Foldit client crashes on Puzzle 633

Case number:845829-993596
Topic:Crash/Hang
Opened by:smilingone
Status:Closed
Type:Bug
Opened on:Wednesday, September 26, 2012 - 06:53
Last modified:Thursday, October 11, 2012 - 19:51

I've had 633 close on me three times now. I only had two clients running on a laptop that can easily handle quite a few more. It was running under 30% CPU and only using about 25% RAM. So, the computer wasn't being taxed. Nothing else was running, and the computer was still on when I got home. The foldit clients were simply closed.

This morning I had one that just hung and needed to be closed.

(Wed, 09/26/2012 - 06:53  |  48 comments)


Joined: 09/19/2011
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I wish we could edit these comments. I'd love to edit both content and title line.

They crashed on my desktop, not laptop. I'm going to try the laptop tonight.

This only happens with 633.

Angus's picture
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I've also had 633 crash 3 times in the last 6 hours, on a WinXP machine.

spdenne's picture
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I had a Win7x64 client runnign a recipe on puzzle 633 that was responding really slowly, quite sluggish, and page faults staying around 40000 per second. Another client working fine on the same PC was running a recipe on puzzle 632 and was running just fine.

gitwut's picture
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Similarly here. I don't know the reasons, but 633 crashed twice on me at work. It's a Vista 32-bit though, devprev client. That's not happened with any other puzzle so far using devprev.

It was running sluggishly just now (Vista 64-bit, devprev) at home. I restarted the client but didn't think to check computer performance stats.

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I've also had several crashes on puzzle 633 using devprev. I've attached a log.txt file.

UNHANDLED EXCEPTION
1: RaiseException +88 bytes (no line)
2: library_main +15813949 bytes (no line)
3: library_main +15813876 bytes (no line)
4: library_main +5362427 bytes (no line)
5: library_main +6012663 bytes (no line)
6: library_main +6013073 bytes (no line)
7: library_main +5370423 bytes (no line)
8: library_main +4046307 bytes (no line)
9: library_main +4521713 bytes (no line)
10: library_main +4487805 bytes (no line)
11: library_main +4491535 bytes (no line)
12: library_main +7589034 bytes (no line)
13: library_main +7590736 bytes (no line)
14: library_main +8212165 bytes (no line)
15: library_main +8221394 bytes (no line)
16: library_main +7593399 bytes (no line)
17: library_main +7588277 bytes (no line)
18: library_main +4527653 bytes (no line)
19: library_main +4219918 bytes (no line)
20: library_main +4223414 bytes (no line)
21: BaseThreadInitThunk +18 bytes (no line)
22: RtlInitializeExceptionChain +99 bytes (no line)
23: RtlInitializeExceptionChain +54 bytes (no line)

Joined: 11/03/2011

5 runtime erors on 633 alone on my laptop win7pro 64 bits .no problem of load

brow42's picture
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Okay I found something like these symptoms. I have THREE processes but only TWO client windows. At 7:23 am I have one running 6:08:00, one 2:23:00, and on running 00:1:45. The first I started before going to bed on 633, and left running Mutate Combo. The last I started when I got up, to see if news has been posted. The middle, apparently started when I was asleep.

Oh, I just realized these are CPU times so time differences would be meaningless. The two idle clients are using 30% of my quadcore when open, 0-1% when minimized. The middle, dead client is using 0% (but somehow used up 2.3 hours in the night. Perhaps it stopped when I launched the new client at 7:20 am?

The news dateline within the news itself is 9/26 08:17. On the website, it says 9/26 1:17. My scriptlog and all.macro was last modified at 4:47. Nothing else seems to have changed on disk, or was changed again at 7:20 am.

My 633 did not crash. However, it is now running sluggishly. The new client is running fine. Okay, I've killed the zombie but the first client is still sluggish. First client says it is connected to the server and it is connected to chat. Closed it, and started a new client and loaded 633, it's running fine. I should note that my clients always have 329-334 threads when running. I was running the main client. I run all clients from the same folder.

Hanto said in chat that he'd seen problems in his clients when news was posted.

Actually, this could be a red herring. I crashed foldit and opengl earlier in the day by updating my video drivers while foldit was running. The dead process may be a zombie and not a child of the 633. However, my 633 client WAS definitely sluggish this morning.

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I'm also getting crashes when running 633 on a laptop with Win7
Other clients on the same system are fine.
Using main not dev for foldit.
From comments above looks like a 633 problem rather than anything else

Joined: 09/19/2011
Groups: Beta Folders

It's definitely an issue with 633. Overnight, I had 2 clients running 633 on my win7 laptop. Both crashed. I won't be playing 633 anymore. I have a win7 laptop that can run a lot more than I had running last night. I was only around 60% cpu and under 50% ram usage when I went to bed. So, again, my computer wasn't maxed out. I just can't keep a client running 633 for any period of time without a crash.

It appears to be happening on both main and devprev from the comments. I'm raising priority.

Joined: 09/21/2011
Groups: Void Crushers

Also here Crash on main and a very slow devprev. After restarting the devprev it got back to the normal speed.
Windows 7 64 bit

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assigning

spdenne's picture
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I've got a client running 633 that has started doing a huge number of page faults again (frequently reaching 30,000 per second). The working set is 1.1GB.

Here's a random thread stack of the foldit.exe thread:

ntoskrnl.exe!KeWaitForMultipleObjects+0xc0a
ntoskrnl.exe!KeAcquireSpinLockAtDpcLevel+0x732
ntoskrnl.exe!KeWaitForMutexObject+0x19f
ntoskrnl.exe!__misaligned_access+0xba4
ntoskrnl.exe!__misaligned_access+0x1821
ntoskrnl.exe!KeAcquireSpinLockAtDpcLevel+0x93d
ntoskrnl.exe!KeWaitForMutexObject+0x19f
ntoskrnl.exe!NtWaitForSingleObject+0xde
ntoskrnl.exe!KeSynchronizeExecution+0x3a23
wow64cpu.dll!TurboDispatchJumpAddressEnd+0x6c0
wow64cpu.dll!TurboDispatchJumpAddressEnd+0x4a8
wow64.dll!Wow64SystemServiceEx+0x1ce
wow64.dll!Wow64LdrpInitialize+0x429
ntdll.dll!RtlUniform+0x6e6
ntdll.dll!RtlCreateTagHeap+0xa7
ntdll.dll!LdrInitializeThunk+0xe
ntdll.dll!ZwWaitForSingleObject+0x15
kernel32.dll!WaitForSingleObjectEx+0x43
kernel32.dll!WaitForSingleObject+0x12
game_library.dll!library_main+0x1b4e3
game_library.dll!library_main+0x54eb93
game_library.dll!library_main+0x34615b
game_library.dll!library_main+0x5dc7
game_library.dll!library_main+0x2b
Foldit.exe+0x23a2
Foldit.exe+0x1ba3
Foldit.exe+0x9ac6
kernel32.dll!BaseThreadInitThunk+0x12
ntdll.dll!RtlInitializeExceptionChain+0x63
ntdll.dll!RtlInitializeExceptionChain+0x36

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Just after posting this, I minimised that client, and a couple of seconds later the client crashed.

UNHANDLED EXCEPTION
1: RaiseException +88 bytes (no line)
2: library_main +15813949 bytes (no line)
3: library_main +15813876 bytes (no line)
4: library_main +5362427 bytes (no line)
5: library_main +6012663 bytes (no line)
6: library_main +6013073 bytes (no line)
7: library_main +5370423 bytes (no line)
8: library_main +4046307 bytes (no line)
9: library_main +4515793 bytes (no line)
10: library_main +4219918 bytes (no line)
11: library_main +4223414 bytes (no line)
12: BaseThreadInitThunk +18 bytes (no line)
13: RtlInitializeExceptionChain +99 bytes (no line)
14: RtlInitializeExceptionChain +54 bytes (no line)

Joined: 09/21/2011
Groups: Void Crushers

One client became slow again. Mem usage was above 800Mb. After I restarted it and running the same recipe on it Mem usage is about 600 Mb. Maybe this helps.

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Came home to this tonight - 3 more crashes.

In the last log, a lot of Invalid Residue messages:

Tool on_action_complete called
core.pack.interaction_graph.interaction_graph_factory: Instantiating PDInteractionGraph
core.pack.pack_rotamers: built 861 rotamers at 4 positions.
core.pack.pack_rotamers: IG: 748408 bytes
Invalid residue found in ResidueIEScoreFilter: TRP
core.pack.interaction_graph.interaction_graph_factory: Instantiating PDInteractionGraph
core.pack.pack_rotamers: built 520 rotamers at 4 positions.
core.pack.pack_rotamers: IG: 420928 bytes
Invalid residue found in ResidueIEScoreFilter: TRP
core.pack.interaction_graph.interaction_graph_factory: Instantiating PDInteractionGraph
core.pack.pack_rotamers: built 927 rotamers at 4 positions.
core.pack.pack_rotamers: IG: 1042192 bytes
Invalid residue found in ResidueIEScoreFilter: TRP
core.pack.interaction_graph.interaction_graph_factory: Instantiating PDInteractionGraph
core.pack.pack_rotamers: built 401 rotamers at 4 positions.
core.pack.pack_rotamers: IG: 249360 bytes
Invalid residue found in ResidueIEScoreFilter: TRP
core.pack.interaction_graph.interaction_graph_factory: Instantiating DensePDInteractionGraph
core.pack.pack_rotamers: built 47 rotamers at 4 positions.
core.pack.pack_rotamers: IG: 5328 bytes
Invalid residue found in ResidueIEScoreFilter: TRP
core.pack.interaction_graph.interaction_graph_factory: Instantiating DensePDInteractionGraph
core.pack.pack_rotamers: built 55 rotamers at 5 positions.
core.pack.pack_rotamers: IG: 7088 bytes
Invalid residue found in ResidueIEScoreFilter: TRP
delta_score: 0.207675
Playing sound: 4
Tool on_action_complete called
Invalid residue found in ResidueIEScoreFilter: TRP

Angus's picture
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Forgot to mention - running 'main' on WinXP

Angus's picture
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Switched to 'devprev', same problem.

633 is unplayable.

Joined: 05/19/2009
Groups: Contenders

Hundreds of empty lines in the log, preceeded by:

Invalid residue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR

UNHANDLED EXCEPTION
1: RaiseException +88 bytes (no line)
2: library_main +15813949 bytes (no line)
3: library_main +15813876 bytes (no line)
4: library_main +5362427 bytes (no line)
5: library_main +6012663 bytes (no line)
6: library_main +6013073 bytes (no line)
7: library_main +5370423 bytes (no line)
8: library_main +4046307 bytes (no line)
9: library_main +4521713 bytes (no line)
10: library_main +4487805 bytes (no line)
11: library_main +4491535 bytes (no line)
12: library_main +7589034 bytes (no line)
13: library_main +7590736 bytes (no line)
14: library_main +8212165 bytes (no line)
15: library_main +8221394 bytes (no line)
16: library_main +7593399 bytes (no line)
17: library_main +7588277 bytes (no line)
18: library_main +4527653 bytes (no line)
19: library_main +4219918 bytes (no line)
20: library_main +4223414 bytes (no line)
21: BaseThreadInitThunk +18 bytes (no line)
22: RtlInitializeExceptionChain +99 bytes (no line)
23: RtlInitializeExceptionChain +54 bytes (no line)

And for a second client:

UNHANDLED EXCEPTION
1: RaiseException +88 bytes (no line)
2: library_main +15813949 bytes (no line)
3: library_main +15813876 bytes (no line)
4: library_main +5362427 bytes (no line)
5: library_main +6012663 bytes (no line)
6: library_main +6013073 bytes (no line)
7: library_main +5370423 bytes (no line)
8: library_main +4046307 bytes (no line)
9: library_main +4527805 bytes (no line)
10: library_main +4219918 bytes (no line)
11: library_main +4223414 bytes (no line)
12: BaseThreadInitThunk +18 bytes (no line)
13: RtlInitializeExceptionChain +99 bytes (no line)
14: RtlInitializeExceptionChain +54 bytes (no line)
ue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR
Invalid residue found in ResidueIEScoreFilter: TYR
core.scoring.NeighborList: Minimization stats: 82 score/deriv cals, 8 narrow-from-wide updates, 0 full updates.
Invalid residue found in ResidueIEScoreFilter: TYR
core.scoring.NeighborList: Minimization stats: 7 score/deriv cals, 0 narrow-from-wide updates, 0 full updates.
Invalid residue found in ResidueIEScoreFilter: TYR
core.scoring.NeighborList: Minimization stats: 7 score/deriv cals, 0 narrow-from-wide updates, 0 full updates.
Invalid residue found in ResidueIEScoreFilter: TYR
delta_score: -12.5528
Playing sound: 3
Tool on_action_complete called
delta_score: 0
Playing sound: 4
Tool on_action_complete called
core.scoring.NeighborList: Minimization stats: 7 score/deriv cals, 0 narrow-from-wide updates, 0 full updates.
Invalid residue found in ResidueIEScoreFilter: TYR
core.scoring.NeighborList: Minimization stats: 7 score/deriv cals, 0 narrow-from-wide updates, 0 full updates.
Invalid residue found in ResidueIEScoreFilter: TYR
delta_score: 0.00125328
Playing sound: 4
Tool on_action_complete called
core.scoring.NeighborList: Minimization stats: 7 score/deriv cals, 0 narrow-from-wide updates, 0 full updates.
Invalid residue found in ResidueIEScoreFilter: TYR
core.scoring.NeighborList: Minimization stats: 7 score/deriv cals, 0 narrow-from-wide updates, 0 full updates.
Invalid residue found in ResidueIEScoreFilter: TYR
core.scoring.NeighborList: Minimization stats: 7 score/deriv cals, 0 narrow-from-wide updates, 0 full updates.
Invalid residue found in ResidueIEScoreFilter: TYR

The visual issues with the IEscore being switched on are also not workable.

I am now officially boycotting this puzzle until this issue gets fixed.

Joined: 05/19/2009
Groups: Contenders

And I also explicitly point you to the mutate bug I posted on feedback which has received no attention whatsoever until now, which may be influencing this issue.

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I'm done with this puzzle too. It crashes after I go to sleep and crashes before I get home from work. When it doesn't crash it slows everything down to a crawl. Running Windows devprev.

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Anyone have this issue using a Mac or linux?
Thanks for your help and patience with this one!

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Found out what was causing the "Invalid residue found" issue, that will be fixed in the next devprev push.

tamirh's picture
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Could someone let me know which scripts you are using when this puzzle crashes on you? I've fixed a memory leak (not windows specific) in Residue IE and I'm trying to make sure it is the one you guys have been running into.

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Groups: Contenders

Scripts that heavily use mutate and banding.

May I also point this bug out to you:
"Mutate chooses and keeps worse sidechains with CL=1" it is still untouched.

gitwut's picture
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Rav3n_pl GAB BiS v2.0.1
Rav3n_pl Mutate Combo 1.4

brow42's picture
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Okay, there does seem to be a memory leak in 633. I made a script and ran it on both 632 and 633 for 90 minutes.

Time 7:50 7:55 8:00 8:20 8:44 9:00 10:36
633 611 628 633 660 686 697 771
632 xxx 532 563 574 586 581 582 584

selection.DeselectAll()
selection.SelectRange(a,b) -- 10 mutable segments long
while true do
for i = a,b do structure.SetAminoAcid(i,'g') end
structure.MutateSidechainsSelected(1) end

P.S. Preview frequently doesn't work. I've blamed it on embedded html. But I have no html and I still can't preview. I blame the captcha.

Joined: 12/06/2008
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I don't know if the problems I am having are related to this (I haven't started 633, yet).

Every instance of the game I run crashes in the middle of a script. I don't know how to give you the fancy "log" information everyone else seems to have. All I know is that my game screen greys out and I get a popup window that says something the effect of "foldit.exe had to shut down... too bad for you".

This has happened no matter what the script I run, no matter what puzzle, no matter how few instances of the game I had running. I have run versions of Acid Tweeker, DRW, GAB, Loop Rebuild, Mutate Combo. It doesn't matter what type of script it is. They all crash anywhere from a few minutes until a few hours after I set them in action.

I did notice this started immediately after the last update.

I have lost three-quarters of my possible playing time, since the game crashes while I'm asleep or at work or even going to the grocery store.

Joined: 12/06/2008
Groups: Contenders

Well, I started 633.

Is it normal for a puzzle to consume 1.3 Gb of memory? The other puzzles I was running eat up only half that amount. And my sessions crash with alarming regularity.

PRL's picture
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#633 multiple crashes on PC windows 7

Joined: 05/19/2009
Groups: Contenders

Win7 64-bit says:

Problem signature:
Problem Event Name: APPCRASH
Application Name: foldit.exe
Application Version: 0.0.0.0
Application Timestamp: 4e0501a6
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7601.17651
Fault Module Timestamp: 4e211319
Exception Code: e06d7363
Exception Offset: 0000b9bc
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1043
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

The log says:

Tool on_action_complete called
Autosaved puzzles/0000993568/0000108474/default/autosave.ir_solution.
Autosaved puzzles/0000993568/0000108474/default/autosave-best.ir_solution.
Autosaved puzzles/0000993568/0000108474/default/autosave-recentbest.ir_solution.
Autosaved puzzles/0000993568/0000108474/default/autosave-creditbest.ir_solution.
core.pack.interaction_graph.interaction_graph_factory: Instantiating DensePDInteractionGraph
core.pack.pack_rotamers: built 7 rotamers at 1 positions.
core.pack.pack_rotamers: IG: 524 bytes
delta_score: -12.1938
Playing sound: 3
Tool on_action_complete called
Tool on_action_complete called
Tool on_action_complete called
core.pack.interaction_graph.interaction_graph_factory: Instantiating DensePDInteractionGraph
core.pack.pack_rotamers: built 2 rotamers at 1 positions.
core.pack.pack_rotamers: IG: 504 bytes
delta_score: -137.272
Playing sound: 3
Tool on_action_complete called
core.pack.interaction_graph.interaction_graph_factory: Instantiating DensePDInteractionGraph
core.pack.pack_rotamers: built 17 rotamers at 1 positions.
core.pack.pack_rotamers: IG: 564 bytes
delta_score: 19.5271
Playing sound: 5
Tool on_action_complete called
core.pack.interaction_graph.interaction_graph_factory: Instantiating DensePDInteractionGraph
core.pack.pack_rotamers: built 3 rotamers at 1 positions.
core.pack.pack_rotamers: IG: 508 bytes

UNHANDLED EXCEPTION
1: RaiseException +88 bytes (no line)
2: library_main +15813949 bytes (no line)
3: library_main +15813876 bytes (no line)
4: library_main +5362427 bytes (no line)
5: library_main +6012663 bytes (no line)
6: library_main +6013073 bytes (no line)
7: library_main +5370423 bytes (no line)
8: library_main +4046307 bytes (no line)
9: library_main +1022036 bytes (no line)
10: library_main +1266113 bytes (no line)
11: library_main +3738909 bytes (no line)
12: library_main +4953568 bytes (no line)
13: library_main +4020361 bytes (no line)
14: library_main +3474096 bytes (no line)
15: library_main +4018232 bytes (no line)
16: library_main +1424525 bytes (no line)
17: library_main +1478057 bytes (no line)
18: library_main +15693208 bytes (no line)
19: library_main +15704499 bytes (no line)
20: library_main +15693326 bytes (no line)
21: library_main +15693737 bytes (no line)
22: library_main +4174381 bytes (no line)
23: library_main +4170030 bytes (no line)
24: library_main +4219918 bytes (no line)
25: library_main +4223414 bytes (no line)
26: BaseThreadInitThunk +18 bytes (no line)
27: RtlInitializeExceptionChain +99 bytes (no line)
28: RtlInitializeExceptionChain +54 bytes (no line)

Joined: 06/17/2010

Same there, devprev crash when running GAB BIS Mutate.

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Just an update for you guys. I've found and fixed the memory leak in the ResidueIE filter. That was a small leak and unfortunately not the one that's causing these crashes/eating up all the memory. I'll let you guys know once it's been fixed.

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Has anyone who had the horrendous memory crashes with 633 tried out the new devprev update with it?

Please let us know if it has at least fixed this problem with Windows on Puzzle 633. Thanks!

Joined: 09/21/2011
Groups: Void Crushers

Just have done an overnight mutating run on 633 on devprev. It looks like the big memory leak is fixed and more important the puzzle stays fast.
A small leak (20Mb) is there but that is with all the puzzles.

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Thank you very much for the feedback, Timo van der Laan.

If nobody else reports any issues with this, we'll push the current devprev client to main tomorrow so we can post design puzzles using this filter again!

Thanks again!

Joined: 09/19/2011
Groups: Beta Folders

I'm about to leave, but, will put a client on it for the day. I'll let you know whether or not it crashes later this evening.

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Sorry...I can't find it in my list of puzzles to do it.

Joined: 09/21/2011
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It is there, but it would help the searching if expired puzzles are sorted on number.

Joined: 09/19/2011
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I found and ran the expired 633 for most of the day. The same recipes were used as when I previously crashed. No issues showed up today. But, I think a sampling of just two players may not be good enough. I'd wait for a few others to try before releasing to main.

Joined: 11/05/2010
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It might be playing it a little to safe, but I think I would seriously consider another design puzzle for devprev before jumping to any conclusions about pushing the fix to main

beta_helix's picture
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Agreed... I posted a new puzzle in devprev to test this out one last time (hopefully!)

It's called: ResidueIE Filter Final Test

Please leave any feedback about it here:
http://fold.it/portal/node/993669

Please make sure you are using the latest devprev client and thank you for testing these puzzles!

Joined: 05/19/2009
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One would need to run a separate machine with that latest devprev in order not to loose compatibility with the rest of the team running the main client. That may be worth mentioning.

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Yes, thank you for pointing this out Bletchley Park.
That is why we want to post the current devprev release to main ASAP!

Hopefully that will be possible tomorrow if there are no issues with the above puzzle.

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I notice that with the client before this one, in devprev, there still is a small 'handles' leak. It grows slowly. Last I checked there were 90000 handles used after several days 24/7 whereas a restarted machine uses 20000 or so. The number steadily rises when running clients. I have not checked with the latest version as I am very busy with work.

Joined: 09/21/2011
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Another machine is not needed, just make a seperate directory for the devprev one.

I would like to see that if the save format is changed again, that first a version that can read both formats and writes the old format is pushed into main. I am not running any tests on running puzzles on devprev because of the format issue and I suspect that that is the case for more people. This results in less testing as normally.

Joined: 11/05/2010
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I fail to understand why it was posted as a non-scoring puzzle. Since this puzzle needs attention of as many different machines as is feasible, it would have seemed to me that posting as a very short ( time-wise ) but scoring puzzle would have more likely have produced a more meaningful result in terms of more machines playing it. I know it won't get the attention of any of my clients in the manner it deserves. Sorry, just my thoughts on the matter.

beta_helix's picture
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If we post it as a scoring puzzle, that would require pushing the current devprev client to main, which you recommended against.
The idea of beta testing in devprev is to catch the bugs BEFORE they reach the scoring puzzles.
Otherwise, we end up have to cancel/close scoring puzzles with 0 points, which nobody wants!

I hope this clears up any confusion!

beta_helix's picture
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Status: Open » Closed

Hopefully this issue is finally resolved for everybody!
Thanks again for your patience, and much thanks to all those who tested this out in devprev to make sure it is safe for main.

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Developed by: UW Center for Game Science, UW Institute for Protein Design, Northeastern University, Vanderbilt University Meiler Lab, UC Davis
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