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Enter the random number app.
Click the "generate random number" button, or one of the "+" or "-" buttons, a few times.
Most of the times, this will stop the simulator process with a SIGFPE due to a division by zero in InfiniTime/src/components/motion/MotionController.cpp, function MotionController::ShouldShakeWake, because time == lastTime
This looks like having time == lastTime could be a simulator bug, not an issue on actual hardware, not sure.
Here's the patch I have applied locally to InfiniTime; let me know if you think it should go to InfiniTime (cleaned up of debugging output to cerr, obviously) for better robustness or is just a work-around for a simulator bug.
I also experienced this issue today, and I don't know were it came from because you reported it on October 26 and I am quite sure I had successful InfiniSim runs since then. The bug happened randomly for me, even with just a right click on the watchface after infinisim starts.
Your (@lmamane ) patch seems to fix it, thanks.
I also experienced this crash in the shake calibration screen when clicking the start button.
This crash is caused by MotionController::Update() being called faster than the tick rate of xTaskGetTickCount() (which uses configTICK_RATE_HZ=1024). As a result, the values of time and lastTime are equal. I don't know whether this is the case as well on the PineTime, its main loop may be running slow enough that this can never happen there.
Interestingly, my logging in MotionController::Update() showed that its call frequency increases when you click the simulator screen, making it more likely to hit this crash.
Enter the random number app.
Click the "generate random number" button, or one of the "+" or "-" buttons, a few times.
Most of the times, this will stop the simulator process with a
SIGFPE
due to a division by zero inInfiniTime/src/components/motion/MotionController.cpp
, functionMotionController::ShouldShakeWake
, becausetime == lastTime
This looks like having
time == lastTime
could be a simulator bug, not an issue on actual hardware, not sure.Here's the patch I have applied locally to InfiniTime; let me know if you think it should go to InfiniTime (cleaned up of debugging output to cerr, obviously) for better robustness or is just a work-around for a simulator bug.
InfiniTime_FPE.zip
(sorry I upload it as a ZIP file, github doesn't let me attach a patch file with a messaging listing the supported file types, among which "PATCH")
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