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Working on 2.42.0
EricL:
I've been working towards a new drop of the VB version. Will probably show up this weekend or next week. Here's what I've fixed so far:
Saving and loading settings with field sizes > 8 was broken. DB saved a long but was trying to load it into an int. Overflow crash.
Loading a sim from a file now changes all the settings to match the values in the sim. Allows for easy tweaking without having to manually set everything.
Lots of misc. fit and finish changes in charting. They update immediatly upon opening, the lines fit in the chart space correctly, resizing charts works correctly, etc.
Chart dialogs now have an "Update "Now" button which will refresh that chart (and that chart only) immediatly without having to wait the built-in 200 cycles for another data point and refresh. You can ust click away if you want a bunch of data points right now. (I'm not planning on adding many features on the 2.4 VB fork, but this was easy and I kind of wanted it so I did it.)
Various overflow and stability fixes.
A few other non crashing fit and finish things: The Mutation rate slider works better, the Edit menu items invoke the options dialog at the right tab setting and so on.
error.sim outlput enablement in the compiled version.
[you]Things I'm still working on that will probably be in the next drop:[/you]
A couple crashing bugs I'm still working on plus any others reported that I can find/fix.
The issue with mutation being off after saving.
A configurable chart update interval. This is easy enough that I'm goign to just do it.
Internet Organism Sharing (I want this!)
More fit and finish stuff. If it pisses me off sufficiently, I will spend time to fix it.
[you]Things I'm working on that probably will NOT be in the next drop:[/you]
Leagues
Locality-based mutation experimentations. (personal project)
If you have other priorities, let me know. My philosophy is to drop a release once there is enough in it to justify people moving to it.
-E
Numsgil:
By charts you mean graphs I assume?
I'm excited. Graphs have always been something I wanted to spend time working on but could never justify it over other projects.
Griz:
on the charts/graphs, Eric ...
it seems the colors don't follow the colors assigned to the bots in the
species window, but rather the default VB colors ...
ie ... yellow, red, blue, purple ... and so on in that order.
so if you want you bots to match the chart, you have to ensure
that you assign yellow to the first species, red to the 2nd, and so on.
I haven't been able to find a way to have the charts can use anything
other than those defaults ...
but seeing as you have been playing with them ...
thought I'd throw the idea out.
great work my man ...
I had sorta lost interest ...
as it's no fun when your toys keep breaking. ;)
thanks for all the effort ...
although I don't guess you'd be doing it if you didn't
love playing at this kind of thing.
I'd like to be able to see the code you changed as well ...
so I can go and see what changes you made and how
the fixes work. that's the only way I have of learning this stuff.
so keep good notes, eh? ;)
thanks again.
Endy:
Kind of a suggestion than anything else but anyways...
Do you think it'd be possible to add the ability to concatenate and de-concatenate numbers? It'd be possible to transmit and store simply massive amounts of info with these relativly simple code additions. I was thinking something based on the number of digits in front of a decon command would be best. Ie:
--- Code: ---20300 2 decon
--- End code ---
Would leave:
--- Code: ---20
300
--- End code ---
on the stack.
EricL:
Yes, I mean graphs. They are called charts in the source some places and something spanish in others. One of these days I'll have to ask who Carlo is (or was). :)
I'm not really adding much new functionality to graphing, besides the update interval and update now button. I'm really just making them look pretty and work correctly though it would be trivial to add new graph types. If anyone has something specific they want graphed that the program is already maintaining, I could easily add it. But custom graphs, well, that will have to wait. Perhaps one day I'll write a perfmon plugin and export tons of counters. That would give us some cool capabilities on Windows at least. Custom graphs, graph logging to file, alerts (including email) on thresholds, etc.
Another thing I may do dig in and speed up the data point calculations. They look to be always performed whether there are graphs up or not and the calculation for every data point is at least O(nm) where n is the number of bots and M is the number of data points in the (oldest) graph! The number of decendents chart actually calculates this recursivly for every bot for every datapoint for every cycle insetad of just keeping counters! All this is done even when no graph is up, every 200 cycles by default. Do this stuff every time the graph gets updated and its at least O(n^3) to draw a full graph! Update the graph every 10 cycles and the speed imapct is noticable. Gack!
Yea, having graphs use the bot color has been bugging me too and I've changed it so graph colors match bot colors. A little more involved then it seems, but not hard. Another idea I've toyed with is persisting a bot's color and skin in the DNA file... That way when you load a bot, it always uses a specific color/skin unless you change it. Could be the beginnig of more sophsicated persistant visual stuff on day... (I won't do this without seeking input on file formats, etc.)
Griz, some of the things I'm doing have several changes in multiple places in the code. Somr are form tweaks, some property tweaks, some brand new code and routines. Everything is commented in the source and I'll try my best, but I probably won't take the time to write up every detail line by line of everything I've done in a readme.
FYI, one good way to teach yourself is just to find a piece of code your interested in and then just step through it. Set a break point at the top of the routine and then just F8 through it line by line watching what it does.
Cheers,
-E
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