Is there a good way to detect - before abeInit - some of the problem scenarios that would cause abe functions to either crash or hang? When these scenarios are detected, the function could abort before abeInit. A few scenarios that have caused chronic problems: - non-orthogonal lines on a layer that abe reads in using abeLayerFromCellView - causes seg fault - a circle on one input layer partially overlapping a rectangle on another input layer - causes hang, with no output, even from the beginning of the skill function that calls the abe functions - various 'stairstepping' of input layers - does not cause crash or hang, but, results in abe tiles that do not cover all of the input layer area - the solution so far has been to just run another abeTouch function to combine the first-attempt tiles with any tiles of the same input layer that touch the first-attempt tiles... but this is iterative, we do 3 iterations now and will probably encounter something that is still missed - Cadence support confirms the best option here is to just add another iteration... seems like abe functions could handle this internally: if tile area doesn't cover all the input area, add another iteration.
↧