...this bug was spotted as the test failed reproducibly
when built with `-fstack-protector-strong` — which adds
additional "canary" markers to some kinds of problematic
stack storage; this seemed to have the effect that now
the second test uses exactly the same location as the
preceding test, and thus finds valid data in the newly
created work buffers.
There is no reason for using uninitialised storage in this
test (I can recall that I wanted to build a generic helper
and intended to use that as ''virtual overlay'' over existing
memory — but that usage never took place, and the `struct Buffer`
is not a general-purpose tool now, but only made for this
specific test. Thus memory can be easily zero-initialised.
Using basically the same topology as in the preceding test, which focused on connectivity. However, in this case we retrieve actual processing functions from the »Test-Rand« ontology in order to perform hash-chaining computations on full data blocks. And, in addition, a »Param Agent Node« is used.
It seemed that the integration test will end up as a dull repetition
of already coded stuff, just with more ports and thus more boilerplate;
and so I reconsidered what an actually relevant integration test might encompass
- getting parameters from the invocation
- translating and wiring parameters
- which entails to adapt / partially close a processing function!
Thus — surprise — there is a new feature not yet supported by the `NodeBuilder`,
which would be very likely to be used in many real-world use cases: which is
to adapt the parameter tuple expected by the binding from the library.
Obviously we want this, since many »raw« processing functions will expose a mix
of technical and artistic parameters; and we'd like to ''close'' the technical ones.
Such a feature ''should be implementable,'' based on the already developed
technique with the »cross builder«, which implies to switch the template arguments
from within a builder expression. We already do this very thing for adapting
parameter functor, and thus the main difficulty would be to compose an
adaptor functor to the correct argument of the processing functor...
Which is... (well, it is nasty and technical, yet feasible).
Just wanted to use a helper function to build a source-data node.
However, the resulting node had a corrupted Node-ID spec.
Investigation with the debugger showed that the ID was still valid
while in construction and shows up corrupted after returning from the
helper function.
As it turned out, the reason is related to the de-duplication of ProcID data.
While the de-duplicated strings themselves are ''not'' affected, the corruption
happened by an intermediate instance of ProcID, which was inadvertently created
and bound by-value to the builder-λ. The created Port then picks up a reference
to this temporary, leading to the use-after-free of the string_view obejcts.
Obviously, `ProcID` must not be instantiated other than through the static
front-end `ProcID::describe`. Due to the private constructor, I can not make this
object non-copyable (because then the hash-set would not be allowed to emplace it).
But making it at least move-only will provoke a compiler error whenever binding
to a lambda capture by value, which hopefully helps to pinpoint this
insidious problem in the future...
The scheme to provide preconfigured nodes with random `TestFrame` data
seems to be suitable and easy to extend to further cases; should however
always document the setup through a dedicated case in `NodeDevel_test`
Seems to be straight forward now, based on the implementation
of `TestFrame` manipulation provided by the »Test Rand Ontology«
__Remark__: the next goal is to reproduce the complex Node tree
with operations on TestFrame and then to invoke these and verify results.
The namespace `steam::engine::test::ont` will hold some typical definitions
for the fake „media processing library“ — to be used for validating aspects of mapping and binding.
This picks up the efforts towards a »Test Ontology« from end November:
d80966c1f
The `TestRandOntology` is intended as a playground to gradually find out
how to maintain bindings processing functionality provided by a specific Library
and thus related to a ''Domain Ontology''
Remark: generating symbolic specs might seem like a mere test exercise, yet is in fact
quite crucial, since the node-identity is based on such a spec, which must be ''semantically correct,''
otherwise caching and especially cache invalidation will be broken.
Yesss .... in Lumiera naming and cache invalidation are linked directly ;-)
This is an attempt to take aim at the next step,
which is to fill in the missing part for an actual node invocation...
''...still fighting to get ahead, due to complexity of involced concerns...''
This was an extended digression into architecture planning,
which became necessary in order to suitably map out the role
for the `TurnoutSystem` — which can now be defined as ''mediator''
to connect and forward control- and parameter data while specific
render invocation proceeds through the render node network.
After the actual processing functions are defined,
the "next level" of test framework building is to find a way
how these bare bone operations can be used easily from a test
with the goal to ''build and invoke a Render-Node''
* we need some descriptor
* the bare bone operation must be packaged into an ''Invocation-Adapter''
* we need some means to configure variants of the setup
The overall goal is eventually to arrive at something akin to a ''»Dummy Media-processing Library«''
* this will offer some „Functionality“
* it will work on different ''kinds'' or ''flavours'' of data
* it should provide operations that can be packaged into ''Nodes''
However — at the moment I have no clue how to get there...
And thus I'll start out with some rather obvious basic data manipulation functions,
and then try to give them meaningful names and descriptors. This in turn
will allow to build some multi-step processing netwaorks — which actually
is the near-term goal for the ''main effort'' (which is after all, to get
the Render Node code into some sufficient state of completion)...
Bugfix: should use the full bit-range for randomised data in `TestFrame`
Bugfix: prevent division by zero for approximate floatingpoint equality
...and use the new zip()-itertor to simplify the loops
* based on reproducible data in `TestFrame`
* using Murmur64A hash-chaining to »mark« with a parameter
This emulates the simplest case of 1:1 processing and can also be applied ''in-place''
* Lumiera source code always was copyrighted by individual contributors
* there is no entity "Lumiera.org" which holds any copyrights
* Lumiera source code is provided under the GPL Version 2+
== Explanations ==
Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above.
For this to become legally effective, the ''File COPYING in the root directory is sufficient.''
The licensing header in each file is not strictly necessary, yet considered good practice;
attaching a licence notice increases the likeliness that this information is retained
in case someone extracts individual code files. However, it is not by the presence of some
text, that legally binding licensing terms become effective; rather the fact matters that a
given piece of code was provably copyrighted and published under a license. Even reformatting
the code, renaming some variables or deleting parts of the code will not alter this legal
situation, but rather creates a derivative work, which is likewise covered by the GPL!
The most relevant information in the file header is the notice regarding the
time of the first individual copyright claim. By virtue of this initial copyright,
the first author is entitled to choose the terms of licensing. All further
modifications are permitted and covered by the License. The specific wording
or format of the copyright header is not legally relevant, as long as the
intention to publish under the GPL remains clear. The extended wording was
based on a recommendation by the FSF. It can be shortened, because the full terms
of the license are provided alongside the distribution, in the file COPYING.
Facing quite some difficulties here, since there are (at least)
two abandoned past efforts towards building a render node network
in the code base; the structure and architecture decisions from these
previous attempts seem largely valid still, yet on a technical level,
the style of construction evolved considerably in the meantime. Moreover,
these old fragments of code, written during the early stages of the
project, were lacking clear goals and anchor points at places;
the situation is quite different now in this respect.
Sticking to well proven practice, the rework will be driven by a test setup,
and will progress over three steps with increasing levels of integration.