Friday Facts #296 - All kinds of bugs

Regular reports on Factorio development.
astroshak
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Re: Friday Facts #296 - All kinds of bugs

Post by astroshak »

Am I the only one who really likes the colored vehicles?

Depending on the tileset I last got out of my tank or car, sometimes it can be easily overlooked when it is that unoccupied grey color. While I’m not sure that Brown would be any harder to overlook when it is parked on dirt, at least the color being saved when its not occupied should help make finding where it was parked that much easier overall.
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Re: Friday Facts #296 - All kinds of bugs

Post by TatsuZZMage »

3.5x speed 200x accel raming the train1000+ engines using modded 1tj fuel the size of a into its self on a large loop with a smaller loop using 3 train stops no conditions. having a gomez addams bit of fun. had about 8 crashes to dial the speed down till it didn't crash figured it wasn't worth mentioning. hahaha opps wait no still kills it hahaha.
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Re: Friday Facts #296 - All kinds of bugs

Post by msclrhd »

eradicator wrote: Fri May 24, 2019 11:58 am
programaths wrote: Fri May 24, 2019 11:45 am The best thing to do when you encounter the NPE is work out why and if you should or not correct in place.
Error: Acronym overflow has occured near "NPE".
NPE = Null Pointer Exception.

In Java (and other Java Virtual Machine languages like Groovy, Scala, and Kotlin), there is a NullPointerException that is thrown when the object is null and you are trying to access a value/property or call a function on it. In C# (and other languages that run on the .NET runtime), this is a NullReferenceException. In languages that compile to machine code (like C and C++), this is a segment fault or segfault.
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Re: Friday Facts #296 - All kinds of bugs

Post by eradicator »

msclrhd wrote: Sat May 25, 2019 7:59 am
eradicator wrote: Fri May 24, 2019 11:58 am
programaths wrote: Fri May 24, 2019 11:45 am The best thing to do when you encounter the NPE is work out why and if you should or not correct in place.
Error: Acronym overflow has occured near "NPE".
NPE = Null Pointer Exception.
Thank you. I was merely saying that recently NPE was mostly used as "New Player Experience" on FFF threads, so my brain-parser threw an error on the first attempt to understand that sentence. Though i seem to have been the only one with that problem ;).
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Re: Friday Facts #296 - All kinds of bugs

Post by BaggyK »

msclrhd wrote: Sat May 25, 2019 7:59 am NPE = Null Pointer Exception.

In Java (and other Java Virtual Machine languages like Groovy, Scala, and Kotlin), there is a NullPointerException that is thrown when the object is null and you are trying to access a value/property or call a function on it. In C# (and other languages that run on the .NET runtime), this is a NullReferenceException. In languages that compile to machine code (like C and C++), this is a segment fault or segfault.
To be pedantic in C and C++ it is undefined behavior, which on something with an decent OS will probably cause an segmentation fault but it is not guaranteed.
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Re: Friday Facts #296 - All kinds of bugs

Post by <NO_NAME> »

BaggyK wrote: Sat May 25, 2019 9:47 pm
msclrhd wrote: Sat May 25, 2019 7:59 am NPE = Null Pointer Exception.

In Java (and other Java Virtual Machine languages like Groovy, Scala, and Kotlin), there is a NullPointerException that is thrown when the object is null and you are trying to access a value/property or call a function on it. In C# (and other languages that run on the .NET runtime), this is a NullReferenceException. In languages that compile to machine code (like C and C++), this is a segment fault or segfault.
To be pedantic in C and C++ it is undefined behavior, which on something with an decent OS will probably cause an segmentation fault but it is not guaranteed.
Yeah, it's call undefined behavior because if you don't have operating system which would monitor this (for example on microcontroller), the program may start wreaking havoc and doing pretty much random things. (It is really funny unless it happens to you.) In case of Factorio, segmentation fault would be the most accurate term, though.
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Re: Friday Facts #296 - All kinds of bugs

Post by Dave64738 »

eradicator wrote: Sat May 25, 2019 9:57 am
msclrhd wrote: Sat May 25, 2019 7:59 am
eradicator wrote: Fri May 24, 2019 11:58 am
programaths wrote: Fri May 24, 2019 11:45 am The best thing to do when you encounter the NPE is work out why and if you should or not correct in place.
Error: Acronym overflow has occured near "NPE".
NPE = Null Pointer Exception.
Thank you. I was merely saying that recently NPE was mostly used as "New Player Experience" on FFF threads, so my brain-parser threw an error on the first attempt to understand that sentence. Though i seem to have been the only one with that problem ;).
No, you're not, although I had the opposite problem reading stuff about the new player experience thinking "why are they talking about null pointer exceptions? it can't possibly mean that" but not being able for quite a while to work out what NPE stood for.
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Re: Friday Facts #296 - All kinds of bugs

Post by Randombandit »

Shame to see any dev time wasted on stuff mods break (which would be fine after release).

I understand the interest though. The fun of programming is troubleshooting.
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Re: Friday Facts #296 - All kinds of bugs

Post by catma »

Can we have a bugs left count in every FFF until the new version, please?

Also a list of things that need be done after the bugs are thought to be fixed. Like a new trailer with the new HD graphics and new biters and the various colors of chemical plant smoke or something.

Nothing with a date tho, because there is always one more bug/thing, but it's nice to have a list of things left to do!!
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Re: Friday Facts #296 - All kinds of bugs

Post by Ghoulish »

catma wrote: Mon May 27, 2019 6:44 am Can we have a bugs left count in every FFF until the new version, please?

Also a list of things that need be done after the bugs are thought to be fixed. Like a new trailer with the new HD graphics and new biters and the various colors of chemical plant smoke or something.

Nothing with a date tho, because there is always one more bug/thing, but it's nice to have a list of things left to do!!
Have a look at viewtopic.php?f=5&t=61864

I doubt the devs would do this, far better use of their time to fix bugs and move the game closer to release than tell us what's around the corner.
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Re: Friday Facts #296 - All kinds of bugs

Post by Tekky »

Thank you very much for this FFF. I found it really interesting to read about Rseding's experiences in bug fixing.
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Re: Friday Facts #296 - All kinds of bugs

Post by boran_blok »

catma wrote: Mon May 27, 2019 6:44 am Can we have a bugs left count in every FFF until the new version, please?
[..]
Just look at the number of threads in the bug reports subforum, that is your count.
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Re: Friday Facts #296 - All kinds of bugs

Post by smileynator »

Where can we hire you? I need more colleagues that work on my mental level. you are clearly in the right mindset.
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Re: Friday Facts #296 - All kinds of bugs

Post by Tekky »

smileynator wrote: Wed May 29, 2019 7:35 am Where can we hire you? I need more colleagues that work on my mental level. you are clearly in the right mindset.
You cannot hire them, they hire you! (if you are good)
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Re: Friday Facts #296 - All kinds of bugs

Post by Dominik »

Agamemnon wrote: Fri May 24, 2019 4:15 pm This reminds me of the 6 stages of debugging:

1 That can’t happen.

2 That doesn’t happen on my machine.

3 That shouldn’t happen.

4 Why does that happen?

5 Oh, I see.

6 How did that ever work?
7 Now it's working. Why the hell is it working?

8 Whatever. Push.
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Re: Friday Facts #296 - All kinds of bugs

Post by Zavian »

Dominik wrote: Wed May 29, 2019 8:55 am
Agamemnon wrote: Fri May 24, 2019 4:15 pm This reminds me of the 6 stages of debugging:

1 That can’t happen.

2 That doesn’t happen on my machine.

3 That shouldn’t happen.

4 Why does that happen?

5 Oh, I see.

6 How did that ever work?
7 Now it's working. Why the hell is it working?

8 Whatever. Push.
9 Opps. That broke something else.
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Re: Friday Facts #296 - All kinds of bugs

Post by vanatteveldt »

Zavian wrote: Wed May 29, 2019 9:40 am
Dominik wrote: Wed May 29, 2019 8:55 am
Agamemnon wrote: Fri May 24, 2019 4:15 pm This reminds me of the 6 stages of debugging:

1 That can’t happen.

2 That doesn’t happen on my machine.

3 That shouldn’t happen.

4 Why does that happen?

5 Oh, I see.

6 How did that ever work?
7 Now it's working. Why the hell is it working?

8 Whatever. Push.
9 Opps. That broke something else.
10 GOTO 1
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Re: Friday Facts #296 - All kinds of bugs

Post by Jupiter »

Crashing on dereferencing null? Add a null check
This is my life.


I should let every collegue of mine read this. This is literally what happened to me a few weeks ago except that some other programmer before me didn't have his 'smart part of their brain' light up and simply added a null-check, killing some functionality.

I fixed it properly, now the customer calls me amazing :P
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Re: Friday Facts #296 - All kinds of bugs

Post by Jupiter »

vanatteveldt wrote: Wed Jun 05, 2019 11:24 pm
Zavian wrote: Wed May 29, 2019 9:40 am
Dominik wrote: Wed May 29, 2019 8:55 am
Agamemnon wrote: Fri May 24, 2019 4:15 pm This reminds me of the 6 stages of debugging:

1 That can’t happen.

2 That doesn’t happen on my machine.

3 That shouldn’t happen.

4 Why does that happen?

5 Oh, I see.

6 How did that ever work?
7 Now it's working. Why the hell is it working?

8 Whatever. Push.
9 Opps. That broke something else.
10 GOTO 1
11 If time's up:
12 implement next feature
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