#bughunt — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #bughunt, aggregated by home.social.
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In-between keeping watch over her son, Mama Lemon was hunting bugs today 😄
#MamaLemon #straycat #CatsOfMastodon #fedicats #cats #huntingcats #bughunt #cute
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In-between keeping watch over her son, Mama Lemon was hunting bugs today 😄
#MamaLemon #straycat #CatsOfMastodon #fedicats #cats #huntingcats #bughunt #cute
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preserving color profiles properly for web/Android.
https://github.com/pixelfed/pixelfed/issues/4459
https://github.com/pixelfed/pixelfed/issues/5396
https://github.com/pixelfed/pixelfed/issues/5489full stop.
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@pixelfed If you select an hashtag and hover on the thumbnails the comments count always says 0 despite comment being there. Likes and reblogs seem to be correct.
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@pixelfed If you select an hashtag and hover on the thumbnails the comments count always says 0 despite comment being there. Likes and reblogs seem to be correct.
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We're on a mission to squash as many bugs as possible before the next release.
⚠️ We need your help ‼️
Please reply with your biggest complaints about Pixelfed and how we can improve existing features and federation support.
We're not looking for feature requests, only bug reports, so we can make Pixelfed more stable and fun.
Feel free to boost for awareness ❤️
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We're on a mission to squash as many bugs as possible before the next release.
⚠️ We need your help ‼️
Please reply with your biggest complaints about Pixelfed and how we can improve existing features and federation support.
We're not looking for feature requests, only bug reports, so we can make Pixelfed more stable and fun.
Feel free to boost for awareness ❤️
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🎮✨ Oh look, a self-proclaimed CPU guru reminisces about his thrilling 2005 detective work on the Xbox 360, complete with wall decor to prove the point. 🚀🔍 Because nothing says "exciting" like a 30cm wafer and tales of a bug nobody noticed until you brought it up again! 😂🎯
https://randomascii.wordpress.com/2018/01/07/finding-a-cpu-design-bug-in-the-xbox-360/ #CPUguru #Xbox360 #DetectiveWork #TechNostalgia #GamingHistory #BugHunt #HackerNews #ngated -
🎮✨ Oh look, a self-proclaimed CPU guru reminisces about his thrilling 2005 detective work on the Xbox 360, complete with wall decor to prove the point. 🚀🔍 Because nothing says "exciting" like a 30cm wafer and tales of a bug nobody noticed until you brought it up again! 😂🎯
https://randomascii.wordpress.com/2018/01/07/finding-a-cpu-design-bug-in-the-xbox-360/ #CPUguru #Xbox360 #DetectiveWork #TechNostalgia #GamingHistory #BugHunt #HackerNews #ngated -
Insect enthusiasts helping researchers keep an eye on bug populations
Queensland insect enthusiasts are using their cameras to help researchers study bug populations, as part of a national…
#NewsBeep #News #US #USA #UnitedStates #UnitedStatesOfAmerica #Environment #Australia #Brisbane #bughunt #bugs #buttterflies #CitizenScience #inaturalist #Insects #InvasiveSpeciesCouncil #invertebrates #Museum #photographs #Qld #Queensland #Research #Science
https://www.newsbeep.com/us/396723/ -
Insect enthusiasts helping researchers keep an eye on bug populations
Queensland insect enthusiasts are using their cameras to help researchers study bug populations, as part of a national…
#NewsBeep #News #US #USA #UnitedStates #UnitedStatesOfAmerica #Environment #Australia #Brisbane #bughunt #bugs #buttterflies #CitizenScience #inaturalist #Insects #InvasiveSpeciesCouncil #invertebrates #Museum #photographs #Qld #Queensland #Research #Science
https://www.newsbeep.com/us/396723/ -
🐞 "Unisciti alla sfida di trovare i bug nell'IA! Ricerca, scoperta e un premio fino a $30K ti aspettano. Riuscirai a trovare il bug prima degli altri? #BugHunt #IAChallenge"
🔗 https://www.tomshw.it/business/caccia-aperta-ai-bug-dellia-fino-a-30mila-dollari-di-taglia
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Well. This is acceptable. The ceiling texture really wasn't all that important, anyway.
I think this was the main problem keeping me from using 2.79 for the "Press Conference" and "Suiting Up" sequences.
Tomorrow I'll animate a "Set Tour" as a test, and then move on to checking/fixing the shot files.
G'night! #Blender3D #LunaticsProject #BugHunt -
Well. This is acceptable. The ceiling texture really wasn't all that important, anyway.
I think this was the main problem keeping me from using 2.79 for the "Press Conference" and "Suiting Up" sequences.
Tomorrow I'll animate a "Set Tour" as a test, and then move on to checking/fixing the shot files.
G'night! #Blender3D #LunaticsProject #BugHunt -
Specifically, the texture controls "Geometry Normals", and turning that off makes the problem go away -- although it also trashes the appearance of the ceiling. I'll have to find a different way to do it.
So basically, I've got to the bottom of the mystery. Though I don't know why Blender 2.79 triggers a memory allocation error when processing geometry normals. I would've expected that to be a tested feature.
🤷 #Blender3D #LunaticsProject #BugHunt -
Specifically, the texture controls "Geometry Normals", and turning that off makes the problem go away -- although it also trashes the appearance of the ceiling. I'll have to find a different way to do it.
So basically, I've got to the bottom of the mystery. Though I don't know why Blender 2.79 triggers a memory allocation error when processing geometry normals. I would've expected that to be a tested feature.
🤷 #Blender3D #LunaticsProject #BugHunt -
IT DOES NOT LIKE THIS CEILING!
Wow. Weird. It'll render if debug mode is not on, at least some of the time. But in debug mode, it consistently crashes, even if this is all I include.
I wonder why..?
Frustratingly, I can't get it to crash without the "--debug" flag, even after a couple dozen tries. With or without Freestyle. Odd. Must be a load condition that triggers it? Maybe how much RAM has already been allocated?
I think this still has to be it, though. #Blender3D #LunaticsProject #BugHunt -
IT DOES NOT LIKE THIS CEILING!
Wow. Weird. It'll render if debug mode is not on, at least some of the time. But in debug mode, it consistently crashes, even if this is all I include.
I wonder why..?
Frustratingly, I can't get it to crash without the "--debug" flag, even after a couple dozen tries. With or without Freestyle. Odd. Must be a load condition that triggers it? Maybe how much RAM has already been allocated?
I think this still has to be it, though. #Blender3D #LunaticsProject #BugHunt -
And another thing: now it doesn't matter if Freestyle is enabled. It still fails without it -- as long as I'm in debug mode. So maybe this is NOT Freestyle issue after all.
Repeatable crashes are SO much easier to test!
As a control, I tried rendering the default cube and then a random other file of mine with Blender in debug mode, to make sure that didn't just make it always crash.
But nope. Only this file. Also, the shot angle isn't that important. Even if I move the camera around, I still get the crash.
So NOW, I'm disabling Blender model layers. Let's see which particular things need to be there to cause the crash. I should be able to narrow it down. #Blender3D #LunaticsProject #BugHunt -
And another thing: now it doesn't matter if Freestyle is enabled. It still fails without it -- as long as I'm in debug mode. So maybe this is NOT Freestyle issue after all.
Repeatable crashes are SO much easier to test!
As a control, I tried rendering the default cube and then a random other file of mine with Blender in debug mode, to make sure that didn't just make it always crash.
But nope. Only this file. Also, the shot angle isn't that important. Even if I move the camera around, I still get the crash.
So NOW, I'm disabling Blender model layers. Let's see which particular things need to be there to cause the crash. I should be able to narrow it down. #Blender3D #LunaticsProject #BugHunt -
Okay. PROGRESS.
If I use the "--debug" flag, it fails consistently every time!
Yay. Reproducibility. :success:
I suspect it's because of this:
Switching to fully guarded memory allocator.
#Blender3D #LunaticsProject #BugHunt -
Okay. PROGRESS.
If I use the "--debug" flag, it fails consistently every time!
Yay. Reproducibility. :success:
I suspect it's because of this:
Switching to fully guarded memory allocator.
#Blender3D #LunaticsProject #BugHunt -
So, no. It DOES sometimes happen on the first try. It's probably random. Does seem to only show up when a Freestyle pass is evaluated -- doesn't seem to matter whether that's on a separate RenderLayer or not (tried both ways, no noticeable difference in frequency of crashes -- but if Freestyle is disabled, it will go at least 20 tries without failing, which I'm calling a negative result, because that's about the limit of my patience).
I've started using the "--debug" flag, and I always see lines like this right before the crash:
DM_generate_tangent_tessface_data: Updated tessellated tangents of dm 0x7fa59907e038
I have only the vaguest notion of what this actually means. I think it's preparing the mesh for rendering, somehow.
The hex number is not consistent between renders, but there are usually multiple lines referring to the same number. I assume this is a memory address for the affected object. It doesn't seem to be a fixed reference in the Blender file, though, because it's not the same between renders.
Is this a Freestyle thing? It kind of sounds like a shader thing, but IDK. When I had "--debug-all", there would be a "FREESTYLE" banner before it, but with just "--debug" I don't get that. Not sure which setting determines that, but "--debug-all" produces a LOT of output.
The failure is typically very early in the render. I don't think it is actually associated with the duplicate edges warnings -- in fact, I think those were left over from the previous successful renders. I don't see them in the cases when it crashes on the first try.
:huh:
So, I'm going to start trying this on the command line, rather than with the GUI. See if it still happens.
Initially, I'm just going to render with "-f +0". That should render just one frame at a time in the same process. If it happens randomly there, then that's pretty good evidence it is indeed random.
If it's a cumulative problem, then running short animations with "-a" should trigger it, because then it would be running in the same process. This would support the "cleanup bug" theory, but I'm not sure I haven't already disproved that.
🤔 #Blender3D #LunaticsProject #BugHunt -
So, no. It DOES sometimes happen on the first try. It's probably random. Does seem to only show up when a Freestyle pass is evaluated -- doesn't seem to matter whether that's on a separate RenderLayer or not (tried both ways, no noticeable difference in frequency of crashes -- but if Freestyle is disabled, it will go at least 20 tries without failing, which I'm calling a negative result, because that's about the limit of my patience).
I've started using the "--debug" flag, and I always see lines like this right before the crash:
DM_generate_tangent_tessface_data: Updated tessellated tangents of dm 0x7fa59907e038
I have only the vaguest notion of what this actually means. I think it's preparing the mesh for rendering, somehow.
The hex number is not consistent between renders, but there are usually multiple lines referring to the same number. I assume this is a memory address for the affected object. It doesn't seem to be a fixed reference in the Blender file, though, because it's not the same between renders.
Is this a Freestyle thing? It kind of sounds like a shader thing, but IDK. When I had "--debug-all", there would be a "FREESTYLE" banner before it, but with just "--debug" I don't get that. Not sure which setting determines that, but "--debug-all" produces a LOT of output.
The failure is typically very early in the render. I don't think it is actually associated with the duplicate edges warnings -- in fact, I think those were left over from the previous successful renders. I don't see them in the cases when it crashes on the first try.
:huh:
So, I'm going to start trying this on the command line, rather than with the GUI. See if it still happens.
Initially, I'm just going to render with "-f +0". That should render just one frame at a time in the same process. If it happens randomly there, then that's pretty good evidence it is indeed random.
If it's a cumulative problem, then running short animations with "-a" should trigger it, because then it would be running in the same process. This would support the "cleanup bug" theory, but I'm not sure I haven't already disproved that.
🤔 #Blender3D #LunaticsProject #BugHunt -
Okay. One thing I notice is that it has never crashed on the first attempt. It's always after 2 or 3. I had assumed this was just random chance, and it might still be, but I'm thinking it might be some kind of failed cleanup.
It only happens when the previous render used Freestyle, but I'm not sure if it matters that the current one does (should test that, maybe?).
The backtrace is consistent -- it's always this same message. It looks like the actual error occurs in libc6, from a call by "libpthread" which seems to be "POSIX Threads". So perhaps it's trying to grab a thread to run the render in and failing?
I know that Freestyle is unusual in Blender in that it always runs single-threaded, so perhaps there's some awkwardness in switching between threading models (???)
But of course, the nature of the bug itself isn't really want I want. I'm stuck with the software. So it's really a matter of figuring out what part of my Blender file triggers this bug.
Is it an oddball mesh of some kind? That was my first assumption.
I'm going to start hiding layers and see if I can narrow down which element of the set is triggering this (assuming it is due to a single mesh).
Troubleshooting. It's like science, but without the prestige! :ani_dab_l:
#Blender3D #LunaticsProject #BugHunt -
Okay. One thing I notice is that it has never crashed on the first attempt. It's always after 2 or 3. I had assumed this was just random chance, and it might still be, but I'm thinking it might be some kind of failed cleanup.
It only happens when the previous render used Freestyle, but I'm not sure if it matters that the current one does (should test that, maybe?).
The backtrace is consistent -- it's always this same message. It looks like the actual error occurs in libc6, from a call by "libpthread" which seems to be "POSIX Threads". So perhaps it's trying to grab a thread to run the render in and failing?
I know that Freestyle is unusual in Blender in that it always runs single-threaded, so perhaps there's some awkwardness in switching between threading models (???)
But of course, the nature of the bug itself isn't really want I want. I'm stuck with the software. So it's really a matter of figuring out what part of my Blender file triggers this bug.
Is it an oddball mesh of some kind? That was my first assumption.
I'm going to start hiding layers and see if I can narrow down which element of the set is triggering this (assuming it is due to a single mesh).
Troubleshooting. It's like science, but without the prestige! :ani_dab_l:
#Blender3D #LunaticsProject #BugHunt -
Does seem to be a Freestyle thing. I rendered about 20 X w/o Freestyle and no problem. Then about 4-5 with Freestyle and it crashed again.
Also the console shows Freestyle was processing edge problems:
Warning: edge 168 - 160 appears twice, correcting
[... many lines like this ...]
Warning: edge 160 - 159 appears twice, correcting
Warning: edge 122 - 125 appears twice, correcting
Warning: edge 180 - 179 appears twice, correcting
Warning: edge 177 - 178 appears twice, correcting
Writing: Building254_AqRm-Int--279test.crash.txt
rmdir: Permission denied
Segmentation fault
Most of my renders generate some of these warnings from Freestyle. I don't really understand why, but I've come to regard them as harmless. But maybe not so harmless after all?
The weirdest thing is that it isn't quite repeatable. Suggesting something like a dangling pointer or uninitialized variable at fault. Some kind of loose cannon like that.
Also, no idea why THIS set should be sensitive.
Maybe I'll start taking out pieces of the set and seeing if that effects it.
Wish it was more repeatable. #Blender3D #LunaticsProject #BugHunt -
Does seem to be a Freestyle thing. I rendered about 20 X w/o Freestyle and no problem. Then about 4-5 with Freestyle and it crashed again.
Also the console shows Freestyle was processing edge problems:
Warning: edge 168 - 160 appears twice, correcting
[... many lines like this ...]
Warning: edge 160 - 159 appears twice, correcting
Warning: edge 122 - 125 appears twice, correcting
Warning: edge 180 - 179 appears twice, correcting
Warning: edge 177 - 178 appears twice, correcting
Writing: Building254_AqRm-Int--279test.crash.txt
rmdir: Permission denied
Segmentation fault
Most of my renders generate some of these warnings from Freestyle. I don't really understand why, but I've come to regard them as harmless. But maybe not so harmless after all?
The weirdest thing is that it isn't quite repeatable. Suggesting something like a dangling pointer or uninitialized variable at fault. Some kind of loose cannon like that.
Also, no idea why THIS set should be sensitive.
Maybe I'll start taking out pieces of the set and seeing if that effects it.
Wish it was more repeatable. #Blender3D #LunaticsProject #BugHunt -
Hunting the frumious bandersnatch...
SOMETIMES, this shot crashes Blender 2.79. Sometimes it does not. I was careful this time, and made sure to save the camera angle prior to rendering.
Freestyle is on, so far, but it seemed to happen prior to running Freestyle. No change in PoV.
What invisible monster lurks in this rather plain looking set...?
The most problematic thing I can see is that the camera is clipping a foreground object.
I had two crashes in about 8 tries, so call it 1/4 of the time.
I need to fix something, but what..?
After a few tries I get a crash and a backtrace:
# Blender 2.79 (sub 0), Commit date: 2018-03-22 14:10, Hash f4dc9f9d68b
# backtrace
blender279(BLI_system_backtrace+0x20) [0x1a6c700]
blender279() [0x1078395]
/lib/x86_64-linux-gnu/libc.so.6(+0x38dd0) [0x7f7d3e25ddd0]
blender279(BKE_mesh_tangent_loops_to_tessdata+0xcb) [0x180992b]
blender279(DM_generate_tangent_tessface_data+0x246) [0x17416d6]
blender279() [0x13e643b]
blender279() [0x13e9134]
blender279() [0x13ebf8d]
blender279() [0x13ec652]
blender279(RE_Database_FromScene+0x1b1) [0x13ed4f1]
blender279() [0x1404802]
blender279() [0x1404d18]
blender279() [0x140814a]
blender279(RE_BlenderFrame+0xbe) [0x140879e]
blender279() [0x134a121]
blender279() [0x10887ba]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x7ea7) [0x7f7d3ea4cea7]
/lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f7d3e320acf]
:blender:👀
Unfortunately, this means very little to me.
Maybe see if it crashes with Freestyle turned off... #Blender3D #LunaticsProject #BugHunt -
Hunting the frumious bandersnatch...
SOMETIMES, this shot crashes Blender 2.79. Sometimes it does not. I was careful this time, and made sure to save the camera angle prior to rendering.
Freestyle is on, so far, but it seemed to happen prior to running Freestyle. No change in PoV.
What invisible monster lurks in this rather plain looking set...?
The most problematic thing I can see is that the camera is clipping a foreground object.
I had two crashes in about 8 tries, so call it 1/4 of the time.
I need to fix something, but what..?
After a few tries I get a crash and a backtrace:
# Blender 2.79 (sub 0), Commit date: 2018-03-22 14:10, Hash f4dc9f9d68b
# backtrace
blender279(BLI_system_backtrace+0x20) [0x1a6c700]
blender279() [0x1078395]
/lib/x86_64-linux-gnu/libc.so.6(+0x38dd0) [0x7f7d3e25ddd0]
blender279(BKE_mesh_tangent_loops_to_tessdata+0xcb) [0x180992b]
blender279(DM_generate_tangent_tessface_data+0x246) [0x17416d6]
blender279() [0x13e643b]
blender279() [0x13e9134]
blender279() [0x13ebf8d]
blender279() [0x13ec652]
blender279(RE_Database_FromScene+0x1b1) [0x13ed4f1]
blender279() [0x1404802]
blender279() [0x1404d18]
blender279() [0x140814a]
blender279(RE_BlenderFrame+0xbe) [0x140879e]
blender279() [0x134a121]
blender279() [0x10887ba]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x7ea7) [0x7f7d3ea4cea7]
/lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f7d3e320acf]
:blender:👀
Unfortunately, this means very little to me.
Maybe see if it crashes with Freestyle turned off... #Blender3D #LunaticsProject #BugHunt -
I really hate it to find bugs in long running stuff.
I need to wait ~15 - 20 minutes to reach my breakpoints, so I can check what exactly is the issue, trying some stuff and wait again.
Sadly there is no data set I could use which would get me a result faster ...
Now I spend the time between waiting to refactor the code base, let's hope I do not add another bug 😂
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I really hate it to find bugs in long running stuff.
I need to wait ~15 - 20 minutes to reach my breakpoints, so I can check what exactly is the issue, trying some stuff and wait again.
Sadly there is no data set I could use which would get me a result faster ...
Now I spend the time between waiting to refactor the code base, let's hope I do not add another bug 😂
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I do really like it to find an issues with our codebase based on a screenshot of stack trace. The only issue is that I only got the middle part send with the main issue of the crash not the root cause.
So much fun. 😅
Sadly the software we do customize does not allow unit test without mocking a lot of the given framework + some data.
#Java #Debugging #StackTrace #Bug #BugHunt #Work #Developer #DeveloperPain
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I do really like it to find an issues with our codebase based on a screenshot of stack trace. The only issue is that I only got the middle part send with the main issue of the crash not the root cause.
So much fun. 😅
Sadly the software we do customize does not allow unit test without mocking a lot of the given framework + some data.
#Java #Debugging #StackTrace #Bug #BugHunt #Work #Developer #DeveloperPain
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Gave #5parsecs #bughunt a quick test tonight... and it doesn't seem too bad.
Currently 5 turns in... killed 9 zombies ...lost one militia member... not completed any of the objectives yet... and have only just cleared the lower level (with more zombies and several blips on the way) 😅
Seems OK though - and it will probably be better if/when I introduce a bit of a narrative to the scenarios - but yeah, I'll see if my brother want's to try it out co-op next weekend.
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Gave #5parsecs #bughunt a quick test tonight... and it doesn't seem too bad.
Currently 5 turns in... killed 9 zombies ...lost one militia member... not completed any of the objectives yet... and have only just cleared the lower level (with more zombies and several blips on the way) 😅
Seems OK though - and it will probably be better if/when I introduce a bit of a narrative to the scenarios - but yeah, I'll see if my brother want's to try it out co-op next weekend.
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I came across this damselfly on my nature walk this morning. It's a Beautiful Demoiselle (Calopteryx virgo) which is a European damselfly. It's known for its striking appearance, characterized by metallic, bright blue or green hues on the body and wings in males, while females usually have metallic green bodies with brown iridescent wings.
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Gliding Spider
Sure, an adult human can probably cope with one bite from these arachnids, but these things swarm large targets and can deliver multiple bites, cause their victims to drop into a coma, and possible death.
Art from page 183 of Excavator Monthly Compendium.
https://www.outlandarts.com/TME-excavator-monthly-compendium.htm#spider #arachnid #arachnaphobia #tme #rpg #ttrpg #mutantepoch #apocalyptic #postapocalyptic #mutants #epoch #tabletop #indierpg like #fallout #degenesis #gammaworld or #mutantyearzero or #mcc #bughunt
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Gliding Spider
Sure, an adult human can probably cope with one bite from these arachnids, but these things swarm large targets and can deliver multiple bites, cause their victims to drop into a coma, and possible death.
Art from page 183 of Excavator Monthly Compendium.
https://www.outlandarts.com/TME-excavator-monthly-compendium.htm#spider #arachnid #arachnaphobia #tme #rpg #ttrpg #mutantepoch #apocalyptic #postapocalyptic #mutants #epoch #tabletop #indierpg like #fallout #degenesis #gammaworld or #mutantyearzero or #mcc #bughunt
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Jumping Wood Tick
Another tiny terror from Excavator Monthly Compendium’s bestiary.These ticks are huge compared to regular specimens, and start at 3cm but can bloat to 7cm when full of your blood. These buggers can jump 6 meters to latch onto passing prey.
#woodtick #tick #bloodsucker #parasite #tme #rpg #ttrpg #mutantepoch #postapocalyptic #tabletopgame #rpgart #indiegame #indierpg like #fallout #degenesis #gammaworld or #mcc #art #bughunt
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Jumping Wood Tick
Another tiny terror from Excavator Monthly Compendium’s bestiary.These ticks are huge compared to regular specimens, and start at 3cm but can bloat to 7cm when full of your blood. These buggers can jump 6 meters to latch onto passing prey.
#woodtick #tick #bloodsucker #parasite #tme #rpg #ttrpg #mutantepoch #postapocalyptic #tabletopgame #rpgart #indiegame #indierpg like #fallout #degenesis #gammaworld or #mcc #art #bughunt
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Feeling super pumped because I just fixed a bug that took several days of investigating. The number of hours I put into the fix was more than the number of characters changed for the fix (not counting the additional test coverage of course). #programming #bugs #bughunt