Re: [pygame] Subtle Memory Bug

2006-07-12 Thread Kris Schnee

James Hofmann wrote:

I'd agree. I've been in similar situations before.
What's really wanted(once the problem is discovered)
are these two properties:

1. references to list locations, rather than specific
items
2. can step backwards when size/ordering changes

I tend to use a while loop and counter for those purposes.


So, like this?

foo = [instance, instance, etc.]
n = 0
while n  len(foo):
foo[n].DoStuff() ## Might result in deleting foo[n]
n += 1

I think I've done something like that before, but I don't remember 
whether len(foo) gets evaluated anew each time. I may have had to say:


n = 0
done = False
while not done:
DoStuff()
if n = len(foo):
done = True

This issue is relevant to my AI code, if I ever really sit down and work 
on it. I'd been using a big dictionary of neuron-like objects and 
cycling through them each turn, giving each of them links containing 
ID numbers used to access other units. Instead I might eliminate the ID 
numbers altogether and give the units direct references to each other, eg.:


scint.LinkTo( otherscint )
as opposed to:
scint.LinkTo( otherscint.ID )

Kris



Re: [pygame] Subtle Memory Bug

2006-07-12 Thread Alex Holkner

Kris Schnee wrote:


Bob Ippolito wrote:

It's probably not the uniqueness of ID numbers that's breaking his 
code, it's the fact that he has two different generations in the same 
data structure. That's simply not how you should do what he's trying 
to do.



So, maybe have a tribes_this_turn dictionary and a next_turn_tribes 
dictionary, with tribes getting copied into the next only if they 
haven't been flagged as gone? It'd be tricky because what if tribes 
A and B merge one turn, and in the same turn C tries to interact with 
them? I guess the tribe that A/B become wouldn't exist till next turn, 
but then there's the possibility that C will attack and destroy A on 
the same turn that A has been absorbed into B.


The way this is typically handled is to separate actions from effects.  
For example, simple physical modelling systems will update the velocity 
and position of all objects before considering collisions and other 
forces that affect acceleration.


In your case, say each tribe has some hit points.  Your run loop could 
look like:


for each tribe:
 attack other tribes, decreasing their hit points
 flag intent to merge with another tribe
remove any tribe with hit points  0
for each pair of tribe intending to merge:
 merge the tribes

As with a physical system, if your constraints / actions are more 
complex than this, you may want to solve a linear system or integrate a 
non-linear system to determine the simultaneous effect of all actions.


[This comment is orthagonal to the idea of using separate vectors for 
current and next generations, which I am also in favour of.]


Alex.



[pygame] Subtle Memory Bug

2006-07-10 Thread Kris Schnee

I've just solved a tricky bug (I think) whose solution might help others
who encounter a similar problem.

I was playing with cellular automata, a bunch of tribes that move and
grow as squares on a grid. Each tribe was stored in a game object, in a
dictionary, by an ID number. I had a loop that made each tribe take an
action, like so:

for tribe in self.alltribes.values(): ## Line 1
## Make sure tribe is still in play before activating.
if tribe.ID in self.alltribes.keys(): ## Line 2
tribe.Go()
self.age += 1

Some events would cause a tribe to merge with another, deleting both and
creating a new tribe with a new ID value. Other events would create a
new tribe. I was getting a strange error in which a tribe would try to
move from coordinates that it wasn't actually at, crashing the program.
I narrowed down that this only happened when a tribe was deleted, and
then another tribe was randomly created with the same ID in the same turn.

The reason seems to be this. Line 1 creates a list of tribes when the
loop begins, _containing the tribe objects themselves_. When a game
event deletes a tribe, it's still present in memory until the end of the
loop... so the loop checks the deleted tribe's ID, sees that there's
still a tribe with that ID (the newly created one), and runs _the
deleted tribe_, which shouldn't happen. So I changed line 2 to:

if tribe in self.alltribes.values(): ## Line 2b

This way, the tribe is checked not as an ID#, but as a Python object,
against the list of objects in self.alltribes.values. If the tribe is
deleted, it won't show up in the list when it's checked, so the test
will fail as it should.

Anyway, I learned something from this problem about the persistence of
objects in memory. Perhaps this will help someone else.

Kris
...Defeated the Bug and got 1 experience points!




Re: [pygame] Subtle Memory Bug

2006-07-10 Thread Bob Ippolito


On Jul 10, 2006, at 2:27 PM, Kris Schnee wrote:

I've just solved a tricky bug (I think) whose solution might help  
others

who encounter a similar problem.

I was playing with cellular automata, a bunch of tribes that move  
and
grow as squares on a grid. Each tribe was stored in a game object,  
in a

dictionary, by an ID number. I had a loop that made each tribe take an
action, like so:

for tribe in self.alltribes.values(): ## Line 1
## Make sure tribe is still in play before activating.
if tribe.ID in self.alltribes.keys(): ## Line 2
tribe.Go()
self.age += 1

Some events would cause a tribe to merge with another, deleting  
both and

creating a new tribe with a new ID value. Other events would create a
new tribe. I was getting a strange error in which a tribe would try to
move from coordinates that it wasn't actually at, crashing the  
program.

I narrowed down that this only happened when a tribe was deleted, and
then another tribe was randomly created with the same ID in the  
same turn.


The reason seems to be this. Line 1 creates a list of tribes when the
loop begins, _containing the tribe objects themselves_. When a game
event deletes a tribe, it's still present in memory until the end  
of the

loop... so the loop checks the deleted tribe's ID, sees that there's
still a tribe with that ID (the newly created one), and runs _the
deleted tribe_, which shouldn't happen. So I changed line 2 to:

if tribe in self.alltribes.values(): ## Line 2b

This way, the tribe is checked not as an ID#, but as a Python object,
against the list of objects in self.alltribes.values. If the tribe is
deleted, it won't show up in the list when it's checked, so the test
will fail as it should.


Well, I'm not sure I'd say that's a good solution either way. You  
should think *really* carefully about iterating over a dictionary  
you're also mutating. It also seems like a really strange way to do  
cellular automata, since you're letting the hash order of the  
dictionary influence the algorithm. The way you're using the dict is  
really strange too, foo in dict.keys() is an order of magnitude  
slower than foo in dict.. and checking existence in values() is a  
pretty good sign you're doing something wrong or using the wrong kind  
of data structure.


I'd create a new alltribes dict on every generation. It'd be faster  
than what you're doing now, be more deterministic, and a lot easier  
to get right.


I wouldn't classify this as a memory bug either. It doesn't really  
have anything to do with memory.


-bob



Re: [pygame] Subtle Memory Bug

2006-07-10 Thread andrew baker
If you're using ID numbers, they really should be unique.On 7/10/06, Bob Ippolito [EMAIL PROTECTED] wrote:
On Jul 10, 2006, at 2:27 PM, Kris Schnee wrote: I've just solved a tricky bug (I think) whose solution might help
 others who encounter a similar problem. I was playing with cellular automata, a bunch of tribes that move and grow as squares on a grid. Each tribe was stored in a game object,
 in a dictionary, by an ID number. I had a loop that made each tribe take an action, like so: for tribe in self.alltribes.values(): ## Line 1 ## Make sure tribe is still in play before activating.
 if tribe.ID in self.alltribes.keys(): ## Line 2 tribe.Go() self.age += 1 Some events would cause a tribe to merge with another, deleting both and creating a new tribe with a new ID value. Other events would create a
 new tribe. I was getting a strange error in which a tribe would try to move from coordinates that it wasn't actually at, crashing the program. I narrowed down that this only happened when a tribe was deleted, and
 then another tribe was randomly created with the same ID in the same turn. The reason seems to be this. Line 1 creates a list of tribes when the loop begins, _containing the tribe objects themselves_. When a game
 event deletes a tribe, it's still present in memory until the end of the loop... so the loop checks the deleted tribe's ID, sees that there's still a tribe with that ID (the newly created one), and runs _the
 deleted tribe_, which shouldn't happen. So I changed line 2 to: if tribe in self.alltribes.values(): ## Line 2b This way, the tribe is checked not as an ID#, but as a Python object,
 against the list of objects in self.alltribes.values. If the tribe is deleted, it won't show up in the list when it's checked, so the test will fail as it should.Well, I'm not sure I'd say that's a good solution either way. You
should think *really* carefully about iterating over a dictionaryyou're also mutating. It also seems like a really strange way to docellular automata, since you're letting the hash order of thedictionary influence the algorithm. The way you're using the dict is
really strange too, foo in dict.keys() is an order of magnitudeslower than foo in dict.. and checking existence in values() is apretty good sign you're doing something wrong or using the wrong kind
of data structure.I'd create a new alltribes dict on every generation. It'd be fasterthan what you're doing now, be more deterministic, and a lot easierto get right.I wouldn't classify this as a memory bug either. It doesn't really
have anything to do with memory.-bob-- Andrew Ulysses Bakerfailrate


Re: [pygame] Subtle Memory Bug

2006-07-10 Thread Bob Ippolito
It's probably not the uniqueness of ID numbers that's breaking his code, it's the fact that he has two different generations in the same data structure. That's simply not how you should do what he's trying to do.-bobOn Jul 10, 2006, at 4:51 PM, andrew baker wrote:If you're using ID numbers, they really should be unique.On 7/10/06, Bob Ippolito [EMAIL PROTECTED] wrote: On Jul 10, 2006, at 2:27 PM, Kris Schnee wrote: I've just solved a tricky bug (I think) whose solution might help  others who encounter a similar problem. I was playing with cellular automata, a bunch of "tribes" that move and grow as squares on a grid. Each tribe was stored in a game object,  in a dictionary, by an ID number. I had a loop that made each tribe take an action, like so: for tribe in self.alltribes.values(): ## Line 1 ## Make sure tribe is still in play before activating.  if tribe.ID in self.alltribes.keys(): ## Line 2 tribe.Go() self.age += 1 Some events would cause a tribe to merge with another, deleting both and creating a new tribe with a new ID value. Other events would create a  new tribe. I was getting a strange error in which a tribe would try to move from coordinates that it wasn't actually at, crashing the program. I narrowed down that this only happened when a tribe was deleted, and  then another tribe was randomly created with the same ID in the same turn. The reason seems to be this. Line 1 creates a list of tribes when the loop begins, _containing the tribe objects themselves_. When a game  event deletes a tribe, it's still present in memory until the end of the loop... so the loop checks the deleted tribe's ID, sees that there's still a tribe with that ID (the newly created one), and runs _the  deleted tribe_, which shouldn't happen. So I changed line 2 to: if tribe in self.alltribes.values(): ## Line 2b This way, the tribe is checked not as an ID#, but as a Python object,  against the list of objects in self.alltribes.values. If the tribe is deleted, it won't show up in the list when it's checked, so the test will fail as it should.Well, I'm not sure I'd say that's a good solution either way. You should think *really* carefully about iterating over a dictionaryyou're also mutating. It also seems like a really strange way to docellular automata, since you're letting the hash order of thedictionary influence the algorithm. The way you're using the dict is really strange too, "foo in dict.keys()" is an order of magnitudeslower than "foo in dict".. and checking existence in values() is apretty good sign you're doing something wrong or using the wrong kind of data structure.I'd create a new alltribes dict on every generation. It'd be fasterthan what you're doing now, be more deterministic, and a lot easierto get right.I wouldn't classify this as a memory bug either. It doesn't really have anything to do with memory.-bob-- Andrew Ulysses Baker"failrate"

Re: [pygame] Subtle Memory Bug

2006-07-10 Thread andrew baker
Oh, absolutely. However, they should be unique, otherwise there's no point in having them :DOn 7/10/06, Bob Ippolito 
[EMAIL PROTECTED] wrote:It's probably not the uniqueness of ID numbers that's breaking his code, it's the fact that he has two different generations in the same data structure. That's simply not how you should do what he's trying to do.
-bobOn Jul 10, 2006, at 4:51 PM, andrew baker wrote:If you're using ID numbers, they really should be unique.
On 7/10/06, Bob Ippolito [EMAIL PROTECTED]
 wrote: On Jul 10, 2006, at 2:27 PM, Kris Schnee wrote: I've just solved a tricky bug (I think) whose solution might help 
 others who encounter a similar problem. I was playing with cellular automata, a bunch of tribes that move and grow as squares on a grid. Each tribe was stored in a game object, 
 in a dictionary, by an ID number. I had a loop that made each tribe take an action, like so: for tribe in self.alltribes.values(): ## Line 1 ## Make sure tribe is still in play before activating. 
 if tribe.ID in self.alltribes.keys(): ## Line 2 tribe.Go() self.age += 1 Some events would cause a tribe to merge with another, deleting both and creating a new tribe with a new ID value. Other events would create a 
 new tribe. I was getting a strange error in which a tribe would try to move from coordinates that it wasn't actually at, crashing the program. I narrowed down that this only happened when a tribe was deleted, and 
 then another tribe was randomly created with the same ID in the same turn. The reason seems to be this. Line 1 creates a list of tribes when the loop begins, _containing the tribe objects themselves_. When a game 
 event deletes a tribe, it's still present in memory until the end of the loop... so the loop checks the deleted tribe's ID, sees that there's still a tribe with that ID (the newly created one), and runs _the 
 deleted tribe_, which shouldn't happen. So I changed line 2 to: if tribe in self.alltribes.values(): ## Line 2b This way, the tribe is checked not as an ID#, but as a Python object, 
 against the list of objects in self.alltribes.values. If the tribe is deleted, it won't show up in the list when it's checked, so the test will fail as it should.Well, I'm not sure I'd say that's a good solution either way. You 
should think *really* carefully about iterating over a dictionaryyou're also mutating. It also seems like a really strange way to docellular automata, since you're letting the hash order of thedictionary influence the algorithm. The way you're using the dict is 
really strange too, foo in dict.keys() is an order of magnitudeslower than foo in dict.. and checking existence in values() is apretty good sign you're doing something wrong or using the wrong kind 
of data structure.I'd create a new alltribes dict on every generation. It'd be fasterthan what you're doing now, be more deterministic, and a lot easierto get right.I wouldn't classify this as a memory bug either. It doesn't really 
have anything to do with memory.-bob-- Andrew Ulysses Bakerfailrate
-- Andrew Ulysses Bakerfailrate