Crash using recipe on 1358

Started by actiasluna

actiasluna Lv 1

Not sure about this one. Was running Softwalker at the time.

Thread 3 crashed with X86 Thread State (32-bit):
eax: 0x2ab83000 ebx: 0x72500000 ecx: 0x2acc1220 edx: 0x00000000
edi: 0x0b046c50 esi: 0x7d408a30 ebp: 0xb0cca318 esp: 0xb0cca300
ss: 0x00000023 efl: 0x00010206 eip: 0x02d93a92 cs: 0x0000001b
ds: 0x00000023 es: 0x00000023 fs: 0x00000023 gs: 0x0000000f
cr2: 0x72500000

Logical CPU: 2
Error Code: 0x00000004
Trap Number: 14

Here's the bit at the top:

Crashed Thread: 3

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000072500000
Exception Note: EXC_CORPSE_NOTIFY

Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [0]

VM Regions Near 0x72500000:
MALLOC_TINY 0000000072000000-0000000072500000 [ 5120K] rw-/rwx SM=PRV
–>
MALLOC_TINY 000000007be00000-000000007c000000 [ 2048K] rw-/rwx SM=PRV

– And the thread that crashed

Thread 3 Crashed:
0 game_library.dylib 0x02d93a92 std::__1::enable_if<__is_forward_iterator<char*>::value, void>::type std::__1::basic_string<char, std::__1::char_traits, std::__1::allocator >::__init<char*>(char*, char*) + 98 1 game_library.dylib 0x02d9fa0c std::__1::basic_stringbuf<char, std::__1::char_traits, std::__1::allocator >::str() const + 108 2 game_library.dylib 0x00623cb6 basic::basic_otstream<char, std::__1::char_traits >::basic_tstringbuf<char, std::__1::char_traits >::sync() + 44 3 game_library.dylib 0x02fe8f70 std::__1::basic_ostream<char, std::__1::char_traits >::flush() + 64 4 game_library.dylib 0x00620ae5 basic::Tracer::TracerProxy::t_flush(std::__1::basic_string<char, std::__1::char_traits, std::__1::allocator > const&) + 133 5 game_library.dylib 0x00623cc2 basic::basic_otstream<char, std::__1::char_traits >::basic_tstringbuf<char, std::__1::char_traits >::sync() + 56 6 game_library.dylib 0x02fe8f70 std::__1::basic_ostream<char, std::__1::char_traits >::flush() + 64 7 game_library.dylib 0x00cd0497 core::scoring::dssp::StrandPairing::show_internals(std::__1::basic_ostream<char, std::__1::char_traits >&) const + 427 8 game_library.dylib 0x00ccec5e core::scoring::dssp::StrandPairing::extend(unsigned long, unsigned long, bool, unsigned long) + 2398 9 game_library.dylib 0x00ccbb0a core::scoring::dssp::StrandPairingSet::add_pairing(unsigned long, unsigned long, bool, unsigned long) + 74 10 game_library.dylib 0x00ccb936 core::scoring::dssp::StrandPairingSet::compute(ObjexxFCL::FArray2 const&, float, core::pose::Pose const&) + 404 11 game_library.dylib 0x00ccb9bd core::scoring::dssp::StrandPairingSet::StrandPairingSet(ObjexxFCL::FArray2 const&, float, core::pose::Pose const&) + 81 12 game_library.dylib 0x00cc6f03 core::scoring::dssp::Dssp::compute(core::pose::Pose const&) + 1213 13 game_library.dylib 0x00cc6976 core::scoring::dssp::Dssp::Dssp(core::pose::Pose const&, bool) + 98 14 game_library.dylib 0x00cc782a core::scoring::dssp::Dssp::Dssp(core::pose::Pose const&, bool) + 22 15 game_library.dylib 0x02b52719 interactive::application::appposeview::ResidueBurialComposite::calculate_residues() + 357 16 game_library.dylib 0x02b52d8d interactive::application::appposeview::ResidueBurialComposite::ResidueBurialThread::operator()() + 145 17 game_library.dylib 0x02d4c925 interactive::util::Thread::thread_entry_func() + 31 18 game_library.dylib 0x02d4c581 interactive::util::Thread::pthread_startup_helper(void*) + 17 19 libsystem_pthread.dylib 0x9f99810b _pthread_body + 184 20 libsystem_pthread.dylib 0x9f998053 _pthread_start + 243 21 libsystem_pthread.dylib 0x9f99790e thread_start + 34

–and the bit about VM near the bottom:

VM Region Summary:
ReadOnly portion of Libraries: Total=305.2M resident=0K(0%) swapped_out_or_unallocated=305.2M(100%)
Writable regions: Total=1.0G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.0G(100%)

                            VIRTUAL   REGION  REGION TYPE                        SIZE    COUNT (non-coalesced)  ===========                     =======  =======  Accelerate framework               128K        2  Activity Tracing                   256K        2  CG backing stores                 18.2M        4  CG image                            88K       11  CoreAnimation                      136K       13  CoreUI image data                  704K        9  CoreUI image file                  180K        5  Image IO                            16K        3  Kernel Alloc Once                    8K        2  MALLOC                           844.7M      111  MALLOC guard page                   48K       11  MALLOC_LARGE (reserved)           96.6M        3         reserved VM address space (unallocated) Memory Tag 242                      12K        2  OpenGL GLSL                        128K        3  Stack                             19.1M       13  Stack (reserved)                  8192K        2         reserved VM address space (unallocated) Stack Guard                       48.0M       12  VM_ALLOCATE                       7060K       51  __DATA                            12.8M      207  __GLSLBUILTINS                    2588K        2  __IMAGE                            528K        2  __LINKEDIT                       109.8M        8  __OBJC                            2832K       72  __TEXT                           195.4M      214  __UNICODE                          556K        2  mapped file                      187.9M      100  shared memory                     16.4M       15  ===========                     =======  =======  TOTAL                              1.5G      854  TOTAL, minus reserved VM space     1.4G      854 

– in an example, (different app, different Mac, I know… but) appears it was related to the graphics card. Grasping at straws here as usual… so see what you make of it:

(point is, it appears to be fixable via code… and anyway, foldit dev need amusing reading from someone who understands little about how the stuff works...right?!) :-)