Hello,
I am currently using VG to map reads to a graph I made (using a HPC), and I'm having issues when sorting the ouput gam:
vg gamsort \
-p \
${filename}_mapped.gam > ${filename}_mapped.sorted.gam
break into sorted chunks [ ] 0.0%^M break into sorted chunks
[= ] 1.1%^M break into sorted chunks
[= ] 2.2%^M break into sorted chunks
[= ] 3.3%^M break into sorted chunks
[== ] 4.4%^M[E::bgzf_flush] File write failed (wrong size)
terminate called after throwing an instance of 'std::runtime_error'
what(): io::MessageEmitter::emit_group: I/O error writing protobuf
I have run 20 samples previously and had no issues, but this lastest batch of samples keep erroring out at this point. The GAMs are no bigger then the first batch so I'm unsure as to what has changed. I finally got a sample that errored out with this message:
break into sorted chunks
[ ] 0.0%^M break into sorted chunks
[= ] 0.4%^M break into sorted chunks
[= ] 0.8%^M break into sorted chunks
[= ] 1.2%^M[vg utility.cpp]: couldn't create temp directory: /tmp/vg-mYzrsD
I have tried cleaning out my tmp folder and changing my environment TMPDIR to a local TEMP directory but it hasn't helped.
My question is, has anyone had any experience with using the naive sorting algorithm option when using vg gamsort.
-d / --dumb-sort use naive sorting algorithm (no tmp files, faster for small GAMs)
I was hoping that since it doesn't produce tmp files it may solve my problem, but wasn't sure if it would affect the actual sorting.
Alternatively, is there another option to forst GAM files.
Thanks in advance.
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