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?!) :-)