Bruno Chareyre napsal(a):
Thank you. I don't feel really good now... Do you think some
uninitialised quaternions could be used somewhere? Why did you hit
this feature?
Eh, I found a few moments (hours) later that I actually had code like:
Quaternionr q1,q2;
q1-s31orientation*qq1.Conjugate();
I also hope that such generic interactions will reduce code duplication
(for instance, there is unbalancedForce computation in Triaxial, but now
it can use this function).
Very good. I get it you modified the class hierarchy, or NormalShearI
has been here for a while and I didn't
Hi, do we have some plan how to use existing EngineUnits to create
persistent interactions, i.e. transient but requested explicitly, not
using the collider? We need to disable proximity checks (see IS2IS4SCG)
so that the interaction can be created even if the spheres are too far away.
I thought
It sounds good to me, except for two ascpects :
- it will require different geometry classes for different
constitutive laws, because if you don't have moment at contacts, you
don't want a geometry class computing relative rotations (waste of time).
SpheresContactGeometry::hasShear determines
BTW for the colors problem, there is utils.randomizeColors() of which
existence I forgot. Also, I changed utils.sphere etc to have random
color by default, since it makes no sense to have white by default... I
just commited that now (1563)
Vaclav
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Hi, using http://pmd.sourceforge.net, I got results on code that is
duplicated in our codebase. See the results here:
http://beta.arcig.cz/~eudoxos/yade/cut-and-paste.detected.txt.gz ... Vaclav
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sega napsal(a):
Hi, all!
I have failed dynamic_cast from Engine* to BroadInteractor*. Can anybody tell
me why?
Maybe http://article.gmane.org/gmane.science.physics.yade.devel/584/ ,
if not, I will check what you attached in a few days. HTH, V.
Hi,
I just commited code that among other introduces GL mutex the allows GL
manipulation from other threads. In brief, paintGL (which is called
periodically and contains preDraw, draw and postDraw methods) tries to
lock the mutex, but returns if it fails (no deadlock).
Other threads, like from
Hello everybody,
I just commited new MetaEngine (ConstitutiveLawDispatcher) for
dispatching interaction solvers (ConstitutiveLaw) based on interaction
geometry and physics classes. There is a sample ConstutituveLaw called
ef2_Spheres_NormalShear_ElasticFrictionalLaw. This is a necessary step
to
Hi there, any reason PhysicalActionContainer contains shared_ptr's?
Wouldn't it be better to contain just array of PhysicalActions? It would
allow for very fast resetting with
memset(action[0],0,sizeof(thisAction)) and perhaps would save some
shared_ptr overhead we have currently. V.
Hi,
I would like to have some discussion whether it would be OK to remove
generic PhysicalAction approach and replace it by handful of hard-coded
physical actions. Now, there is just Force and Momentum (and Stiffness,
which doesn't really count) and there was not anything added since I
remember.
(2) or it will be two (and more) separate vectors:
vector Vector3r _force;
vector Vector3r _momentum;
vector SomeComplexAction _complexAction;
I like this one better, too. According to
http://herbsutter.wordpress.com/2008/04/07/cringe-not-vectors-are-guaranteed-to-be-contiguous/,
Hi,
I stumbled upon http://eigen.tuxfamily.org, nice math library that would
suit our needs to replace wm3 with which we had a few problems
(recently, but not only). It is actively developed, seems stable,
packaged for a many distributions and used by big pieces of software
(krita, some chemistry
What are you looking for exactly? More than vector3 and quaternions?
Rather something, as you say serious and maintained. We're on our own
with bugs (or questions) in wm3... I posted one question about eigen on
their forum and I got reply in 1 hour, that's sort of nice. Anyway, lot
of work and
You skipped the 1st one. I reproduced it on two different machines.
XMLFormatManager is not detected, although it is loaded.
I know, that's what meant by I will have a look at that. Weird, since
it works from python. I was changing the way plugins register, that
might be the cause. V.
Add -Wno-c++0x to CXXFLAGS. It could be turned on by default, but g++
3.x doesn't know this option and it would therefore break defaul
compilation for such machines. V.
I get this message often enough to make it annoying:
warning: identifier `static_assert' will become a keyword in C++0x
out of curiosity I launched the benchmark, thanks to the fact that it
is so easy to do. It's a 16core x7...@2.93ghz
Thanks for spotting that. It was both TriaxialTest error (defaultDt is
wrong by a few orders) as well as regresison I introduced to
Shop::loadSpheresFromFile yesterday. It
[sorry to have sent that to your private mail first]
I have written a script in python that should work properly, but
generator will not recognize the file and create a .xml file. How can I
create a .xml file from my python script?
Have a look at scripts/simple-scene.py. After you've setup
Hi,
based on the collider benchmark I thought new collider could be
developed (someone? Nice topic for diploma thesis: google NBC contact
detection or munjiza-rougier and other). For that reason, I renamed
BroadInteractor to Collider and I would like to move
collider-independent logic there.
Dne 2.3.2009 14:10, Bruno Chareyre napsal(a):
I agree with anything that works correclty. If PWave is ok, go for it.
The hardcoded value is correct for default TriaxialTest, nothing more.
OK, I will make the default -1, which will mean to use PWave, otherwise
if it is specified by hand (0),
A quick review found nothing wrong. I was just a little surprised by
the fact interactions are erased in 2 different places (in the core
of action() and in updateOverlapingBBset). I don't think this is a
recent change though.
Yes, it's been there since long.
InteractionGeometryMetaEngine
I see you modified SDECLinkedSpheres.cpp,
so can I ask what did you modify? because in the past this simulation
always crash, I am not sure anybody have fixed it or not.
Hi, just removing one useless include; no change in functionality.
Modified:
InteractionDispatchers(
[EngineUnit('InteractingSphere2InteractingSphere4SpheresContactGeometry'),],
[EngineUnit('InteractingSphere2InteractingSphere4SpheresContactGeometry'),],
[EngineUnit('InteractingFacet2InteractingSphere4SpheresContactGeometry'),],
zeroPoint is the point through which passes the axis of rotation of a
rigid body. It is used to calculate the linear velocity of the contact
point on the surface of the body, not rotating around its center of
inertia (se3). For example, to set facets set zeroPoint, and sets the
angular velocity
done r1723 (sorry for the private mail). V
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Sega (and others),
I commited Dem3DofGeom_FacetSphere class recently, along with a test
script in scripts/test/Dem3DofGeom.py.
1. I copied your algorithm from
InteractingFacet2InteractingSphere4SpheresContactGeometry without
understanding some parts of that. Could you please review the code
Dne 19.3.2009 16:55, Kien Dang, Mr napsal(a):
Hi,
According to my understanding, the shrink factor in the paper is used to avoid
the sphere interact with more than one facet, it is; however, not effective and
it may cause unstability if shrink factor is too large and determine shrink
factor
Let eB be an active edge. If a sphere S is on fB near eB (and, so, eA)
then S has real contact with only fB because eA is inactive . But if S
is on fA near eA (and, so, eB) then S has real contact with fA AND with
eB because eB is active!
Thus, we will have a surface anisotropy in this case...
Hello,
after converting all code in trunk to use both BexContainer and
PhysicalActionContainer, I will now remove PhysicalActionContainer and
all related things, to be able to clean the code from ugly #ifdefs.
Other classes that will be removed are
* GlobalStiffnessCounter (not used anymore)
*
that's the point. Something is wrong about the architecture of code,
because it encourages bad behavior, like yours. What's wrong, how to
fix it?
What is questionable in the first place is that sphere-* contact is
represented as sphere-sphere contact (sphere-facet, sphere-box).
I tried
Hi,
I will post the solution tomorrow. Clumps are not yet wrapped in python,
but it is fairly easy thing to do: function taking list of bodies and
appending those as clump to the body container.
For the obscurity of syntax, there are 2 points.
1. Creating instance of a class. It used to be
Grab the latest svn (r1766) and see scripts/test/clump.py (it sort-of
does the same as ClumpTestGen).
Delete your installation directory before compiling r1766, since some
plugins do not exist any longer and could crash yade if loaded. Feel
free to get back with questions.
Regards, Vaclav
Hi,
Very nice! Now it looks like o.engines is a tuple of C functions even
if it should not be (I imagine)
Just like in c++, ClassName() creates instance of the type ClassName.
O.engines is a list of python objects and their python classes have same
names as the c++ classes they wrap. That means
Delete your installation directory before compiling r1766, since some
plugins do not exist any longer and could crash yade if loaded.
You can propose solution, but I don't see how scons could know that...
PS: are you going to be around on irc or jabber?
You can try, no problem.
Hello,
I commited initial version of InsertionSortCollider yesterday. I thought
of using a different algorithm than PersistentSAPCollider but in the end
it uses more or less the same algorithm. The good news is that it is
like 2x faster than PersistentSAPCollider, (probably) due to some memory
FWIW, this is the output of yade-multi when running the collider-perf
suite (localhost:9080 serves that). (The failures are some stuff at
exit, no serious) First part is PersistentSAPColllider, the .q is
SpatialQuickSortCollider and .i InsertionSortCollider.
Title: Yade-multi overview
Running
Hello. With r1772 I have an error:
s...@laptop:~/work/yade/trunk yade-trunk-opt
INFO core/yade.cpp:258 main: Loading
/home/sega/.yade-trunk-opt/preferences.xml
INFO core/yade.cpp:260 main: Loading plugins
FATAL core/Omega.cpp:187 scanPlugins: libQtGUI: undefined symbol
Does someone can tell me if the doxygen docs are regularly generated?
And where I can find it?
cd trunk
scons doc
firefox doc/doxygen/html/index.html
(not sure about the last path exactly)
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Janek, could you please review your code at
Ef2_InteractingBox_BssSnowGrain_makeIstSnowLayersContact.cpp:228
Ef2_InteractingBox_BssSnowGrain_makeIstSnowLayersContact.cpp:432
?
I am not able to read what is it supposed to do. Reason: I will be
removing isNew and isReal, replacing it only by
2. Replace vectorbody_id_t by Vector2body_id_t and make it
properly serializable (should be faster)
Hi,
Quick question: Is it possible to serialize a vectordouble **?
No. It makes no sense to serialize pointers as they hold address in
memory which will be different at every run.
V.
Hi folks,
I updated the wiki page about contact logic
http://yade.wikia.com/wiki/Sanitizing_Contact_Logic#Current_status_.28svn_as_of_r1786_.2F_June_2009.29
so that the current svn situation is described accurately. Some of the
modifications I made follow what was in the discussion at that page
This is a pack.py
..
..
..
ii,jj,kk=[range(0,int(2*dim[0]/a)+1),range(0,int(dim[1]/h)+1),range(0,int(dim[2]/h)+1)]
for i,j,k in itertools.product(ii,jj,kk):
Oh, my fault, it is a leftover from pervious code where dim was etxtents
of the box, not whole dimension. Thanks for spotting
Thanks for spotting that, I fixed that in r1806. ErrorTolerant contact
doesn't use interactionPhysics, which I didn't know. V
SVN 1805 BoxStack and RotatingBox are not working for me.
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I have this error in yade.cpp (related to log4cxx), after an svn
update, anyone got this before?
Hi, I had this issue on an older RedHat cluster recently. The
__attribute__((constructor(number))) syntax requires gcc=4.0 IIRC. I
can fix that by removing that, however, as I don't think it is
I have this error in yade.cpp (related to log4cxx), after an svn update,
anyone got this before?
Grab r1810, it is fixed there. Best, Vaclav
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1. Rename ef2_Dem3Dof_Elastic_ElasticLaw to
Law2_Dem3Dof_Elastic_Elastic (in scripts as well)
Hi,
Some news about naming convention?
Just some tentatives in individual cases. If we call 2d functors ef2, it
will be too many ef2_* things. So I tried to call it Law2_..., just like
I already
It seems to me that the file _packSpheres.cpp is missing (or should be
removed from a Sconscript) (??)
Fixed in r1830. Can we use bugtracker for this kind of things? It is easier to
not forget about them. (Anton actually reported it:
https://bugs.launchpad.net/yade/+bug/394631)
Vaclav
What about switching the source code tree from berlios.de to
launchpad?
They use bzr, but it is more convenient to keep all things in one
place.
That's my guess.
I tried a while back, but it was quite slow for initial checkout and it
faced considerable opposition. Bzr is much faster now
I am trying to implement Mining Rock constitutive law.
It is just a start and I made it on Vaclav's howto and concretepm.cpp
Can you put it to SVN? Then it will be easier to try.
I assume the error you get is some undefined symbol. You probably need
to add libs that you have to link with, at
Ok, thank you.
But I dont know how to post it to svn. Maybe I dont have account at
berlios.de
It seems you don't. Can you create one and send me your login? I will
add you to the project, including with write permissions. For the reset,
see here:
gladky_anton
OK, now go to https://launchpad.net/~gladky-anton/+editemails and add
your berlios address gladky_an...@mail.berlios.de as your secondary
e-mail address. Otherwise your commit messages generated from SVN
automatically will not be accepted at yade-dev list. You can try adding
your
Ah, you are right... I just copy/pasted that.
Anyway, static_cast is just an information for the compiler,
corresponding to exactly 0 cpu time, isn't it?
Yes, it is just questions of legibility. V.
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1. How comes valgrind/kcachegrind is not removing the time for mcount
from results? It would make sense.
See answer to 2. mcount() and -p is orthogonal to valgrind profiling
technique.
2. Why could I profile for years without option -p and I could get
(apparently) consistent results?
Valgrind
Can you provide some simple script that fails?
I had a look at your code in SVN, it seems OK. It is enough if you have
just a few spheres. Did you add Ip2_RpmMat_RpmMat_RpmPhys() to the
InteractionDispatchers/InteractionPhysicsMetaEngine?
V.
___
I had a look at your code in SVN, it seems OK. It is enough if
you have
just a few spheres. Did you add Ip2_RpmMat_RpmMat_RpmPhys() to
the
InteractionDispatchers/InteractionPhysicsMetaEngine?
Where is Ip2_RpmMat_RpmMat_RpmPhys() ?? Yade will
I think this sounds just awesome.
This really changes the priorities in terms of where to optimize and
paralellisation, doesn't it?
In what way? I actually don't think so. At this point, this
optimization is not even reliable (bodies may get out of their BB,
which is not acceptable). I have
+ const shared_ptrBody body1=Body::byId(contact-getId1(),rootBody);
+ const shared_ptrBody body2=Body::byId(contact-getId2(),rootBody);
+ const shared_ptrRpmMat
rbp1=YADE_PTR_CASTRpmMat(body1-physicalParameters);
+ const shared_ptrRpmMat
I don't know if somebody pointed that out already, but I see you
have put your rock law directly into pkg/dem, which is not really
conventional.
There is no emergency, but you will have to move this into the appropriate
subdir.
That's probably me who caused that, as I put ConcretePM.* to
Ok, just let's decide, what will be the name of directory.
Maybe ConstitutiveLaw?
Technically speaking, ConstitutiveLaw is an EngineUnit, so it should be
in pkg/dem/Engine/EngineUnit. OTOH there is much more than just the
constitutive law in both ConcretePM and RockPM (Material properties,
Your proposal sounds good for me. Actually I have not studied it in
details.
I will re-answer your post in a few days (There's a lot of
informations!).
I tried to elaborate at
http://yade.wikia.com/wiki/SharedMaterialProperties; there are 4
distinct tasks to do on that, all described at
As I said before, the solution described here before seems to be nice
(although the question of random-values dispatching remains, cf.
Bruno's comments).
As written, cf. http://yade.wikia.com/wiki/SharedMaterialProperties, it
is enhanced in such way that Bruno can be happy (material can
Yeah, when I say nothing it means I'm happy. All this is perfect
usage of pointers. One question I have in mind is if many bodies
with the same material pointer would slow down the parallel runs,
but whatever the answer we can use per-body props, so everything
is ok.
I think I was talking
yade-trunk: /usr/include/boost/shared_ptr.hpp :315 : T*
boost::shared_ptrT::operator-() const [with T = Engine]: L'assertion
« px != 0 » a échoué.
[...]
#6 signal handler called
[...]
#10 0xb711410e in __assert_fail () from /lib/tls/i686/cmov/libc.so.6
#11 0x081737b4 in
class C
{
bool b;
}
C::C ()
{
bool b=true;//declare b again, is it another b or the same one?!!!
}
)
It is a different var; to get the first b, you would have to specify the
scope like C::b. Similarly:
int i=0;
if(a==3){ int i=4; /* another, independent i in the nested scope
Where is it possible to get this wrapped wm3 example?
scripts/test/wm3-wrap.py. The advantage is that the syntax is the same
as what you use in c++ (and also that Vector3 in python get converted to
Vector3r in c++ and vice versa automatically and fastly). I didn't
remove euclid from yade, but
I imagine the assert(px != 0) is into your class FlowEngine.
If it is the case, try to check the reason why you've got px == 0.
If it is not the case, my comment will not help.
It happens during loading the XML, it is not Emanuele's fault at all. v
Unfortunately, the problem still remains.
Less times than before, but it happens.
Can you try running without the qt3 GUI, like
yade-trunk -N PythonUI TriaxialTest.xml, or at least without opening
the simulation controller? The stack trace clearly leads to the
controller.
(please use reply-to
Dear fellows,
I had to move attribute registration to hpp files, using the
REGISTER_ATTRIBUTES macro, in r1875. Hopefully nothing broke (I was
trying this and that and it was OK), but please check the code you use
that everything is OK. The syntax now is (in the .hpp file, within class
I had to move attribute registration to hpp files, using the
REGISTER_ATTRIBUTES macro, in r1875.
BTW for those who are interested, this change speeds up creating 1e5
spheres from python from 40s to 5.3s, using
for i in xrange(10): utils.sphere([0,0,0],1)
quit()
DeusExMachina('TranslationEngine',{'translationAxis':[0,0,1],'velocity':-0.1,'subscribedBodies':[id_press]})
I removed this old syntax completely, you have to say
TranslationEngine(translationAxis=[0,0,1],velocity=...,...)
RuntimeError: Zero or one (and not more) non-keyword string argument
But I'd like to link my stuff with libWm3Foundation, because in
lattice I'm using it. Currently I get this error on startup:
FATAL
/home/janek/20-Programowanie/10-cpp/50-Yade/Code/HEAD/trunk/core/Omega.cpp:183
scanPlugins: libLatticeExample: undefined symbol
I'm lost in the SConscript jungle, so would be happy if you could
install wm3 from your repo :)
You could, for a fast solution, try edit trunk/yadeSCons.py:131 and
replace
LIBS=list(objs[obj][1])
by
LIBS=list(objs[obj][1])+env['LIBS']
That should work IMHO. Let me know.
V
Sorry, I forgot that I needed attached patch to compile wm3 on 64bit
debian. Try this patch and it should work for you.
[Please keep it on-list]
* I added the patch to the package, it is applied automatically now
(hope it doesn't break 32bit builds)
* What I suggested earlier works, I
simple-scene-player.py updated, not simple-scene-video.py.
Vaclav, could you not check qt.py, it seems there SnapshotEngine has
an old syntax. Not sure how to fix it.
Also simple-scene-player.py has also an old syntax.
Hi, the old syntax was
we tried to migrate once. The problem was an insanely long first
checkout and huge amount of used disk space. Does this problem is
still present in BZR ? Also see:
https://lists.launchpad.net/yade-dev/msg00163.html
Two years passed since then, so BZR should have improved now.
The
It seems there are a lot of advertisements on WIKIA last days. Is it
not?
Yesterday I even could not click the right link because of that: first
I needed to click ads :(
They even started to insert their ads directly to our articles!
I didn't see any advertisements. Ever heard of firefox
Bruno Chareyre píše v Čt 30. 07. 2009 v 17:05 +0200:
What is wrong with the current repository?
Why I would favor the change here:
1. SVN is bad at handling moves of files. Lastly, I moved RockPM, then
updated before committing and had it twice there, as it updated file in
the original
Hi,
berlios' SVN ahs been down for a few days now. I would like to raise the
bzr migration issue again.
Clearly, we are not unanimous, but I feel this needs to be pushed a
little since the arguments against are mostly reactionary.
Anton has done a nice wiki page on the switch
(
Hi fellow devs,
nearing the 0.20 release I would like to invite you to crash contest.
Who will crash latest trunk just by using the gui or normal
yade/python code (not os.kill(os.getpid(),9) and similar) AND file bug
with the debugger backtrace at https://bugs.launchpad.net/yade/ will get
some
as I understood distanceFactor is for first 1-2 steps when YADE
defines cohesive particles? It makes spheres wider for a moment when
distanceFactor1?
Yes, it makes spheres wider. It has nothing to do with cohesivity
though; constitutive law governs that. Interaction geoemtry functors
(like
Hmm, still have it.
1924?
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It works for me. But what can it be useful for?
For example packing without any boundary effects that can be repeated to
fill space of any size tightly -- once Bruno implements TriaxialTest on
top of that :-)
The example is really just example.
V.
1. Beta version of periodic
Is it possible to highlight facets like boxes do?
Yes, but the facet must not be drawn as wire. If #3 is facet, do
something like this:
bs=O.bodies[3].shape
shape['wire']=False
shape['highlight']=True
(translated straightforwardly to c++)
Note that if you define onBodySelected function in
Is it possible to change maxDataLen in plot.py without editing
plot.py?
from yade import plot
plot.maxDataLen=1
(it is a variable like any other, that happens to live in the yade.plot
namespace)
V.
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I have tried this, but it does not highlight facets.
Please, check the attached script.
Eh, you are passing highlight to utils.facet... that is something
different from what I said. I added that parameter in r1939 though so it
works now as you expect.
The trick is that the **kw params are
Hmm, the problem seems in that distanceFactor and 2 artificial steps
to find all cohesive contacts.
Yes, that is not saved to .xml at all. XML files describe the current
simulation setup, but python scripts describe how to manipulate
simulation (including its creation), which is more in the
It works very interesting, Facets change their color all the time :)
Well, the point of highlighting is to make a body visible among bunch of
other bodies.
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I want to ask you to look at my script.
I have spent a lot of hours to define what is wrong there, but it
seems I am not be able to do it without your help.
Eh, you save the simulation before the 2 steps for creating contacts. If
you reload it, the reset of interaction distances to 1 never
BTW the crash was fixed in r1940, it was wrong condition in assertion,
plus missing class indices that I discovered that way. V.
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I still have an explosion after r1940 update :(
Read this again:
You must call saveTmp after the
O.step(); O.step()
ss2d3dg['distanceFactor'],is2aabb['aabbEnlargeFactor']=1.,1.
block.
Should work.
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The planned release date is still 31.08.2009?
That was purely informational, we can do it earlier or later as well.
There isn't so much interest from other users, anyway.
I want to finish this week with
https://bugs.launchpad.net/yade/+bug/400126 and probably with
I would try running without PressTestEngine, just with TranslationEngine
instead (fixed number of steps).
You have bunch of state variables in PressTestEngine that are not saved
-- that is wrong. You should save (i.e. serialize) all state that is
needed to resume the simulation at any point (more
Is it possible to delete test branches there?
Go to the branch page, there is garbage can icon next to the title.
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Hm there is actually quite a few other files missing as well.
I just verified the import I made and it seems that the import script
(which I downloaded somewhere) didn't do very good job and I have't
bothered to check it.
Well, that means that for a few days we shouldn't use the bzr trunk
We would lose the history.
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https://bugs.launchpad.net/bugs/414687
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Status in Yet Another Dynamic Engine: New
Bug description:
Checking for
Sorry, no way. That's the point of a VCS, that you can watch at any
point who change what when and how.
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Status in Yet
BTW I am trying a different wya to convert (using bzr svn-import), it
seems to work, but I have to leave now and will not come back till
afternoon. Till then, don't commit to bzr...
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I'd be inclined to perform that year-late class renaming before
current release, what do you think?
Sorry, too late. I asked people about what they need two months ago and
there was almost no reaction from anyone. (Another dicussion would be if
the classes should still be renamed, I don't
Can you try running inside gdb?
--
Script works only with linkstrategy=monolithic option
https://bugs.launchpad.net/bugs/415265
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Status in Yet Another Dynamic Engine: New
Bug
$ gdb yade-trunk
(gdb) run /tmp/pr.py
[wait till it crashes]
(gdb) thread apply all bt
(gdb) quit
--
Script works only with linkstrategy=monolithic option
https://bugs.launchpad.net/bugs/415265
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developers, which is subscribed
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