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... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
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... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
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... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
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... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
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... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
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... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
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... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
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... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
Sewing 360 Faces into a Model...
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
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... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
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... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
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... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
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... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
Sewing 360 Faces into a Model...
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
Sewing 360 Faces into a Model...
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
Sewing 360 Faces into a Model...
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
Sewing 360 Faces into a Model...
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
Sewing 360 Faces into a Model...
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
Sewing 360 Faces into a Model...

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3082417== 
==3082417== HEAP SUMMARY:
==3082417==     in use at exit: 2,619,933 bytes in 1,628 blocks
==3082417==   total heap usage: 49,027,914 allocs, 49,026,286 frees, 43,189,738,735 bytes allocated
==3082417== 
==3082417== LEAK SUMMARY:
==3082417==    definitely lost: 0 bytes in 0 blocks
==3082417==    indirectly lost: 0 bytes in 0 blocks
==3082417==      possibly lost: 0 bytes in 0 blocks
==3082417==    still reachable: 0 bytes in 0 blocks
==3082417==         suppressed: 2,619,933 bytes in 1,628 blocks
==3082417== 
==3082417== For lists of detected and suppressed errors, rerun with: -s
==3082417== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 9 from 9)
1030.81user 3.81system 17:14.23elapsed 100%CPU (0avgtext+0avgdata 267864maxresident)k
40inputs+32outputs (0major+1019941minor)pagefaults 0swaps

real	17m14.240s
user	17m10.822s
sys	0m3.812s
+ set +x
--------------------------------------------------------------------------------------------------
( 24 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/liquid_tile.csm
==3149068== Memcheck, a memory error detector
==3149068== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3149068== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3149068== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/liquid_tile.csm
==3149068== 

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3149068== 
==3149068== HEAP SUMMARY:
==3149068==     in use at exit: 0 bytes in 0 blocks
==3149068==   total heap usage: 6,926 allocs, 6,926 frees, 112,737,955 bytes allocated
==3149068== 
==3149068== All heap blocks were freed -- no leaks are possible
==3149068== 
==3149068== For lists of detected and suppressed errors, rerun with: -s
==3149068== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 0 from 0)
4.33user 0.13system 0:04.46elapsed 100%CPU (0avgtext+0avgdata 119812maxresident)k
8inputs+32outputs (0major+36011minor)pagefaults 0swaps

real	0m4.471s
user	0m4.339s
sys	0m0.132s
+ set +x
--------------------------------------------------------------------------------------------------
( 25 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/metal1.csm
==3149279== Memcheck, a memory error detector
==3149279== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3149279== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3149279== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/metal1.csm
==3149279== 
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
Sewing 1112 Faces into a Model...

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3149279== 
==3149279== HEAP SUMMARY:
==3149279==     in use at exit: 601,373 bytes in 101 blocks
==3149279==   total heap usage: 146,383,258 allocs, 146,383,157 frees, 60,145,374,147 bytes allocated
==3149279== 
==3149279== LEAK SUMMARY:
==3149279==    definitely lost: 0 bytes in 0 blocks
==3149279==    indirectly lost: 0 bytes in 0 blocks
==3149279==      possibly lost: 0 bytes in 0 blocks
==3149279==    still reachable: 0 bytes in 0 blocks
==3149279==         suppressed: 601,373 bytes in 101 blocks
==3149279== 
==3149279== For lists of detected and suppressed errors, rerun with: -s
==3149279== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 1 from 1)
1500.96user 7.01system 25:05.84elapsed 100%CPU (0avgtext+0avgdata 546368maxresident)k
24inputs+32outputs (0major+3157791minor)pagefaults 0swaps

real	25m5.851s
user	25m0.968s
sys	0m7.016s
+ set +x
--------------------------------------------------------------------------------------------------
( 31 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/metal_tile.csm
==3224570== Memcheck, a memory error detector
==3224570== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3224570== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3224570== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/metal_tile.csm
==3224570== 

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3224570== 
==3224570== HEAP SUMMARY:
==3224570==     in use at exit: 0 bytes in 0 blocks
==3224570==   total heap usage: 538,860 allocs, 538,860 frees, 422,188,487 bytes allocated
==3224570== 
==3224570== All heap blocks were freed -- no leaks are possible
==3224570== 
==3224570== For lists of detected and suppressed errors, rerun with: -s
==3224570== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 0 from 0)
16.57user 0.32system 0:16.87elapsed 100%CPU (0avgtext+0avgdata 325476maxresident)k
8inputs+32outputs (0major+132216minor)pagefaults 0swaps

real	0m16.877s
user	0m16.575s
sys	0m0.326s
+ set +x
--------------------------------------------------------------------------------------------------
( 32 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/metal_tile_new.csm
==3225454== Memcheck, a memory error detector
==3225454== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3225454== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3225454== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/metal_tile_new.csm
==3225454== 

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3225454== 
==3225454== HEAP SUMMARY:
==3225454==     in use at exit: 0 bytes in 0 blocks
==3225454==   total heap usage: 539,774 allocs, 539,774 frees, 422,536,119 bytes allocated
==3225454== 
==3225454== All heap blocks were freed -- no leaks are possible
==3225454== 
==3225454== For lists of detected and suppressed errors, rerun with: -s
==3225454== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 0 from 0)
16.01user 0.27system 0:16.26elapsed 100%CPU (0avgtext+0avgdata 325368maxresident)k
16inputs+32outputs (0major+104660minor)pagefaults 0swaps

real	0m16.263s
user	0m16.015s
sys	0m0.272s
+ set +x
--------------------------------------------------------------------------------------------------
( 33 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/simple.csm
==3226614== Memcheck, a memory error detector
==3226614== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3226614== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3226614== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/simple.csm
==3226614== 
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   1.000)   v:  0 (   0.000:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   1.000)   v:  0 (   0.000:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   1.000)   v:  0 (   0.000:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   1.000)   v:  0 (   0.000:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   1.000)   v:  1 (   0.000:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   1.000)   v:  1 (   0.000:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   1.000)   v:  1 (   0.000:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   1.000)   v:  1 (   0.000:   1.000)   w:  0 (   0.500:   1.000)
Sewing 176 Faces into a Model...

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3226614== 
==3226614== HEAP SUMMARY:
==3226614==     in use at exit: 320,042 bytes in 32 blocks
==3226614==   total heap usage: 17,938,258 allocs, 17,938,226 frees, 6,614,799,936 bytes allocated
==3226614== 
==3226614== LEAK SUMMARY:
==3226614==    definitely lost: 0 bytes in 0 blocks
==3226614==    indirectly lost: 0 bytes in 0 blocks
==3226614==      possibly lost: 0 bytes in 0 blocks
==3226614==    still reachable: 0 bytes in 0 blocks
==3226614==         suppressed: 320,042 bytes in 32 blocks
==3226614== 
==3226614== For lists of detected and suppressed errors, rerun with: -s
==3226614== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 1 from 1)
509.39user 1.95system 8:31.11elapsed 100%CPU (0avgtext+0avgdata 401848maxresident)k
24inputs+40outputs (0major+1144746minor)pagefaults 0swaps

real	8m31.114s
user	8m29.395s
sys	0m1.954s
+ set +x
--------------------------------------------------------------------------------------------------
( 34 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/simple_tile.csm
==3252597== Memcheck, a memory error detector
==3252597== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3252597== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3252597== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/simple_tile.csm
==3252597== 

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3252597== 
==3252597== HEAP SUMMARY:
==3252597==     in use at exit: 1,549 bytes in 4 blocks
==3252597==   total heap usage: 1,806,584 allocs, 1,806,580 frees, 883,967,487 bytes allocated
==3252597== 
==3252597== LEAK SUMMARY:
==3252597==    definitely lost: 0 bytes in 0 blocks
==3252597==    indirectly lost: 0 bytes in 0 blocks
==3252597==      possibly lost: 0 bytes in 0 blocks
==3252597==    still reachable: 0 bytes in 0 blocks
==3252597==         suppressed: 1,549 bytes in 4 blocks
==3252597== 
==3252597== For lists of detected and suppressed errors, rerun with: -s
==3252597== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 0 from 0)
62.94user 0.45system 1:03.37elapsed 100%CPU (0avgtext+0avgdata 369888maxresident)k
8inputs+32outputs (0major+229223minor)pagefaults 0swaps

real	1m3.374s
user	1m2.951s
sys	0m0.452s
+ set +x
--------------------------------------------------------------------------------------------------
( 35 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile1.csm
==3255926== Memcheck, a memory error detector
==3255926== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3255926== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3255926== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile1.csm
==3255926== 
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.800:   1.000)
Sewing 1416 Faces into a Model...

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3255926== 
==3255926== HEAP SUMMARY:
==3255926==     in use at exit: 603,293 bytes in 101 blocks
==3255926==   total heap usage: 190,888,419 allocs, 190,888,318 frees, 80,294,526,850 bytes allocated
==3255926== 
==3255926== LEAK SUMMARY:
==3255926==    definitely lost: 0 bytes in 0 blocks
==3255926==    indirectly lost: 0 bytes in 0 blocks
==3255926==      possibly lost: 0 bytes in 0 blocks
==3255926==    still reachable: 0 bytes in 0 blocks
==3255926==         suppressed: 603,293 bytes in 101 blocks
==3255926== 
==3255926== For lists of detected and suppressed errors, rerun with: -s
==3255926== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 1 from 1)
1711.15user 7.57system 28:37.28elapsed 100%CPU (0avgtext+0avgdata 595924maxresident)k
24inputs+32outputs (0major+4757175minor)pagefaults 0swaps

real	28m37.289s
user	28m31.161s
sys	0m7.574s
+ set +x
--------------------------------------------------------------------------------------------------
( 36 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile2.csm
==3356639== Memcheck, a memory error detector
==3356639== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3356639== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3356639== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile2.csm
==3356639== 
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
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... working on tile   u:  1 (   0.000:   0.500)   v:  7 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  7 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  8 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  8 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v:  9 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  9 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  0 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  0 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  0 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  0 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.000:   0.200)
... working on tile   u:  1 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.200:   0.400)
... working on tile   u:  1 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.400:   0.600)
... working on tile   u:  1 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.600:   0.800)
... working on tile   u:  1 (   0.000:   0.500)   v: 10 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v: 10 (   0.000:   1.000)   w:  0 (   0.800:   1.000)
Sewing 3824 Faces into a Model...

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3356639== 
==3356639== HEAP SUMMARY:
==3356639==     in use at exit: 1,446,173 bytes in 244 blocks
==3356639==   total heap usage: 1,225,080,298 allocs, 1,225,080,054 frees, 510,622,819,684 bytes allocated
==3356639== 
==3356639== LEAK SUMMARY:
==3356639==    definitely lost: 0 bytes in 0 blocks
==3356639==    indirectly lost: 0 bytes in 0 blocks
==3356639==      possibly lost: 0 bytes in 0 blocks
==3356639==    still reachable: 0 bytes in 0 blocks
==3356639==         suppressed: 1,446,173 bytes in 244 blocks
==3356639== 
==3356639== For lists of detected and suppressed errors, rerun with: -s
==3356639== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 1 from 1)
9304.37user 36.04system 2:35:34elapsed 100%CPU (0avgtext+0avgdata 1024112maxresident)k
16inputs+32outputs (0major+30106990minor)pagefaults 0swaps

real	155m34.604s
user	155m4.379s
sys	0m36.042s
+ set +x
--------------------------------------------------------------------------------------------------
( 38 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile4.csm
==3802997== Memcheck, a memory error detector
==3802997== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3802997== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3802997== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile4.csm
==3802997== 
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
Sewing 1152 Faces into a Model...

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3802997== 
==3802997== HEAP SUMMARY:
==3802997==     in use at exit: 600,733 bytes in 85 blocks
==3802997==   total heap usage: 132,583,708 allocs, 132,583,623 frees, 55,903,545,879 bytes allocated
==3802997== 
==3802997== LEAK SUMMARY:
==3802997==    definitely lost: 0 bytes in 0 blocks
==3802997==    indirectly lost: 0 bytes in 0 blocks
==3802997==      possibly lost: 0 bytes in 0 blocks
==3802997==    still reachable: 0 bytes in 0 blocks
==3802997==         suppressed: 600,733 bytes in 85 blocks
==3802997== 
==3802997== For lists of detected and suppressed errors, rerun with: -s
==3802997== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 1 from 1)
1317.29user 9.81system 22:06.80elapsed 100%CPU (0avgtext+0avgdata 553060maxresident)k
16inputs+32outputs (0major+8858253minor)pagefaults 0swaps

real	22m6.808s
user	21m57.297s
sys	0m9.812s
+ set +x
--------------------------------------------------------------------------------------------------
( 39 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile5.csm
==3875136== Memcheck, a memory error detector
==3875136== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==3875136== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==3875136== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile5.csm
==3875136== 
Checking Body to be tiled...
Setting up IRIT duct...
Calling IRIT...
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  0 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  1 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  1 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  2 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  2 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  2 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  2 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  2 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  2 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  2 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  2 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  2 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  2 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  2 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  2 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  2 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  2 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  2 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  2 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  2 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  2 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  2 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  2 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  2 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  2 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  2 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  2 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  2 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  2 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  2 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  2 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  2 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  2 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  2 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  2 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  3 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  3 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  3 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  3 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  3 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  3 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  3 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  3 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  3 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  3 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  3 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  3 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.000:   0.500)   w:  3 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.000:   0.500)   w:  3 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  0 (   0.500:   1.000)   w:  3 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  0 (   0.500:   1.000)   w:  3 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  3 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  3 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  3 (   0.000:   0.500)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  3 (   0.000:   0.500)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  3 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  3 (   0.500:   1.000)
... working on tile   u:  0 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  3 (   0.500:   1.000)
... working on tile   u:  0 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  3 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  3 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  3 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  3 (   0.000:   0.500)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  3 (   0.000:   0.500)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.000:   0.500)   w:  3 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.000:   0.500)   w:  3 (   0.500:   1.000)
... working on tile   u:  1 (   0.000:   0.500)   v:  1 (   0.500:   1.000)   w:  3 (   0.500:   1.000)
... working on tile   u:  1 (   0.500:   1.000)   v:  1 (   0.500:   1.000)   w:  3 (   0.500:   1.000)
Sewing 2208 Faces into a Model...

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==3875136== 
==3875136== HEAP SUMMARY:
==3875136==     in use at exit: 882,973 bytes in 150 blocks
==3875136==   total heap usage: 430,376,960 allocs, 430,376,810 frees, 180,585,255,581 bytes allocated
==3875136== 
==3875136== LEAK SUMMARY:
==3875136==    definitely lost: 0 bytes in 0 blocks
==3875136==    indirectly lost: 0 bytes in 0 blocks
==3875136==      possibly lost: 0 bytes in 0 blocks
==3875136==    still reachable: 0 bytes in 0 blocks
==3875136==         suppressed: 882,973 bytes in 150 blocks
==3875136== 
==3875136== For lists of detected and suppressed errors, rerun with: -s
==3875136== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 1 from 1)
3647.21user 15.05system 1:01:08elapsed 99%CPU (0avgtext+0avgdata 734908maxresident)k
16inputs+32outputs (0major+12502017minor)pagefaults 0swaps

real	61m8.219s
user	60m47.212s
sys	0m15.058s
+ set +x
--------------------------------------------------------------------------------------------------
( 41 / 41 )
+ time valgrind --tool=memcheck --error-exitcode=0 --leak-check=yes --show-leak-kinds=all --keep-debuginfo=yes --gen-suppressions=all --max-stackframe=4000000 --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-AFLR.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-exodus.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-IRIT.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-MKL.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-python.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Tblade3.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-Ubuntu.supp --suppressions=/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/JenkinsESP/valgrind/valgrind-OCC7.6.supp /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile_tile.csm
==4069853== Memcheck, a memory error detector
==4069853== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al.
==4069853== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info
==4069853== Command: /jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64/ESP/LINUX64/bin/serveESP -batch -verify -outLevel 0 -jrnl ../../OpenCSM/trunk/data/basic/recycleAll.jrnl ../../OpenCSM/trunk/data/TRADES/tile_tile.csm
==4069853== 

==> Opening input journal file "../../OpenCSM/trunk/data/basic/recycleAll.jrnl"


==> Closing input journal file

==> serveESP completed successfully
==4069853== 
==4069853== HEAP SUMMARY:
==4069853==     in use at exit: 0 bytes in 0 blocks
==4069853==   total heap usage: 357,924 allocs, 357,924 frees, 358,081,804 bytes allocated
==4069853== 
==4069853== All heap blocks were freed -- no leaks are possible
==4069853== 
==4069853== For lists of detected and suppressed errors, rerun with: -s
==4069853== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 0 from 0)
10.08user 0.30system 0:10.36elapsed 100%CPU (0avgtext+0avgdata 320856maxresident)k
8inputs+32outputs (0major+109078minor)pagefaults 0swaps

real	0m10.371s
user	0m10.084s
sys	0m0.304s
+ set +x
[GNU C Compiler (gcc)] Parsing console log (workspace: '/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64')
[GNU C Compiler (gcc)] Successfully parsed console log
[GNU C Compiler (gcc)] -> found 0 issues (skipped 0 duplicates)
[GNU C Compiler (gcc)] Skipping post processing
[GNU C Compiler (gcc)] No filter has been set, publishing all 0 issues
[GNU C Compiler (gcc)] Repository miner is not configured, skipping repository mining
[Clang] Parsing console log (workspace: '/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64')
[Clang] -> found 0 issues (skipped 0 duplicates)
[Clang] Parsing console log (workspace: '/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64')
[Clang] -> found 0 issues (skipped 0 duplicates)
[Clang] Successfully parsed console log
[Clang] -> found 0 issues (skipped 0 duplicates)
[Clang] Parsing console log (workspace: '/jenkins/workspace/ESP_ValgrindOcsm/7.6/OpenCSM/data/TRADES/LINUX64')
[Clang] Skipping post processing
[Clang] No filter has been set, publishing all 0 issues
[Clang] Repository miner is not configured, skipping repository mining
[Static Analysis] Reference build recorder is not configured
[Static Analysis] Obtaining reference build from same job (7.6,OpenCSM/data/TRADES,LINUX64,reynolds)
[Static Analysis] Using reference build 'ESP_ValgrindOcsm/CASREV=7.6,ESPTEST=OpenCSM/data/TRADES,ESP_ARCH=LINUX64,buildnode=reynolds #92' to compute new, fixed, and outstanding issues
[Static Analysis] Issues delta (vs. reference build): outstanding: 0, new: 0, fixed: 0
[Static Analysis] Evaluating quality gates
[Static Analysis] -> PASSED - Total (any severity): 0 - Quality Gate: 1
[Static Analysis] -> All quality gates have been passed
[Static Analysis] Health report is disabled - skipping
[Static Analysis] Created analysis result for 0 issues (found 0 new issues, fixed 0 issues)
[Static Analysis] Attaching ResultAction with ID 'analysis' to build 'ESP_ValgrindOcsm/CASREV=7.6,ESPTEST=OpenCSM/data/TRADES,ESP_ARCH=LINUX64,buildnode=reynolds #93'.
[Checks API] No suitable checks publisher found.
[Valgrind] Files to copy:
[Valgrind] Analysing valgrind results
[Valgrind] Ending the valgrind analysis.
[PostBuildScript] - [INFO] Executing post build scripts.
[PostBuildScript] - [INFO] build step #0 should only be executed on MATRIX
[WS-CLEANUP] Deleting project workspace...
[WS-CLEANUP] done
Finished: SUCCESS