Compile Errors In the Visualizer
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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.
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.
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.
In order to correctly simulate these different devices, certain rules must be enforced. Those rules are:
For fully assembled Cosmic Color Strings:
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:
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.
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: