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Deep checking has an infinite recursion in ArenaCheck via ShieldCheck, which checks some segments, which check their addresses via ChunkOfAddr, which checks the arena with ArenaCheck. I haven't discovered when this was introduced yet.
ArenaRootsWalk synthesizes an invalid trace in TraceStateINIT that is flipped. ArenaRootsWalk dates back to 1999 so it was introduced by some other change. I haven't discovered when yet.
There may be more. I have yet to run the entire test suite.
So far I have no evidence that any of these would cause failures in production, but deep checking is a valuable tool when, e.g. working on subtle parts of the MPS like the shield, and we ought to fix it up.
The text was updated successfully, but these errors were encountered:
We should check whether CHECKLEVEL_DYNAMIC (using a variable to control checking levels) has a reasonable overhead and perhaps use it by default for the cool variety. That would avoid proliferation of varieties and allow for easy switching to deep checking without rebuilding.
#205 says:
and also:
Several steps are needed:
I have found false positives in deep checking errors have been introduced in various changes:
There may be more. I have yet to run the entire test suite.
So far I have no evidence that any of these would cause failures in production, but deep checking is a valuable tool when, e.g. working on subtle parts of the MPS like the shield, and we ought to fix it up.
The text was updated successfully, but these errors were encountered: