Re: [Bf-committers] trying to build with mingw32

2012-04-25 Thread Antony Riakiotakis
I see there is an updated installer on MinGW site. I will test in case
something breaks.
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Re: [Bf-committers] trying to build with mingw32

2012-04-25 Thread Antony Riakiotakis
Well I'll be darned! They did forget to include gcc...facepalm

Yousef, can you try this installer instead?

http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/mingw-get-inst-2018/
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-25 Thread Lockal S
I should mention that PVS-Studio contains clang for C++ parsing and
preprocessing. As far I can see they have reimplemented some of the
clang features (missing in vc++) and have added their own diagnosis
patterns. The main feature is visual studio integration, which allows
to enable/disable diagnosis options and mark false positives right
inside visual studio using GUI. The drawback is impossibility of using
it even with VC++ Express Edition (this version does not support
extension packages) and of course with non-windows systems. The price
of €3500/year also worries me. Be sure not to lock in to a proprietary
vendor when the license expires.

so basically Andrey Karpov is selling better version of Clang (at
least better than native vc++ compiler analyser). But remember 3DMagix
and IllusionMage? Of course PVS-Studio is NOT a such scam, but only
because Clang is under BSD license and not GPL. The problem is
PVS-Studio have never returned a single line of code back to the Clang
SVN. As for me I do not support such kind of business.

25 апреля 2012 г. 9:44 пользователь Campbell Barton
ideasma...@gmail.com написал:
 for obvious things they mostly find the same issues (even same false
 positives), but each have a handful that are unique.
 I've ran blender through cppcheck, splint, sparse and clang-static-checler.

 the problem is that once you wade through the error logs (mainly false
 positives), and fixed the actual bugs...
 Running a second time gives you only the false positives again.
 If some new bug is added to the source you still needed to read over
 the false positives (unless your memory is really good).

 long term we need to have a way to notify us when new errors are added.

 On Wed, Apr 25, 2012 at 9:30 AM, Nicholas Bishop
 nicholasbis...@gmail.com wrote:
 Not necessarily; different static analyzers can detect different types
 of potential problems. The PVS analysis contains some interesting
 things like the Misprint in a homogeneous code block section that I
 don't think clang's analyzer does.

 On Tue, Apr 24, 2012 at 7:20 PM, Tom M letter...@gmail.com wrote:
 We have a page with generated CLang static analysis,

 http://clang.blenderheads.org/trunk/

 It probably shows the same bugs as PVS-Studio does.

 LetterRip

 On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
 nicholasbis...@gmail.com wrote:
 I think some of these have been fixed already in recent commits from 
 Campbell.

 On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
 http://www.viva64.com/en/b/0145/#ID0EO3BK

 It appears that Andrey Karpov has done an analysis of Blender source
 code using his PVS-Studio tool.  He did this just yesterday, so I
 assume the problems he found are still in the source.  He offers free
 licenses to open source project members (3500 euro software otherwise,
 wow).

 I was thinking of investigating the problems he found and seeing if I
 could fix them.
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Re: [Bf-committers] game engine without visual

2012-04-25 Thread P2sta
Thanks for answer,

uhm, can you please expline me the second possibility you wrote a bit 
more. I'm not really sure I do understand what to do.

Thanks,

Zbyněk

Dne 24.4.2012 22:06, Campbell Barton napsal(a):
 Hi. there are a few ways you could that this,

 we have headless build option for ghost. - in cmake its WITH_HEADLESS,
 this builds a blender which does not link with X11 (or do any
 windowing).

 You could look at enabling this build flag and then adding ifdef's in
 the BGE to comment out drawing code.


 Another way would be to use G.background (or some BGE variable
 initialized from G.background) and have the BGE check for background,
 this has the advantage that you wouldn't need  a custom build to take
 advantage of the feature.


 On Wed, Apr 25, 2012 at 4:26 AM, P2stap2...@atlas.cz  wrote:
 Hello,

 I would like to know if it's possible to make the game run on the
 background (without any visual part). I mean when I hit start game
 button, I need only a physics to make collision detection, no rendering.

 Can anybody help me wtih that or at least give me some tips how to get
 this done?

 Thanks in advance,

 Zbyněk
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-25 Thread Jason Wilkins
I thought that he had his own tool viva64 that PVS-Studio was based
on.  I do not really want to argue politics, but I have no problem
with the fact that he has added value by integrating it with VS and
then released it without source.  He honestly may not have even
modified clang that much and is just using it as a library.  The clang
license was specifically chosen so that people could do this kind of
thing.  I really like the BSD style license :-)

I also do not think you can get locked in to a tool like this.  It
checks your source for possible errors.  If it stops working then you
shrug your shoulders and move on.

Microsoft will be releasing a checking tool as part of the next Visual
Studio (even the Express version) and I look forward to having more
tools to satisfy my nit-picking fetish :-)

On Wed, Apr 25, 2012 at 3:35 AM, Lockal S lockals...@gmail.com wrote:
 I should mention that PVS-Studio contains clang for C++ parsing and
 preprocessing. As far I can see they have reimplemented some of the
 clang features (missing in vc++) and have added their own diagnosis
 patterns. The main feature is visual studio integration, which allows
 to enable/disable diagnosis options and mark false positives right
 inside visual studio using GUI. The drawback is impossibility of using
 it even with VC++ Express Edition (this version does not support
 extension packages) and of course with non-windows systems. The price
 of EURO 3500/year also worries me. Be sure not to lock in to a proprietary
 vendor when the license expires.

 so basically Andrey Karpov is selling better version of Clang (at
 least better than native vc++ compiler analyser). But remember 3DMagix
 and IllusionMage? Of course PVS-Studio is NOT a such scam, but only
 because Clang is under BSD license and not GPL. The problem is
 PVS-Studio have never returned a single line of code back to the Clang
 SVN. As for me I do not support such kind of business.

 25 апреля 2012 г. 9:44 пользователь Campbell Barton
 ideasma...@gmail.com написал:
 for obvious things they mostly find the same issues (even same false
 positives), but each have a handful that are unique.
 I've ran blender through cppcheck, splint, sparse and clang-static-checler.

 the problem is that once you wade through the error logs (mainly false
 positives), and fixed the actual bugs...
 Running a second time gives you only the false positives again.
 If some new bug is added to the source you still needed to read over
 the false positives (unless your memory is really good).

 long term we need to have a way to notify us when new errors are added.

 On Wed, Apr 25, 2012 at 9:30 AM, Nicholas Bishop
 nicholasbis...@gmail.com wrote:
 Not necessarily; different static analyzers can detect different types
 of potential problems. The PVS analysis contains some interesting
 things like the Misprint in a homogeneous code block section that I
 don't think clang's analyzer does.

 On Tue, Apr 24, 2012 at 7:20 PM, Tom M letter...@gmail.com wrote:
 We have a page with generated CLang static analysis,

 http://clang.blenderheads.org/trunk/

 It probably shows the same bugs as PVS-Studio does.

 LetterRip

 On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
 nicholasbis...@gmail.com wrote:
 I think some of these have been fixed already in recent commits from 
 Campbell.

 On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
 http://www.viva64.com/en/b/0145/#ID0EO3BK

 It appears that Andrey Karpov has done an analysis of Blender source
 code using his PVS-Studio tool.  He did this just yesterday, so I
 assume the problems he found are still in the source.  He offers free
 licenses to open source project members (3500 euro software otherwise,
 wow).

 I was thinking of investigating the problems he found and seeing if I
 could fix them.
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-25 Thread Mr Rasmus Lerchedahl Petersen
 Running a second time gives you only the false positives again.
 If some new bug is added to the source you still needed to read over
 the false positives (unless your memory is really good).

 long term we need to have a way to notify us when new errors are added.
Sounds like a job for diff?

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Re: [Bf-committers] trying to build with mingw32

2012-04-25 Thread Yousef Hurfoush


 Well I'll be darned! They did forget to include gcc...facepalm
 
 Yousef, can you try this installer instead?
 
 http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/mingw-get-inst-2018/

ok, i downloaded and it compiles ok but not all! it seems it doesn't build OIIO?
i get this error:
scons: *** [Z:\Development\blender\install\win32-mingw\OpenImageIO.dll] Source `
Z:\Development\blender\lib\mingw32\openimageio\bin\OpenImageIO.dll' not found, n
eeded by target `Z:\Development\blender\install\win32-mingw\OpenImageIO.dll'.

i used the default config file.
i checked the install folder and most thing are there and blender starts and 
doesn't crash and renders


Regards
Yousef Harfoush
ba...@msn.com

  
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Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-25 Thread Nathan Vegdahl
 What i expected was a smooth motion, but
 instead it goes straight up (to 2nd key) and continues with a curve that
 _bends downward_ to key 3.  Given that it has to move trough the keys i
 would have at least expected a linear motion (shortest path) from key
 2 to key 3.

The interpolation is not incorrect (insofar as interpolation can be
incorrect).  If you were doing linear, shortest-path interpolation,
it _would_ be bending downward.  Your main misunderstanding is that
you are mistakenly thinking of the direction that the leg is pointing
as the only relevant aspect of rotation.  But that is not correct.
The twist of the leg is also part of the rotation, and you are
introducing a 90 degree twist with the second rotation.

Take a look here:  http://www.pasteall.org/blend/13542
I've added axis bones to make it more obvious what's going on.  The
setup on the left is your animation, and the setup on the right has
been changed so that it's not twisting.

Here's another file to take a look at:  http://www.pasteall.org/blend/13543
It's the same as the one I linked above, except with linear
interpolation (e.g. shortest path).  It should be more visually
obvious in this why you're getting the rotate down effect.

--Nathan


On Tue, Apr 24, 2012 at 3:12 AM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
 I don't know if this is a known issue. But i tried the following. I made
 a key for a leg (restpose),  bended it forward (xrot 90°, second key)
 and moved it to the side (zrot 90°, third key), and then added a fourth
 key (restposition again). What i expected was a smooth motion, but
 instead it goes straight up (to 2nd key) and continues with a curve that
 _bends downward_ to key 3. Given that it has to move trough the keys i
 would have at least expected a linear motion (shortest path) from key
 2 to key 3.

 The reason for that is the interpolation (bezier curves) between the
 keys. It interpolates every component as a single key. But that isn't
 right for quaternion rotation. Instead it should interpolate between the
 quaternions (at the keys) itself using a slope function to define how
 the interpolation in between keyframes behaves.

 I uploaded an example to pasteall.org to illustrate the issue:
 http://www.pasteall.org/blend/13505

 The left armature (named wrong) shows what i mean with wrong
 interpolation and the right armature shows how it should look like
 (named nearly right, because it is impossible to get it right at the
 moment).

 Maybe someone has the time to look at the example and to figure out a
 way how it could be correctly implemented. My attempt would be to remove
 the possibility to edit f-curves for quaternions (who does that anyway?)
 and to use another interpolation scheme for this kind of rotations.

 Greetings from
 Tobias Oelgarte
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[Bf-committers] Test account

2012-04-25 Thread ValterVB .

It is really a good opportunity for buying electronic products. Don't miss it.
   Best regards!  www.gmail123.com . 
△ 
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Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-25 Thread Tobias Oelgarte
Yes, you're right. But I think that this is not really the kind of 
interpolation an animator would want to have in this case. As an 
animator I would prefer a direction interpolation and a separate roll 
interpolation. Ideally both rotations (as in your example files) would 
follow the same path on the rotation sphere, while only the roll behaves 
differently. Otherwise such movement will have this up/down curve, which 
isn't nice to look at.

Greetings from
Tobias Oelgarte

Am 25.04.2012 22:21, schrieb Nathan Vegdahl:
 What i expected was a smooth motion, but
 instead it goes straight up (to 2nd key) and continues with a curve that
 _bends downward_ to key 3.  Given that it has to move trough the keys i
 would have at least expected a linear motion (shortest path) from key
 2 to key 3.
 The interpolation is not incorrect (insofar as interpolation can be
 incorrect).  If you were doing linear, shortest-path interpolation,
 it _would_ be bending downward.  Your main misunderstanding is that
 you are mistakenly thinking of the direction that the leg is pointing
 as the only relevant aspect of rotation.  But that is not correct.
 The twist of the leg is also part of the rotation, and you are
 introducing a 90 degree twist with the second rotation.

 Take a look here:  http://www.pasteall.org/blend/13542
 I've added axis bones to make it more obvious what's going on.  The
 setup on the left is your animation, and the setup on the right has
 been changed so that it's not twisting.

 Here's another file to take a look at:  http://www.pasteall.org/blend/13543
 It's the same as the one I linked above, except with linear
 interpolation (e.g. shortest path).  It should be more visually
 obvious in this why you're getting the rotate down effect.

 --Nathan


 On Tue, Apr 24, 2012 at 3:12 AM, Tobias Oelgarte
 tobias.oelga...@googlemail.com  wrote:
 I don't know if this is a known issue. But i tried the following. I made
 a key for a leg (restpose),  bended it forward (xrot 90°, second key)
 and moved it to the side (zrot 90°, third key), and then added a fourth
 key (restposition again). What i expected was a smooth motion, but
 instead it goes straight up (to 2nd key) and continues with a curve that
 _bends downward_ to key 3. Given that it has to move trough the keys i
 would have at least expected a linear motion (shortest path) from key
 2 to key 3.

 The reason for that is the interpolation (bezier curves) between the
 keys. It interpolates every component as a single key. But that isn't
 right for quaternion rotation. Instead it should interpolate between the
 quaternions (at the keys) itself using a slope function to define how
 the interpolation in between keyframes behaves.

 I uploaded an example to pasteall.org to illustrate the issue:
 http://www.pasteall.org/blend/13505

 The left armature (named wrong) shows what i mean with wrong
 interpolation and the right armature shows how it should look like
 (named nearly right, because it is impossible to get it right at the
 moment).

 Maybe someone has the time to look at the example and to figure out a
 way how it could be correctly implemented. My attempt would be to remove
 the possibility to edit f-curves for quaternions (who does that anyway?)
 and to use another interpolation scheme for this kind of rotations.

 Greetings from
 Tobias Oelgarte
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-25 Thread Jason Wilkins
If the source line changes then diff isn't a good enough tool.  What
is needed is a that these programs need to maintain a database that
keeps a signature of each problem that is basically an AST of the area
affected and is independent of source line and whitespace changes.
Then you could annotate this database with information about false
positives instead of your source.  Such a database might even be able
to keep new false positives from appearing if you duplicate the
problem exactly in a different source file.

On Wed, Apr 25, 2012 at 11:13 AM, Mr Rasmus Lerchedahl Petersen
rus...@eecs.qmul.ac.uk wrote:
 Running a second time gives you only the false positives again.
 If some new bug is added to the source you still needed to read over
 the false positives (unless your memory is really good).

 long term we need to have a way to notify us when new errors are added.
 Sounds like a job for diff?

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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-25 Thread Jason Wilkins
p.s., not that I'm against annotating false positives in source code
(or better yet, rewriting in a less suspicious manner).  I do not
believe in forcing programmers to do things.  However, if we ever
wanted to require that Blender ship with zero warning flags from these
kinds of tools there is going to have to be some kind of centralized
way to customize the warnings so that all developers can work against
the same template.

This is why I like Sonar for Java, you can set up a central web server
that tracks all the warnings and everybody can check against that.
But it does not do exactly what I suggested (let you mark
false-positives in the database).  However, it is also a more sensible
tool because I've never had it flag something I either did not really
have to fix or was not actually a good suggestion to improve the code.
 C/C++ tools will probably never be that good.

On top of that, I compiled Blender with MSVC 2008 warning level 4 and
got 14,000 warnings.  It would be nice to have a tool that could
actually automatically track those.  As it is, it seems like a
nightmare to even try to see if there is anything useful in those 14k
warnings.

On Wed, Apr 25, 2012 at 5:57 PM, Jason Wilkins
jason.a.wilk...@gmail.com wrote:
 If the source line changes then diff isn't a good enough tool.  What
 is needed is a that these programs need to maintain a database that
 keeps a signature of each problem that is basically an AST of the area
 affected and is independent of source line and whitespace changes.
 Then you could annotate this database with information about false
 positives instead of your source.  Such a database might even be able
 to keep new false positives from appearing if you duplicate the
 problem exactly in a different source file.

 On Wed, Apr 25, 2012 at 11:13 AM, Mr Rasmus Lerchedahl Petersen
 rus...@eecs.qmul.ac.uk wrote:
 Running a second time gives you only the false positives again.
 If some new bug is added to the source you still needed to read over
 the false positives (unless your memory is really good).

 long term we need to have a way to notify us when new errors are added.
 Sounds like a job for diff?

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Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-25 Thread Nathan Vegdahl
 But I think that this is not really the kind of
 interpolation an animator would want to have
 in this case.  As an animator I would prefer
 a direction interpolation and a separate roll
 interpolation.

Believe me, as an animator and rigger, I have thought about this
problem a lot.  But it's not as simple as you make it out to be.
Whenever you separate out axes of rotation like that, you introduce
singularities.  So you could, for example, use euler rotation with an
appropriate rotation order to accomplish what you want here, but then
it will interpolate strangely in other circumstances.

For example, in this file: http://www.pasteall.org/blend/13547
From key-1 to key-2, and from key-2 to key-3, the interpolation
behaves as you expect.  But from key-3 to key-4 it behaves strangely.

Even if we hide the interpolation curves entirely and let Blender do
whatever strange things it wants to accomplish various interpolation
methods internally, it's not clear to me that there's an obvious way
to accomplish what you want in the general case, because roll is
actually ill-defined for fully general 3d rotations.  Besides which,
if we do that, then we deprive animators of a lot of control via
interpolation curves.

You might be able to accomplish something close to what you want via
some clever rigging, however, by having separate controls for the
pointing direction and the roll.  But you have to choose what
pointing without rolling means then, which involves making some
limiting assumptions.

In any case, there is nothing broken about how Blender is
interpolating your key frames.  I agree it's crappy for this use-case,
but I don't know of any existing methods that are less crappy.

--Nathan


On Wed, Apr 25, 2012 at 1:57 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
 Yes, you're right. But I think that this is not really the kind of
 interpolation an animator would want to have in this case. As an
 animator I would prefer a direction interpolation and a separate roll
 interpolation. Ideally both rotations (as in your example files) would
 follow the same path on the rotation sphere, while only the roll behaves
 differently. Otherwise such movement will have this up/down curve, which
 isn't nice to look at.

 Greetings from
 Tobias Oelgarte

 Am 25.04.2012 22:21, schrieb Nathan Vegdahl:
 What i expected was a smooth motion, but
 instead it goes straight up (to 2nd key) and continues with a curve that
 _bends downward_ to key 3.  Given that it has to move trough the keys i
 would have at least expected a linear motion (shortest path) from key
 2 to key 3.
 The interpolation is not incorrect (insofar as interpolation can be
 incorrect).  If you were doing linear, shortest-path interpolation,
 it _would_ be bending downward.  Your main misunderstanding is that
 you are mistakenly thinking of the direction that the leg is pointing
 as the only relevant aspect of rotation.  But that is not correct.
 The twist of the leg is also part of the rotation, and you are
 introducing a 90 degree twist with the second rotation.

 Take a look here:  http://www.pasteall.org/blend/13542
 I've added axis bones to make it more obvious what's going on.  The
 setup on the left is your animation, and the setup on the right has
 been changed so that it's not twisting.

 Here's another file to take a look at:  http://www.pasteall.org/blend/13543
 It's the same as the one I linked above, except with linear
 interpolation (e.g. shortest path).  It should be more visually
 obvious in this why you're getting the rotate down effect.

 --Nathan


 On Tue, Apr 24, 2012 at 3:12 AM, Tobias Oelgarte
 tobias.oelga...@googlemail.com  wrote:
 I don't know if this is a known issue. But i tried the following. I made
 a key for a leg (restpose),  bended it forward (xrot 90°, second key)
 and moved it to the side (zrot 90°, third key), and then added a fourth
 key (restposition again). What i expected was a smooth motion, but
 instead it goes straight up (to 2nd key) and continues with a curve that
 _bends downward_ to key 3. Given that it has to move trough the keys i
 would have at least expected a linear motion (shortest path) from key
 2 to key 3.

 The reason for that is the interpolation (bezier curves) between the
 keys. It interpolates every component as a single key. But that isn't
 right for quaternion rotation. Instead it should interpolate between the
 quaternions (at the keys) itself using a slope function to define how
 the interpolation in between keyframes behaves.

 I uploaded an example to pasteall.org to illustrate the issue:
 http://www.pasteall.org/blend/13505

 The left armature (named wrong) shows what i mean with wrong
 interpolation and the right armature shows how it should look like
 (named nearly right, because it is impossible to get it right at the
 moment).

 Maybe someone has the time to look at the example and to figure out a
 way how it could be correctly implemented. My attempt would be to remove
 the 

Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-25 Thread Bassam Kurdali
Rotations in 3D are just a horrible beast, and I think it is non trivial
to figure out what constitutes a 'nice' interpolation across all cases,
perhaps not even possible. You might be to use hierachies to isolate
axis for some very specific setups, however:
  way how it could be correctly implemented. My attempt would be to remove
  the possibility to edit f-curves for quaternions (who does that anyway?)
Lots and lots of animators edit quat f-curves- and wouldn't like 'taking
the curve editor away' unless it is replaced with something better...
(curve editor++ ? direct editing of paths/handles in the 3D view?)
  and to use another interpolation scheme for this kind of rotations.
 
euler will have it's own, worse interpolation issues, but I'm not sure
how axis angle would behave in this specific case. Does anyone actually
use axis-angle and it's just me living in the stone age?



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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-25 Thread Campbell Barton
While its probably possible to setup some `good enough` solution using
diff, I tend to agree with Jason - that you need something more
comprehensive so some minor edits to a file doesn't give you a lot of
changes to the diff to read through that are in fact only line number
change or re-ordered functions.

Even though you could probably skim-read the diff and tell new
additions from line-number offsets - blenders is changing fast enough
that doing this every day would become a time waster IMHO.

Another issue with diff, clang outputs HTML or PList (some apple xml?)
- so diffing this output needs someone to work on a tool for that
specifically.

Checking if number of reports changed was OK until clang started
crashing in some of our source code, so now it gives different bug
count every run.
http://clang.blenderheads.org/trunk/

(yes, I realize some bug could be added and another removed between
revisions - so its not foolproof).


On Thu, Apr 26, 2012 at 8:57 AM, Jason Wilkins
jason.a.wilk...@gmail.com wrote:
 If the source line changes then diff isn't a good enough tool.  What
 is needed is a that these programs need to maintain a database that
 keeps a signature of each problem that is basically an AST of the area
 affected and is independent of source line and whitespace changes.
 Then you could annotate this database with information about false
 positives instead of your source.  Such a database might even be able
 to keep new false positives from appearing if you duplicate the
 problem exactly in a different source file.

 On Wed, Apr 25, 2012 at 11:13 AM, Mr Rasmus Lerchedahl Petersen
 rus...@eecs.qmul.ac.uk wrote:
 Running a second time gives you only the false positives again.
 If some new bug is added to the source you still needed to read over
 the false positives (unless your memory is really good).

 long term we need to have a way to notify us when new errors are added.
 Sounds like a job for diff?

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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-25 Thread Campbell Barton
On Thu, Apr 26, 2012 at 9:16 AM, Jason Wilkins
jason.a.wilk...@gmail.com wrote:
 p.s., not that I'm against annotating false positives in source code
 (or better yet, rewriting in a less suspicious manner).  I do not
 believe in forcing programmers to do things.  However, if we ever
 wanted to require that Blender ship with zero warning flags from these
 kinds of tools there is going to have to be some kind of centralized
 way to customize the warnings so that all developers can work against
 the same template.

 This is why I like Sonar for Java, you can set up a central web server
 that tracks all the warnings and everybody can check against that.
 But it does not do exactly what I suggested (let you mark
 false-positives in the database).  However, it is also a more sensible
 tool because I've never had it flag something I either did not really
 have to fix or was not actually a good suggestion to improve the code.
  C/C++ tools will probably never be that good.

 On top of that, I compiled Blender with MSVC 2008 warning level 4 and
 got 14,000 warnings.  It would be nice to have a tool that could
 actually automatically track those.  As it is, it seems like a
 nightmare to even try to see if there is anything useful in those 14k
 warnings.

My first reaction when building blender in MSVC was - how can anyone
use this! - the output flooded with warnings almost all being near
useless, now IIRC the warning level is set lower now but its still not
great.

A while back I tried to get cmake/gcc building with zero warnings and
we are close to being there (some are really hard to get rid of
because of differences in external headers across versions).

The way I did this was to set -Wall -Wextra, then disable warnings one
by one which are things blender does often and are not useful to be
warned about on every build. eg: -Wno-unknown-pragmas,
-Wno-char-subscripts

Another thing that was needed was a way to remove even more warnings
for 3rd party libs in extern/ since we dont maintain that code making
small edits only get lost when updating the libs.
For this there is a CMake macro remove_strict_flags(), defined in
./build_files/cmake/macros.cmake to remove -Wunused-parameter,
-Wstrict-prototypes for example.

Locally I use -Werror so if someone commits error causing code into
blender It won't build for me, but dont enable this by default since
it would get annoying for non developers to build.


Theres nothing stopping someone making use of this same methods for
MSVC so we get useful warning output.
14,000 warnings sound bad but so many are harmless they just need to
be suppressed.

 On Wed, Apr 25, 2012 at 5:57 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
 If the source line changes then diff isn't a good enough tool.  What
 is needed is a that these programs need to maintain a database that
 keeps a signature of each problem that is basically an AST of the area
 affected and is independent of source line and whitespace changes.
 Then you could annotate this database with information about false
 positives instead of your source.  Such a database might even be able
 to keep new false positives from appearing if you duplicate the
 problem exactly in a different source file.

 On Wed, Apr 25, 2012 at 11:13 AM, Mr Rasmus Lerchedahl Petersen
 rus...@eecs.qmul.ac.uk wrote:
 Running a second time gives you only the false positives again.
 If some new bug is added to the source you still needed to read over
 the false positives (unless your memory is really good).

 long term we need to have a way to notify us when new errors are added.
 Sounds like a job for diff?

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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-25 Thread trouble daemon
Interesting problem you have here. While I don't understand all the
errors themselves per se, I did take a look at the root web page and a
few samples of reports, along with a glimpse at the html it generated.

My initial thought would be some sort of regex like parser that would
be very similar in theory to the perl swatch script, or the
logwatch. To summarize the aspects of these that would relate to this:
swatch lets you setup regex rules to match or ignore entries in any
text file, and can vary the color of the output, ignore it, or perform
some action on a match. While logwatch is similar, it basically has a
list of ignore rules/regex, and has formatting information for all the
different syslog (and friends) log formats that it can parse out the
junk (like timestamps and pid's).

I figure that if someone felt like spending an evening, they could
probably take the 2 key concepts (regex, and ignore rules per file
and/or error) from these two programs and toss them into an html
scraper script, you could probably get something that could alert you
to just the stuff that has changed. For example, looking at a few
different reports, I noticed a trend of the same file to have the same
error on the same line number. Clearly in such a case, this output
should be placed on the ignore list (well, assuming you choose to
ignore it), and only report on changes where there is a new primary
key of sorts, constructed from the uniqueness of the filename, error
type and line number.

The big problem I see with this, would be maintaining the script in
the event that the html of the clang reports changes. This is actually
the type of problem that I ran into when making the blender filesize
chart, namely that over time, the conventions used to name files and
indicate features was different per arch, release and feature set,
thus making it near impossible to script or automate anything without
hand verification.

I suppose the question is, how important would something like this be,
who will write it, how will it be written (perl+dbm, python+sqlite,
etc etc etc), who will maintain it, who will use and benefit from it.
Tbh, it sounds like a can of worms :)

Anyways, felt like chiming in, later guys o/



troubled

On Wed, Apr 25, 2012 at 9:36 PM, Campbell Barton ideasma...@gmail.com wrote:
 While its probably possible to setup some `good enough` solution using
 diff, I tend to agree with Jason - that you need something more
 comprehensive so some minor edits to a file doesn't give you a lot of
 changes to the diff to read through that are in fact only line number
 change or re-ordered functions.

 Even though you could probably skim-read the diff and tell new
 additions from line-number offsets - blenders is changing fast enough
 that doing this every day would become a time waster IMHO.

 Another issue with diff, clang outputs HTML or PList (some apple xml?)
 - so diffing this output needs someone to work on a tool for that
 specifically.

 Checking if number of reports changed was OK until clang started
 crashing in some of our source code, so now it gives different bug
 count every run.
 http://clang.blenderheads.org/trunk/

 (yes, I realize some bug could be added and another removed between
 revisions - so its not foolproof).


 On Thu, Apr 26, 2012 at 8:57 AM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
 If the source line changes then diff isn't a good enough tool.  What
 is needed is a that these programs need to maintain a database that
 keeps a signature of each problem that is basically an AST of the area
 affected and is independent of source line and whitespace changes.
 Then you could annotate this database with information about false
 positives instead of your source.  Such a database might even be able
 to keep new false positives from appearing if you duplicate the
 problem exactly in a different source file.

 On Wed, Apr 25, 2012 at 11:13 AM, Mr Rasmus Lerchedahl Petersen
 rus...@eecs.qmul.ac.uk wrote:
 Running a second time gives you only the false positives again.
 If some new bug is added to the source you still needed to read over
 the false positives (unless your memory is really good).

 long term we need to have a way to notify us when new errors are added.
 Sounds like a job for diff?

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[Bf-committers] Status of 2.63 release

2012-04-25 Thread Thomas Dinges
Hi,
what is the status now?

According to sergey yesterday, we wait for a last minute bevel fix 
(patch was sent to Campbell to check) and the Splash.

Thomas

-- 
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Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] Status of 2.63 release

2012-04-25 Thread trouble daemon
If I am not mistaken, I thought I seen a commit a few revisions ago
today that specifically mentioned something about disabling bevel for
release because of a discussion and/or problems. Not sure if that
answers your question though.

Ah yes, here it was:


r45962 | campbellbarton | 2012-04-25 06:24:31 -0400 (Wed, 25 Apr 2012) | 2 lines

disable bevel for release after discussion with brecht and sergey,
this works far too poorly to be included in release.


On Thu, Apr 26, 2012 at 12:05 AM, Thomas Dinges blen...@dingto.org wrote:
 Hi,
 what is the status now?

 According to sergey yesterday, we wait for a last minute bevel fix
 (patch was sent to Campbell to check) and the Splash.

 Thomas

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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[Bf-committers] OpenGL Dependency Report and Script

2012-04-25 Thread Jason Wilkins
In preparation for SoC I have started to study how Blender uses OpenGL

Here is a report I generated:
http://www.pasteall.org/31251/

Here is the script I used to generate it:
http://www.pasteall.org/31252/python

You need to download a full glew to run it (and edit the file paths
inside the script).  I'm a novice python user, so please don't mind
how primitive my code is ;)

There are some obvious problems, the main one is that I assume each
token belongs to exactly one opengl extension, which I do not think is
true at all.  The other is that some tokens inside Blender mimic
OpenGL symbols.  I think one of my first tasks will be to find those
fake opengl symbols, like glMats, and rename them.
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