Darwinbots Forum

Code center => Bugs and fixes => Topic started by: Testlund on April 16, 2006, 02:33:22 PM

Title: The 'Born' counter
Post by: Testlund on April 16, 2006, 02:33:22 PM
The thing that shows how many have been borned into the sim will reset to 0 whenever I click change in the GUI. A little bug perhaps.  
Title: The 'Born' counter
Post by: Numsgil on April 16, 2006, 02:52:31 PM
It might be better to just pull all the simulations stats out of SimOpts and TmpOpts, and put them in a seperate data structure.  Leave SimOpts for settings and physics.
Title: The 'Born' counter
Post by: EricL on April 16, 2006, 10:47:53 PM
I'm not sure I want to work that hard...  

The stats should round trip when TmpOpts gets put back into SimOpts.  I'll take a look and see what's goign on...
Title: The 'Born' counter
Post by: Numsgil on April 16, 2006, 11:41:13 PM
Don't worry too much about it.  I'll split the data structure in the C++ version.  Speaking of which I'm almost to the point I need C++ savvy debugers to help me fix bugs and crashes.
Title: The 'Born' counter
Post by: EricL on April 17, 2006, 12:33:35 AM
Count me in.
Title: The 'Born' counter
Post by: Numsgil on April 17, 2006, 01:45:39 AM
I'm basically finishing up the tie routines now.  Once those are done in a couple days the program's core features will be "in place".  The step after is to get the program to actually run for longer than a few thousand cycles
Title: The 'Born' counter
Post by: Testlund on April 17, 2006, 04:03:00 AM
Quote from: EricL
I'm not sure I want to work that hard...  

The stats should round trip when TmpOpts gets put back into SimOpts.  I'll take a look and see what's goign on...

AND the 'Time running' resets to 0. AND it's not accurate.  
Title: The 'Born' counter
Post by: EricL on April 17, 2006, 02:14:34 PM
Quote from: Testlund
AND the 'Time running' resets to 0. AND it's not accurate.  

I can't seem to reproduce the born counter reset problem.  This happens for you when you hit change on the options dialog, yes?

I also can't seem to reproduce the time running reset.  Yes, the time count itself is notoriously inaccurate and has to do with the way the seconds timer events are handled - way to much stuff is being done inside the event handler - including autosaves and internet organism transfers!!!! - which throws the time off.  I know how to fix this, but it's a little invovled and requires some re-acrhitecture (adding another timer that which handles periodic stuff liek transfers and saves and taking all that stuff out of the seconds event handler).

But the reset to 0 in born and time running is a different issue and shoudl not be happening.  I can't seem to make it happen on my code.  Does it happen on any sim?
Title: The 'Born' counter
Post by: Testlund on April 17, 2006, 02:48:16 PM
Looks like it doesn't happend that way all the time. I just checked and the born counter didn't change this time, but the time counter jumped back a little, 1 min or so. Personally it doesn't bother me that much. Just thought I whould mension it in case it is easily fixed.
Title: The 'Born' counter
Post by: EricL on April 17, 2006, 03:14:13 PM
I did fix a cycles counter bug in this area in 2.42.2.  I'll poke around a little.  Any specifics you can give me much appreciated.  Does the period of going back in time corrospond with the period of time the options dialog is open for example?
Title: The 'Born' counter
Post by: Testlund on April 17, 2006, 04:07:31 PM
I'm not sure, but I think it resets to a whole hour. When it displayed 18h 2min 10 s and I opened the GUI and clicked changed it jumped back to 18h 0min 59s.