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Enter the random number app.
Click the "generate random number" button, or one of the "+" or "-" buttons, a few times.
Most of the times, this will stop the simulator process with a SIGFPE due to a division by zero in InfiniTime/src/components/motion/MotionController.cpp, function MotionController::ShouldShakeWake, because time == lastTime
This looks like having time == lastTime could be a simulator bug, not an issue on actual hardware, not sure.
Here's the patch I have applied locally to InfiniTime; let me know if you think it should go to InfiniTime (cleaned up of debugging output to cerr, obviously) for better robustness or is just a work-around for a simulator bug.
I also experienced this issue today, and I don't know were it came from because you reported it on October 26 and I am quite sure I had successful InfiniSim runs since then. The bug happened randomly for me, even with just a right click on the watchface after infinisim starts.
Your (@lmamane ) patch seems to fix it, thanks.
Enter the random number app.
Click the "generate random number" button, or one of the "+" or "-" buttons, a few times.
Most of the times, this will stop the simulator process with a
SIGFPE
due to a division by zero inInfiniTime/src/components/motion/MotionController.cpp
, functionMotionController::ShouldShakeWake
, becausetime == lastTime
This looks like having
time == lastTime
could be a simulator bug, not an issue on actual hardware, not sure.Here's the patch I have applied locally to InfiniTime; let me know if you think it should go to InfiniTime (cleaned up of debugging output to cerr, obviously) for better robustness or is just a work-around for a simulator bug.
InfiniTime_FPE.zip
(sorry I upload it as a ZIP file, github doesn't let me attach a patch file with a messaging listing the supported file types, among which "PATCH")
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