I ran into a problem a while back where the python and C++ versions of a
simobject I was working with weren't meshing with each other, and M5 was
segfaulting out and crashing. I worked around the problem and intended
to mention this to the list, but I haven't gotten around to it until now.

Basically, the python version of the simobject had just one base, I
believe, which wasn't very interesting. I think it may have simply been
SimObject. On the C++ side, however, the object inherited from whatever
SimObject was appropriate, but then also another class that had an
interface and some functionality I wanted to have in my SimObject. When
some infrastructure code tried to call init() on a new simobject of this
type, what actually happened was that a destructor was called for one of
the base classes. M5 then burst into flames died.

I think the issue is that the python wrapper stuff builds up a parallel
object hierarchy that mirrors the python stuff which is supposed to
mirror the C++ stuff. When manipulating pointers to the classes defined
in regular C++, swig thinks it's manipulating pointers to it's parallel
version of C++. That works fine when only single inheritance is used and
pointers are always equal to each other (I think they are, at least),
but that breaks down when multiple inheritance is being used. I think
what happened was that the vtable pointer for the SimObject subobject
was not at the lowest addresses of the inheriting subclass. When swig
used a reinterpret_cast on the pointer it got back from the create
function (that's what I remember it did, at least) it ended up referring
to whatever vtable pointer actually was there, which I suppose was for
either the other class or for the subclass itself. This meant that when
it tried to call virtual function X which it expected to be init, it
actually called function X in the wrong type of table which was really a
destructor.

I spent a few minutes on a couple of occasions thinking about a way to
handle all this that avoids this problem, but I didn't really think of
anything. Things are generally they way they are because they need to be
for one reason or another, and it's not apparent how to change things in
a way that's not extremely obnoxious or destructive that covers this
case as well. In any case, I thought it was important to mention I hit
this issue even if I didn't have a way to fix it. I don't have the code
around any more that was breaking, but I expect it wouldn't be that hard
to reproduce.

Gabe
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