Re: [Flightgear-devel] [OT] Best pratice for debugging multi threaded programs?

2011-03-23 Thread Tim Moore
On Mon, Mar 21, 2011 at 3:04 PM, Holger Wirtz dcored...@googlemail.com wrote:
 Hi all,

 sorry - a little bit off-topic (in fact not so much as you might think,
 it's for a third-party software for FG):

 Has anyone some hints/websites/programs for debugging C -based multi
 threaded programs (exactly: glib based C code)? Currently I am
 developing with vi and a little bit gdb (command line) and very much
 debug output. But this setup seems to be very frustrating while
 searching for dead-locks and race-conditions :-(

 On the other hand I won't invest too much time for studying rocket
 engeneering only to use framework XYZ. Has anyone some ideas how to
 debug with less effort?

Just a couple of ideas to add to others' suggestions. First, if you
are starting  from scratch, do some reading  on design of
multi-threaded programs in order to reduce sharing -- and the
potential for races -- right from the start. A good strategy is to set
up queues of work for auxiliary threads and also have queues where
those threads can place their results.

The helgrind tool, which is part of valgrind, is very useful for
rooting out race conditions at an API level. You might not be able to
run FlightGear with it in a practical way, but you can certainly run
graphical applications with it.

In gdb there are several breakpoint and scheduling commands which give
you the flexibility to only break in certain threads and to only let
one thread continue. This can be useful when several threads have
entered the same function (which might be perfectly reasonable) and
gdb appears to be bouncing all around.

Finally, command line gdb is intolerable; I haven't debugged that way
for years. I run gdb inside of emacs, which gives you instant access
to the source code. I won't push emacs on a vi user :), but there are
many alternatives these days on Linux which will provide a friendlier
debugging  experience.

Tim
 Thanks, Holger

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Re: [Flightgear-devel] Texture cache

2011-03-23 Thread ThorstenB
On 22.03.2011 23:54, Tim Moore wrote:
 5, maybe worst: osg plugins which load 3d models seem to load textures
   directly and store them... somewhere. So no caching, if two models use
   the same texture it gets always loaded, no matter what.
 This should not be true in general; the images should be cached and
 the texture objects should be too, unless some parameter is animated
 so the texture can not be shared. Now, I notice that cacheing is
 turned off for a class of models that includes AI models and may
 include models created through Nasal
 (simgear/scene/model/SGPagedLOD.hxx, line 53); I don't know what the
 rationale is for that and that may be the cause of the current
 problems.

The particular line disabling the OSG cache has been there from the very 
first commit (3 years ago to the day). So there is a chance, it was 
never really considered - or there was an issue with OSG library itself 
at the time. On my machine it seems ok to enable the cache - everything 
looks normal with FG.
Maybe someone could do some tests when changing the setting 
(SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to 
CACHE_ALL (then recompile/install sg+fg). Would be interesting to know 
how this changed loading times, run-time fps and memory consumption. 
Just make very sure to use a well controlled environment for any 
performance tests (especially no live weather...).

cheers,
Thorsten


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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-23 Thread Robert
I investigated further into the stuttering issue.
I tried the UFO like ThorstenB suggested.
Then I tried some other planes and found something interesting.
There is regular stuttering with every plane I tested.
But the interval between the stutters differs with every plane.
See my results:

C172p   ~6.000 secjsbsim
747-400 ~5.100 secjsbsim
767-300 ~2.900 secyasim
777-200 ~4.000 secyasim
Bravo   ~1.300 secyasim
ufo~41.000 sec

All planes are from the git repositiry.
What I can say is that yasim-planes seem to stutter more frequently than
jsbsim-planes.
With the ufo it's almost not noticeable unless you wait 41 seconds for the
next stutter.

@Csaba and others
If you have time, could you please compare it with your numbers?
I tested at LFML (Marseille) because I get good fps there. But any other
place with good fps should be fine.
The best thing to make the stutters more noticeable is to fly in the
cockpit, fly a continuous steep turn in one direction (so you get a circle)
and look to the ground. Use a stopwatch or use the clock on the panels of
some planes.

I wonder what may be the cause for these stutters.
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Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk

 Maybe someone could do some tests when changing the setting
 (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to
 CACHE_ALL (then recompile/install sg+fg). Would be interesting to know
 how this changed loading times, run-time fps and memory consumption.

I've just done a very quick test with a binary compiled with CACHE_ALL,
and the result looks *very* promising.

I've seen a 100x100 double-layer cloud config appear in the scenery less
than 15 seconds  - and that was while my second CPU was happily crunching
some heavy numerics in the background, so there's some reason to expect it
to be even better in reality. My previous binary with CACHE_NONE solved
the same task under identical conditions in a bit more than 75 seconds.

Quite possibly most of the time is now taken by setprop() statements
writing into the /models/ section of the property tree (the time taken
from the point where models start appearing in the scene is ~5 seconds)
and by xml parsing.

I'll investigate some more when I have more time and more free CPUs, but
it seems that this is indeed what is needed.

Cheers,

* Thorsten


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[Flightgear-devel] Mipmaps (was: Adventures in dds)

2011-03-23 Thread Lauri Peltonen
Shouting again from the back row, but I want to point out that
pregenerated mipmaps is not something dds specific, it can be done
with any texture format. It's just about storing them. Like in
http://www.ogre3d.org/tikiwiki/img/wiki_up/MipMap_Example_STS101.jpg .

Of course dds has the pro side that it is loaded directly into memory,
no uncompressing is required. With e.g. png and the storing method
above, the image needs to be decompressed properly to allow using the
mipmaps. But it is possible.

If we figured out a format to store mipmaps and how to use them in FG,
it would allow using many more better filters for them, which might
increase graphics quality a lot, just like was seen in the dds
screenshots. And at the same time could allow for better compression
(but slower loading times maybe) to save HD space if that is
necessary.

Also one thing point mentioning is that DDS format might not be
supported on older hardware. And I think FG is supposed to support
also older hardware.


For reference, the dds loader source:
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgPlugins/dds/ReaderWriterDDS.cpp?rev=3017

Zan
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Re: [Flightgear-devel] Mipmaps (was: Adventures in dds)

2011-03-23 Thread Emilian Huminiuc
On Wednesday 23 March 2011 13:32:25 Lauri Peltonen wrote:
 
 Also one thing point mentioning is that DDS format might not be
 supported on older hardware. And I think FG is supposed to support
 also older hardware.
 

I think BC3/DXT5 is pretty well supported by older hardware. 
There would be issues with the BC5/ATI2 mode (used for normalmaps) which is a 
newer appearance (ATI-x800 timeframe and newer, nVidia too), but then again, I 
don't think the older hardware supports the shaders that would use these 
textures (bumpspec, reflectbumpspec.. etc).

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Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk
 Maybe someone could do some tests when changing the setting
 (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to
 CACHE_ALL (then recompile/install sg+fg). Would be interesting to know
 how this changed loading times, run-time fps and memory consumption.

After 30 minutes more of testing: It also works in practice. I have seen
no averse side effects, and the performance drop from loading new clouds
is now almost completely gone - the framerate drops I still see are mainly
associated with terrain sampling.

The actual rendering performance is, as far as I can see, not changed,
i.e. once everything is there, it is there. But all in all this makes
things way smoother. It should be most pronounced on single CPU machines.

Many thanks for digging that up!

* Thorsten


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[Flightgear-devel] Logitech Wingman Attack config file

2011-03-23 Thread Roberto Inzerillo
Hi everybody,
 an old Logitech Wingman Attack happened to fall into my hands ... so I 
connected it to a Linux box (no way to make it work in Windows7!) and started 
playing with modprobe, fgjs and js_demo. Well, it works nicely with FGFS :-)

It's an old simple gameport attached joystick but it works! Here's a link to a 
picture: http://www.vmart.pk/main/images/wingman%20attack.jpeg

Now I'd like to share with you the .xml file I wrote down to make FGFS happy 
with it. Whom should I send the XML config file to?


Cheers,
  Roberto

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Re: [Flightgear-devel] Instant replay and JSBSim aircraft

2011-03-23 Thread Bertrand Coconnier
Hi,

I could reproduce the bug on my computer as well.

There seems to be some confusion about what the
SetLongitude()/SetLatitude()/SetAltitude()/etc. do in
src/FDM/JSBSim/JSBSim.cxx. On one hand, they are obviously intended to
update the initial conditions (IC) of JSBSim. And, when the IC are
updated, JSBSim assumes that a trim is needed. This is what happens when
the FDM is initialized or reset.

On the other hand, during a replay, these same functions are called but
with a somewhat different goal. Obviously the intent of 'replay' is not
to modify the IC of JSBSim but to fake the calculations of the FDM for
the purpose of displaying the aircraft at the right location and right
attitude. In this case there is indeed no need for a trim.

These two purposes are not really consistent hence the problem : JSBSim
gets lost about what the intent of FlightGear is.

Attached is a patch that fixes this bug (#294 in the bug tracker). As
far as I could test, it restores the functionality of the instant replay
while keeping the restart feature (CTRL+SHIFT+ESC) functional.
Furthermore I have implemented the 2 methods suspend() and resume() in
JSBSim.cxx so that the FDM is actually suspended during the replay.

However this bug fix is not really elegant because the original code is
not so elegant itself (see explanations above).

Bertrand.

Le lundi 21 mars 2011 à 20:06 +0100, ThorstenB a écrit :
 Hi,
 not sure if anyone else had a chance to test the instant replay with
 JSBSim aircraft - but it indeed seems like a general issue to me. It's
 triggered by JSBSim doing a trim operation once playback has
 finished - which produces an output like this (with the F16 in this
 case):
 
   Trim Results:
   Altitude AGL: 15  wdot: -1.83e+08 Tolerance: 1e-03  Failed
Pitch Angle:-19  qdot:  9.33e+07 Tolerance: 1e-04  Failed
 
   Trim Statistics:
 Total Iterations: 61
 Sub-iterations:
 wdot: 0 average: 0  successful:  0  stability: 3.5272
 qdot: 0 average: 0  successful:  0  stability: 3
 Run Count: 1201
 
 Soon afterwards, the entire sim locks up since the FDM numerics go
 wild. I can avoid this issue by suppressing the re-trim when replay
 has finished (by forcing needTrim = false; in the code). All works
 well for me then - but it completely kills the needTrim feature in
 JSBSim, which was probably implemented for a reason...
 The trim is triggered since the FDM still has its property listeners
 connected during replay - so it thinks the aircraft position changes,
 which sets the FDM's needTrim flag. Might be a good idea to
 disconnect the FDM property ties during a replay - but JSBSim
 currently doesn't allow to reconnect the ties (bind method is not
 implemented). And the basic problem here probably is just that
 something with re-trimming an aircraft doesn't work properly.
 
 Any ideas on what could go wrong when the FDM tries to trim an already
 trimmed aircraft?
 
 cheers,
 Thorsten
 
 On Sun, Mar 20, 2011 at 12:48 PM, ThorstenB bre...@gmail.com wrote:
  I'm seeing an issue with the instant replay feature which seems to affect
  JSBSim aircraft. The actual replay works, but once replay is finished, the
  sim locks up or goes wild when trying to resume normal flight. Looks to me
  as if the FDM was somehow messed up by the replay. The FDM's update is
  suspended during replay - but I suspect there may be an issue with the tied
  properties, which still allow the FDM to see the replayed movements. YASim
  aircraft seem to be fine though.
 
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diff --git a/src/FDM/JSBSim/JSBSim.cxx b/src/FDM/JSBSim/JSBSim.cxx
index 0eb2188..e2d98b6 100644
--- a/src/FDM/JSBSim/JSBSim.cxx
+++ b/src/FDM/JSBSim/JSBSim.cxx
@@ -570,6 +570,22 @@ void FGJSBsim::update( double dt )
 
 /**/
 
+void FGJSBsim::suspend()
+{
+  fdmex-Hold();
+  SGSubsystem::suspend();
+}
+
+/**/
+
+void FGJSBsim::resume()
+{
+  fdmex-Resume();
+  SGSubsystem::resume();
+}
+
+/**/
+
 // Convert from the FGInterface struct to the JSBsim generic_ struct
 
 bool FGJSBsim::copy_to_JSBsim()
@@ -1011,7 +1027,9 @@ void FGJSBsim::set_Latitude(double lat)
 _set_Sea_level_radius( sea_level_radius_meters * SG_METER_TO_FEET  );
 fgic-SetSeaLevelRadiusFtIC( sea_level_radius_meters * SG_METER_TO_FEET  );
 fgic-SetLatitudeRadIC( lat_geoc );
-needTrim=true;
+
+if 

Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-23 Thread ThorstenB
Hi,

I've pushed an update to sg/fg/fgdata which enables a (so far well 
hidden) feature of our subsystem manager to capture timing statistics.
It''s now configurable at run-time. Use Debug - Toggle Subsystem 
Statistics to enable/disable. It prints min/max/average and 
std-deviation for each of FG's subsystems to the console. The statistics 
interval is configurable via /sim/timing-statistics/interval-s
Since there are a lot of submodules in FG (most of them are very 
friendly and don't consume much time), you can restrict the output to 
modules exceeding a certain minimum execution time - or a certain jitter 
(hey!). Use /sim/timing-statistics/min-time-ms and 
/sim/timing-statistics/jitter-ms to configure the filters (in 
milliseconds, obviously).
Should help finding performance and jitter issues if they were caused by 
one of our internal subsystems.

cheers,
Thorsten


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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-23 Thread Csaba Halász
On Wed, Mar 23, 2011 at 11:38 PM, ThorstenB bre...@gmail.com wrote:

 I've pushed an update to sg/fg/fgdata which enables a (so far well
 hidden) feature of our subsystem manager to capture timing statistics.

I have found that feature earlier :)
Also I have actually removed some subsystems, but to no avail.
Let's see if somebody can produce other results.

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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-23 Thread ThorstenB
On 23.03.2011 23:42, Csaba Halász wrote:
 I have found that feature earlier:)
 Also I have actually removed some subsystems, but to no avail.
 Let's see if somebody can produce other results.
Yes, let's see what people come up with :).
I actually see one submodule which produces some jitter. But I'm not a 
squealer.
And my new machine is *very* fast... :)

cheers,
Thorsten


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Re: [Flightgear-devel] C172 panel

2011-03-23 Thread Martin Spott
On Thu, Sep 04, 2008 at 01:07:44PM -, I wrote:

 exactly the panel of the D-EEQA which I have been flying for some
 dozend hours already - some of you probably still remember this photo:
 
   http://foxtrot.mgras.net/bitmap/FGFS/DEEQA-LFLV02.jpg

It looks like this bird is becoming the first FlightGear-specific
real-life aircraft ! Sounds strange, but has a simple background: The
price tag was low because it's currently not airworthy and requires
some expensive parts to be replaced (prop immediately, gear in 136
hours). On the other hand the airframe or maybe even just the cockpit
section makes a perfect eye-catcher for FlightGear presentations on
public shows  :-)

Cheers,
Martin.
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Re: [Flightgear-devel] Instant replay and JSBSim aircraft

2011-03-23 Thread ThorstenB
On 23.03.2011 23:22, Bertrand Coconnier wrote:
 Attached is a patch that fixes this bug (#294 in the bug tracker). As
 far as I could test, it restores the functionality of the instant replay
 while keeping the restart feature (CTRL+SHIFT+ESC) functional.
 Furthermore I have implemented the 2 methods suspend() and resume() in
 JSBSim.cxx so that the FDM is actually suspended during the replay.

 However this bug fix is not really elegant because the original code is
 not so elegant itself (see explanations above).

Thanks a lot Bertrand! Using the suspend/resume feature of the subsystem 
still is elegant, I think.
During replay, we really don't want the FDM to do anything - preferably 
it shouldn't even notice that anything has changed at all. So, 
suspending the FDM and disabling its callbacks is a good idea. At least 
easier than disconnecting/reconnecting the property callbacks.

It fixes all the issues I have seen and replay works fine now - so I 
pushed it to git. But are the JSBSim.* files officially maintained in 
the JSBSim repo (so the patch also needs to be proposed over there) - or 
are these files owned by FG now?

cheers,
Thorsten


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Re: [Flightgear-devel] C172 panel

2011-03-23 Thread Martin Spott
Martin Spott wrote:

 [...] On the other hand the airframe or maybe even just the cockpit
 section makes a perfect eye-catcher for FlightGear presentations on
 public shows  :-)

Note: This is a private adventure, no donated money will be used for
this purchase,

Martin.
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Re: [Flightgear-devel] C172 panel

2011-03-23 Thread Gene Buckle
On Thu, 24 Mar 2011, Martin Spott wrote:

 On Thu, Sep 04, 2008 at 01:07:44PM -, I wrote:

 exactly the panel of the D-EEQA which I have been flying for some
 dozend hours already - some of you probably still remember this photo:

   http://foxtrot.mgras.net/bitmap/FGFS/DEEQA-LFLV02.jpg

 It looks like this bird is becoming the first FlightGear-specific
 real-life aircraft ! Sounds strange, but has a simple background: The
 price tag was low because it's currently not airworthy and requires
 some expensive parts to be replaced (prop immediately, gear in 136
 hours). On the other hand the airframe or maybe even just the cockpit
 section makes a perfect eye-catcher for FlightGear presentations on
 public shows  :-)

Awesome find Martin!  I bet you could part out the avionics to help pay 
for the conversion to a simulator. :)

g.

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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-23 Thread Arnt Karlsen
On Wed, 23 Mar 2011 05:56:49 +0100, robert...@web.de wrote in message 
AANLkTimUGMjCn2y=FWw4Avt6tx_5d3M=ywxsetz6w...@mail.gmail.com:

  ..maybe Robert can tell us the FG command line etc recipe
  he uses to provoke the 1Hz stuttering?
 
 
 My machine specs are:
 Athlon64 X2 5200+
 Samsung HDD
 Radeon HD 6850 (Had nvidia 8800 GTS before with the same stuttering
 issues) Debian unstable/experimental
 Kernels tested: 2.6.32 to 2.6.38 (no difference with stuttering
 issues) An old SoundBlaster 16 card ( i will try the
 --disable-sound   parameter and report results later)
 I use GNOME as my desktop. (same here: will try to minimize
 autostart-programs in gnome-session-properties and report results
 later )
 
 
 parameters I use:
 
 --enable-fullscreen
 --fov=60

..I use --fov=90 and fullscreen routinely, usually 7 to 20fps, 
no stutter that I can see.

 --prop:/sim/rendering/multi-sample-buffers=true

..this segfaulted on my 3 day old git, will retest with todays.

 --prop:/sim/rendering/multi-samples=4
 
 
 --enable-real-weather-fetch(will test without this one and report)
 --timeofday=noon
 
 --callsign=Robert
 --disable-ai-traffic

..no change on these.  Hardware is ATI Mobility FireGL V5200 on 
x.org's radeon, display is 1920x1200x32bpp@60Hz, full list:
https://github.com/gasguru/flightgearthings/blob/master/lshw

 
 @ThorstenB
 Thanks, I will try the UFO and maybe alter some XML files later.
 What system configuration do you use?
 
 @Csaba
 It seems it doesn't matter what CPU or GPU one uses.
 So it could be the OS or some i/o stuff inside flightgear or OSG.
 What OS do you use?

..Debian Sid + Experimental

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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