOrKinematicObject())
{
bool found=false;
for (int b=0;b<numBodies;b++)
{
if (manifoldPtr[i]->getBody0()==bodies[b])
{
found = true;
break;
}
}
btAssert(found);
}
if (!manifoldPtr[i]->getBody1()->isStaticOrKinematicObject())
{
bool found=false;
for (int b=0;b<numBodies;b++)
{
if (manifoldPtr[i]->getBody1()==bodies[b])
{
found = true;
break;
}
}
btAssert(found);
}
}
#endif //BT_ADDITIONAL_DEBUG
for (int i = 0; i < numBodies; i++)
{
bodies[i]->setCompanionId(-1);
}
m_tmpSolverBodyPool.reserve(numBodies+1);
m_tmpSolverBodyPool.resize(0);
//btSolverBody& fixedBody = m_tmpSolverBodyPool.expand();
//initSolverBody(&fixedBody,0);
//convert all bodies
for (int i=0;i<numBodies;i++)
{
int bodyId = getOrInitSolverBody(*bodies[i],infoGlobal.m_timeStep);
btRigidBody* body = btRigidBody::upcast(bodies[i]);
if (body && body->getInvMass())
{
btSolverBody& solverBody = m_tmpSolverBodyPool[bodyId];
btVector3 gyroForce (0,0,0);
if (body->getFlags()&BT_ENABLE_GYROPSCOPIC_FORCE)
{
gyroForce = body->computeGyroscopicForce(infoGlobal.m_maxGyroscopicForce);
solverBody.m_externalTorqueImpulse -= gyroForce*body->getInvInertiaTensorWorld()*infoGlobal.m_timeStep;
}
}
}
if (1)
{
int j;
for (j=0;j<numConstraints;j++)
{
btTypedConstraint* constraint = constraints[j];
constraint->buildJacobian();
constraint->internalSetAppliedImpulse(0.0f);
}
}
//btRigidBody* rb0=0,*rb1=0;
//if (1)
{
{
int totalNumRows = 0;
int i;
m_tmpConstraintSizesPool.resizeNoInitialize(numConstraints);
//calculate the total number of contraint rows
for (i=0;i<numConstraints;i++)
{
btTypedConstraint::btConstraintInfo1& info1 = m_tmpConstraintSizesPool[i];
btJointFeedback* fb = constraints[i]->getJointFeedback();
if (fb)
{
fb->m_appliedForceBodyA.setZero();
fb->m_appliedTorqueBodyA.setZero();
fb->m_appliedForceBodyB.setZero();
fb->m_appliedTorqueBodyB.setZero();
}
if (constraints[i]->isEnabled())
{
}
if (constraints[i]->isEnabled())
{
constraints[i]->getInfo1(&info1);
} else
{
info1.m_numConstraintRows = 0;
info1.nub = 0;
}
totalNumRows += info1.m_numConstraintRows;
}
m_tmpSolverNonContactConstraintPool.resizeNoInitialize(totalNumRows);
///setup the btSolverConstraints
int currentRow = 0;
for (i=0;i<numConstraints;i++)
{
const btTypedConstraint::btConstraintInfo1& info1 = m_tmpConstraintSizesPool[i];
if (info1.m_numConstraintRows)
{
btAssert(currentRow<totalNumRows);
btSolverConstraint* currentConstraintRow = &m_tmpSolverNonContactConstraintPool[currentRow];
btTypedConstraint* constraint = constraints[i];
btRigidBody& rbA = constraint->getRigidBodyA();
btRigidBody& rbB = constraint->getRigidBodyB();
int solverBodyIdA = getOrInitSolverBody(rbA,infoGlobal.m_timeStep);
int solverBodyIdB = getOrInitSolverBody(rbB,infoGlobal.m_timeStep);
btSolverBody* bodyAPtr = &m_tmpSolverBodyPool[solverBodyIdA];
btSolverBody* bodyBPtr = &m_tmpSolverBodyPool[solverBodyIdB];
int overrideNumSolverIterations = constraint->getOverrideNumSolverIterations() > 0 ? constraint->getOverrideNumSolverIterations() : infoGlobal.m_numIterations;
if (overrideNumSolverIterations>m_maxOverrideNumSolverIterations)
m_maxOverrideNumSolverIterations = overrideNumSolverIterations;
int j;
for ( j=0;j<info1.m_numConstraintRows;j++)
{
memset(¤tConstraintRow[j],0,sizeof(btSolverConstraint));
currentConstraintRow[j].m_lowerLimit = -SIMD_INFINITY;
currentConstraintRow[j].m_upperLimit = SIMD_INFINITY;
currentConstraintRow[j].m_appliedImpulse = 0.f;
currentConstraintRow[j].m_appliedPushImpulse = 0.f;
currentConstraintRow[j].m_solverBodyIdA = solverBodyIdA;
currentConstraintRow[j].m_solverBodyIdB = solverBodyIdB;
currentConstraintRow[j].m_overrideNumSolverIterations = overrideNumSolverIterations;
}
bodyAPtr->internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f);
bodyAPtr->internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f);
bodyAPtr->internalGetPushVelocity().setValue(0.f,0.f,0.f);
bodyAPtr->internalGetTurnVelocity().setValue(0.f,0.f,0.f);
bodyBPtr->internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f);
bodyBPtr->internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f);
bodyBPtr->internalGetPushVelocity().setValue(0.f,0.f,0.f);
bodyBPtr->internalGetTurnVelocity().setValue(0.f,0.f,0.f);
btTypedConstraint::btConstraintInfo2 info2;
info2.fps = 1.f/infoGlobal.m_timeStep;
info2.erp = infoGlobal.m_erp;
info2.m_J1linearAxis = currentConstraintRow->m_contactNormal1;
info2.m_J1angularAxis = currentConstraintRow->m_relpos1CrossNormal;
info2.m_J2linearAxis = currentConstraintRow->m_contactNormal2;
info2.m_J2angularAxis = currentConstraintRow->m_relpos2CrossNormal;
info2.rowskip = sizeof(btSolverConstraint)/sizeof(btScalar);//check this
///the size of btSolverConstraint needs be a multiple of btScalar
btAssert(info2.rowskip*sizeof(btScalar)== sizeof(btSolverConstraint));
info2.m_constraintError = ¤tConstraintRow->m_rhs;
currentConstraintRow->m_cfm = infoGlobal.m_globalCfm;
info2.m_damping = infoGlobal.m_damping;
info2.cfm = ¤tConstraintRow->m_cfm;
info2.m_lowerLimit = ¤tConstraintRow->m_lowerLimit;
info2.m_upperLimit = ¤tConstraintRow->m_upperLimit;
info2.m_numIterations = infoGlobal.m_numIterations;
constraints[i]->getInfo2(&info2);
///finalize the constraint setup
for ( j=0;j<info1.m_numConstraintRows;j++)
{
btSolverConstraint& solverConstraint = currentConstraintRow[j];
if (solverConstraint.m_upperLimit>=constraints[i]->getBreakingImpulseThreshold())
{
solverConstraint.m_upperLimit = constraints[i]->getBreakingImpulseThreshold();
}
if (solverConstraint.m_lowerLimit<=-constraints[i]->getBreakingImpulseThreshold())
{
solverConstraint.m_lowerLimit = -constraints[i]->getBreakingImpulseThreshold();
}
solverConstraint.m_originalContactPoint = constraint;
{
const btVector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal;
solverConstraint.m_angularComponentA = constraint->getRigidBodyA().getInvInertiaTensorWorld()*ftorqueAxis1*constraint->getRigidBodyA().getAngularFactor();
}
{
const btVector3& ftorqueAxis2 = solverConstraint.m_relpos2CrossNormal;
solverConstraint.m_angularComponentB = constraint->getRigidBodyB().getInvInertiaTensorWorld()*ftorqueAxis2*constraint->getRigidBodyB().getAngularFactor();
}
{
btVector3 iMJlA = solverConstraint.m_contactNormal1*rbA.getInvMass();
btVector3 iMJaA = rbA.getInvInertiaTensorWorld()*solverConstraint.m_relpos1CrossNormal;
btVector3 iMJlB = solverConstraint.m_contactNormal2*rbB.getInvMass();//sign of normal?
btVector3 iMJaB = rbB.getInvInertiaTensorWorld()*solverConstraint.m_relpos2CrossNormal;
btScalar sum = iMJlA.dot(solverConstraint.m_contactNormal1);
sum += iMJaA.dot(solverConstraint.m_relpos1CrossNormal);
sum += iMJlB.dot(solverConstraint.m_contactNormal2);
sum += iMJaB.dot(solverConstraint.m_relpos2CrossNormal);
btScalar fsum = btFabs(sum);
btAssert(fsum > SIMD_EPSILON);
solverConstraint.m_jacDiagABInv = fsum>SIMD_EPSILON?btScalar(1.)/sum : 0.f;
}
{
btScalar rel_vel;
btVector3 externalForceImpulseA = bodyAPtr->m_originalBody ? bodyAPtr->m_externalForceImpulse : btVector3(0,0,0);
btVector3 externalTorqueImpulseA = bodyAPtr->m_originalBody ? bodyAPtr->m_externalTorqueImpulse : btVector3(0,0,0);
btVector3 externalForceImpulseB = bodyBPtr->m_originalBody ? bodyBPtr->m_externalForceImpulse : btVector3(0,0,0);
btVector3 externalTorqueImpulseB = bodyBPtr->m_originalBody ?bodyBPtr->m_externalTorqueImpulse : btVector3(0,0,0);
btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(rbA.getLinearVelocity()+externalForceImpulseA)
+ solverConstraint.m_relpos1CrossNormal.dot(rbA.getAngularVelocity()+externalTorqueImpulseA);
btScalar vel2Dotn = solverConstraint.m_contactNormal2.dot(rbB.getLinearVelocity()+externalForceImpulseB)
+ solverConstraint.m_relpos2CrossNormal.dot(rbB.getAngularVelocity()+externalTorqueImpulseB);
rel_vel = vel1Dotn+vel2Dotn;
btScalar restitution = 0.f;
btScalar positionalError = solverConstraint.m_rhs;//already filled in by getConstraintInfo2
btScalar velocityError = restitution - rel_vel * info2.m_damping;
btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv;
solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
solverConstraint.m_appliedImpulse = 0.f;
}
}
}
currentRow+=m_tmpConstraintSizesPool[i].m_numConstraintRows;
}
}
convertContacts(manifoldPtr,numManifolds,infoGlobal);
}
// btContactSolverInfo info = infoGlobal;
int numNonContactPool = m_tmpSolverNonContactConstraintPool.size();
int numConstraintPool = m_tmpSolverContactConstraintPool.size();
int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size();
///#todo: use stack allocator for such temporarily memory, same for solver bodies/constraints
m_orderNonContactConstraintPool.resizeNoInitialize(numNonContactPool);
if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
m_orderTmpConstraintPool.resizeNoInitialize(numConstraintPool*2);
else
m_orderTmpConstraintPool.resizeNoInitialize(numConstraintPool);
m_orderFrictionConstraintPool.resizeNoInitialize(numFrictionPool);
{
int i;
for (i=0;i<numNonContactPool;i++)
{
m_orderNonContactConstraintPool[i] = i;
}
for (i=0;i<numConstraintPool;i++)
{
m_orderTmpConstraintPool[i] = i;
}
for (i=0;i<numFrictionPool;i++)
{
m_orderFrictionConstraintPool[i] = i;
}
}
return 0.f;
}
If you want to debug your program when running it under valgrind,
then you can do the following:
valgrind --vgdb-error=1 .... rest of the args as usual
Then on first error, valgrind will stop, and will wait for gdb to connect.
You can then use gdb commands and/or valgrind specific features to
investigate the problem. You can continue execution using the gdb continue
command, to stop on the next error.
See http://www.valgrind.org/docs/manual/manual-core-adv.html#manual-core-adv.gdbserver for more information.
Related
I'm writing a little Console-Game-Engine and for better performance I wanted 2 threads (or more but 2 for this task) using two buffers. One thread is drawing the next frame in the first buffer while the other thread is reading the current frame from the second buffer. Then the buffers get swapped.
Of cause I can only swap them if both threads finished their task and the drawing/writing thread happened to be the one waiting. But the time it is waiting systematicly switches more or less between two values, here a few of the messurements I made (in microseconds):
0, 36968, 0, 36260, 0, 35762, 0, 38069, 0, 36584, 0, 36503
It's pretty obvious that this is not a coincidence but I wasn't able to figure out what the problem was as this is the first time I'm using threads.
Here the code, ask for more if you need it, I think it's too much to post it all:
header-file (Manager currently only adds a pointer to my WinAppBase-class):
class SwapChain : Manager
{
WORD *pScreenBuffer1, *pScreenBuffer2, *pWritePtr, *pReadPtr, *pTemp;
bool isRunning, writingFinished, readingFinished, initialized;
std::mutex lockWriting, lockReading;
std::condition_variable cvWriting, cvReading;
DWORD charsWritten;
COORD startPosition;
int screenBufferWidth;
// THREADS (USES NORMAL THREAD AS SECOND THREAD)
void ReadingThread();
// THIS FUNCTION IS ONLY FOR INTERN USE
void SwapBuffers();
public:
// USE THESE TO CONTROL WHEN THE BUFFERS GET SWAPPED
void BeginDraw();
void EndDraw();
// PUT PIXEL | INLINED FOR BETTER PERFORMANCE
inline void PutPixel(short xPos, short yPos, WORD color)
{
this->pWritePtr[(xPos * 2) + yPos * screenBufferWidth] = color;
this->pWritePtr[(xPos * 2) + yPos * screenBufferWidth + 1] = color;
}
// GENERAL CONTROL OVER SWAP CHAIN
void Initialize();
void Run();
void Stop();
// CONSTRUCTORS
SwapChain(WinAppBase * pAppBase);
virtual ~SwapChain();
};
Cpp-file
SwapChain::SwapChain(WinAppBase * pAppBase)
:
Manager(pAppBase)
{
this->isRunning = false;
this->initialized = false;
this->pReadPtr = NULL;
this->pScreenBuffer1 = NULL;
this->pScreenBuffer2 = NULL;
this->pWritePtr = NULL;
this->pTemp = NULL;
this->charsWritten = 0;
this->startPosition = { 0, 0 };
this->readingFinished = 0;
this->writingFinished = 0;
this->screenBufferWidth = this->pAppBase->screenBufferInfo.dwSize.X;
}
SwapChain::~SwapChain()
{
this->Stop();
if (_CrtIsValidHeapPointer(pReadPtr))
delete[] pReadPtr;
if (_CrtIsValidHeapPointer(pScreenBuffer1))
delete[] pScreenBuffer1;
if (_CrtIsValidHeapPointer(pScreenBuffer2))
delete[] pScreenBuffer2;
if (_CrtIsValidHeapPointer(pWritePtr))
delete[] pWritePtr;
}
void SwapChain::ReadingThread()
{
while (this->isRunning)
{
this->readingFinished = 0;
WriteConsoleOutputAttribute(
this->pAppBase->consoleCursor,
this->pReadPtr,
this->pAppBase->screenBufferSize,
this->startPosition,
&this->charsWritten
);
memset(this->pReadPtr, 0, this->pAppBase->screenBufferSize);
this->readingFinished = true;
this->cvWriting.notify_all();
if (!this->writingFinished)
{
std::unique_lock<std::mutex> lock(this->lockReading);
this->cvReading.wait(lock);
}
}
}
void SwapChain::SwapBuffers()
{
this->pTemp = this->pReadPtr;
this->pReadPtr = this->pWritePtr;
this->pWritePtr = this->pTemp;
this->pTemp = NULL;
}
void SwapChain::BeginDraw()
{
this->writingFinished = false;
}
void SwapChain::EndDraw()
{
TimePoint tpx1, tpx2;
tpx1 = Clock::now();
if (!this->readingFinished)
{
std::unique_lock<std::mutex> lock2(this->lockWriting);
this->cvWriting.wait(lock2);
}
tpx2 = Clock::now();
POST_DEBUG_MESSAGE(std::chrono::duration_cast<std::chrono::microseconds>(tpx2 - tpx1).count(), "EndDraw wating time");
SwapBuffers();
this->writingFinished = true;
this->cvReading.notify_all();
}
void SwapChain::Initialize()
{
if (this->initialized)
{
POST_DEBUG_MESSAGE(Result::CUSTOM, "multiple initialization");
return;
}
this->pScreenBuffer1 = (WORD *)malloc(sizeof(WORD) * this->pAppBase->screenBufferSize);
this->pScreenBuffer2 = (WORD *)malloc(sizeof(WORD) * this->pAppBase->screenBufferSize);
for (int i = 0; i < this->pAppBase->screenBufferSize; i++)
{
this->pScreenBuffer1[i] = 0x0000;
}
for (int i = 0; i < this->pAppBase->screenBufferSize; i++)
{
this->pScreenBuffer2[i] = 0x0000;
}
this->pWritePtr = pScreenBuffer1;
this->pReadPtr = pScreenBuffer2;
this->initialized = true;
}
void SwapChain::Run()
{
this->isRunning = true;
std::thread t1(&SwapChain::ReadingThread, this);
t1.detach();
}
void SwapChain::Stop()
{
this->isRunning = false;
}
This is where I run the SwapChain-class from:
void Application::Run()
{
this->engine.graphicsmanager.swapChain.Initialize();
Sprite<16, 16> sprite(&this->engine);
sprite.LoadSprite("engine/resources/TestData.xml", "root.test.sprites.baum");
this->engine.graphicsmanager.swapChain.Run();
int a, b, c;
for (int i = 0; i < 60; i++)
{
this->engine.graphicsmanager.swapChain.BeginDraw();
for (c = 0; c < 20; c++)
{
for (a = 0; a < 19; a++)
{
for (b = 0; b < 10; b++)
{
sprite.Print(a * 16, b * 16);
}
}
}
this->engine.graphicsmanager.swapChain.EndDraw();
}
this->engine.graphicsmanager.swapChain.Stop();
_getch();
}
The for-loops above simply draw the sprite 20 times from the top-left corner to the bottom-right corner of the console - the buffers don't get swapped during that, and that again for a total of 60 times (so the buffers get swapped 60 times).
sprite.Print uses the PutPixel function of SwapChain.
Here the WinAppBase (which consits more or less of global-like variables)
class WinAppBase
{
public:
// SCREENBUFFER
CONSOLE_SCREEN_BUFFER_INFO screenBufferInfo;
long screenBufferSize;
// CONSOLE
DWORD consoleMode;
HWND consoleWindow;
HANDLE consoleCursor;
HANDLE consoleInputHandle;
HANDLE consoleHandle;
CONSOLE_CURSOR_INFO consoleCursorInfo;
RECT consoleRect;
COORD consoleSize;
// FONT
CONSOLE_FONT_INFOEX fontInfo;
// MEMORY
char * pUserAccessDataPath;
public:
void reload();
WinAppBase();
virtual ~WinAppBase();
};
There are no errors, simply this alternating waitng time.
Maybe you'd like to start by looking if I did the synchronisation of the threads correctly? I'm not exactly sure how to use a mutex or condition-variables so it might comes from that.
Apart from that it is working fine, the sprites are shown as they should.
The clock you are using may have limited resolution. Here is a random example of a clock provided by Microsoft with 15 ms (15000 microsecond) resolution: Why are .NET timers limited to 15 ms resolution?
If one thread is often waiting for the other, it is entirely possible (assuming the above clock resolution) that it sometimes waits two clockticks and sometimes none. Maybe your clock only has 30 ms resolution. We really can't tell from the code. Do you get more precise measurements elsewhere with this clock?
There are also other systems in play such as the OS scheduler or whatever controls your std::threads. That one is (hopefully) much more granular, but how all these interactions play out doesn't have to be obvious or intuitive.
I wrote a little debugger for analysing and looging certain problems. Now I implemented a hardwarebreakpoint for detecting the access of a memory address being overwritten. When I run my debugger with a test process, then everything works fine. When I access the address, the breakpoint fires and the callstack is logged. The problem is, when I run the same against an application running multiple threads. I'm replicating the breakpoint into every thread that gets created and also the main thread. None of the functions report an error and everything looks fine, but when the address is accessed, the breakpoint never fires.
So I wonder if there is some documentation where this is described or if there are additionaly things that I have to do in case of a multithreaded application.
The function to set the breakpoint is this:
#ifndef _HARDWARE_BREAKPOINT_H
#define _HARDWARE_BREAKPOINT_H
#include "breakpoint.h"
#define MAX_HARDWARE_BREAKPOINT 4
#define REG_DR0_BIT 1
#define REG_DR1_BIT 4
#define REG_DR2_BIT 16
#define REG_DR3_BIT 64
class HardwareBreakpoint : public Breakpoint
{
public:
typedef enum
{
REG_INVALID = -1,
REG_DR0 = 0,
REG_DR1 = 1,
REG_DR2 = 2,
REG_DR3 = 3
} Register;
typedef enum
{
CODE,
READWRITE,
WRITE,
} Type;
typedef enum
{
SIZE_1,
SIZE_2,
SIZE_4,
SIZE_8,
} Size;
typedef struct
{
void *pAddress;
bool bBusy;
Type nType;
Size nSize;
Register nRegister;
} Info;
public:
HardwareBreakpoint(HANDLE hThread);
virtual ~HardwareBreakpoint(void);
/**
* Sets a hardware breakpoint. If no register is free or an error occured
* REG_INVALID is returned, otherwise the hardware register for the given breakpoint.
*/
HardwareBreakpoint::Register set(void *pAddress, Type nType, Size nSize);
void remove(void *pAddress);
void remove(Register nRegister);
inline Info const *getInfo(Register nRegister) const { return &mBreakpoint[nRegister]; }
private:
typedef Breakpoint super;
private:
Info mBreakpoint[MAX_HARDWARE_BREAKPOINT];
size_t mRegBit[MAX_HARDWARE_BREAKPOINT];
size_t mRegOffset[MAX_HARDWARE_BREAKPOINT];
};
#endif // _HARDWARE_BREAKPOINT_H
void SetBits(DWORD_PTR &dw, size_t lowBit, size_t bits, size_t newValue)
{
DWORD_PTR mask = (1 << bits) - 1;
dw = (dw & ~(mask << lowBit)) | (newValue << lowBit);
}
HardwareBreakpoint::HardwareBreakpoint(HANDLE hThread)
: super(hThread)
{
mRegBit[REG_DR0] = REG_DR0_BIT;
mRegBit[REG_DR1] = REG_DR1_BIT;
mRegBit[REG_DR2] = REG_DR2_BIT;
mRegBit[REG_DR3] = REG_DR3_BIT;
CONTEXT ct;
mRegOffset[REG_DR0] = reinterpret_cast<size_t>(&ct.Dr0) - reinterpret_cast<size_t>(&ct);
mRegOffset[REG_DR1] = reinterpret_cast<size_t>(&ct.Dr1) - reinterpret_cast<size_t>(&ct);
mRegOffset[REG_DR2] = reinterpret_cast<size_t>(&ct.Dr2) - reinterpret_cast<size_t>(&ct);
mRegOffset[REG_DR3] = reinterpret_cast<size_t>(&ct.Dr3) - reinterpret_cast<size_t>(&ct);
memset(&mBreakpoint[0], 0, sizeof(mBreakpoint));
for(int i = 0; i < MAX_HARDWARE_BREAKPOINT; i++)
mBreakpoint[i].nRegister = (Register)i;
}
HardwareBreakpoint::Register HardwareBreakpoint::set(void *pAddress, Type nType, Size nSize)
{
CONTEXT ct = {0};
super::setAddress(pAddress);
ct.ContextFlags = CONTEXT_DEBUG_REGISTERS;
if(!GetThreadContext(getThread(), &ct))
return HardwareBreakpoint::REG_INVALID;
size_t iReg = 0;
for(int i = 0; i < MAX_HARDWARE_BREAKPOINT; i++)
{
if (ct.Dr7 & mRegBit[i])
mBreakpoint[i].bBusy = true;
else
mBreakpoint[i].bBusy = false;
}
Info *reg = NULL;
// Address already used?
for(int i = 0; i < MAX_HARDWARE_BREAKPOINT; i++)
{
if(mBreakpoint[i].pAddress == pAddress)
{
iReg = i;
reg = &mBreakpoint[i];
break;
}
}
if(reg == NULL)
{
for(int i = 0; i < MAX_HARDWARE_BREAKPOINT; i++)
{
if(!mBreakpoint[i].bBusy)
{
iReg = i;
reg = &mBreakpoint[i];
break;
}
}
}
// No free register available
if(!reg)
return HardwareBreakpoint::REG_INVALID;
*(void **)(((char *)&ct)+mRegOffset[iReg]) = pAddress;
reg->bBusy = true;
ct.Dr6 = 0;
int st = 0;
if (nType == CODE)
st = 0;
if (nType == READWRITE)
st = 3;
if (nType == WRITE)
st = 1;
int le = 0;
if (nSize == SIZE_1)
le = 0;
else if (nSize == SIZE_2)
le = 1;
else if (nSize == SIZE_4)
le = 3;
else if (nSize == SIZE_8)
le = 2;
SetBits(ct.Dr7, 16 + iReg*4, 2, st);
SetBits(ct.Dr7, 18 + iReg*4, 2, le);
SetBits(ct.Dr7, iReg*2, 1, 1);
ct.ContextFlags = CONTEXT_DEBUG_REGISTERS;
if(!SetThreadContext(getThread(), &ct))
return REG_INVALID;
return reg->nRegister;
}
I'm setting the breakpoint in the main debugger loop whenever a new thread is created CREATE_THREAD_DEBUG_EVENT but looking at the sourcecode of GDB it seems not to be done there, so maybe that is to early?
So I finally found the answer to this problem.
In the debug event loop, I'm monitoring the events that windows sends me. One of those events is CREATE_THREAD_DEBUG_EVENT which I used to set the hardware breakpoint whenever a new thread was created.
The problem is, that the notification of this event comes before the thread got actually started. So Windows is setting the context for the first time AFTER this event is sent, which of course overwrites any context data that I have set before.
The solution I implemented now is, when a CREATE_THREAD_DEBUG_EVENT comes I put a software breakpoint at the start adress of the thread, so that the first instruction is my breakpoint. When I receive the breakpoint event, I restore the original code and install the hardware breakpoint, which now fires fine.
If there is a better solution, I'm all ears. :)
Is there a way to update the number of joysticks plugged in at run-time other than constantly calling remove_joystick() then install_joystick? This proves to be extremely slow (goes from 60 FPS to around 5).
Allegro 4.2 answers only please...
void Joystick::Update() {
//If joystick input was lost, attempt to reacquire.
if(GetNumJoysticks() == 0) {
throw InputNotAvailableException("Joystick");
}
//If all joysticks were deleted remove input and do nothing.
if(_numjoysticks == 0) {
remove_joystick();
return;
}
//Update state information
if(poll_joystick() < 0) {
throw InputNotAvailableException("Joystick");
}
for(int i = 0; i < _numButtons; ++i) {
_prevButtons[i].b = _curButtons[i].b;
_prevButtons[i].name = _curButtons[i].name;
_curButtons[i].b = joy[_joyNumber].button[i].b;
_curButtons[i].name = joy[_joyNumber].button[i].name;
}
for(int i = 0; i < _numSticks; ++i) {
for(int j = 0; j < joy[_joyNumber].stick[i].num_axis; ++j) {
_prevSticks[i].axis[j].name = _curSticks[i].axis[j].name;
_prevSticks[i].axis[j].pos = _curSticks[i].axis[j].pos;
_prevSticks[i].axis[j].d1 = _curSticks[i].axis[j].d1;
_prevSticks[i].axis[j].d2 = _curSticks[i].axis[j].d2;
_curSticks[i].axis[j].name = joy[_joyNumber].stick[i].axis[j].name;
_curSticks[i].axis[j].pos = joy[_joyNumber].stick[i].axis[j].pos;
_curSticks[i].axis[j].d1 = joy[_joyNumber].stick[i].axis[j].d1;
_curSticks[i].axis[j].d2 = joy[_joyNumber].stick[i].axis[j].d2;
}
_prevSticks[i].flags = _curSticks[i].flags;
_prevSticks[i].name = _curSticks[i].name;
_curSticks[i].flags = joy[_joyNumber].stick[i].flags;
_curSticks[i].name = joy[_joyNumber].stick[i].name;
}
}
int Joystick::GetNumJoysticks() {
remove_joystick();
if(install_joystick(JOY_TYPE_DIRECTX)) {
return 0;
}
return (num_joysticks);
}
The 4.x series does not. The 5.x series does.
You'll have to either listen for native OS events using custom platform specific code (assuming such things exist) and only call the Allegro deinit/init functions when a change is detected, or require the user to initiate joystick refresh manually.
Under Linux, you could inotify_add_watch() /dev/input to check for changes. Looking at the 4.4 Allegro code, looks like you'd want to call the Win32 functions joyGetNumDevs() and joyGetPos(). Something like:
int WIN_MAX_JOYSTICKS = joyGetNumDevs(); // this should never change
JOYINFO ji;
int pluggedin_count = 0;
for (int i = 0; i < WIN_MAX_JOYSTICKS; ++i)
if (joyGetPos(i, &ji) == JOYERR_NOERROR) ++pluggedin_count;
if (pluggedin_count != last_pluggedin_count) /* reinit Allegro */
You'd have to do that every N seconds.
Those joy* functions are Windows functions, so read MSDN docs to learn how to use them.
For some odd reason, my application likes to break on me when I switch to release and run it outside of my debugger. Here's what works for me, and here's what doesn't
(Qt Creator is the IDE)
Debugging with debug configuration - ok
Running with debug configuration - ok
Debugging with release configuration - ok
Running with release configuration - application crash
My UI is one project, and the core for some stuff as a separate dependency. On Windows (compiling with MSVCC), I hit a menu button, which eventually calls down to a function. In that function, the app breaks on adding a new element to a vector. e.g:
str *x = new str();
str *y = new str();
/* ...set some of x & y's members... */
vector.push_back(x); // works fine
vector.push_back(y); // causes crash
If I comment out the line vector.push_back(y);, the app continues no problem until the app leaves the event scope (i.e. the end of OnMenuButtonClick). On OS X, it's similar to the issue of adding an element to a vector, except I have:
std::vector<foo *> SomeFunction()
{
std::vector<foo *> returningVector;
/* do stuff */
std::vector<foo *> goo = GetFooObjects();
for (int i = 0; i < goo.size(); i++)
{
returningVector.push_back(goo[i]); // breaks here
}
}
So what are some causes of this strange behavior without a debugger attached and not under debug configuration? I've checked to make sure all of my variables are initialized, so I'm stumped. If you want to view the code above, the first part can be located here, and the second part here. Please forgive anything you see as "bad", and if you have suggestions that you just can't contain, then please do message me on GitHub.
Edit:
I looked more into it, and found out exactly what's causing the problem, but don't know how to fix it. This is the function where my app crashes (on OS X):
vector<Drive *> Drive::GetFATXDrives( bool HardDisks )
{
vector<Drive *> Return;
if (HardDisks)
{
vector<DISK_DRIVE_INFORMATION> Disks = GetPhysicalDisks();
for (int i = 0; i < (int)Disks.size(); i++)
{
DISK_DRIVE_INFORMATION ddi = Disks.at(i);
// First, try reading the disk way
Streams::xDeviceStream* DS = NULL;
try
{
char path[0x200] = {0};
wcstombs(path, ddi.Path, wcslen(ddi.Path));
DS = new Streams::xDeviceStream(ddi.Path);
}
catch (xException& e)
{
continue;
}
if (DS == NULL || DS->Length() == 0 || DS->Length() < HddOffsets::Data)
{
// Disk is not of valid length
continue;
}
DS->SetPosition(HddOffsets::Data);
// Read the FATX partition magic
int Magic = DS->ReadInt32();
// Close the stream
DS->Close();
// Compare the magic we read to the *actual* FATX magic
if (Magic == FatxMagic)
{
Drive *d = new Drive(Disks.at(i).Path, Disks.at(i).FriendlyName, false);
Return.push_back(d);
}
}
}
vector<Drive *> LogicalDisks = GetLogicalPartitions();
for (int i = 0; i < (int)LogicalDisks.size(); i++)
{
Return.push_back(LogicalDisks.at(i));
}
return Return;
}
If I change if (HardDisks) to if (HardDisks = false), the app works just fine. So, I looked into that scope and discovered that after vector<DISK_DRIVE_INFORMATION> Disks = GetPhysicalDisks();, the heap gets corrupt or something like that. I noticed this because in the debugger, after that function is called, my HardDisks bool changes to "false", which wasn't what it was before.
Here is GetPhysicalDisks:
vector<Drive::DISK_DRIVE_INFORMATION> Drive::GetPhysicalDisks( void )
{
// RIGHT AFTER this vector is initialized, everything goes to hell
vector<Drive::DISK_DRIVE_INFORMATION> ReturnVector;
DIR *dir;
dirent *ent;
dir = opendir("/dev/");
if (dir != NULL)
{
// Read the shit
while ((ent = readdir(dir)) != NULL)
{
// Check the directory name, and if it starts with "disk" then keep it!
QRegExp exp("disk*");
exp.setPatternSyntax(QRegExp::Wildcard);
exp.setCaseSensitivity(Qt::CaseInsensitive);
if (exp.exactMatch(ent->d_name))
{
DISK_DRIVE_INFORMATION curdir;
memset(curdir.FriendlyName, 0, sizeof(curdir.FriendlyName));
memset(curdir.Path, 0, sizeof(curdir.Path));
char diskPath[0x50] = {0};
sprintf(diskPath, "/dev/r%s", ent->d_name);
mbstowcs(curdir.Path, diskPath, strlen(diskPath));
int device;
if ((device = open(diskPath, O_RDONLY)) > 0)
{
#ifdef __linux
hd_driveid hd;
if (!ioctl(device, HDIO_GET_IDENTITY, &hd))
{
swprintf(curdir.FriendlyName, strlen(hd) * 2, L"%hs", hd.model);
}
#elif defined __APPLE__
mbstowcs(curdir.FriendlyName, ent->d_name, strlen(ent->d_name));
#endif
ReturnVector.push_back(curdir);
}
}
}
}
return ReturnVector;
}
While this isn't a real answer as to what happened, I did find a way to fix the problem. Looking at my edit above, I edited my Drive::GetFATXDrives function like so:
vector<Drive *> Drive::GetFATXDrives( bool HardDisks )
{
// Initialize Disks vector up here
vector<DISK_DRIVE_INFORMATION> Disks;
// Call the function to get the hard disks
if (HardDisks)
Drive::GetPhysicalDisks(Disks);
vector<Drive *> ReturnVector;
if (HardDisks)
{
Streams::xDeviceStream* DS = NULL;
for (int i = 0; i < (int)Disks.size(); i++)
{
/* ... */
}
if (DS)
{
DS->Close();
delete DS;
}
}
vector<Drive *> LogicalDisks = GetLogicalPartitions();
for (int i = 0; i < LogicalDisks.size(); i++)
{
ReturnVector.push_back(LogicalDisks[i]);
}
return ReturnVector;
}
And my Drive::GetPhysicalDisks function now takes a vector<DISK_DRIVE_INFORMATION> reference instead of returning one. Seemed to make my program work just fine after that.
Here s what I'm doing in a nutshell.
In my class's cpp file I have:
std::vector<std::vector<GLdouble>> ThreadPts[4];
The thread proc looks like this:
unsigned __stdcall BezierThreadProc(void *arg)
{
SHAPETHREADDATA *data = (SHAPETHREADDATA *) arg;
OGLSHAPE *obj = reinterpret_cast<OGLSHAPE*>(data->objectptr);
for(unsigned int i = data->start; i < data->end - 1; ++i)
{
obj->SetCubicBezier(
obj->Contour[data->contournum].UserPoints[i],
obj->Contour[data->contournum].UserPoints[i + 1],
data->whichVector);
}
_endthreadex( 0 );
return 0;
}
SetCubicBezier looks like this:
void OGLSHAPE::SetCubicBezier(USERFPOINT &a,USERFPOINT &b, int ¤tvector )
{
std::vector<GLdouble> temp;
if(a.RightHandle.x == a.UserPoint.x && a.RightHandle.y == a.UserPoint.y
&& b.LeftHandle.x == b.UserPoint.x && b.LeftHandle.y == b.UserPoint.y )
{
temp.clear();
temp.push_back((GLdouble)a.UserPoint.x);
temp.push_back((GLdouble)a.UserPoint.y);
ThreadPts[currentvector].push_back(temp);
temp.clear();
temp.push_back((GLdouble)b.UserPoint.x);
temp.push_back((GLdouble)b.UserPoint.y);
ThreadPts[currentvector].push_back(temp);
}
}
The code that calls the threads looks like this:
for(int i = 0; i < Contour.size(); ++i)
{
Contour[i].DrawingPoints.clear();
if(Contour[i].UserPoints.size() < 2)
{
break;
}
HANDLE hThread[4];
SHAPETHREADDATA dat;
dat.objectptr = (void*)this;
dat.start = 0;
dat.end = floor((Contour[i].UserPoints.size() - 1) * 0.25);
dat.whichVector = 0;
dat.contournum = i;
hThread[0] = (HANDLE)_beginthreadex(NULL,0,&BezierThreadProc,&dat,0,0);
dat.start = dat.end;
dat.end = floor((Contour[i].UserPoints.size() - 1) * 0.5);
dat.whichVector = 1;
hThread[1] = (HANDLE)_beginthreadex(NULL,0,&BezierThreadProc,&dat,0,0);
dat.start = dat.end;
dat.end = floor((Contour[i].UserPoints.size() - 1) * 0.75);
dat.whichVector = 2;
hThread[2] = (HANDLE)_beginthreadex(NULL,0,&BezierThreadProc,&dat,0,0);
dat.start = dat.end;
dat.end = Contour[i].UserPoints.size();
dat.whichVector = 3;
hThread[3] = (HANDLE)_beginthreadex(NULL,0,&BezierThreadProc,&dat,0,0);
WaitForMultipleObjects(4,hThread,true,INFINITE);
}
Is there something wrong with this?
I'd expect it to fill ThreadPts[4]; ... There should never be any conflicts the way I have it set up. I usually get error writing at... on the last thread where dat->whichvector = 3. If I remove:
dat.start = dat.end;
dat.end = Contour[i].UserPoints.size();
dat.whichVector = 3;
hThread[3] = (HANDLE)_beginthreadex(NULL,0,&BezierThreadProc,&dat,0,0);
Then it does not seem to crash, what could be wrong?
Thanks
The problem is that you're passing the same dat structure to each thread as the argument to the threadproc.
For example, When you start thread 1, there's no guarantee that it will have read the information in the dat structure before your main thread starts loading that same dat structure with the information for thread 2 (and so on). In fact, you're constantly directly using that dat structure throughout the thread's loop, so the thread won't be finished with the structure passed to it until the thread is basically done with all its work.
Also note that currentvector in SetCubicBezier() is a reference to data->whichVector, which is referring to the exact same location in a threads. So SetCubicBezier() will be performing push_back() calls on the same object in separate threads because of this.
There's a very simple fix: you should use four separate SHAPETHREADDATA instances - one to initialize each thread.