baby puzzle posted:This example works, but the code is so old that it doesn't compile if I try to use it in my project because of deprecated code. It doesn't seem to use whatever the modern convention is: https://code.msdn.microsoft.com/windowsdesktop/C-Text-Speaker-37905ac5/sourcecode?fileId=45137&pathId=2037806931 It does do the basic parts, just wrapped in ATL conventions. Removing all the fancy stuff it becomes something like this: C++ code:
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# ? Jul 9, 2019 17:34 |
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# ? May 31, 2024 00:29 |
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Edit: Never mind.
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# ? Jul 9, 2019 17:43 |
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Thank you, but how do I get that to build? Including sphelper.h gives me this compile error. It uses a deprecated function GetVersionEx 1>C:\Program Files (x86)\Windows Kits\8.1\Include\um\sphelper.h(1319): error C4996: 'GetVersionExW': was declared deprecated somebody wrote a book about it here but I'M not using the function directly... https://stackoverflow.com/questions/22303824/warning-c4996-getversionexw-was-declared-deprecated
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# ? Jul 9, 2019 17:45 |
baby puzzle posted:Thank you, but how do I get that to build? Including sphelper.h gives me this compile error. It uses a deprecated function GetVersionEx Which compiler/Visual Studio version are you using? I put that code into speak.cpp, then opened the VS 2019 x64 Native Tools commandline, cd'd to where I put the file, and ran cl speak.cpp and got speak.exe produced with no errors.
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# ? Jul 9, 2019 17:48 |
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nielsm posted:Which compiler/Visual Studio version are you using? Do I maybe have an old version of C:\Program Files (x86)\Windows Kits\8.1\Include\um\sphelper.h ? Microsoft Visual Studio Community 2015 Version 14.0.25431.01 Update 3 Microsoft .NET Framework Version 4.7.03056 Visual C++ 2015 00322-20000-00000-AA329 Microsoft Visual C++ 2015 e: Ok will I guess I'm getting the latest VS... baby puzzle fucked around with this message at 17:55 on Jul 9, 2019 |
# ? Jul 9, 2019 17:52 |
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I installed VS 2019 but I still get the same error.
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# ? Jul 9, 2019 18:12 |
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baby puzzle posted:Do I maybe have an old version of C:\Program Files (x86)\Windows Kits\8.1\Include\um\sphelper.h ? Does that mean you have the Windows 8.1 dev kit?
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# ? Jul 9, 2019 18:28 |
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Munkeymon posted:Does that mean you have the Windows 8.1 dev kit? I also have a 10 folder alongside the 8.1 folder, but I'm not sure how to make it use that... e: it seems I need to re-target from 8.1 to 10.. but that means i get to fix a lot of poo poo throughout the entire project. I downloaded the latest windows SDK and switched my project to use the latest version.. but I still get the error: 1>C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\sphelper.h(1319,1): error C4996: 'GetVersionExW': was declared deprecated 10.0.18362.0 is the version that I just downloaded and installed. baby puzzle fucked around with this message at 19:00 on Jul 9, 2019 |
# ? Jul 9, 2019 18:43 |
I have no idea why your environment is broken like that, but I put in some extra effort and removed the dependency on sphelper.h.C++ code:
Edit: lol read some documentation and turns out you don't need all that to just use the default voice C++ code:
nielsm fucked around with this message at 20:06 on Jul 9, 2019 |
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# ? Jul 9, 2019 19:58 |
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Oh I found this.. something called "SDL check" was on https://stackoverflow.com/questions/20031597/error-c4996-received-when-compiling-sqlite-c-in-visual-studio-2013/20219932
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# ? Jul 9, 2019 20:08 |
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new ActiveXObject("SAPI.SpVoice").Speak("farts"); Put this in a file called speak.js and double click it
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# ? Jul 9, 2019 22:16 |
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You also can probably use the UWP System::Speech::Synthesis api from a C++ desktop application using C++/winrt now. I would check if this works but I have to download 13 gigs of c++ functionality for visual studio over my slow internet connection first.
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# ? Jul 9, 2019 22:38 |
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nielsm posted:I have no idea why your environment is broken like that, but I put in some extra effort and removed the dependency on sphelper.h. Well I've got the simple example working now. I should be good to go. Thank you.
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# ? Jul 9, 2019 22:43 |
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I tried it and it's pretty easy to call the UWP speech synthesis api from a desktop console application, although it just gives you an audio stream and doesn't have a speech method. Here's an example of writing the result to a file (it's lovely because I don't know c++ or winrt and it copies the whole output into a vector which isn't ideal but you get the picture):code:
You don't need a manifest file or anything and the only change you have to make from the default win32 c++ console application template is to enable c++17 if you haven't already, so it's not bad.
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# ? Jul 10, 2019 02:57 |
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Suspicious Dish posted:new ActiveXObject("SAPI.SpVoice").Speak("farts"); Thanks for getting me fired from my job at the anti-flatulence pharmaceuticals factory
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# ? Jul 10, 2019 20:59 |
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I guess this fits here. I need some help with git. On the following page they do something with git that doesn't work. https://github.com/Seeed-Studio/ArduinoCore-k210 More specifically the following two lines. code:
The trouble is git really doesn't like that. I tried cloning to another directory then dumping the contents over the top. It didn't seem to work right. Suggestions?
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# ? Jul 11, 2019 03:01 |
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I’ve got a RAM dump of some game console, say SNES. I know that a lot of games abstract common functionality to bytecode, and I want to try and detect it. This all basically boils down to detecting patterns in memory, e.g. seeing a lot of “7FXX” and noting it down as a common pattern. Doing this by hand is tedious. Is there a way to program pattern-detection like this?
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# ? Jul 11, 2019 14:26 |
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There are similar problems in bioinformatics where someone's interested in looking for recurring substrings of DNA. Most of the time they have to worry about minor variations, but you don't. I'm not familiar enough with the field to know exactly what the right keywords are, but there's something out there for sure.
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# ? Jul 11, 2019 14:51 |
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Pollyanna posted:I’ve got a RAM dump of some game console, say SNES. I know that a lot of games abstract common functionality to bytecode, and I want to try and detect it. This all basically boils down to detecting patterns in memory, e.g. seeing a lot of “7FXX” and noting it down as a common pattern. At least for bytecode specifically, I feel like it would be hard to recognize that a program is using bytecode from the contents of the RAM alone. A good example of old games that used bytecode were the old Koei games for the NES, which seemed to consist of an interpreter written in native 6502 and everything else was bytecode that was run through interpreter (which probably means the games were compiled from C rather than using hand written 6502 assembly). I would think you'd have to disassemble the game, and keep stepping through and seeing if there's a loop that gets called a lot that interprets the bytecode (e.g. you'd have something that looks like a program counter with an address pointing to data that you could infer is the bytecode, a lookup table that'd tell you what the instruction is and length of the args so you would know where the pc would point after evaluating the instruction assuming it's not a jump.) This is something you could probably figure out given enough time stepping through the code in an emulator, but not sure if it's something you could automate or just infer from looking at ram dumps.
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# ? Jul 11, 2019 15:06 |
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Scaramouche posted:Thanks for getting me fired from my job at the anti-flatulence pharmaceuticals factory I was sent to MS TechEd one year when they were just starting to push Azure. In the keynote about working with it, they set up a demo cloud that would just stream out text of whatever was uploaded to it. They invited everybody with their laptops to hit the API. Somebody had managed for a good ten seconds before everybody else to have "Who farted?" at the top of a console window on a huge screen in this auditorium. I don't know who that person was, but they are a role model.
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# ? Jul 11, 2019 18:16 |
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Pollyanna posted:I’ve got a RAM dump of some game console, say SNES. I know that a lot of games abstract common functionality to bytecode, and I want to try and detect it. This all basically boils down to detecting patterns in memory, e.g. seeing a lot of “7FXX” and noting it down as a common pattern. Actually, don't literally loop through counting individual values(requiring looping through ram 65536 times), but make a size_t[65536] array and just increment the appropriate element for each 2byte offset in ram, so it requires just a single pass.
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# ? Jul 11, 2019 18:33 |
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I was going to post a bit about byte code and possible patterns, but I've only really focused on stack-based stuff and that's not necessarily what you can even expect in an old game. If you want to see how diverse of a problem this ultimately can be, look at Python's byte code format versus something like SCUMMVM. In Python, you're looking at a stack-based VM with fairly small instructions. With SCUMMVM you're looking at much wider instructions that form something like a chain of helper function calls.
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# ? Jul 11, 2019 18:48 |
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General_Failure posted:I guess this fits here. I need some help with git. I have no idea what counts as "working right", but this should work in terms of getting the repo into the shape those commands are trying to do: code:
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# ? Jul 12, 2019 14:12 |
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Is there a reason to not ship pdb files with my game? I still have no idea how to decrypt a callstack from addresses alone.
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# ? Jul 12, 2019 15:19 |
baby puzzle posted:Is there a reason to not ship pdb files with my game? I still have no idea how to decrypt a callstack from addresses alone. It makes it easier to reverse engineer your game. If that's not an issue for you, go ahead. Otherwise set up so you can get minidump files from user crashes, you can load those into your debugger and examine the machine state at the time of crash. (There is a way to sign up with MS to get crash data from the Windows Error Reporting service for your own software.)
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# ? Jul 12, 2019 15:24 |
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Is there a reason you wouldn't archive them yourself, tagged to associate with released builds, and get crash dumps from the field to correlate with your local copies of the PDB? e: drat it nielsm and your ninja edit
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# ? Jul 12, 2019 15:27 |
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Yes. I'm just too lazy to figure out how to do that.
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# ? Jul 12, 2019 15:31 |
Now's the time to unlaze yourself. Also, getting dump files can save you in situations where the stack has been smashed.
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# ? Jul 12, 2019 15:33 |
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Anyone have any recommendations for an HTML editor that "smartly" allows for editing html files? For example, when I use most html editors there will be a <p> element with some text inside and if i edit it the <p> tags disappear, or if I edit an <h1> element the h1 tags disappear. I'd like to be able to edit an html file but not actually change the markup, just the content.
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# ? Jul 13, 2019 05:10 |
downout posted:Anyone have any recommendations for an HTML editor that "smartly" allows for editing html files? For example, when I use most html editors there will be a <p> element with some text inside and if i edit it the <p> tags disappear, or if I edit an <h1> element the h1 tags disappear. I'd like to be able to edit an html file but not actually change the markup, just the content. It sounds like you are looking for a WYSIWYG editor
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# ? Jul 13, 2019 05:47 |
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I'm working on a little project to hustle my neices out of their Halloween candy in a few months. I've built up a dumb little turtle racing simulator in python but I'm having trouble with an onclick command for the for loop to actually start moving the drat turtles. I can have them run automatically, but that kills the time needed to get some betting going. What would be the proper syntax for tying a for loop to a click? I realize this is tiny, small peanuts. I'm just getting started and I've been really enjoying myself.
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# ? Jul 24, 2019 21:11 |
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What are you using for your user interface? Python on its own doesn't have any GUI widgets, so are you using Qt or a game engine or what?
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# ? Jul 24, 2019 21:17 |
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I'm using trinket.io just to noodle around. It seems like basic python + some of the most popular modules. There's an onclick function that I'm just completely failing to utilize and it's driving me up the wall. The plan was to write different simple algorithms to change the average step size, then make them assign themselves to different turtles depending on which turtle I click, and run the race off that same click. it feels like it should be incredibly easy, but I'm failing at even starting the race with a click. How am I going to take my neices' candy like this? I'm a 27 year old man I should be able to make a drat turtle move when I click it
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# ? Jul 24, 2019 23:18 |
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I don't know anything about trinket.io. Can you paste your code?
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# ? Jul 24, 2019 23:46 |
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SeaGoatSupreme posted:I'm using trinket.io just to noodle around. It seems like basic python + some of the most popular modules. do you have some kind of game loop that runs all the time, so as soon as you spin the thing up the race starts? if so you could have some logic in there that checks a race_started variable, and if that's not True then it does nothing, otherwise it calculates the next moment of the race and updates the state (whatever you're doing now, basically). That way you can do all your config in the onclick handler functions, and when you click the turtle or whatever, it does what it needs to and sets race_started so the game loop will get crackin
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# ? Jul 24, 2019 23:58 |
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I need a course that teaches full stack Javascript, preferably where the final project is a real time chat app, I'm looking to build something similar to a web based MUD, but my Javascript/Node/etc is pretty lacklustre so I need to bone up. Anybody got any suggestions?
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# ? Jul 27, 2019 15:32 |
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El Generico posted:I need a course that teaches full stack Javascript, preferably where the final project is a real time chat app, I'm looking to build something similar to a web based MUD, but my Javascript/Node/etc is pretty lacklustre so I need to bone up. Anybody got any suggestions? If you look up websockets libraries for any language, they're literally going to have a chat example you can copy and paste the html/JavaScript from and just change the server side code.
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# ? Jul 27, 2019 16:59 |
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mystes posted:A full stack course is going to spend 99% of the time explaining stuff you don't need for something like that. You don't need to make a SPA, you don't need a framework, etc. You just need a webpage with a textbox and a few lines of JavaScript and then everything else can be in the server in the language of your choice. I'd rather already be learning too much rather than too little. Educating myself on this stuff is half or more of the point. EDIT: I think I'm going with The Odin Project, actually, for the sake of me being a poor and also I like Ruby and I hate MongoDB El Generico fucked around with this message at 19:40 on Jul 27, 2019 |
# ? Jul 27, 2019 17:24 |
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We’re looking to replace Mongo with DocumentDB. As part of this, we want to do some performance testing against an endpoint backed alternately by Mongo or DocDB. We can do this by continually generating faked data and sending a request to the endpoint over and over. We want a structured and easily replicable performance testing plan, such that we can get a good idea of our expected performance if/when we cut over. What tools are out there that can do this, and are recommended?
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# ? Jul 30, 2019 21:42 |
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# ? May 31, 2024 00:29 |
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I’m really desperate here, can someone take a look at at a GStreamer pipeline and tell me why it’s poo poo if I post it and what I’m getting on the receiver side? The two are talking briefly but there’s just no OpenGL popup
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# ? Jul 30, 2019 23:03 |