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[Bug 813925] Re: InteractionContainer::erase: attempt to delete non-existent interaction

 

Note that the "opinion" (#5)  is already implemented as part of the last fix
in collider2 branch
(http://bazaar.launchpad.net/~bruno-chareyre/yade/collide2/revision/2925).
The "if((!b1) or (!b2)) return false" is removed.

For bug #780931, I think it is still possible to find inconsistencies in the interaction list, since for the moment removing bodies is not directly triggering any interaction removal.
If, for instance, collider stride interval is 10 and we erase a body b1  at the first step of the interval, then
-in collide2 version: interactions will stay in the list for 10 steps, pointing to the erased body, then it's removed by the collider.
-in trunk: it will eventualy never be removed

If, new body with same id as b1 is created, it's even worst. The
interaction will be seen as valid and persistent, nothing in the code is
telling that "id" points to a new body. In most cases, hopefully, the
contact law should find that the interaction is lost (provided the new
body is created far away from the old one) and request erase. Else, we
are toasted.

A 100% secure body removal method would also take care of removing all
interactions on the removed bodies. I don't think it is very difficult
to implement. It would take a bit more time but maybe it's worth the
cost?

-- 
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https://bugs.launchpad.net/bugs/813925

Title:
  InteractionContainer::erase: attempt to delete non-existent
  interaction

Status in Yet Another Dynamic Engine:
  Triaged

Bug description:
  The problem occurs on simulations with intensive adding/deleting particles and large number of interactions.
  r2893 [1] did not solve the problem. The LOG_ERROR is still appears.

  [1] http://bazaar.launchpad.net/~yade-dev/yade/trunk/revision/2893

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