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FS Crashes when this module goes in toolbox

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Re: FS Crashes when this module goes in toolbox

Postby trogluddite » Sat Mar 09, 2013 2:05 pm

billv wrote:Could it be that it's dependant on being hooked up.?

Yes, that gave me an idea to test, and you are exactly right!

If you delete the ReDraw and Multiplexer links inside the buttons, so that the GUI appearance no longer depends on the 'playing' state, it goes in OK.
Seems like...
- In the main schematic window, 'is playing' knows there isn't a VST host, so it just defaults to 'false'.
- When going into the toolbox, it has to do 'redraw' to make the thumbnail of the GUI - but in this case it tries to check the button state by calling a host that isn't there.

I know from a chat with Malc a while ago that when Navigator images are created, they can also trigger Redraws to help create the thumbnails. This lets them use a custom grid size so that the thumbnails end up at the right scale. So it would make sense that toolbox thumbnails are created the same way.
You can see this sometimes if you drag to the toolbox a GUI module that gets its colours, bitmaps etc. from links to other modules - especially wireless. The toolbox thumbnail ends up with bits of the GUI missing because the toolbox version of the module isn't part of a schematic, so can't see any input data.

In fact, this suggests a better workaround until it gets fixed.
If you use a 'sample and hold' to 'buffer' the Is Playing value, it will go into the toolbox just fine. The sample and hold will let the 'is playing' value through whenever it changes - but prevents tne ReDraws from from trying to update it when the value hasn't actually changed...
Is Playing worksaround.png
Is Playing worksaround.png (7.12 KiB) Viewed 16150 times

(NB - careful with the link order! Must join the top S&H link first, then the trigger one).
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Re: FS Crashes when this module goes in toolbox

Postby billv » Sat Mar 09, 2013 2:29 pm

trogluddite wrote:In fact, this suggests a better workaround until it gets fixed.

Thanks for your help Trog. Weird stuff...
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Re: FS Crashes when this module goes in toolbox

Postby trogluddite » Sat Mar 09, 2013 2:46 pm

You're welcome. :D
Yes, all this "hidden inside" stuff can be very odd - we're lucky we only get to see it very rarely when a bug gives us a little peek. Surprised Malc's brain doesn't melt trying to keep track of it all!
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Re: FS Crashes when this module goes in toolbox

Postby tester » Sat Mar 09, 2013 7:03 pm

Malc is probably somewhere on boolean grass, fishing triggers :-):-):-):-)

But this gives me an idea how to approach the market with such SM/FS made software. Instead of selling apps as "final at full price" - soft can be sold as "developer edition at half price" (which is symbolic, i.e. virtual "full price" can be defined a bit higher). Thus - customer has no right to complain too much, because they agree that they buy something cool, that may not work correctly in certain circumstances. Plus offering some free but limited demo, to give the space for testing whether it works on their hardware anyway. Seems to be softest way.
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Re: FS Crashes when this module goes in toolbox

Postby nix » Sat Mar 09, 2013 11:28 pm

I haven't really been crashing FS-
seems as solid as ever.
I have crashed my host(Orion) now probably 100 times in the last week though.
That's funny you mention booleans in mind.
Probably 5 nights in the last 2 weeks as I'm falling asleep,
FS opens up and I start doing things, some work and some don't.
Can't confirm if those that do really do-
it's a dreamy kinda place.
Definitely too much FS, but maybe it's like Sudoku I'm thinking,
good for ya mind's machinations 8D
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Re: FS Crashes when this module goes in toolbox

Postby billv » Mon Mar 11, 2013 6:10 am

nix wrote:I haven't really been crashing FS-

Sorry Nix, Didn't mean to imply anything there. I must have miss-quoted you from one of your
posts.
But if you feel like crashing, there's a great little bit of code in the User Guide( a counter)
that made me crash about 6 times before I worked out what I was doing wrong. :)
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Re: FS Crashes when this module goes in toolbox

Postby nix » Mon Mar 11, 2013 11:29 pm

No implications taken-
if there had been they would have been deserved though!
I'm such a hack hehe
I did find one good way to crash it,
there's that component 'draw loop',
I thought it was just loop,
anyway it was a legacy from whoever built the step LFO.
That one was crashing on me pretty good,
if changing the parameters while it's looping.
It seems like the device I replaced it with has been causing all the trouble with Orion.
Maybe I was generating random numbers too quickly.
It's strange though, it shouldn't even run on load.
Still trying to suss,
but my plugs are open in front of me now.
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Re: FS Crashes when this module goes in toolbox

Postby trogluddite » Tue Mar 12, 2013 2:25 am

nix wrote:draw loop',
I thought it was just loop,

He he - that's not just any old loop - it has a life of its own.
Absolutely anything that redraws the screen, it has to show off how eager it is to work its little socks off for you by counting over the entire loop again!
I think it must have read all those "tick 1000, is it possible?" threads over at the SM forum - and no matter how many times me and infusion tell it that you can't do that, it has to keep on trying!

nix wrote:Probably 5 nights in the last 2 weeks as I'm falling asleep,
FS opens up and I start doing things

Code: Select all
Class Hacker

def to_sleep_perchance_to_dream

(monday...sunday).each do |today|
   if weekdays.include?(today)
      until time.now == @hometime do
         job.each{|job| exec(job)}
      end
   elsif ['hot','sunny'] === weather
       #  Remove? Profiling shows this branch never executes.
   else
      @projects << FlowStone.new(forum.pop(ideas))
      @projects.collect!{|project| project += Bug.new}
   end
   until vision.blurred? || (@alarm - Time.now) <= @power_nap do
        @projects.each do |project|
           project.hack unless crash?
        end
   end
   if @tummy.empty?
     food = File.open("Phone Book.txt"){|take_away| take_away.call(:order)}
     unless food.cold?
        input 'mouth', food.curry(starter+biryani), time  + fix_bugs[1...BigNum.new]
      end
   end
   sleep (@alarm - time.now) unless @projects.current.isVisible(fix,Feature.new)
end

end


There really is a '.curry' method too - that made m day. (no .beer method though - I'll have to write one)
And as for sleep -I'll let you discover for yourself what happens when you try to call the 'sleep' method!!.... :twisted:
All schematics/modules I post are free for all to use - but a credit is always polite!
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