7 Binary Options – OANDA

Help Troubleshooting my Factorio Install

Factorio crashes on startup. I don't get to the start menu even. Things we've tried:
I have attached the log file below. I don't know what it means but perhaps one of you engineers can help me parse it.

Here's our log file return:
0.000 2020-10-27 11:20:33; Factorio 1.0.0 (build 54889, mac, steam)
0.000 Operating system: macOS 10.13.6
0.000 Program arguments: "/Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/MacOS/factorio"
0.000 Read data path: /Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/data
0.000 Write data path: /Volumes/Home/Library/Application Support/factorio [846099/953541MB]
0.000 Binaries path: /Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents
0.023 System info: [CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz, 6 cores, RAM: 16384 MB]
0.023 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmW] [Lang: en]
0.066 Available displays: 1
0.066 [0]: SA300/SA350 - {[0,0], 1920x1080, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0xb41d501(0x02)}
0.109 Initialised OpenGL:[0] NVIDIA GeForce 210 OpenGL Engine; driver: 3.3 NVIDIA-10.33.0 387.
0.109 [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO
0.109 [Version] 3.3
0.109 Graphics settings preset: medium-with-low-vram
0.109 Dedicated video memory size 1024 MB (detected from GeForce 210; VendorID: 0x1022600)
0.208 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 25%] [DXT: low-quality] [Color: 32bit]
0.208 [Max threads (load/render): 32/6] [Max texture size: 4096] [Tex.Stream.: 1] [Rotation quality: low] [Other: sTDCwt] [B:0,C:0,S:100]
0.239 [Audio] Backend:default; Depth:16, Channel:2, Frequency:44100; MixerQuality:linear
0.410 Loading mod core 0.0.0 (data.lua)
0.527 Loading mod base 1.0.0 (data.lua)
0.802 Loading mod base 1.0.0 (data-updates.lua)
0.953 Checksum for core: 2630831588
0.953 Checksum of base: 3509992273
1.153 Prototype list checksum: 3301461508
1.229 Loading sounds...
1.263 Info PlayerData.cpp:70: Local player-data.json unavailable
1.263 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1599183581
1.400 Initial atlas bitmap size is 4096
1.405 Created atlas bitmap 4096x4096 [none]
1.409 Created atlas bitmap 4096x4096 [none]
1.411 Created atlas bitmap 4096x4084 [none]
1.413 Created atlas bitmap 4096x4092 [none]
1.416 Created atlas bitmap 4096x4096 [none]
1.418 Created atlas bitmap 4096x4092 [none]
1.418 Created atlas bitmap 4096x504 [none]
1.418 Created atlas bitmap 4096x2120 [decal]
1.421 Created atlas bitmap 4096x4064 [low-object]
1.421 Created atlas bitmap 4096x1856 [low-object]
1.421 Created atlas bitmap 4096x2272 [mipmap, linear-minification, linear-magnification, linear-mip-level]
1.423 Created atlas bitmap 4096x4096 [terrain, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x3104 [terrain, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x1632 [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x1664 [smoke, mipmap, linear-minification, linear-magnification]
1.423 Created atlas bitmap 4096x928 [mipmap]
1.423 Created atlas bitmap 4096x2336 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
1.423 Created atlas bitmap 2048x224 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
1.423 Created atlas bitmap 4096x828 [alpha-mask]
1.428 Created atlas bitmap 4096x4088 [shadow, linear-magnification, alpha-mask]
1.431 Created atlas bitmap 4096x4096 [shadow, linear-magnification, alpha-mask]
1.433 Created atlas bitmap 4096x4080 [shadow, linear-magnification, alpha-mask]
1.434 Created atlas bitmap 4096x3272 [shadow, linear-magnification, alpha-mask]
1.434 Created atlas bitmap 4096x1312 [shadow, mipmap, linear-magnification, alpha-mask]
1.450 Created virtual atlas pages 4096x4096x2
2.304 Error CrashHandler.cpp:621: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#1 0x00000001039bc8b2 in Logger::logStacktrace(StackTraceInfo*) + 0x12
#2 0x0000000102e90899 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) + 0xb9
#3 0x00000001039a00e4 in CrashHandler::commonSignalHandler(int) + 0x74
#4 0x000000010399f5e9 in CrashHandler::SignalHandler(int) + 0x9
#5 0x00007fff6593ef5a in _sigtramp + 0x1a
#6 0x000000010e0a4765 in + 0x0
#7 0x000000010e0a384a in + 0x0
#8 0x000000010e0a3187 in + 0x0
#9 0x000000010e494161 in gldBlitFramebufferData + 0x2c55c6
#10 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#11 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#12 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#13 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#14 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#15 0x000000010e492377 in gldBlitFramebufferData + 0x2c37dc
#16 0x000000010e0a44cc in + 0x0
#17 0x000000010e123ec8 in gldReadTextureData + 0x311a4
#18 0x000000010df0acf1 in + 0x0
#19 0x000000010df0bd5e in + 0x0
#20 0x000000010df11957 in + 0x0
#21 0x000000010df11ff0 in + 0x0
#22 0x000000010e1de080 in gldBlitFramebufferData + 0xf4e5
#23 0x000000010e1de7f3 in gldBlitFramebufferData + 0xfc58
#24 0x000000010e1dee0e in gldBlitFramebufferData + 0x10273
#25 0x000000010e0f21b5 in gldUnbindPipelineProgram + 0x97a
#26 0x000000010e1ddc83 in gldBlitFramebufferData + 0xf0e8
#27 0x000000010e1cc241 in gldUpdateDispatch + 0x354
#28 0x00007fff47e09b33 in gleDoDrawDispatchCoreGL3 + 0x259
#29 0x00007fff47dbad07 in gleDrawArraysOrElements_Entries_Body + 0x77
#30 0x00007fff47db41d0 in glDrawElements_GL3Exec + 0xd2
#31 0x0000000102eabe4f in GraphicsInterfaceOpenGL::drawIndexed(DrawBindings const&, VideoBuffer*, VideoBuffer*, unsigned int, unsigned int) + 0xbf
#32 0x0000000102e1e8f2 in TextureProcessor::testGpuAcceleratedCompression(GraphicsInterface&) + 0xbd2
#33 0x0000000102e10f8a in AtlasSystem::createTextureProcessor(unsigned int) + 0x9a
#34 0x0000000102e0e9b5 in AtlasSystem::loadSprites(bool) + 0x165
#35 0x0000000102e1fb2c in AtlasSystem::tryLoadSpritesWithFallbackToMinimalMode(bool) + 0x2c
#36 0x0000000102df02ad in AtlasSystem::build() + 0x20d
#37 0x000000010290abef in GlobalContext::init(bool, bool, bool, std::__1::optional) + 0x264f
#38 0x00000001029056f9 in MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::__1::function, Filesystem::Path const&, MainLoop::HeavyMode) + 0xe9
#39 0x000000010278ec2b in main + 0x1282b
Stack trace logging done
2.322 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
submitted by derekvonzarovich2 to factorio [link] [comments]

Compiling for AMD processor from Intel processor, what am I missing?

I am trying to compile my source on a machine with an Intel core-i7 processor to run the binary on a server with opteron processors using the Clang compiler. I use march=opteron when compiling and as the code is computationally expensive I use -O3. Because I can not install shared libraries on the server I statically link the binary using -static. When I run the binary on the server it states "Illegal Instruction" and terminates. Using Valgrind I get the following information:
vex amd64->IR: unhandled instruction bytes: 0xC5 0xF8 0x77 0xC3 0x66 0xF 0x1F 0x44 vex amd64->IR: REX=0 REX.W=0 REX.R=0 REX.X=0 REX.B=0 vex amd64->IR: VEX=0 VEX.L=0 VEX.nVVVV=0x0 ESC=NONE vex amd64->IR: PFX.66=0 PFX.F2=0 PFX.F3=0 ==39137== valgrind: Unrecognised instruction at address 0x555056.
Which by googling suggests that the binary contains an SSE instruction that is not present on the opteron processor.
My questions are:
  1. Why is Clang producing a binary that contains instructions not present in the architecture I am telling it to compile for?
  2. Is the optimization overriding the architecture option I am giving the compiler? I thought it would try to optimize subject to which instructions are available.
  3. What can I do to fix this problem?
Thanks in advance, I look forward to hearing where I have gone wrong!
submitted by Insight_ to cpp_questions [link] [comments]

Adafruit Space Invader pendant. Want to convert to using a bicolor 1.2 led matrix. How would the code change?

 // Trinket/Gemma + LED matrix backpack jewelry. Plays animated // sequence on LED matrix. Press reset button to display again, // or add optional momentary button between pin #1 and +V. // THERE IS NO ANIMATION DATA IN THIS SOURCE FILE, you should // rarely need to change anything here. EDIT anim.h INSTEAD. #define BRIGHTNESS 14 // 0=min, 15=max #define I2C_ADDR 0x70 // Edit if backpack A0/A1 jumpers set #include  #include  #include  #include "anim2.h" // Animation data is located here #include "anim3.h" // Animation data is located here #include "anim4.h" // Animation data is located here static const uint8_t PROGMEM reorder[] = { // Column-reordering table 0x00,0x40,0x20,0x60,0x10,0x50,0x30,0x70,0x08,0x48,0x28,0x68,0x18,0x58,0x38,0x78, 0x04,0x44,0x24,0x64,0x14,0x54,0x34,0x74,0x0c,0x4c,0x2c,0x6c,0x1c,0x5c,0x3c,0x7c, 0x02,0x42,0x22,0x62,0x12,0x52,0x32,0x72,0x0a,0x4a,0x2a,0x6a,0x1a,0x5a,0x3a,0x7a, 0x06,0x46,0x26,0x66,0x16,0x56,0x36,0x76,0x0e,0x4e,0x2e,0x6e,0x1e,0x5e,0x3e,0x7e, 0x01,0x41,0x21,0x61,0x11,0x51,0x31,0x71,0x09,0x49,0x29,0x69,0x19,0x59,0x39,0x79, 0x05,0x45,0x25,0x65,0x15,0x55,0x35,0x75,0x0d,0x4d,0x2d,0x6d,0x1d,0x5d,0x3d,0x7d, 0x03,0x43,0x23,0x63,0x13,0x53,0x33,0x73,0x0b,0x4b,0x2b,0x6b,0x1b,0x5b,0x3b,0x7b, 0x07,0x47,0x27,0x67,0x17,0x57,0x37,0x77,0x0f,0x4f,0x2f,0x6f,0x1f,0x5f,0x3f,0x7f, 0x80,0xc0,0xa0,0xe0,0x90,0xd0,0xb0,0xf0,0x88,0xc8,0xa8,0xe8,0x98,0xd8,0xb8,0xf8, 0x84,0xc4,0xa4,0xe4,0x94,0xd4,0xb4,0xf4,0x8c,0xcc,0xac,0xec,0x9c,0xdc,0xbc,0xfc, 0x82,0xc2,0xa2,0xe2,0x92,0xd2,0xb2,0xf2,0x8a,0xca,0xaa,0xea,0x9a,0xda,0xba,0xfa, 0x86,0xc6,0xa6,0xe6,0x96,0xd6,0xb6,0xf6,0x8e,0xce,0xae,0xee,0x9e,0xde,0xbe,0xfe, 0x81,0xc1,0xa1,0xe1,0x91,0xd1,0xb1,0xf1,0x89,0xc9,0xa9,0xe9,0x99,0xd9,0xb9,0xf9, 0x85,0xc5,0xa5,0xe5,0x95,0xd5,0xb5,0xf5,0x8d,0xcd,0xad,0xed,0x9d,0xdd,0xbd,0xfd, 0x83,0xc3,0xa3,0xe3,0x93,0xd3,0xb3,0xf3,0x8b,0xcb,0xab,0xeb,0x9b,0xdb,0xbb,0xfb, 0x87,0xc7,0xa7,0xe7,0x97,0xd7,0xb7,0xf7,0x8f,0xcf,0xaf,0xef,0x9f,0xdf,0xbf,0xff }; int animationSection = 0; void ledCmd(uint8_t x) { // Issue command to LED backback driver Wire.beginTransmission(I2C_ADDR); Wire.write(x); Wire.endTransmission(); } void clear(void) { // Clear display buffer Wire.beginTransmission(I2C_ADDR); for(uint8_t i=0; i<17; i++) Wire.write(0); Wire.endTransmission(); } void setup() { power_timer1_disable(); // Disable unused peripherals power_adc_disable(); // to save power PCMSK |= _BV(PCINT1); // Set change mask for pin 1 Wire.begin(); // I2C init clear(); // Blank display ledCmd(0x21); // Turn on oscillator ledCmd(0xE0 | BRIGHTNESS); // Set brightness ledCmd(0x81); // Display on, no blink } uint8_t rep = REPS; void loop() { switch (animationSection) { case 0: for(int i=0; i 10) { animationSection = 0; } if(!--rep) { // If last cycle... ledCmd(0x20); // LED matrix in standby mode // GIMSK = _BV(PCIE); // Enable pin change interrupt // power_all_disable(); // All peripherals off // set_sleep_mode(SLEEP_MODE_PWR_DOWN); // sleep_enable(); // sei(); // Keep interrupts disabled // sleep_mode(); // Power down CPU (pin 1 will wake) // Execution resumes here on wake. // PLD - Simply Sleep for 2 minutes then start again... //delay(100000); //delay(100000); delay(120000); animationSection = 0; GIMSK = 0; // Disable pin change interrupt rep = REPS; // Reset animation counter power_timer0_enable(); // Re-enable timer power_usi_enable(); // Re-enable USI Wire.begin(); // Re-init I2C clear(); // Blank display ledCmd(0x21); // Re-enable matrix } } ISR(PCINT0_vect) {} // Button tap 
This is a section of the anim file. I want to be able to set the various colors in these "frames"
// Animation data for Trinket/Gemma + LED matrix backpack jewelry. // Edit this file to change the animation; it's unlikely you'll need // to edit the source code. #define REPS 10 // Number of times to repeat the animation loop (1-255) const int frameSpeed2 = 3; const uint8_t PROGMEM anim2[] = { // Animation bitmaps. Each frame of animation MUST contain // 8 lines of graphics data (there is no error checking for // length). Each line should be prefixed with the letter 'B', // followed by exactly 8 binary digits (0 or 1), no more, // no less (again, no error checking). '0' represents an // 'off' pixel, '1' an 'on' pixel. End line with a comma. B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, frameSpeed2, // 0.10 seconds }; 
submitted by pldiguanaman to arduino [link] [comments]

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