[1.8.5] Bad Allocation

If you have problems installing or running Algodoo, have found a bug or need in-game help - this is it!

[1.8.5] Bad Allocation

Postby jrderksen » Fri Apr 22, 2011 11:15 pm

When I try to save a scene, a window pops up and says: Error: Bad Allcollection. What does this mean?!!? I can't save the scene anymore. :problem:
Last edited by jrderksen on Wed May 25, 2011 7:14 am, edited 1 time in total.
User avatar
jrderksen
 
Posts: 68
Joined: Wed Dec 22, 2010 4:50 am
Location: British Columbia, Canada

Re: Bad Allcollection

Postby zaroba » Fri Apr 22, 2011 11:49 pm

i just started getting this as well.
i'm thinking its pretty similar to the 'out of memory' errors as it seems to happen at about when i'd get one of those.

watching the memory usage in task manager, it seems that when backups stop getting made (for me at around 1.8gb), and some odd things start happening in a scene (like clicking to Fixate a piece will select the piece, or there will just be a black box shown when a hinge is selected) is when you'll get the Bad Allocation error when saving. believe this is normally when an Out of Memory error would happen.

but, i found you can just hit back to load the scene to how it was right before it went bad and you can save it then
User avatar
zaroba
 
Posts: 2
Joined: Sat Dec 04, 2010 9:45 pm

Re: Bad Allcollection

Postby jrderksen » Sat Apr 23, 2011 12:52 am

^Thanks for all the information! Even if I hit the back key, it still won't save. The strange thing is (from previous scenes with "bad allcollection") that it will autosave it, but not save it as something.
User avatar
jrderksen
 
Posts: 68
Joined: Wed Dec 22, 2010 4:50 am
Location: British Columbia, Canada

Re: Bad Allcollection

Postby jrderksen » Sat Apr 23, 2011 1:02 am

Okay, I found a way to save it. What I did was upload the file titled "_AUTOSAVE.phn" to algobox. Then, I downloaded the scene from algobox. Then, I re-titled the scene as the title I wanted, instead of autosave, and the bad allcollection window did not pop up, and it saved the scene. :clap:
User avatar
jrderksen
 
Posts: 68
Joined: Wed Dec 22, 2010 4:50 am
Location: British Columbia, Canada

Re: Bad Allcollection

Postby Someone Else » Sat Apr 23, 2011 4:19 am

Oh... This certainly seems to be something that should be relayed to Emil, Tatt, Emanuel, or some of those oher Algoryx people that never came here.

And having to upload to Algobox certainly seems like far too much of a hassle. Can you just rename the autosave file?

And is it "Bad Allcollection" or "Bad Allocation"?
Could you send us a pic?
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

Thymechanic/Phundamentalist

Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
User avatar
Someone Else
 
Posts: 1147
Joined: Sun Nov 21, 2010 10:53 pm
Location: The Milky Way Galaxy

Re: Bad Allcollection

Postby jrderksen » Sat Apr 23, 2011 5:22 am

^Once I downloaded the file from algobox, I could save it again, bud the original file wouldn't save. Here is the scene:
Rating: rated 5.6
Filesize: 487.57 kB
Comments: 0
Ratings: 2
download
I'll have a screen shot of the error soon.
User avatar
jrderksen
 
Posts: 68
Joined: Wed Dec 22, 2010 4:50 am
Location: British Columbia, Canada

Re: Bad Allcollection

Postby jrderksen » Wed May 25, 2011 6:40 am

Okay, here is a screen shot of the error with a different scene:Image
It is actually "Bad Allocation". Now I can't save the scene!!!
User avatar
jrderksen
 
Posts: 68
Joined: Wed Dec 22, 2010 4:50 am
Location: British Columbia, Canada

Re: [1.8.5] Bad Allocation

Postby jrderksen » Wed May 25, 2011 7:15 am

Okay, by luck, I was able to save it. But what the heck is "Bad Allocation" :?
User avatar
jrderksen
 
Posts: 68
Joined: Wed Dec 22, 2010 4:50 am
Location: British Columbia, Canada

Re: [1.8.5] Bad Allocation

Postby Emanuel » Wed May 25, 2011 8:45 am

jrderksen wrote:Okay, by luck, I was able to save it. But what the heck is "Bad Allocation" :?

"Bad Allocation" is when memory can not be allocated, for some reason.
Is Algodoo using up all of your memory if you look in the task manager, as Someone Else mentioned?

/ Emanuel
Algodoo Developer
Emanuel
 
Posts: 300
Joined: Tue Feb 01, 2011 10:46 am
Location: Umeå, Sweden

Re: [1.8.5] Bad Allocation

Postby Someone Else » Wed May 25, 2011 3:58 pm

I did not mention the Task Manager, that was zaroba. Also, if Algodoo was eating up all your memory, wouldn't it just give an Out Of Memory error?

It would seem to me that Bad Allocation would be caused either by a memory leak eating up all the available RAM, which should Autosave, show Out Of Memory Error, and close Algodoo; or by an event equivalent to somebody hacking Algodoo and causing it to fail that way.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

Thymechanic/Phundamentalist

Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
User avatar
Someone Else
 
Posts: 1147
Joined: Sun Nov 21, 2010 10:53 pm
Location: The Milky Way Galaxy

Re: [1.8.5] Bad Allocation

Postby jrderksen » Wed May 25, 2011 5:07 pm

^Yes, it has done the out of memory error, but only once.
User avatar
jrderksen
 
Posts: 68
Joined: Wed Dec 22, 2010 4:50 am
Location: British Columbia, Canada

Re: [1.8.5] Bad Allocation

Postby Someone Else » Wed May 25, 2011 6:41 pm

So occasionally, Bad Allocation comes with Out Of Memory?
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

Thymechanic/Phundamentalist

Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
User avatar
Someone Else
 
Posts: 1147
Joined: Sun Nov 21, 2010 10:53 pm
Location: The Milky Way Galaxy

Re: [1.8.5] Bad Allocation

Postby Emanuel » Thu May 26, 2011 8:51 am

Someone Else wrote:I did not mention the Task Manager, that was zaroba. Also, if Algodoo was eating up all your memory, wouldn't it just give an Out Of Memory error?

It would seem to me that Bad Allocation would be caused either by a memory leak eating up all the available RAM, which should Autosave, show Out Of Memory Error, and close Algodoo; or by an event equivalent to somebody hacking Algodoo and causing it to fail that way.

Oh, sorry zaroba!

Someone Else wrote:So occasionally, Bad Allocation comes with Out Of Memory?

Yeah, this is correct. It depends on where Algodoo runs out of memory, but the end result is the same.
Algodoo Developer
Emanuel
 
Posts: 300
Joined: Tue Feb 01, 2011 10:46 am
Location: Umeå, Sweden

Re: [1.8.5] Bad Allocation

Postby Someone Else » Thu May 26, 2011 2:59 pm

So whether Bad Allocation or Out Of Memory shows up is entirely dependent on what part of Algodoo runs out of memory? Or rather, what part of Algodoo uses up the last bit of memory?

It also seems to me that if Algodoo knows it has run out of memory, couldn't it just onExitSave?
Hmm, that might be a problem with it saving with the sim running during testing.

Hmm... I would think it would be a lot more useful if it would undo the most recent SimStart.
Thyme could do that, if it instead repeatedly undos until sim.running = false.
Code: Select all
scene.my.undoSimStart = ()=>{{sim.running == true} ? {app.undo; scene.my.undoSimStart} : {}}
Would this work? If the sim is running, it undos, and calls on itself. If the sim is still running, it undos again, and calls on itself again.

I believe that this code is basically how a FOR loop works. Only, a FOR loop runs until one number equals another number, while this runs until the sim stops.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

Thymechanic/Phundamentalist

Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
User avatar
Someone Else
 
Posts: 1147
Joined: Sun Nov 21, 2010 10:53 pm
Location: The Milky Way Galaxy

Re: [1.8.5] Bad Allocation

Postby Emanuel » Thu May 26, 2011 4:54 pm

The problem is that there is no more memory to do anything, Algodoo might not even be able to undo, but it tries to write out the most important files.
Creating the phz-file requires quite a lot of memory if the scene is large.
Algodoo Developer
Emanuel
 
Posts: 300
Joined: Tue Feb 01, 2011 10:46 am
Location: Umeå, Sweden

Re: [1.8.5] Bad Allocation

Postby Someone Else » Thu May 26, 2011 11:23 pm

Perhaps add a "buffer area" at the end of the RAM block big enough for the current scene, scene.my.undoSimStart as below (the original didn't work, working one is below (I tested it)), and a bit more for a few extra objects.
Code: Select all
scene.my.undoSimStart = ()=>{{sim.running} ? {app.undo; scene.my.undoSimStart} : {}}


Basically, whenever something happens while the sim is not running, Algodoo will approximate how much memory saving the current scene will take up. When the scene is running, Algodoo will not do any updates to this number, but instead how many actions must be undone until reaching the most recent sim start. That, of course, will be 0 if the sim is not running.
Algodoo will add these amounts together, and add a bit more just to be safe.
This sum will be subtracted from the amount of memory Algodoo allows itself to use.

Whenever Algodoo runs out of memory (that is, when the memory leaks fill up the entire RAM block up to the section Algodoo has partitioned off for itself), it will use the partition to run scene.my.undoSimStart and then close Algodoo, onExitSaving.

Algodoo will also open a dialog box asking whether you want to close Algodoo entirely or restart Algodoo.

When Algodoo opens back up, a dialog box will ask whether you want to open a new scene, onExitSave, or Autosave.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

Thymechanic/Phundamentalist

Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
User avatar
Someone Else
 
Posts: 1147
Joined: Sun Nov 21, 2010 10:53 pm
Location: The Milky Way Galaxy

Re: [1.8.5] Bad Allocation

Postby Emanuel » Fri May 27, 2011 8:32 am

Yeah, that could work, but approximating how much memory Algodoo will need to save a scene is not an easy task to do.
Algodoo Developer
Emanuel
 
Posts: 300
Joined: Tue Feb 01, 2011 10:46 am
Location: Umeå, Sweden

Re: [1.8.5] Bad Allocation

Postby Someone Else » Fri May 27, 2011 6:36 pm

Surely there's some way. Maybe this information would come from how much memory was required to Autosave?
And onExitSaving upon running out of memory would only save a phn file, as opposed to a considerably larger (I think) phz file.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

Thymechanic/Phundamentalist

Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
User avatar
Someone Else
 
Posts: 1147
Joined: Sun Nov 21, 2010 10:53 pm
Location: The Milky Way Galaxy

Re: [1.8.5] Bad Allocation

Postby jobro » Sun Sep 18, 2011 4:56 pm

OK, Now i got exactly the same but in 1.9.9.9b. I am working on a very big project and now a lot of design progress is gone (actually, making the scene "nice") and now I cant save. I get the same error, but the strange thing is, my memory is only half-full of algodoo and my scene isnt that large, like 700 geometries...
jobro
 
Posts: 59
Joined: Thu Oct 07, 2010 7:57 pm

Re: [1.8.5] Bad Allocation

Postby electronicboy » Sun Sep 18, 2011 6:56 pm

what are you computers specs?

mainly;
Ram,
Cpu,
GPU

also, are your system drivers upto date OR at the recommended version for your graphics card?

also, please upload a copy of your logfile to somewhere (don't attach it to your post... txt files cant be uploaded!) and post a link to it :)
When asking for help, READ THE STICKIES!
electronicboy
 
Posts: 1694
Joined: Mon Aug 31, 2009 6:18 pm

Re: [1.8.5] Bad Allocation

Postby emilk » Mon Sep 19, 2011 5:35 pm

Someone Else wrote:So whether Bad Allocation or Out Of Memory shows up is entirely dependent on what part of Algodoo runs out of memory? Or rather, what part of Algodoo uses up the last bit of memory?


Yes, exactly.

If you fail to save as .phz, try saving as .phn - it is a bit less memory intensive. Also, decrease App.maxUndo (at least temporarily).

In the given scene Algodoo only takes up about 350 MB for me, even with all 40 undo levels maxed out. I fail to see why you should be running out of memory just by opening it.

Anyway, I will make sure that there is a more helpfull error message in the next version, as well as do some automatic memory cleaning, although that can only go so far.
Emil Ernerfeldt, lead developer
emilk
 
Posts: 616
Joined: Mon Aug 31, 2009 11:01 am
Location: Umeå, Sweden

Re: [1.8.5] Bad Allocation

Postby jobro » Tue Sep 20, 2011 5:21 pm

I will post everything you said here, but the problem is; Algodoo just crashed. I tried to make a memory dump and then to load that again, of course with a fail. The problem is that now the progress of a half day is gone. Also... I dont have a autosave.


I dont think my ram, cpu or GPU is any problem. Im gonna look it up but I got 2gb of ram and dual core processor. I can Photoshop without any problems... And yes, Algodoo ate 1gb of my memory.

I have homework and dont have much time, but you really want to make this because otherwise in the new version you make something nice and cant save it! That is very, very frustrating!
jobro
 
Posts: 59
Joined: Thu Oct 07, 2010 7:57 pm

Re: [1.8.5] Bad Allocation

Postby electronicboy » Tue Sep 20, 2011 7:45 pm

few points, algodoo can only run fully on the first core, meaning that algodoo
secondly, 2 GB ram isnt much if you have alot in the background, AND algodoo is limited to taking up soo much...

and in my experience, that is caused by; Low ram or a low spec GPU....
yes, it may be able to run photoshop... but that dosnt say that it can run algodoo....
Both are totally different and have different rendering systems (AFAIK)
When asking for help, READ THE STICKIES!
electronicboy
 
Posts: 1694
Joined: Mon Aug 31, 2009 6:18 pm

Re: [1.8.5] Bad Allocation

Postby jobro » Fri Sep 23, 2011 5:29 pm

I have a really big logfile here, do i need to post it?
jobro
 
Posts: 59
Joined: Thu Oct 07, 2010 7:57 pm

Re: [1.8.5] Bad Allocation

Postby electronicboy » Fri Sep 23, 2011 5:58 pm

I would suggest to try the 2.0 release canidate :)

It has better Memory management (mainly, the ability to clean up unneeded ram ).

If you still get this message, paste the log onto http://pastie.org/.

though, i dont think that the logfile will actually contain anything helpful... :(
When asking for help, READ THE STICKIES!
electronicboy
 
Posts: 1694
Joined: Mon Aug 31, 2009 6:18 pm


Return to Help / Bug reports

Who is online

Users browsing this forum: No registered users and 3 guests