Closed TrevorCash closed 4 years ago
that's a serious bug, no way the tread ID does no match the id of the caller thread onlease teh parameter threadData is wrong.
void* dgThread::dgThreadSystemCallback(void* threadData)
{
dgFloatExceptions exception;
dgSetPrecisionDouble precision;
dgThread* const me = (dgThread*) threadData;
D_SET_TRACK_NAME(me->m_name);
me->Execute(me->m_id);
dgInterlockedExchange(&me->m_threadRunning, 0);
return 0;
}
I hope MS did add some shenanigan to the thread callback user data object. I do not have VS 2019, I will try tonight. is this the free version?
Yeah I thought it was an odd bug to see a threading bug like this pop up. yeah its the free (community) version
of topic, can you build on lower version of Visual studio? is so has you seem the work on the robot manipulators. I though you might be interested on that sort of thing? it is is all Physics by the book.
On Wed, Sep 18, 2019 at 10:10 AM Trevor Cash notifications@github.com wrote:
Yeah I thought it was an odd bug to see a threading bug like this pop up. yeah its the free (community) version
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yeah the reason I tried vs 2019 is because rbfx is starting to move to 2019 due to c++14 features. yeah I want to check out the demos. do the manipulators works with the standard joints? yeah Robotics in tech game is what I want to move towards.
all plain and simple hinges yes, no more esoteric inverse IK joints. it does uses a listener which is encapsulate in a new library called dModel. this new dModel library will superseded all the competitive that is in the dCustomJoint and do no belong there.
the definition of a dModel in newton is a collection of of hiding bodies, collision and joint wrapped under a listener. they have a pre and post update the the client app can use to apply control to the model.
this will be the base call for vehicles and animated characters. next I will refactor the hexapod and teh I will try to make eighth the TRed of a AT-ST like robot, cross my finger knock on wood.
On Wed, Sep 18, 2019 at 11:56 AM Trevor Cash notifications@github.com wrote:
yeah the reason I tried vs 2019 is because rbfx is starting to move to 2019 due to c++14 features. yeah I want to check out the demos. do the manipulators works with the standard joints? yeah Robotics in tech game is what I want to move towards.
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A single manager makes sense. Ill have to try that out.
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From: NewtonDynamics notifications@github.com Sent: Wednesday, September 18, 2019 1:31:46 PM To: MADEAPPS/newton-dynamics newton-dynamics@noreply.github.com Cc: Trevor Cash cashtrevor@msn.com; Author author@noreply.github.com Subject: Re: [MADEAPPS/newton-dynamics] Compilation Issue With VS 2019 (#184)
all plain and simple hinges yes, no more esoteric inverse IK joints. it does uses a listener which is encapsulate in a new library called dModel. this new dModel library will superseded all the competitive that is in the dCustomJoint and do no belong there.
the definition of a dModel in newton is a collection of of hiding bodies, collision and joint wrapped under a listener. they have a pre and post update the the client app can use to apply control to the model.
this will be the base call for vehicles and animated characters. next I will refactor the hexapod and teh I will try to make eighth the TRed of a AT-ST like robot, cross my finger knock on wood.
On Wed, Sep 18, 2019 at 11:56 AM Trevor Cash notifications@github.com wrote:
yeah the reason I tried vs 2019 is because rbfx is starting to move to 2019 due to c++14 features. yeah I want to check out the demos. do the manipulators works with the standard joints? yeah Robotics in tech game is what I want to move towards.
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Just tried the SixAxisManipulator Demo - Super Cool
Hi TrevorCash, I know this is not the solution for the problem, But if you absolutly need to build newton for work on your project with 2019 you can uncomment //#define DG_USE_THREAD_EMULATION in dgTypes.h file. On this way you can continue to work with your project from 2019 in waiting the real fix.
Hi Dave, Great! Thanks for letting me know!
Hi TrevorCash. If you try again with last sdk, You don't need to uncomment //#define DG_USE_THREAD_EMULATION anymore. The problem is fixed with 2019 now. I have do some tests and it work good for me.
Hi Julio,
I upgraded to vs 2019 and tried compiling the demos-sandbox. I am getting this error: