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leper khan
Dec 28, 2010
Honest to god thinks Half Life 2 is a bad game. But at least he likes Monster Hunter.

ReelBigLizard posted:

Maybe an odd question - Is there any particular language/environment you guys would recommend for modelling a real world system for simulation purposes? Other than "whatever you use for everything else".

I'm contracting to a company that is trying to optimise a short hop air taxi service. We're tying to optimise in terms of keeping planes as full as possible, pilots as un-fatigued as possible, meeting customer demand, etc. I've done similar work optimising stuff like warehouse and logistics operations before, although this one probably has more inputs and variables than all of my previous work combined. Historically I've just written simulation scripts in whatever was handy and analysed the output, but I was wondering if there is more specialised environments available for feeling out new methodologies and system logic in a more broad sense?

I could give you my company's sales pitch, but just use whatever is handy and sensible. Comedy option is of course simula.

Game engines can be nice for agent visualization, but I've typically written the sim as an independent dll regardless.

Unless you're asking about strategies for model building? Predator/prey models are always fun. You can also build a commodity/utility system and have agents driven by their current needs. If you can show your problem is a convex optimization problem, you can throw a solver at it.

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ultrafilter
Aug 23, 2007

It's okay if you have any questions.


ReelBigLizard posted:

Maybe an odd question - Is there any particular language/environment you guys would recommend for modelling a real world system for simulation purposes? Other than "whatever you use for everything else".

I'm contracting to a company that is trying to optimise a short hop air taxi service. We're tying to optimise in terms of keeping planes as full as possible, pilots as un-fatigued as possible, meeting customer demand, etc. I've done similar work optimising stuff like warehouse and logistics operations before, although this one probably has more inputs and variables than all of my previous work combined. Historically I've just written simulation scripts in whatever was handy and analysed the output, but I was wondering if there is more specialised environments available for feeling out new methodologies and system logic in a more broad sense?

NetLogo. Officially it's for agent-based modeling, but you can use it for a lot of other things.

ReelBigLizard
Feb 27, 2003

Fallen Rib
Thanks for the feedback guys, trying out netlogo tonight, will see how far I can get with it.

leper khan - throw me a sales pitch if it's something you do. jim [at] flywaves [dot] gg. The client isn't especially short of cash and this isn't even one of my contracted roles except in the broadest sense. I just think the modelling is going to be bloody useful not only on the system spec side but also tying into the business forecasting.

huhu
Feb 24, 2006
I've got a book on data structures and algorithms and it's decent enough but the practice problems are garbage. Are there any books that have practice problems with answers where the solutions are like "I would use x and y algorithms to solve this because a,b and c"

The MUMPSorceress
Jan 6, 2012


^SHTPSTS

Gary’s Answer

huhu posted:

I've got a book on data structures and algorithms and it's decent enough but the practice problems are garbage. Are there any books that have practice problems with answers where the solutions are like "I would use x and y algorithms to solve this because a,b and c"

What do you think you would learn from problems like that?

Riot Bimbo
Dec 28, 2006


Hi guys, I'm not sure this is the right place to ask this but I have a dumb question:

I've had a game kicking around in my head for a while. It's not an overly ambitious thing, but at the height of my C++ programming, when i first started coding as a preteen, I could write functions that would sometimes compile; When I took comp sci in high school and my first semester of college, I was in Java and could do some programming with classes and I was able to employ math as complex as basic algebraic geometry, and essentially the breadth of my math knowledge at the time, which was good since the HS curriculum in 2009 called for using java's (built in?) graphics libraries.

Most of that knowledge has faded.

Right now I'm about 50% through Codecademy.com's Python lessons, and it comes fairly easily, some stuff I struggle with since I mess with it maybe 30-45 mins a day... but it's nowhere near where I need it to be to do anything except maybe make some very lovely text games, and even then I very much doubt I could truly pull it off.


Before I ask my questions I just want to say, I'm not an idiot or delusional and I know I'm not programming any game of remote complexity any time soon. Possibly, years away.

I am asking though, if Codecademy, in any of its courses, offers a means to take those first few steps towards that kind of programming?

I want to ideally make an isometric or top-down game as my end-goal, with some RPG elements and lots of object interaction.

I simply can't afford schooling or college, so a codecademy pro script is about the only "paid" education I can afford that I know of.

Does anyone know the value of codecademy "pro" to this end? Will it teach me the tools to write the back-end to a game with graphics and fairly complex goals and interactivity?

If not, then where should I go to start this long road? Again, school is off the table, at least until I can get some money together for it, and i'm basically in a poverty cycle and I don't see college money becoming available after lingering senioritis destroyed my GPA back in 2011.

Whoa, I just overshared a lot. That's sleep deprivation. The codecademy/python stuff really has been happening and I want to make sure im on the right track for what I want to do by using these resources. If there are better ones, or perhaps comprehensive free classes form universities like I'v'e found for college/uni math courses, I'd be much obliged.

PMs are welcome as I have plat.

Riot Bimbo fucked around with this message at 14:21 on Feb 18, 2017

Jewel
May 2, 2009

basic hitler posted:

Hi guys, I'm not sure this is the right place to ask this but I have a dumb question:

I've had a game kicking around in my head for a while. It's not an overly ambitious thing, but at the height of my C++ programming, when i first started coding as a preteen, I could write functions that would sometimes compile; When I took comp sci in high school and my first semester of college, I was in Java and could do some programming with classes and I was able to employ math as complex as basic algebraic geometry, and essentially the breadth of my math knowledge at the time, which was good since the HS curriculum in 2009 called for using java's (built in?) graphics libraries.

Most of that knowledge has faded.

Right now I'm about $50 through Codecademy.com's Python lessons, and it comes fairly easily, some stuff I struggle with since I mess with it maybe 30-45 mins a day... but it's nowhere near where I need it to be to do anything except maybe make some very lovely text games, and even then I very much doubt I could truly pull it off.


Before I ask my questions I just want to say, I'm not an idiot or delusional and I know I'm not programming any game of remote complexity any time soon. Possibly, years away.

I am asking though, if Codecademy, in any of its courses, offers a means to take those first few steps towards that kind of programming?

I want to ideally make an isometric or top-down game as my end-goal, with some RPG elements and lots of object interaction.

I simply can't afford schooling or college, so a codecademy pro script is about the only "paid" education I can afford that I know of.

Does anyone know the value of codecademy "pro" to this end? Will it teach me the tools to write the back-end to a game with graphics and fairly complex goals and interactivity?

If not, then where should I go to start this long road? Again, school is off the table, at least until I can get some money together for it, and i'm basically in a poverty cycle and I don't see college money becoming available after lingering senioritis destroyed my GPA back in 2011.

Whoa, I just overshared a lot. That's sleep deprivation. The codecademy/python stuff really has been happening and I want to make sure im on the right track for what I want to do by using these resources. If there are better ones, or perhaps comprehensive free classes form universities like I'v'e found for college/uni math courses, I'd be much obliged.

PMs are welcome as I have plat.

I recommend you just grab Unity and start messing around with C#. There's a ton of free tutorials eeeeverywhere including officials ones on their website. Python isn't really suited for gamedev (though I used to try too!), the best languages these days are C# and C++. The knowledge will mostly transfer from your lessons so don't worry about wasted money, but the issue boils down to: engines are hard to program.

Programming your own engine is a series of harder and harder steps, you have to make or a base api to use opengl/directx/etc to get something basic rendering on the screen. Then you have to abstract it to support drawing "sprites", and you have to write the camera code, and just, so on so forth, each step requires something new to learn, and none of which are making your game.

So you can get a premade engine/library that's done each of those steps for you. That basically happens to only be Unity these days for something along those lines (2D used to be XNA/Monogame but even that's kind of falling apart in comparison to Unity's 2D, and realism is mostly UE4 but isometric isn't that).

If you really want to learn the backend you can find a lot of resources around the internet, but it does take a significant amount of time to learn the how's and why's other than just attempting to create a ton of them yourself and learn what you do wrong.

Nippashish
Nov 2, 2005

Let me see you dance!

basic hitler posted:

Whoa, I just overshared a lot. That's sleep deprivation. The codecademy/python stuff really has been happening and I want to make sure im on the right track for what I want to do by using these resources. If there are better ones, or perhaps comprehensive free classes form universities like I'v'e found for college/uni math courses, I'd be much obliged.

You should probably not be spending money on this even if the cost were not an issue. Paid courses aren't good just because you spend money on them, and there is huge amounts of knowledge available on the internet for free.

What you should do is try to build some of those lovely text games and use google a lot when you don't know how to do something. You should also do what Jewel suggests and pick up (the free version of) unity and make something lovely with that too.

If you want to make a complex game starting from near zero knowledge then it's going to take a long time and there will be a lot of failures less ambitious projects along the way while you learn how to do things. Spending money on basic courses will not make this happen faster.

nielsm
Jun 1, 2009



I think Civilization IV used Python for its modding support, I'm not sure how much of the actual core game was written in it. Then there's the Ren'Py visual novel engine which has been used for a bunch of commercial games. But that's about it Python's use in "real" games.

Definitely look at Unity and UE4 for getting into game making these days. Or if you're into the Roguelike style, there should be a bunch of libraries for working on that kind of games.

And there's the Making Games Megathread in the Games subforum.

leper khan
Dec 28, 2010
Honest to god thinks Half Life 2 is a bad game. But at least he likes Monster Hunter.

basic hitler posted:

Hi guys, I'm not sure this is the right place to ask this but I have a dumb question:

I've had a game kicking around in my head for a while. It's not an overly ambitious thing, but at the height of my C++ programming, when i first started coding as a preteen, I could write functions that would sometimes compile; When I took comp sci in high school and my first semester of college, I was in Java and could do some programming with classes and I was able to employ math as complex as basic algebraic geometry, and essentially the breadth of my math knowledge at the time, which was good since the HS curriculum in 2009 called for using java's (built in?) graphics libraries.

Most of that knowledge has faded.

Right now I'm about 50% through Codecademy.com's Python lessons, and it comes fairly easily, some stuff I struggle with since I mess with it maybe 30-45 mins a day... but it's nowhere near where I need it to be to do anything except maybe make some very lovely text games, and even then I very much doubt I could truly pull it off.


Before I ask my questions I just want to say, I'm not an idiot or delusional and I know I'm not programming any game of remote complexity any time soon. Possibly, years away.

I am asking though, if Codecademy, in any of its courses, offers a means to take those first few steps towards that kind of programming?

I want to ideally make an isometric or top-down game as my end-goal, with some RPG elements and lots of object interaction.

I simply can't afford schooling or college, so a codecademy pro script is about the only "paid" education I can afford that I know of.

Does anyone know the value of codecademy "pro" to this end? Will it teach me the tools to write the back-end to a game with graphics and fairly complex goals and interactivity?

If not, then where should I go to start this long road? Again, school is off the table, at least until I can get some money together for it, and i'm basically in a poverty cycle and I don't see college money becoming available after lingering senioritis destroyed my GPA back in 2011.

Whoa, I just overshared a lot. That's sleep deprivation. The codecademy/python stuff really has been happening and I want to make sure im on the right track for what I want to do by using these resources. If there are better ones, or perhaps comprehensive free classes form universities like I'v'e found for college/uni math courses, I'd be much obliged.

PMs are welcome as I have plat.

If you're looking specifically to build games, I wouldn't start with python -- especially if you're interested in using what you learn to find a job. I guess it depends how comfortable you are writing code generally. Anecdotally, there are lots of jobs for people who are good with unity/c#. I'm less sure if there are lots of positions for people new to it. It seems like their new licensing structure isn't liked by anyone on the paying end of it, but the network effects around that environment are very powerful. C++ is certainly here to stay, but to get a job you'll just about need to have been using it for several years. It's large, complicated, and has just enough footguns that if you don't know it cold you're a huge liability to anything you touch.

I'm typically of the belief that if you're trying to do something, it's better to do that thing than some tangentially related thing. There are a couple game dev threads around with a bunch of indie/hobby types.

There's a udemy course that goes on sale very often. https://www.udemy.com/unitycourse/
You just missed it for :10bux: but give it a bit and it will be on sale again. Haven't taken the course myself, but have heard good things from people who have.

Riot Bimbo
Dec 28, 2006


Nippashish posted:



If you want to make a complex game starting from near zero knowledge then it's going to take a long time and there will be a lot of failures less ambitious projects along the way while you learn how to do things. Spending money on basic courses will not make this happen faster.
I'd hoped to convey, but perhaps i hosed up in my wording - i need to go to bed badly - I'm not trying to go 0-60 here. I really want a foundation in programming before I start fleshing out design documents and setting out to make my next hilarious failed goon game project. I merely have an idea of what I want to do once I have the skills to do so

The thing about Unity that concerns me is that I've heard it's a 3D engine. I have no intereest in 3D and I've heard 2D on unity involves a lot of perspective trickery that I'd honestly like to avoid, especially if it adds another layer of complexity. While I have a very old and miniscule background with two-dimensional graphical programming, 3D is nearly magic to me. Has Unity changed recently to fully support 2D?

Also I'm mostly looking for a path to learning. I want to learn to program in a healthy way. I dont exactly intend to make it a career but if I ever have to work with anyone as I develop and grow as a programmer, I don't want what would be, on this forum, a comparison to radium.

dougdrums
Feb 25, 2005
CLIENT REQUESTED ELECTRONIC FUNDING RECEIPT (FUNDS NOW)

huhu posted:

I've got a book on data structures and algorithms and it's decent enough but the practice problems are garbage. Are there any books that have practice problems with answers where the solutions are like "I would use x and y algorithms to solve this because a,b and c"

What book do you have? I have "Algorithm Design" by Kleinberg and I think the problems are ok. Also I found http://www.cs.princeton.edu/~wayne/kleinberg-tardos/ when I was trying to make sure I didn't mess up the names.

Fergus Mac Roich
Nov 5, 2008

Soiled Meat

basic hitler posted:

I'd hoped to convey, but perhaps i hosed up in my wording - i need to go to bed badly - I'm not trying to go 0-60 here. I really want a foundation in programming before I start fleshing out design documents and setting out to make my next hilarious failed goon game project. I merely have an idea of what I want to do once I have the skills to do so

The thing about Unity that concerns me is that I've heard it's a 3D engine. I have no intereest in 3D and I've heard 2D on unity involves a lot of perspective trickery that I'd honestly like to avoid, especially if it adds another layer of complexity. While I have a very old and miniscule background with two-dimensional graphical programming, 3D is nearly magic to me. Has Unity changed recently to fully support 2D?

Also I'm mostly looking for a path to learning. I want to learn to program in a healthy way. I dont exactly intend to make it a career but if I ever have to work with anyone as I develop and grow as a programmer, I don't want what would be, on this forum, a comparison to radium.

Unity 2D is perfect for you. I think it used to be hosed up but people say it's good now, and I've been working with it for about 2 months with no issues. I recommend Unity 2D to anyone who wants to get into making games. If you're inexperienced with coding you may want to make some text games with C# first but that Udemy course someone linked actually does have brand new people jump right in and use Unity.

Riot Bimbo
Dec 28, 2006


Fergus Mac Roich posted:

Unity 2D is perfect for you. I think it used to be hosed up but people say it's good now, and I've been working with it for about 2 months with no issues. I recommend Unity 2D to anyone who wants to get into making games. If you're inexperienced with coding you may want to make some text games with C# first but that Udemy course someone linked actually does have brand new people jump right in and use Unity.

Thank you for the advice. I've been downloading Unity since your reccomendation post and using the free license of course. After I have some rest I'll be looking into it seriously.

Would you happen to have any resources and/or would it be okay to PM you any questions? I'm not asking you to be my teacher or anything but if I have something that can be answered with some brevity that may not be found in whatever learning materials I find?

Fergus Mac Roich
Nov 5, 2008

Soiled Meat

basic hitler posted:

Thank you for the advice. I've been downloading Unity since your reccomendation post and using the free license of course. After I have some rest I'll be looking into it seriously.

Would you happen to have any resources and/or would it be okay to PM you any questions? I'm not asking you to be my teacher or anything but if I have something that can be answered with some brevity that may not be found in whatever learning materials I find?

I'm personally okay with that, so feel free, but I'm also kind of an idiot and don't know anything so probably not your best source. There is a game dev megathread in this forum loaded with experts and professionals that you should definitely check out. Phone posting so I don't have the link handy.

carry on then
Jul 10, 2010

by VideoGames

(and can't post for 10 years!)

basic hitler posted:

Thank you for the advice. I've been downloading Unity since your reccomendation post and using the free license of course. After I have some rest I'll be looking into it seriously.

Would you happen to have any resources and/or would it be okay to PM you any questions? I'm not asking you to be my teacher or anything but if I have something that can be answered with some brevity that may not be found in whatever learning materials I find?

Game Dev Megathread: https://forums.somethingawful.com/showthread.php?threadid=2692947

godspeed, basic hitler

baka kaba
Jul 19, 2003

PLEASE ASK ME, THE SELF-PROFESSED NO #1 PAUL CATTERMOLE FAN IN THE SOMETHING AWFUL S-CLUB 7 MEGATHREAD, TO NAME A SINGLE SONG BY HIS EXCELLENT NU-METAL SIDE PROJECT, SKUA, AND IF I CAN'T PLEASE TELL ME TO
EAT SHIT

basic hitler posted:

The thing about Unity that concerns me is that I've heard it's a 3D engine. I have no intereest in 3D and I've heard 2D on unity involves a lot of perspective trickery that I'd honestly like to avoid, especially if it adds another layer of complexity.

I haven't used Unity's 2D thing, but in OpenGL you can basically get 2D by setting up the camera a certain way (pretty sure it's a single line of code) and just having all your 3D objects as flat rectangles you draw on. The fact it's 3D Is sort of abstracted away, and I wouldn't be surprised if a lot of '2D' engines just do this in the background and call it a day

Also diving in with some tutorials is a good way to learn. You might get to a point where you want to step back and do a proper C# tutorial instead of picking up the core language piecemeal, but a lot of using Unity will be learning the libraries and putting its components together to get the results you want. Dive in and make a bad game, try out your silliest ideas, have fun and get the early mistakes and stumbling blocks out of your system

Jewel
May 2, 2009

baka kaba posted:

I haven't used Unity's 2D thing, but in OpenGL you can basically get 2D by setting up the camera a certain way (pretty sure it's a single line of code) and just having all your 3D objects as flat rectangles you draw on. The fact it's 3D Is sort of abstracted away, and I wouldn't be surprised if a lot of '2D' engines just do this in the background and call it a day

Not just a lot, all. SDL is the last one I can remember that uses blitting but SDL2 uses the hardware now. The issue is, the graphics card in your computer can only render polygons. You have to draw 2D as a series of polygons regardless, you could very easily tilt the camera in probably every modern 2D game and have it skew appropriately in perspective due to how they're rendered. The old approach used to be writing pixels to buffers manually and blitting them onto surfaces to display, but that's slow and uses the CPU whereas GPUs are many many magnitudes faster.

Just learn to manipulate 3D to look like 2D and you'll be able to do anything you set to (and probably be able to make a 3D game eventually with most of the knowledge).

Games like Enter The Gungeon (unity!) and the upcoming La Mulana 2 take it a step further and render in 3D while using perspective tricks to allow for 3D lighting to light the scene efficiently, and to allow for things to obscure the characters.





Anyway, move to the Game Development Megathread if you have any other questions about Unity or gamedev and a lot of people will be happy to help.

Jewel fucked around with this message at 17:31 on Feb 19, 2017

baka kaba
Jul 19, 2003

PLEASE ASK ME, THE SELF-PROFESSED NO #1 PAUL CATTERMOLE FAN IN THE SOMETHING AWFUL S-CLUB 7 MEGATHREAD, TO NAME A SINGLE SONG BY HIS EXCELLENT NU-METAL SIDE PROJECT, SKUA, AND IF I CAN'T PLEASE TELL ME TO
EAT SHIT

The retro sham is revealed! It's really all done in a big dark warehouse with the characters taking offscreen smoke breaks

Thermopyle
Jul 1, 2003

...the stupid are cocksure while the intelligent are full of doubt. —Bertrand Russell

I was going to start writing a dashboard for one of my web apps to track application statistics (not things like response time or status codes...I know about packages and apps for monitoring/graphing this stuff, but things internal to my app like 'widget-processing-time' or 'users-with-red-hair' or 'response-time-of-3rd-party-api') but I thought I'd ask about if there's any good 3rd party packages or sites for this. Is spitting this stuff into a log and analyzing it with ELK or one of the hosted solutions a good idea, or are there more purpose-built tools for this?

Blinkz0rz
May 27, 2001

MY CONTEMPT FOR MY OWN EMPLOYEES IS ONLY MATCHED BY MY LOVE FOR TOM BRADY'S SWEATY MAGA BALLS

Thermopyle posted:

I was going to start writing a dashboard for one of my web apps to track application statistics (not things like response time or status codes...I know about packages and apps for monitoring/graphing this stuff, but things internal to my app like 'widget-processing-time' or 'users-with-red-hair' or 'response-time-of-3rd-party-api') but I thought I'd ask about if there's any good 3rd party packages or sites for this. Is spitting this stuff into a log and analyzing it with ELK or one of the hosted solutions a good idea, or are there more purpose-built tools for this?

That's basically why the ELK stack exists. I suppose you could also use whatever metric platform you're using and submit custom metrics then keep a rolling tally but you're shoehorning functionality when ELK does it for you.

Thermopyle
Jul 1, 2003

...the stupid are cocksure while the intelligent are full of doubt. —Bertrand Russell

Awesome, thanks. I knew I could do it with ELK, I just wasn't sure if there was something better.

Hughlander
May 11, 2005

Thermopyle posted:

I was going to start writing a dashboard for one of my web apps to track application statistics (not things like response time or status codes...I know about packages and apps for monitoring/graphing this stuff, but things internal to my app like 'widget-processing-time' or 'users-with-red-hair' or 'response-time-of-3rd-party-api') but I thought I'd ask about if there's any good 3rd party packages or sites for this. Is spitting this stuff into a log and analyzing it with ELK or one of the hosted solutions a good idea, or are there more purpose-built tools for this?

ELK isn't for dashboards despite what's said above. Try Grafana if you want to host yourself or Datadog if you want it hosted in the cloud.

baquerd
Jul 2, 2007

by FactsAreUseless

Hughlander posted:

ELK isn't for dashboards despite what's said above. Try Grafana if you want to host yourself or Datadog if you want it hosted in the cloud.

Kibana can go gently caress itself sideways. I love both Grafana and Datadog, for what it's worth.

Blinkz0rz
May 27, 2001

MY CONTEMPT FOR MY OWN EMPLOYEES IS ONLY MATCHED BY MY LOVE FOR TOM BRADY'S SWEATY MAGA BALLS

Hughlander posted:

ELK isn't for dashboards despite what's said above. Try Grafana if you want to host yourself or Datadog if you want it hosted in the cloud.

I mean, that's basically what Kibana is but I agree with you. We use Datadog and they're great. I'd recommend them to anyone.

Hughlander
May 11, 2005

Blinkz0rz posted:

I mean, that's basically what Kibana is but I agree with you. We use Datadog and they're great. I'd recommend them to anyone.

The problem with using ELK is that it's mostly counting events. If you want to see 100,000,000 red haired clients this week that's 100 million separate events in it's database that it's counted. That's pretty big on system specs. Datadog/Grafana are time series and time events. Point them at a datasource that this instant returns 100M and the next instant returns 100M+1 and that's what it'll put into the graph. They're really different use cases.

We too use both but for very different purposes. IE: An exception is in ELK and we can correlate the exception to user actions and look back a few days. Exceptions per minute per 1k connected clients is in datadog and we can chart how those are doing over a historical period of months to years. You're not storing years of data in ELK.

Opulent Ceremony
Feb 22, 2012

Hughlander posted:

The problem with using ELK is that it's mostly counting events. If you want to see 100,000,000 red haired clients this week that's 100 million separate events in it's database that it's counted. That's pretty big on system specs. Datadog/Grafana are time series and time events. Point them at a datasource that this instant returns 100M and the next instant returns 100M+1 and that's what it'll put into the graph. They're really different use cases.

We too use both but for very different purposes. IE: An exception is in ELK and we can correlate the exception to user actions and look back a few days. Exceptions per minute per 1k connected clients is in datadog and we can chart how those are doing over a historical period of months to years. You're not storing years of data in ELK.

It looks like Datadog uses ES or at least used to (https://www.elastic.co/use-cases/data-dog). Do they just have nicer graphs than Kibana?

Hughlander
May 11, 2005

Opulent Ceremony posted:

It looks like Datadog uses ES or at least used to (https://www.elastic.co/use-cases/data-dog). Do they just have nicer graphs than Kibana?

That's just their events part not their metrics I believe. From that point of view yes elk is good for events but not for time series metrics. Like I said above I know we use both and many others do. One long term trends other short term what just happened.

arbybaconator
Dec 18, 2007

All hat and no cattle

Something happened to my git install, and whenever I try to do anything, I get the following message:

code:
fatal: bad config line 5 in file /Users/arbybaconator/.gitconfig
Git version is 2.10.1 (Apple Git-78)

Examples of commands that don't work:

code:
    my-MBP:github arbybaconator$ git config --global user.name "myusername"
    fatal: bad config line 5 in file /Users/arbybaconator/.gitconfig

    my-MBP:github arbybaconator$ git config --list --show-origin
    fatal: bad config line 5 in file /Users/arbybaconator/.gitconfig

    my-MBP:github arbybaconator$ git config --global --edit
    fatal: bad config line 5 in file /Users/arbybaconator/.gitconfig
I have only used git once once on this machine (for a tutorial) a few months ago. I have no idea what to do to fix this. There is no .gitconfig file in that folder, and clearly viewing it in the terminal is not working. Any ideas?

arbybaconator fucked around with this message at 02:42 on Feb 22, 2017

Sedro
Dec 31, 2008

arbybaconator posted:

I have only used git once once on this machine (for a tutorial) a few months ago. I have no idea what to do to fix this. There is no .gitconfig file in that folder. Any ideas?

The file is probably there but hidden. http://ianlunn.co.uk/articles/quickly-showhide-hidden-files-mac-os-x-mavericks/

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
I apologize if this is a dumb question, but you do know that files and folders whose names start with "." are normally invisible, right? They wouldn't be visible if you checked the directory in the Finder (a.k.a. file browser).

Try doing this in the command line:
code:
cat /Users/arbybaconator/.gitconfig
and paste what it outputs.

arbybaconator
Dec 18, 2007

All hat and no cattle

TooMuchAbstraction posted:

I apologize if this is a dumb question, but you do know that files and folders whose names start with "." are normally invisible, right? They wouldn't be visible if you checked the directory in the Finder (a.k.a. file browser).

Try doing this in the command line:
code:
cat /Users/arbybaconator/.gitconfig
and paste what it outputs.

Thanks! I knew they were invisible - but I had turned on hidden files last night, so I thought it would show up today.

Your command worked! This is what came up:

code:
my-MBP:github arbybaconator$ cat /Users/arbybaconator/.gitconfig
[user]
	name = myusername
	email = myemail
[branch]
	autosetuprebase parameter = always
line 5 seems to be the issue. Any ideas on what to do next?

Sinestro
Oct 31, 2010

The perfect day needs the perfect set of wheels.

arbybaconator posted:

Thanks! I knew they were invisible - but I had turned on hidden files last night, so I thought it would show up today.

Your command worked! This is what came up:

code:
my-MBP:github arbybaconator$ cat /Users/arbybaconator/.gitconfig
[user]
	name = myusername
	email = myemail
[branch]
	autosetuprebase parameter = always
line 5 seems to be the issue. Any ideas on what to do next?

That parameter part doesn't belong, just delete that word and it'll work I think.

arbybaconator
Dec 18, 2007

All hat and no cattle

Sinestro posted:

That parameter part doesn't belong, just delete that word and it'll work I think.

That worked! I was able to publish my project to Git Hub. Thanks so much y'all

False Toaster
Dec 29, 2006

Stupidity, its both physically and mentally painful.
Currently starting some CS courses.. C++ is coming along smoothly as it is more easily paced but my intro Java class is a mess. It's a bit more fast paced as the course as there are classes twice weekly but my issue is the amount of information thrown at me is just a bit overwhelming. I'm having trouble keeping up and barely get a chance to grasp a lesson before the professor jumps to the next one. I'm sure addressing this with him would be one thing but are there any recommendations/tricks that I could use to properly absorb all this information? I really want to succeed in the area..

Fergus Mac Roich
Nov 5, 2008

Soiled Meat
You could always write fun personal projects. If you're being taught object oriented principles for the first time maybe you could try writing a text adventure similar to Zork. If your class is doing things with a GUI library such as Swing you might try making a checkers game; card games such as blackjack are also popular for this and work in a text medium to boot. The more you code the more ingrained the ideas will be in your head.

carry on then
Jul 10, 2010

by VideoGames

(and can't post for 10 years!)

False Toaster posted:

Currently starting some CS courses.. C++ is coming along smoothly as it is more easily paced but my intro Java class is a mess. It's a bit more fast paced as the course as there are classes twice weekly but my issue is the amount of information thrown at me is just a bit overwhelming. I'm having trouble keeping up and barely get a chance to grasp a lesson before the professor jumps to the next one. I'm sure addressing this with him would be one thing but are there any recommendations/tricks that I could use to properly absorb all this information? I really want to succeed in the area..

In the short term: take notes and keep going back to flesh them out until you feel confident you understand--go to office hours, google around, ask here, whatever helps you get things down. Then when you have more time you can start trying out small projects on your own that you'd like to make, which will probably bump you up against more things you don't quite understand, but keep at it.

pokeyman
Nov 26, 2006

That elephant ate my entire platoon.

False Toaster posted:

I'm having trouble keeping up and barely get a chance to grasp a lesson before the professor jumps to the next one. I'm sure addressing this with him would be one thing but are there any recommendations/tricks that I could use to properly absorb all this information? I really want to succeed in the area..

Seek all available help (office hours, tutorials, fellow classmates), keep asking questions, and if anyone ever tells you something like "some people just can't handle it" then tell them to go gently caress themselves.

leper khan
Dec 28, 2010
Honest to god thinks Half Life 2 is a bad game. But at least he likes Monster Hunter.

pokeyman posted:

Seek all available help (office hours, tutorials, fellow classmates), keep asking questions, and if anyone ever tells you something like "some people just can't handle it" then tell them to go gently caress themselves.

Don't forget to ask them why they gave up on themselves!

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Yak Shaves Dot Com
Jan 5, 2009
I just had a classmate bail on a group project after we turned in our 'what' but before we settled on 'how'. What's the least pain-in-the-rear end way to set up an application server for a small android app, for someone who's never really done server stuff before? I need two users to be able to send Google Location Service info to one another: one user sets up a location, one or more other users check-in to that location. I'm looking over the documentation for Firebase and Amazon Web Services right now. Ideally, I'd like to be able to set it up and then focus on the app itself, I'm still pretty new to android and didn't expect to have to pick up another 33% of the project.

Thanks ahead of time!

fake edit: I hope I'm not misunderstanding what I need. My impression from my panic-reading is that you need firebase to send data from a phone to the server, and otherwise you can only send from the server to phones.

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