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My stuff isn't nearly as cool as other people's (yet!), but I'm working on a Subversion repository browser for Windows that looks like a network drive (god I hate COM programming). It doesn't do anything with Subversion yet, but you can browse an infinite set of useless directories!
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# ¿ May 14, 2008 07:09 |
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# ¿ Apr 27, 2024 10:17 |
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OneEightHundred posted:It's not really NIH when flaws with STL are frequently cited in the reasons for making them. And then they go and invent an even more flawed set of libraries.
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# ¿ Jun 10, 2008 17:50 |
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Personally, I think the bike shed should be green, green's my favorite color. Can you also put in a bike rack for those newfangled recumbent bikes? Thaaaanks.
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# ¿ Jul 11, 2008 01:05 |
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Scaevolus posted:This looks cool, but you really should use PNG for screenshots The artifacting is a feature of the app.
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# ¿ Jul 17, 2008 04:49 |
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Iniluki posted:Phuck. More combinations to add to my database. I eagerly await seeing your site in these search results: http://www.google.com/search?q=consbreastution
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# ¿ Dec 4, 2008 11:35 |
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hexadecimal posted:I have been working on this since September. The voice is not mine. This is UNIX!!! I know this!!
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# ¿ Dec 5, 2008 04:08 |
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hexadecimal posted:Explain please. http://www.dailymotion.com/video/x4tbis_jurassic-park-unix-system-scene_tech
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# ¿ Dec 5, 2008 05:39 |
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Mithaldu posted:I didn't know either. Not everyone here was old enough at that time to care enough to memorize lines from a crappy horror movie and i'm not even the youngest myself anymore. Do you have Alzheimer's or something? If you honestly can't recall one of the more memorable lines from one of the higest-grossing films of the last century, which caused a revolution in movie CG, then I just don't know what to say. Also, I think I need to reemphasize the fact that this movie has goddamn dinosaurs in it. EDIT: And DODGSON!!!
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# ¿ Dec 5, 2008 22:50 |
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Like pretty much every other baby programmer, I decided to make a computer game. Screenshots aren't very impressive, since I stole all the assets from other games (except the hearts, which I drew in Photoshop in 5 minutes). Some (sorta) interesting stuff:
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# ¿ Jan 2, 2009 00:21 |
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hexadecimal posted:I have worked on this project in the summer of last year. It is for visualizing scalar volume data. See, if you post stuff like this instead of bad advice, you won't have any problems in CoC.
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# ¿ Jan 13, 2009 23:58 |
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hexadecimal posted:vvvvvvvvvv Can you suggest how to speed it up? Besides changing the OpenGL method i'm using? For some reason it takes up a lot of CPU, even though it should just be low FPS but not much CPU usage. The CPU usage increases when you make window bigger, but I don't see why that is so? Maybe its a problem in JOGL driver? How would I know? Run a profiler.
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# ¿ Jan 14, 2009 02:37 |
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ColdPie posted:As your project gets more complex, you'll probably need to represent information in ways that text files can't provide anyway. This is a really stupid thing to say (unless you're talking about image data or something). There are some advantages to using binary formats (e.g. it becomes much easier to use byte-offsets to point to data in the file), but in general the only thing you lose is performance, and if you're loading the entire contents of the file into data structures in memory, most of that is moot anyway. Real men generate an EBNF grammar for their datafiles anyway. Avenging Dentist fucked around with this message at 01:34 on Jan 26, 2009 |
# ¿ Jan 26, 2009 01:31 |
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Vanadium posted:Real men spent three hours trying to decipher boost.spirit error messages before rewriting the parser with libxml instead. Real men use Flex and Bison.
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# ¿ Jan 26, 2009 02:22 |
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ColdPie posted:I... can't tell if you're joking or not. Are you implying that doing atoi conversions is faster than just reading file contents straight into memory? As for performance issues, reading file contents in binary format will probably save you a second or two of load time, unless the file is huge, or contains tons of generated data (e.g. BSP hierarchies). ColdPie posted:How do you represent two things at the same spot (an enemy spawn and a tile, for example)? code:
For biznatchio's particular case, I'd probably just use a paletted image format for the tile information and a separate file with coordinates and handlers for event regions (spawners, doors, buttons, etc). Avenging Dentist fucked around with this message at 02:43 on Jan 27, 2009 |
# ¿ Jan 27, 2009 02:35 |
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ColdPie posted:I see your points, but that just seems like more work to me than binary file formats would be. Writing an EBNF grammar is simple and fault-safety falls out of the parser automatically. Portability issues (e.g. endianness) vanish. Parsing languages is a well-known problem and many tools exist to simplify it (e.g. Flex/Bison). ColdPie posted:It's not like binary file formats have any downsides, so why not go with what's easier? Aside from ease of debugging, portability, and better prebuilt tools to simplify the parsing, no, binary files don't have any downsides. ColdPie posted:In any case, I think you can agree calling a suggestion to use binary file formats in a learning project "stupid" is not really called for. Earlier, ColdPie posted:you'll probably need to represent information in ways that text files can't provide anyway. This is wrong and represents a grave misunderstanding of the technicalities of data storage. "Stupid", or perhaps "ignorant" is the only word for it. Further, recommending that someone design their own binary file format for a two-dimensional grid of data with discrete values (let's call them "pixels") instead of using one of many available formats that already do the same thing (lossless images) is misguided at best.
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# ¿ Jan 27, 2009 06:03 |
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ColdPie posted:Er, I was talking about for the map data, not the texture information. The point is that you could use a (paletted) image format to map pixels and their colors to tile information. Now, not only do you have more options available to you for editing (basically any image editor), but you can rely on mature, well-tested libraries to read your binary data and decode it into something usable by your application. I'd rather not spend my time hand-coding a binary parser and have to worry about things like badly-formatted data (especially not malicious data). ColdPie posted:Edit: Wait you're actually talking about using a gif for the map grid? That is definitely more complicated than just writing your own format. What? code:
Avenging Dentist fucked around with this message at 06:20 on Jan 27, 2009 |
# ¿ Jan 27, 2009 06:16 |
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StickGuy posted:This is tricky though. It's easy to write a parser in Flex/Bison to accept a given grammar. It's harder to write one that gracefully handles input not accepted by the grammar. Well, "parse error: gently caress you" is way better than "aaarrghaglabh buffer overflow".
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# ¿ Jan 31, 2009 21:32 |
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Vanadium posted:"type error: <200 pages of template errors>" Aww, is a real programming language too hard for you? *gives babby back his rattle*
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# ¿ Feb 1, 2009 01:14 |
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king_kilr posted:yep those are the only 2 choices, horrible error messages or fake programming langauges At least C++ actually diagnoses the errors unlike Python (or at least Django) which just says "Syntax error, somewhere around here".
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# ¿ Feb 1, 2009 01:39 |
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Vanadium posted:And C++ just tells me "Type error, somewhere around fifteen miles deep into boost". No, I mean Django literally just throws a SyntaxError exception with no information other than a stack trace.
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# ¿ Feb 1, 2009 02:19 |
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ColdPie posted:You know, I used to kind of respect you as a good programmer, but you're just a loving douchebag. Go back to YOSPOS and stay there. u mad? >:D People with the inability to detect nuance in language and who assume that my fake-trolling about C++ is serious should go back to YOSPOS.
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# ¿ Feb 1, 2009 03:46 |
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I'm making a Twitter plugin for Miranda IM because I'm really bored:
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# ¿ Mar 15, 2009 04:16 |
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floWenoL posted:Why are your balls warped near the bottom? Hehehe, you said "balls".
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# ¿ Apr 26, 2009 19:19 |
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Snodar posted:
Laffin' that you seem to think finally is a glaring omission from C++. Unless your issue is that braces are necessary around try blocks, which is a little annoying.
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# ¿ May 27, 2009 20:30 |
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Snodar posted:C++ doesn't have finally. As well it shouldn't, since RAII renders finally redundant.
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# ¿ May 27, 2009 20:55 |
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not a dinosaur posted:seriously AD do you really think it's smart to answer questions in the C/C++ thread when you clearly don't understand exceptions Perhaps it is you who is not understanding things, goon sir????
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# ¿ May 27, 2009 20:58 |
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Snodar posted:"finally" has nothing to do with RAII. The big language introducing the feature was Java, which has automatic memory management. If by "automatic memory management", you mean garbage collection, that's exactly what RAII is the opposite of, since the principle of RAII is that initialization occurs in the constructor and cleanup occurs in the destructor (which is called immediately upon leaving scope). This is in stark contrast to garbage-collected objects, which can be destructed at pretty much any time. I have never found the lack of finally in C++ to be even remotely problematic, since it's never actually necessary if you're writing idiomatic C++ code. But since this is fake-Javascript, finally is occasionally useful, since Javascript is not big on RAII.
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# ¿ May 27, 2009 21:22 |
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Alcohol Kills posted:So... are you hexadecimal's rereg?
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# ¿ Jul 4, 2009 03:38 |
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I am asking you if you are Something Awful Dot Com Internet Forums Poster "hexadecimal", re-registered under a new name. Because you have the same modus posterandi as he did.
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# ¿ Jul 4, 2009 04:30 |
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Alcohol Kills posted:What kind of mongoloid gets this upset about posts in a technical forum? Get a life you baby. To be fair, his (your) posts were really bad.
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# ¿ Jul 4, 2009 19:38 |
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Alcohol Kills posted:Are you implying that I've been disingenuous somehow? It seems to me that I've been pretty straightforward about talking poo poo to the good old boys club. Here's something I've been working on for a while, hope you like it!!! https://www.youtube.com/watch?v=StCoClvLb4Y
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# ¿ Jul 4, 2009 20:23 |
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Alcohol Kills posted:I kind of beat you to the punch, mate. U mad only works once per page, twice if you're in LF. Plain text zings are for children and invalids. https://www.youtube.com/watch?v=Zb4JtkVgjPw
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# ¿ Jul 4, 2009 21:09 |
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Alcohol Kills posted:Don't worry, it'll get cool. Patience. You know what you should get?
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# ¿ Jul 6, 2009 01:56 |
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Alcohol Kills posted:My nuts in your mouth? You rated this post a '1'! Go hog wild!
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# ¿ Jul 6, 2009 01:58 |
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Alcohol Kills posted:Every post you've ever made
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# ¿ Jul 6, 2009 02:01 |
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(That's flat shading, not Phong shading.)
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# ¿ Jul 17, 2009 18:55 |
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Sweeper posted:I'm not sure if you meant to do this but there is a large amount of ground under neath everything, I can scroll down to see a wall of dirt It's a continually shrinking wall of dirt, for some reason. Also the clouds stop every couple seconds. EDIT: Oh my god you use Whitesmith braces what in the name of all that is good and pure is wrong with you Avenging Dentist fucked around with this message at 08:23 on Aug 17, 2009 |
# ¿ Aug 17, 2009 08:20 |
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N.Z.'s Champion posted:What browser are you using? It works for me in FF/Safari/Chrome. FF 3.5.2 (it works now, incidentally, but this may be because the time is different).
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# ¿ Aug 17, 2009 17:36 |
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I'm going to assume he's found a way to harness the energy from nerds' tendency to make obvious, pedantic "jokes" and that this is the application of that invention.
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# ¿ Oct 29, 2009 19:02 |
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# ¿ Apr 27, 2024 10:17 |
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Pretty-printing test results in Buildbot: Click here for the full 1279x951 image. Yeah, there's a lot of red because the buildslave that's running on doesn't have one of the essential libraries installed.
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# ¿ Oct 30, 2009 19:15 |