dear all and dear devvvs,
i m far away from an easy internet access, wich is not really handy to keep in touch with the vvvvomunity.
well i have some real big bugs, as we are in hard creating phase, putting things everywhere in every way, to find the good result.
so im trying to clean my sources but i m not in a “planning” approach.
i m doing patchs alones, and then putting them selves together. complexity is that patches are crossfading from sequence to sequences, and are not loadable with a load patch switching manner.
so i m allowing or not dx9 projections and fading them, to allow the sequence to happen.
i mencountering serious troubles here, and surely you may help here:
-in lines: using LFO_bloque_at_once.v4p creates after 5 or 10 minutes a blue screen crash with windowsXp , well it occures from times to times, and i m suspecting that when i let this bloqued at one, there is a pointer somewhere that get out of its array.
i m pretty sure this is this module at it never occures elsewhere.
-sub_campagne when putted in root patch, is creating a caught in act TMMNeuItemFrame : zugguffsverletzung bei adresse 00404aa4 in module vvvv.exe lesen von adresse 80006be1
sometimes also an Invalid pointer bei 000048ad
when i put this sub in my root patch, i cant record anything, the main patch stays with a * in its name, and im obliged to kill the process
could this be because of the use of the tuio decoder dll ?
i m using tbeta and the tuio decoder dll to work with tracking
if yes, is there any patch here around to decode TUIO without plug in ressource ?
-poursuite;
in the GDI renderer the right click stays mysteriosly blocked at one. but its more surely a patch issue than a bug issue ?
Hey karistouf,
at a first view ive seen some errors caused by an “undefined starting point”, where there are some values not set in a right scope. Happens often myself with V4 as you patch at runtime, where there are values for sure. I stumbled too often over this, so I always double check a patch by save/reopen it for this.
-Its something occuring at startup only in Lines_animee patch. May be some zeros or Nils are trying too divided.
-Then there is a string box (id=0) which isnt created at startup, for unknown reasons.
Check yourself by adding TTY renderer in your main patch.
Checking the two subcampagnes, suddenly it appears a lot of “Dividing by null”-errors. No idea which of both, as I had both running. And it wasnt at startup.
Hope it helps.
hi frank, hi every body. thanks for the tips.
i had more news about my problem, doing a SSSSStrong clean from 6 o clock this morning until now.
strong clean was done to avoid a maximum of ttty errors feed backs.
here is my report on blue screen crash that have been happen once again this morning:
avoid nill is said in tty in need to be rewritten from 4.19 to 4.21 but i m still on a 4.21 and i have called again avoid nill from the shortcut button.
what i m pretty sure about this blue screen crash of death is tht it happens when i m trying to open my root patch with my tbeta patch receiver (wich is in sub_campagne.zip just two messages up).
i have putted here tty snapshot and report in xml of the system.
Is there a way to obtain a text file somewhere of tty feeback ?
second bug is a video one.
i m not using so much video . before bugging from everywhere only two.
i m using png and quads, essentially.
made a clean from evry confusion possible, getting out all sources of conflicting codecs, letting only on the system:
klite MEGA codec pack
sony vegas for editing
here is a snapshot of my tty on open.
there is now only one video, in AVI, DV PAL.
very strangely my texture is shown on loading as being a 1024*1024…
i m still obtaining errors in tty, but it works actually, my all root patch.
I m actually just in a previewing architecture, constructing the all story patch after patch.
patch are running fine separatly, but Bang, when all together, what a mess !
actually it seems to work ok, but there is still the tty annonces…
i have an artnet entry, and udp receiver for tbeta, two GDI renderer interfaces for GUI, and my manipulation for pngs, essientally.
arborescence is
/my project /
>/mysequences
>>/chapter sequence
>>>/gfx (materials)
>>>patchs for this sequence
>/mysubpatches
>>/animation
>>/udp_receivers
>>/artnet etc etc …
dont know what to do…
is there any link to tips on how to deal with “complex” project ?
anyway, thanks for the help.
if any answer or good advise is posted would be great
Actually Im not too good in french anymore… ;)
I think, I have to revive it and visit friends in Paris.
“Is there a way to obtain a text file somewhere of tty feeback ?”
Yes, take syslog node and get messages by a syslog server like http://www.kiwisyslog.com/ . Or manually at UDP port 514.
One subpatch is still with an unidentifeid node (id=1), which you should delete manually in .v4p textfile.
Look where and why dividing by NILs/zero happen and try to avoid it by AvoidNIL. I guess there is a time triggered action.
Is video in powered by 2 mode? What does your grafic card say? Enough memory -> memory EX9 node?
Help for complex projects? Mmmh, dont know, it can be very messy and complex like a spidernet. I went to always let TTY open at patching time. Save&reopen for initialization errors. Still have troubles when swapping directory - the absolute/relative path stuff. Sketch my root patch by making a layout with empty subpatches (included predefined in and outputs) and establish a rough structure, like you would sketch it by pencil. Anyway you always need this Input, Logic, Output: debug renderer(showing helping stuff) and final renderer.
Never patch in detail subpatches and merge together in a big project, but do it step by step. One subpatch into big project, check/save/rename, then program next subpatch.
Would be nice to have a discussion about best patching practise.
Btw may be rebuilding your big project by putting consecutively subpatches together anew and check TTY. Step by step and hopefully you will see the bad one.
i am following this thread but am afraid i won’t be able to help. as mentioned elsewhere i’d still suggest that BSODs are not vvvvs, but some buggy drivers fault.
you didn’t tell us your hardware configuration (including graphiccard) yet and didn’t assure that you are using the latest graphiccards drivers.
when you have only one video and that is DV-PAL, i’d say you don’t need a codec pack at all, do you? personally i never touch codec-packs. they install too many codecs you can never overview…i try to install video codecs on a specific per need basis.
finally what you’ll have to do is isolate your crashes. as frank suggested. start from a blank patch and add only a small amount of your subpatches. at first those you’re confident with. have the tty open all the time and look for errors.
if that doesn’t crash for some good time. add some more. test again for some time…when you get the first crash after some of those testing loops you could possibly assume that the crash comes from within the last subpatch added. take it out of the patch again and make sure the rest of the patch really doesn’t crash.
try to run the crashing patch on its own and see if it also crashes. and so on. this is called debugging…
hi frank, hi joreg,
thanks for the tips.
i m letting the project for one week of break. and will come back on it next monday. there, in nantes, i will have access to internet near the computer, so thats should be more easy !!!
i have get out of the project Tbeta and the TUIdecoder.dll. i think the crash is coming from them, has you suggest. (had blue screen by the pas working with openCV in C++)
may i suggest a GUI extension in newer version to edit and delete hidden object on your patch ? ::: aka: a not used node will appear in red, a hiden node may appear in green , in debog_view_mode ( to access with a alt-F something) ?
other thing, we have buyed a license, but where to declare it in vvvv ( start up is showing a free for non commercial )?
had blue screen by the pas working with openCV in C++
you mean you had a bluescreen on the same pc unrelated to vvvv?
other thing, we have buyed a license, but where to declare it in vvvv ( start up is showing a free for non commercial )?
with a license payed you are now free to switch vvvvs \bin\splash.bmp with a custom splashscreen…the astonishing thing about vvvvs payed licenses is, that there is no other hassle involved with them, but transmitting the money.
you mean you had a bluescreen on the same pc unrelated to vvvv?
no, i m developping in parallel a new software (not for thsi project) working with opencv, so the flavour of this bluescreen sounds a cvImage pointer running out where it should do…
i will use next week contour instead of tbeta + tuidecoder plugin, but i m in deep need of erode and dilate equivalent. is there any shader already done doing this ?
*you are now free to switch vvvvs \bin\splash.bmp with a custom splashscreen
joreg, you should owe me a favour: i want my personnal splash screen from you ! ;-) if you can dedicated your artwork to “Theatre pour 2 mains”, thats would be great … and i would be very happy ;-)
*frank: Sketch my root patch by making a layout with empty subpatches (included predefined in and outputs) and establish a rough structure, like you would sketch it by pencil.
thanks for your feedback. my problem on this project is that i m wild coding: an idea to do is defined in the morning and tested in the afternoon on stage. wich means coding wildely and hugly, untill the idea works.
thats is the thing with theatre and dance: at one moment you are obliged to code at the same time that there is people on stage and see if it sounds good…
im really pointing again this point: is there any way to make a real hack on vvvv on the subject of hidden or not destroyed nodes liyng in the patch?
its quite speleology to open an xml file to search for the bad bugging node … especially if you dont have the habit !!!
is it possible first, to make appears hidden nodes, not connected hidens nodes, and destructed nodes on open ?
and makes them appears NOT in grey ?
joreg, you should owe me a favour: i want my personnal splash screen from you !
sory, custom splashscreen artwork is not included with the licensing.
im really pointing again this point: is there any way to make a real hack on vvvv on the subject of hidden or not destroyed nodes liyng in the patch?
i don’t see a way to do this…generally. buggy nodes need to be fixed. for us to fix them you need to provide a simple testpatch that reproduces the problem for us. then we can very likely fix the problem for the next release…
ah joreg, about custom splashcreen I m VVVVVery disappointed ;-)
*about bugging, as i have explained previously, generally speed coding.
so my question is , if we cant have hidden and destroyed-but-still-there nodes appearing on the patch, how to access them quickly, simply, to make a clean ?
xml marker is nice but this quite a very painfull way …
wich solutions are you using ?
other question is about my return about Avoid Nill:
i m not at all understanding why i have this on my tty on just calling node Avoid nill ( screenshot ).
does it had any importance?
well, that s all for today, despite my blue screen of death, vvvv is wwwwonderfull.
is there any way to make a real hack on vvvv on the subject of hidden or not destroyed nodes liyng in the patch?
what exactly do you mean with hidden and not destroyed nodes?
if i only understood you i perhaps have SetPatch-like-idea.
its quite speleology to open an xml file to search for the bad bugging node … especially if you dont have the habit !!!
hhhm, i found editing those using XMLmarker quite easy and comfortable.
play around 15 minutes with xmlmarker’s features using an old patch.
perhaps HowTo edit wrong Paths quickly isn’t clear enough and i should rework it.
i will use next week contour instead of tbeta + tuidecoder plugin, but i m in deep need of erode and dilate equivalent. is there any shader already done doing this ?
See attached zip, there is erode/dilate and blur shaders in it.
may i suggest a GUI extension in newer version to edit and delete hidden object on your patch ? ::: aka: a not used node will appear in red, a hiden node may appear in green , in debog_view_mode ( to access with a alt-F something) ?
This thing pops up frequently. Even me, I would like to have some way of marking nodes and connections for different reasons.
What are you devs thinking about a node through which you can enable a colored node selection in one specific color (not to disturb the nice gui style). Selection could be set by an attribute in Xml-file and could be freely choosen. Thus everybody would be fine, I could mark my special nodes i.e. frank=“1” and set this “frank=1”-attribute in node.pin and enable it for colored node/lines or diesable or blink or change from frank=1 to frank=2…
frank…
like a certain citizen K would say, I owe you a million beers…
many thanks !!!
i will test them next week in nantes.
i have printed our conversation and will follow religiously ( amen or allhawakbar i dont know) the advices reported here.
citizen K: your howto is clear but, sorry, using xml marker is not really a piece of cake. its like coming back to prehistoric ages when you are doing vvvv graphical programming !!! dont you know icare ? of course it may save us ( really ) and your contribution is fabulous. but but but… i would be happy to find in the guy, one day, a graphical frontend to point hidden and not destroyed nodes, something that makes clear that there is nothing hidden lying around… a “strange ufn” (undefined flying node) node ?
or UFO node ?
about samples, you may see them just a few talking up with frank, here: One subpatch is still with an unidentifeid node (id=1), which you should delete manually in .v4p textfile.
docteur Sherlock Frank founded it in subcampagne.
subcampagne is a simple one… so im making brrrrrr inside of me, thinking of my more complexes patchs on this project…
i am running windows xp. two graphic cards (nvidia fx1700) installed (i use the first out of each card at the moment). when i start a patch (Projector(EX9)help and other simple patches) with one renderer saved in fullscreen mode on the second monitor everything crashes and the blue screen of death appears. it only happens in fullscreen mode! windowed mode is fine.
Technical info:
***Stop: 0x0000008E (0x0000005, 0xBFAF2EB7, 0xB345BB18, 0x00000000)
***nv4.dll - Address BFAF2EB7 base at BF9D6000, Datestamp 48 Caa461