having a problem here,
i just updated to 2.0. i ran mlr for hours last night and that was great. this morning i added a bunch of scripts using cyberduck. at first they all worked ( cranes, reels, less concepts) but after messing with mlr for a while now almost no scripts work, they just get stuck at a loading screen, and the levels page is frozen, the home page reads NONE (error : audio engine). i loaded up a 7 minute long field recording in to mlr from my tape folder and i think that may have something to do with this issue. any ideas?

You might have a duplicate engine. Try to load a script while looking at the sc output from maiden. That will show you the culprit.

oh no. i have no idea what that means, i know how to connect to maiden but i don’t know how to read anything on there. do i have to do that with all the scripts to see if there is a duplicate ?

you should only have to do it once, the sc tab should give you a list of any duplicates. agree that it sounds very likely duplicate engine is the problem

okay thank you. so this is what i see when i run mlr. where / what indicates if i have a duplicate?

switch to the “sc” REPL tab (next to the “matron” tab which is selected)

and enter ;restart

that will show you any supercollider errors, including ERROR: Duplicate class [blabla]


BASICALLY

make sure there are no duplicates of any .sc files anywhere in code/

(like code/_somewhere_/lib/THING.sc and code/_else_/lib/THING.sc)


BTW: while Librarian is a cool thing to have made, it is also dangerous, b/c it does not encourage you to inspect the stuff you are putting on your norns filesystem. we’re in the slow process of developing some analogous management tools that will be more careful about creating duplicate engine classes and other stuff.

in the meantime we are trying to devise some better error messaging. we’re aware that the duplicate-engine problem is a PITA and there has been much heated discussion about it on many channels for a while. conclusion: the least-bad way for now, is for both script authors and script consumers to exercise some care and diligence when distributing / installing engines or other .sc files. the former should clearly document when their .zip includes .sc files; the latter should read the documentation.

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so i did a bunch of git pulls last night and when i start my norns, i’m unable to control anything though i’m able to see the main menu, just not navigate it. i was thinking of just reflashing it, but would prefer something else if possible.

i’m able to ssh in though…any suggestions?

delete some stuff. i think our script-browsing menu code is a bit doggo and is not coping with the stress.

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any suggestions on what to delete?

scripts you aren’t using? you don’t even need to delete them really, just move them out of ~/dust/code.

okay so it looks like i have a duplicate r engine. do i erase it in cyberduck or maiden? what are the steps once its erased? thank you for your help

either

what are the steps once its erased?

SC REPL -> ;restart , or just restart the system

thank you for your help

you’re welcome! :ghost:

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i’ve moved about 5 scripts out and still getting the same behavior.

edit: okay, i moved another 5 scripts and the same behavior is occurring.

edit2: i’ve moved 14 scripts at this point and the same thing is happening.

worked perfect all i well in nornia

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ok, it was just a guess.

another guess: your disk could be full.

you absolutely don’t need to re-flash the whole filesystem.
what did you pull? did it include the main norns repo?
if not, the most you need to do is delete/move/backup ~/dust/, and start fresh with a new copy of ~/dust/we, create ~/dust/data, ~/dust/audio, ~/dust/code and gradually start adding scripts again.

if you did pull monome/norns, then you might need to rebuild things (i don’t know exactly when / what branch you pulled.)

yes, i did pull from monome/norns

i’ll try rebuilding.

ah. yes. you must re-run ./waf from ~/norns. otherwise you are probably hitting the bug that was fixed here and matron is crashing.

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^ that did it, thank you.

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most excellent.

this is also worth putting in big letters:

if you pull down changes from github.com/monome/norns.git, you should probably rebuild!

that repo, unlike we, contains core C/C++ components that need to be recompiled, not just changes to interpreted code. for example in recent commits we fixed a (nasty) bug in C layer that was only triggered by stuff we added to lua layer.

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aye, thanks for the heads up. i went a lil’ crazy with git pull / updating everything.

i’m sure this has been mentioned in other places, but what are good places to update via git pull other than scripts, norns, we etc?