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Re: DEbug 101
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@alfkil

Now when i do these 2 ugly "fix" to make debuger works fine, i test it more or less normally for now. And should to say: its indeed almost debugger already ! Of course there is still some missing information (like for example, when you press disassemble, you have just disassembled block, but, without references in which fucntion it. I mean (imho), when you press disasseble, will be cool if it will have in head that C source line, of which we have disassembled part.

Also i noticed, than in Hex Viewer, all the data a bit "unbound". It looks like this:

Resized Image

Will be good if it can have "good border canvas" (that will be easy for developers eyes to do brief views).

Also for now noticed that problem with "blocking windowses UI" : for example you set breakpoint, press start, then few steps, then, you press disasseble window, and then, you want to press "step" again, to see, how disasseble data are changes, but you cant. That a bid bad imho.

Also one more minus for "blocking windowses UI", its that for example, usually developers want to have register-info window all the time, and see in realtimve have it changes.

So (only imho of course), you need to redesign it to non-blocking windowses at this point, just to avoid problems in future :)

All in all its nice already, i think i already will use it for some stuff today (and then, can give more feadbacks).

Thanks for :)

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Re: DEbug 101
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@alfkil
Tryed new version:

with elf.library.kmod from quickfix : run, select hello word, and pressing ok five DSI by memguard

with elf.library.kmod from update2(current one) : run, select hellow word, and pressing ok DSI with GR, GR stack trace:
Quote:

Symbol info:
Instruction pointer 0x7F98C1F0 belongs to module "db101" (PowerPC)
Symbol: gui + 0x1458 in section 1 offset 0x000041D0

Stack trace:
gui()+0x1458 (section 1 @ 0x41d0)
main()+0x24 (section 1 @ 0x167c)
native kernel module newlib.library.kmod+0x00001f44
native kernel module newlib.library.kmod+0x00002bd8
native kernel module newlib.library.kmod+0x00002d54
_start()+0x170 (section 1 @ 0x170)
native kernel module dos.library.kmod+0x0001b524
native kernel module kernel+0x0003ef08
native kernel module kernel+0x0003ef88


addr2line say:
Quote:

15/0.Work:debug/db101> addr2line -e db101 --section=.text 0x41d0
gui.c:492


And gui.c at line 492
Quote:

if (strlen(path) > 0)
strcpy (childpath, path);


If i comment out these strings, and recompile the debuger, and put elf.library.kmod from quickfix: then it runs, i can load the hello word, and set break button are works, and window not locks. Then i press: HexView button, browse it a bit. Close. Then i press Registers window, close, and have GR:
Stack Trace:

Quote:

Symbol info:
Instruction pointer 0x0181D4EC belongs to module "kernel" (HUNK/Kickstart)

Stack trace:
native kernel module kernel+0x0001d4ec
module work:debug/memguard/MemGuard at 0x7FB76BD4 (section 5 @ 0x8BB4)
native kernel module newlib.library.kmod+0x0000ffec
native kernel module newlib.library.kmod+0x000059f8
db101:hex_free_section_list()+0x40 (section 1 @ 0x496c)
db101:register_view()+0x8CC (section 1 @ 0x7018)
db101:gui()+0x1830 (section 1 @ 0x4578)
db101:main()+0x24 (section 1 @ 0x167c)
native kernel module newlib.library.kmod+0x00001f44
native kernel module newlib.library.kmod+0x00002b90
native kernel module newlib.library.kmod+0x00002d54
db101:_start()+0x170 (section 1 @ 0x170)
native kernel module dos.library.kmod+0x0001b524
native kernel module kernel+0x0003ef08
native kernel module kernel+0x0003ef88


Then again addr2line (on hex_free_section_list):

Quote:

16/0.Work:debug/db101/src> addr2line -e db101 --section=.text 0x496c
hexview.c:95


And hexview.c at line 95 are:
Quote:

for (i = 0; i < hex_numsections; i++)
free (sectionlist[i]);


commenting out of these strings did the trick (of course memory will not freed, but who cares for testing-purposes).

So, there is 2 bugs for now: arguments checking and free memory in hexviewer.


Edited by kas1e on 2010/9/25 10:29:45
Edited by kas1e on 2010/9/25 10:32:11
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Re: DEbug 101
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@alfkil

If i remember right, it was like this:
aos4.1
quick fix update
update1
update2

right ? I trying to use right now elf.library.kmod from the quick fix update for now : the same lockup on the breakpoint window. Maybe for you works that one from update1 ?

ps. Imho, for now you can redesign UI, just because for now its not too late :) because when you will add more and more feaures over "lockup the windowses" UI, it will be harder to rewrite it later.

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Re: DEbug 101
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@alfkil

Changing only elf.library.kmod give you DSI on IPREFS on start, and you need to change IPREFS on the old one too. After that, system itself a bit unstable (i.e. for example pressing in Filer on db101.lha for unpacking, give you DSI), but unpacking from shell are works.

So, i run it, choice hello word. It loads, say few words about some sections, then i press start. Then again choice load hello word, again start. Then i press "x" button. Then load of hello word third time, and press "breakpoint" - and on that stage window are spawns, and everything lockups. Soft reboot are works, and by dumpdebugbuffer i see nothing.

After that i do reboot, trying to load hello word again, but at this moment i just press "breakpoint" after i select file. And it spawn me window, with fucked symbols, which make me think, that changing on old elf.library.kmod not help much. There is how it looks like:

Resized Image

And after it again lockup.

I have many ideas which can be interesting for you, but firstly need somehow to make works what we have already :)

Check PM plz


Edited by kas1e on 2010/9/24 19:14:14
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Re: wings 3D
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@jackepc

Checked: while looks easy (sdl + opengl + few small thinks, i.e. nothing so heavy) - still it use shaders. I not trying to build it at all, but i just unpack the source, and found there is directory "shaders" , in which many files, like:

-- Fragment shader for procedural bricks
-- Vertex shader for procedural bricks
-- Fragment shader for environment mapping with an equirectangular 2D texture

and so on. Looks like it heavy based on shaders.

We can only wait then new drivers + gallium/mesa port. Then it will be 100% possible to port.

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Re: OWB and plugins?
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@joerg
Can you answer please, why you not enable NPAPI by default all the time with every releases ? Because it will allow to afxgroup somehow understand how he can add gnash to it, or to anyone else, who want to make a plugins.

Then, ppls can create "download manager" plugin , "flash" plugin and any other plugins.

Explain please as deep as you can why you cant enable it for now, and what you (we) need to do, to enable it by default for all the time.

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Re: SDL developers.. please read
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@afxgroup

If you in interest, you can follow by that thread on UB which i start today (about all that BliBltRasPort vs P96WritePixelArray stuff). For now the most intersting answer was from Georg:

Quote:

The changes for os4video_HWAccelBlit() func in this diff file look strange/buggy, as src_bm is basically ignored.


Maybe we indeed loose somethere src_bm ? (if its need it for).

That can explain such "speedup" (like it copy from nothing to memory).

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Re: OWB and plugins?
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@Fab

Is there any luck that we can motivate you by money (bounty) to make port to aos4 of your version of OWB ? Or maybe somehow else ? Because while Joerg still do fixes for OWB, there will be nothing new in terms of new features from him for OWB (because OWB its only core:) ), and even enabling of NPAPI makes a problem (just do not undestand, why just not enable it at all for all the time?). We all the time say about the same "please enable NPAPI, please any download manager", but looks like my avatar say more about :)

Will be pretty cool if we can somehow motivate you for such work. You know your code better than anyone else, and maybe it will not take for you so many time ..

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Re: SDL developers.. please read
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@AfxGroup
Btw, one more curios: is BltBitMapRastPort() functions should works over P96 fucntions in end ? Ds i understand, it should also call P96WritePixelArray in end (because in end P96 do all the work). Maybe BltBitMapRastPort() use some heavy checking on lock/unlock screens before do P96 stuff, and because of it its so slow ?

And maybe our current lockups because of "we need some more checking when we can lock/unlock" ? (what maybe do BltBitMapRastPort() and because of it , it so slow).

I just trying to understand, how it posible to have such _very big_ difference in thousands times ..

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Re: 2D CAD programs that run under OS4.1u2
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@KimmoK
Quote:

Oh, I just spotted your (& fellows) Amifig at OS4depot:
http://www.os4depot.net/filedata/snapshot/5935_2_snap.jpg
Nice looking... hopefully nicely cooking...

Better say its Yannick (& felllows) version :) Its still has some bugs/problems/misunderstoods, but already usable. Not so CAD related through :)

Still, good, modern and nice CAD programm are must to have. Did unixes have any good opensource CAD programm ?

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Re: 2D CAD programs that run under OS4.1u2
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@KimmoK

Not sure about ego (maybe not), but their "news" about nothing in last 2-3 years annoy pretty well. And while they works only at one normal project (aladdin), they still not have any working aos4/mos version , and cant show any screenshot of it, but they many times say about "3000 hours was spended on development" (which again, say nothing, because one for 3000 hours can do a candy, but another one, can jerky on code 3000 hours and do nothing). And yesterday i just for some interest going at a.org , and read their news , about "we will create bounty which will kick ass other bountyes", and after i read all of this, i start to think "did those guys are in clear mind, or already not?".

So, maybe there is not ego, but "fast/logical work" its 100% not about them. You can see that os4depot everyday have new releases, and some of them are good quality. And that all done by single persons. While so called "company" .. well.. you all know all of this imho :)

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Re: 2D CAD programs that run under OS4.1u2
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@KimmoK

I hope you not serius about DiscretFX ?:)

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Re: 2D CAD programs that run under OS4.1u2
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@KimmoK

I write mail to author for now, and ask for aos3.x sources (for making aos4 port). Also i say that we can motivate him by sending for him new SAM , and maybe collect a bounty.

As i see, they do many nice programms in C++ , so maybe not only powercad can be ported (if author will be in interest).

I hope my mail will not be put to spam-box and he will read it.

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Re: DEbug 101
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@alfkil

Nice ! But it pretty unposible to do more or less good tests because of that elf.kmod bug :( Maybe you can include working verstion of elf.kmod to archive ?

Anyway, what i can test before i get a lockup : windowses lock the main window. I.e. you spawn register-info window, and you cant press on breakpoint for example (but when you close register window, then breakpoints auto-pressed). The same for hexviewer.

Good progress all in all :)

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Re: Initial steps with AmiFig on aos4, version #7
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@samo79
Not trying because imho better if it will do Yannick (i never works with localizations before)

@JosDuchIt
Its not my programm :) I only build os4 version and do few fixes, all the works in last time done by Yannick. Hope he can answer you soon in that thread :) In meanwhile you can check english/german guide, maybe you will found answer in it.

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Re: New uploads
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@Crhis
I uploaded all your files on os4depot for now

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Re: Initial steps with AmiFig on aos4, version #7
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@mr2

Looks like you found a bug with those GUI font settings. I tryed right now to set my default size of font not to 14, but to 16, and the same Font window not opens, and more of it , color window crashers with GR. If i for example set 20 size, then Zoom window completely lockup the OS :)

I fill up bug-report on SF for now


Edited by kas1e on 2010/9/19 14:19:13
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Re: Initial steps with AmiFig on aos4, version #7
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@mr2

Ha, i right now edit my post about, and you answer that problem exactly because of that :) Good that it was solved.

Quote:

After saving config file I have to move mouse pointer on the Settings->Edit twice to open preferences.


About that "twice" pressing i reported to Yannick few times already, he just not have time to fix it for now i think (or forget). The same bug happenes for example when you will go to font window, pressing font gadget (to choice the font), and press ok/chancle/etc will give you the same "2 times" behaviour. But i think he will easyly fix it later.

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Re: Initial steps with AmiFig 3.0 on aos4, version #2
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@anyone_who_have_problems_with_amifig

Download plz that binary (its only binary, so you need all the other files from last release on os4depot), I add fix on correct exit (when something was wrong on initialisation), and add code which will spawn for you a warning-reaction-based-window with words about what you dont have. Everyone who have problems, try it plz.

Also install the last reqtools.library from os4depot (to be sure, that you have not something wrong/old). That library which on os4depot are 68k itself, but have additional clue (.main) file which make that library works (so, copy boch files, not only reqtools.library).

@mr2
I think that pretty possible, that you have only reqtools.library (without clue file), and while it start it still crashes. For me it loos like this:

Quote:

reqtools.library v.39.3 , size: 56.644
reqtools.l.main , size: 9.788

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Re: New Future Amiga Website - need your feedback and opinions
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@djrikki
But need to know which sources and of what games Freddix have, which he can release later with no legal issues.

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