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Re: [Bug 803774] Re: Saving, loading simulation with erased bodies crash.

 

Well, if it fixes your problem, at least prevents a crash, I am ok to
commit it. I don't see any regressions here.

Please, let me know.

Anton


2012/7/15 Chiara Modenese <c.modenese@xxxxxxxxx>:
> I found one solution but I think is a temporary fix. The problem is that
> somehow interactions are not deleted properly. Below is a modified
> version of postLoad__calledFromScene - I am checking whether both bodies
> in contact actually exist before the interaction is inserted, otherwise
> return - but is not the core solution to the bug so I will post it here
> although not commit.
>
> Chiara
>
> void InteractionContainer::postLoad__calledFromScene(const shared_ptr<BodyContainer>& bb){
>    bodies=&bb->body; // update the internal pointer
>    clear();
>    FOREACH(const shared_ptr<Interaction>& I, interaction){
>       Body::id_t id1=I->getId1(), id2=I->getId2();
>       if (!(*bodies)[id1] || !(*bodies)[id2]) return;
>       else  insert(I);}
>    interaction.clear();
> }
>

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https://bugs.launchpad.net/bugs/803774

Title:
  Saving, loading simulation with erased bodies crash.

Status in Yet Another Dynamic Engine:
  Fix Released

Bug description:
  Here is the bug :

  - launch yade (for example without any script)
  - add a sphere : O.bodies.append(utils.sphere((0.2,0.2,0.2),0.006))
  - delete it : O.bodies.erase(0)
  - save yade's universe : O.save("./test")
  - quit yade
  - launch yade
  - load the file : O.load("./test")
  ->segmentation fault

  I think it's because when you erase something the size of O.bodies (etc...) doesn't change and now contains an empty value. (the c++ array may not be dynamic ?)
  So when the O.load() function is called, yade try to load a non-existant body ?

  Maybe this can be fixed by changing the load() method ?

  I joined the debug output.

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