Compile Errors In the Visualizer

Top  Previous  Next

In order to simulate complex devices like the Cosmic Color Ribbon, Cosmic Color Bulb, Cosmic Color Pixel, and DMX Pixel Universes. the Visualizer must first compile all your Fixtures into something that is comparable to the actual device/universe.

 

Why Certain Devices are Compiled
How Advanced Devices are Compiled
Rules for Advanced Devices
Error Messages and Their Meaning
Base Unit/Universe Missing
Missing Pixel #1
Non-Contiguous Pixels
Incorrect Number of Pixels

 

 

Why Certain Devices are Compiled

 

Since certain devices have physical or firmware properties the Visualizer must support, the fixtures you create must mimic those traits.  In an attempt to make things easier to design, the Visualizer will allow you to divide up these devices into multiple fixtures if you desire.  For example, the Visualizer will allow you to have several different fixtures that all refer to the same physical device like a CCR.  When entering simulation mode, the first thing the Visualizer will do is compile your advanced devices into a single entity that it can understand and which physically mimics the real device.

 

How Advanced Devices are Compiled

 

To do this assembly, the Visualizer uses the physical address of a device to assemble all the parts.  For example, if you are using a CCR on an LOR network, the Visualizer will consider every CCR fixture on the same LOR Network and Unit ID to be the same physical device.  The same holds true for DMX Pixel Universes on a single universe.

 

Rules for Advanced Devices

 

In order to correctly simulate these different devices, certain rules must be enforced.  Those rules are:

 

For fully assembled Cosmic Color Strings:

a.Every String MUST consist of exactly 50 pixels, no more or less.
b.Every String MUST have Pixels numbered from 1-50 (they must be contiguous).
c.There can be NO duplicate pixels.

 

The pixels can be on multiple fixtures, but when the fixtures are all assembled (using the Network and Unit ID) those 3 rules MUST be obeyed.  If your assembled Cosmic Color String violates any of those rules, the Visualizer will not go into simulation mode.

 

The rules are slightly relaxed for fully assembled DMX Pixel Universes:

a.A Pixel Universe can have NO MORE than 170 pixels.
b.Pixel #1 is REQUIRED, however gaps are allowed.
c.There can be NO duplicate pixels.

 

Whereas Cosmic Color Strings must have 50 pixels per Network/Unit ID, DMX Pixel Universe can have from 1-170 pixels.  Cosmic Color Strings do not allow for gaps between pixels, but DMX Pixel Universes do, as long as there is a pixel #1.

 

Error Messages and Their Meaning

 

The Visualizer will attempt  to help you as much as possible if there is a problem with a Cosmic Color String or DMX Pixel Universe.  When correcting errors, it may be easier to only correct the first error presented and then attempt to run the simulation again.  This is because a single problem could cause multiple errors.  Fixing this first issue could fix all other issues after it.

 

When checking for errors, the Visualizer will first check all Cosmic Color Strings first, and then move on to DMX Pixel Universes.  You must first correct any errors with Cosmic Color Strings before you will be presented with any errors for DMX Pixel Universes.

 

There are 4 main error messages that are output by the Visualizer:
 

1.Base Unit/Universe Missing:
 
"CCR Fixture [Fixture Name] does not have a base unit ID assigned."
"DMX Pixel Fixture [Fixture Name] does not have a universe assigned."
 
The Fixture named [fixture name] is missing either the Network and/or Unit ID or Universe number.  This is required since these values are how the Visualizer assembles the device.
 
2.Missing Pixel #1:
 
"The CCR on network "[net name]", unit ID [unit] when assembled does not have a fixture with pixel #1."
"The DMX Pixel Universe on universe [universe] when assembled does not have a fixture with pixel #1."
 
There is no Fixture on the Net/Unit ID or Universe shown that contains pixel #1.  The fixture with pixel #1 is considered the master and MUST be present.  After this error, the Visualizer will show the names of all fixtures that it attempted to assemble for you to review.
 
3.Non Contiguous Pixels (Cosmic Color Strings only):
 
"The CCR on network "[net name]", unit ID [unit] when assembled has pixels which are not contiguous."
 
There is a gap or duplicate pixel within this assembled Cosmic Color String on the network and unit number shown.  Cosmic Color Strings can have no gaps or duplicate pixels.  After this error, the Visualizer will show the names of all fixtures that it attempted to assemble, the starting pixel number of each, and what the starting pixel of the next fixture should be.
 
4.Incorrect Number of Pixels:
 
"The CCR on network "[net name]", unit ID [unit] when assembled does not have exactly 50 pixels. Instead it has a total of [total]."
"The DMX Pixel Universe on universe [universe] when assembled has more than 170 pixels ([total])."
 
Assembled Cosmic Color Strings MUST have exactly 50 pixels each.  assembled DMX Universe Fixtures can have NO MORE than 170 pixels.   After this error, the Visualizer will show the names of all fixtures that it attempted to assemble for you to review.  Remember that for Assembled DMX Pixel Universes, dummy pixels (that is, the pixels used to fill gaps) are counted towards the 170 limit.