Author Topic: Bug(?) Channel Numbers  (Read 787 times)

Offline DoctorWizard

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Bug(?) Channel Numbers
« on: July 15, 2020, 12:33:55 PM »
I've spent the spring working on props and hardware.  Just updated xLights from 2019.71 to 2020.28

One of my A/C channels has a screwed-up channel number and I have tried to fix/reassign it without success.  I have some LED strings tied together and acting like an RGBW array.  The Red channel is DMX channel 97 on Universe 1.  The Green Channel is Red +1 (98), Blue is supposed to be Green +1 (99) but instead is 4294966997 which looks to be a 32-bit Integer roll-over.  White is supposed to be Blue +1 (100) but instead is just 1.  All the rest of the A/C channels are fine.  This no doubt is the cause of the warning: "The setup requires a VERY large number of channels (4294966997) which will result in a very large amount of memory used (15233022 MB)." and also likely why xLights is occaisionally crashing and running very slowly.  (Would probably be even worse if my machine wasn't an engineering workstation with 24 threads and 48GB of RAM).  I opened the rgbeffects.xml file and found that model and didn't see anything in the XML was glaringly wrong.

Also, possibly a bug and possibly not, possibly related -- my pixels do not have the channel numbers I would expect, they are quite a bit higher.  Possibly a controller setup issue?  I think they are correct.

Attached: rgbeffect.xml and some screenshots.  And where is the preferred place to post issues, here or GitHub?

Offline dkulp

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Re: Bug(?) Channel Numbers
« Reply #1 on: July 15, 2020, 02:31:22 PM »
Fixed on master, will be in .29.

Thanks!
Daniel Kulp
Framingham, MA

Offline Gilrock

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Re: Bug(?) Channel Numbers
« Reply #2 on: July 15, 2020, 03:59:40 PM »
Guess I didn't plan for people saying they have a single node that has a reversed start side....lol.

Offline DoctorWizard

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Re: Bug(?) Channel Numbers
« Reply #3 on: July 15, 2020, 07:09:18 PM »
Man, you guys rock!  Thanks for the quick fix!  As for the second part of my question, are the pixel channel numbers indeed off, or am I misinterpreting it?