--- Log opened Sat Jan 31 00:00:35 2009 |
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00:51 | <@Derakon> | Use of the inflector can occasionally cause bullets to come to a near-standstill. |
00:51 | <@Derakon> | This is bad enough with normal bullets, but I did it with one of the pinwheel bullets right as the pattern was changing. >.< |
00:51 | <@McMartin> | Ow. |
00:51 | <@McMartin> | Is there someway to force-vanish shots, say, three seconds into a new pattern? |
00:52 | <@Derakon> | No, but there is two seconds of dead time between patterns intended to let things clear out. I could kill the bullets at the end of that time. |
00:53 | <@McMartin> | I'd do that, but make it, say, five seconds. |
00:53 | <@McMartin> | Give the slower patterns time for one last middle finger to the player~ |
00:53 | <@Derakon> | Heh. |
00:53 | <@Derakon> | Fair enough. |
00:53 | <@McMartin> | (That said, I run into this even without the inflector against some of the homing patterns) |
00:53 | <@McMartin> | (Where their AI switches off while they're cruising veeeeery slllllowly) |
00:54 | <@Derakon> | Oh, I need to institute a maximum number of bullets creatable in one frame, since a common mistake for me to make is to forget a <wait> tag in a firing action. What sounds reasonable, 100? |
00:54 | <@McMartin> | 64. |
00:54 | <@McMartin> | Make it look like there's a deep reason~ |
00:54 | <@Derakon> | Hah. Righto. |
00:55 | <@McMartin> | Alternately, a factor of 360. |
00:55 | <@McMartin> | ISTR 90 choking the system, though. |
00:55 | <@Derakon> | I'm going to be wrapping the entire damn program in a try/catch block to handle errors. |
00:55 | <@Derakon> | Yeah. |
00:55 | <@McMartin> | When you had a 4-degree thing? |
00:55 | <@Derakon> | 64 seems fine. |
01:03 | <@Derakon> | Okay, Python's complaining about "except Exception as e:" saying that "as" is invalid syntax. This is at odds with the example I'm using. |
01:03 | <@Derakon> | Which is here: http://docs.python.org/tutorial/errors.html |
01:04 | <@McMartin> | What version of Python are you using? |
01:04 | <@Derakon> | 2.5. |
01:04 | <@McMartin> | That's 2.6.1's tutorial. |
01:04 | <@Derakon> | D'oh. |
01:05 | | * Vornicus has been bitten by this! |
01:05 | <@Vornicus> | or, rather, similar issues. |
01:05 | <@Derakon> | So how do I access the exception object? |
01:06 | <@Derakon> | Since I need the error message to be able to display it. |
01:06 | <@McMartin> | except MyError, e |
01:06 | <@McMartin> | http://www.python.org/doc/2.5.4/tut/node10.html#SECTION0010500000000000000000 |
01:06 | <@Derakon> | Ahh, thanks. |
01:08 | <@Vornicus> | http://www.python.org/doc/2.5.4/ref/try.html <--- and the language reference. |
01:10 | <@Derakon> | Do you know of documentation for the base Exception class? |
01:11 | <@Derakon> | Never mind. |
01:13 | <@Vornicus> | help(Exception) might do what you need. |
01:18 | <@Derakon> | Okay, primitive error handling implimented! |
01:18 | <@Derakon> | You get ten seconds to note down the error message before the program terminates (or you can just check your console). |
01:22 | | ReivDamnit is now known as Reiver |
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01:28 | | NSGuest-77 is now known as Reiver |
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01:53 | | * Derakon puts up a name poll on his gamedev filter for LJ: http://derakon.livejournal.com/312374.html |
01:53 | <@Derakon> | And yes, Fire Wheel is on there~ |
02:04 | < Reiver> | Oi, Derakno |
02:05 | <@Derakon> | Oi, Reivre |
02:05 | < Reiver> | Add me to your friends list, and that filter, so that I may see it. :p |
02:06 | <@Derakon> | What's your LJ name? |
02:06 | | * Derakon eyes reiver.livejournal.com, rather hopes that it is not the Reiver he knows. |
02:07 | < Reiver> | reaverta |
02:07 | < Reiver> | I just friended you. :p |
02:07 | < Reiver> | (Legacy name.) |
02:07 | < Reiver> | (Yeah, shame reiver was taken isn't it?) |
02:07 | | * Reiver 's nick used to be Reaver. Curiously, he had the flaw pointed out -at a wedding- |
02:07 | <@Derakon> | Heh. |
02:08 | < Reiver> | Sister of the groom was a schoolmate I hadn't seen in a decade. As a lark, the table we sat at was the friends, and they used our net nicknames instead of real names. |
02:08 | <@Derakon> | Okay, you're in. |
02:08 | < Reiver> | Said sister was put at the table largely out of a lack of anywhere else to put her. |
02:08 | < Reiver> | (Same age group as us in a wedding that was otherwise Elderly Relatives.) |
02:08 | <@Derakon> | Hm. You don't post much. |
02:08 | < Reiver> | I don't, no. |
02:08 | < Reiver> | I should~ |
02:08 | <@Derakon> | No worries. |
02:09 | <@Derakon> | I'm trying to update the gamedev filter once a day, BTW. |
02:09 | <@Derakon> | And it'll often have images. |
02:09 | < Reiver> | "Why do you have those names?" "Oh, they're just our nicknames. They thought it'd be funny to use them, I guess." "Oh. Did you know that's spelled wrong?" "...it is?" "Sure. 'Reaver' is the english spelling; 'Reiver' is the scottish." "...Huh." etc~ |
02:09 | <@Derakon> | Heh. |
02:10 | < Reiver> | So I changed it, and I am glad I did so. It has fewer implications of StarCraft. :p |
02:11 | <@Derakon> | Hm. Maybe I'll use this font for the in- |
02:11 | <@Derakon> | in-game numbers: http://www.dafont.com/freya.font?nb_ppp=50&af=on&text=0123456789 |
02:12 | <@Derakon> | Moltare: kata! |
02:12 | <@Derakon> | Mischan. |
02:12 | <@Vornicus> | I like that one. |
02:13 | <@Vornicus> | It's a bit light on symbols though, which is disappointing. |
02:13 | <@Derakon> | License is listed as "free", no readme in the download so I can't tell for sure. :\ |
02:13 | <@Derakon> | Well, I only need alphanumerics. |
02:15 | <@Derakon> | Hah! The author has also made a font called "I Hate Comic Sans". |
02:15 | <@McMartin> | <3 |
02:16 | <@Serah> | [025248] * Derakon puts up a name poll on his gamedev filter for LJ: http://derakon.livejournal.com/312374.html <- "Please log in above" No can do. |
02:17 | <@Derakon> | It's friendslocked, Serah. |
02:17 | <@Serah> | I assumed, from the whole stitch of friending Reaverta. |
02:17 | <@Derakon> | So if you don't have an account, aren't friended by me, or aren't on the filter I made, then you can't see it. |
02:19 | <@Serah> | So what am I supposed to comment on? |
02:19 | <@Serah> | I think you should call it "Duck." I like that word. |
02:19 | <@Derakon> | Options are: "Firewheel" (or "Fire Wheel"), "Inflareno", "Pyrospin", "Flame Dance", or write-in. |
02:20 | <@Serah> | What are we naming? |
02:20 | <@Derakon> | My game. |
02:20 | <@Serah> | Why would you call it "Write-in"? |
02:20 | <@McMartin> | You should probably link the screenshots and splash screens. |
02:20 | <@Serah> | Saw them. |
02:20 | <@Derakon> | Serah: as in, write in your own name. Like "Duck". |
02:21 | <@Derakon> | Splash screen: http://derakon.dyndns.org/~chriswei/temp/bulletmlscene1c.png |
02:21 | <@Vornicus> | Arg. Wish I still had my webspace. :( |
02:21 | <@Derakon> | In-game screenshot: http://derakon.dyndns.org/~chriswei/temp/bulletmlscreen13.png |
02:21 | <@Serah> | Well, Duck. |
02:21 | <@Derakon> | Bah. The email address for Freya's creator is dead. |
02:22 | <@Derakon> | Roger. |
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02:22 | <@Serah> | Can I chose "other"? |
02:22 | <@Derakon> | That would be the write-in option, yes. |
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02:23 | <@Serah> | You should call it something with more impact and less fire, because there isn't any fire. |
02:23 | <@Serah> | Something MASSIVE, and massive duck sounds lame. |
02:23 | <@Derakon> | Heh. |
02:24 | <@Derakon> | Oh, hey, it's getting to be time for me to head out for my gaming group. |
02:24 | <@McMartin> | "Fusillade" was my other suggestion |
02:24 | <@Derakon> | Could you send me a memo or msg if you have any more suggestions, please? |
02:24 | <@Derakon> | McM: ahh, yes, will add to the list. |
02:25 | <@McMartin> | http://en.wiktionary.org/wiki/fusillade |
02:25 | <@Derakon> | Added. |
02:25 | <@Serah> | I vote McM's option. |
02:25 | <@Derakon> | Fusillade? |
02:25 | <@Serah> | Yes, except noone can spell or pronounce it. |
02:26 | <@McMartin> | Feh. They shall learn! |
02:26 | <@Serah> | How about Fusil? |
02:26 | <@McMartin> | That's not actually a word in English. |
02:26 | <@Serah> | Two syllables are also easier to remember. |
02:26 | <@McMartin> | Also, naming your game "gun" is kind of lame, imo |
02:26 | < gnolam> | Serah: Jimmy Noone? |
02:26 | <@Derakon> | McM: and probably also already taken~ |
02:26 | <@Derakon> | Anyway, I must be off! |
02:26 | <@Derakon> | I shall return later in the evening, I think. |
02:26 | <@McMartin> | Oh, "Fusillade" is taken too, but it's an IF that's nothing to do with firearms. |
02:26 | | Derakon is now known as Derakon[AFK] |
02:26 | <@Serah> | Well, you could call the ship Lade, and make the players make the connection themselves. |
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03:09 | | * McMartin makes the OSX kernel his devoted servant. |
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03:13 | < Bob_Work> | Anyone know vb.net reasonably well? I've got a (sort of) simple problem and I'm looking for a solution. |
03:14 | < Bob_Work> | Namely: I've been tasked with building a Car Loan application, that calculates and outputs the payment schedule (ie, payment 1, X amount, Balance of loan after payment) into the Main form in a Panel. |
03:14 | < Bob_Work> | I've figured out all the calculations, but can't figure out how I'm supposed to output the information within the form. |
03:14 | <@McMartin> | I'd use a label of some kind. |
03:15 | < Bob_Work> | Can I make a multi-line, multi column label? |
03:15 | <@McMartin> | That is, have a Label or an uneditable Text Field be the output, and change its contents based on the result. |
03:15 | <@McMartin> | I don't know how VB.Net does that thing |
03:15 | <@McMartin> | If you want multiline/multicolumn, there's probably a Table widget of some kind |
03:16 | < Bob_Work> | No worries. I'm only looking for the best / logical way to output the info. |
03:16 | <@McMartin> | I'd say either a Table widget (uneditable) or a grid layout full of labels |
03:16 | <@McMartin> | The former is probably better because it will look more "natural" |
03:16 | < Bob_Work> | Gotcha. |
03:17 | < Bob_Work> | So, i should probably drop the ListBox idea. |
03:17 | <@McMartin> | Hm. Are those like one-column tables or are they like the scrolling pick-an-option thing? |
03:17 | < Bob_Work> | The idea that it has to be in a Panel container throws me off. Not sure why the teacher wants that. |
03:18 | < Bob_Work> | Scrolling, Pick an Option thing. |
03:18 | <@McMartin> | Well, probably mostly for the practice using that Widget, I'd guess |
03:18 | <@McMartin> | Panels are IME (in Swing and Qt) just sort of general widget holders |
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03:40 | < Bob_Work> | Just gotta figure out how to get Label1.Text = Variable (spaces/tab) Variable (spaces/tab) Variable to display |
03:40 | <@ToxicFrog> | You're looking for the VB string concatenation operator, then |
03:42 | < Bob_Work> | ty. |
04:39 | <@McMartin> | I think it might actually be + |
04:41 | < Bob_Work> | I'll figure it out when I get access to VB again. |
04:41 | < Bob_Work> | But at least I am now pointed in the appropriate direction. |
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09:24 | <@UndeadAnno> | Does anyone have a clue what computational complextity exploring trees in Prolog has? |
09:25 | <@UndeadAnno> | I'm looking at the exam questions from last year, and it's asking for the computational complexity of 'searching down' and 'searching sideways'. |
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10:03 | <@McMartin> | You'll need a textbook for that. |
10:03 | <@McMartin> | That said, uh, exploring trees is pretty much always O(log n) if it's balanced and sorted, and O(n) if it's not. |
10:07 | <@McMartin> | I think they're talking about something else though since "searching down" vs "searching sideways" is not a term of art I know |
10:07 | <@McMartin> | Unless they're bullshitting about DFS vs. BFS. |
10:07 | <@UndeadAnno> | Huh? |
10:07 | <@McMartin> | depth-first search vs. breadth-first search. |
10:08 | <@McMartin> | Generally speaking, the complexity of an algorithm has nothing to do with the language it's written in. |
10:08 | <@UndeadAnno> | "<McMartin> depth-first search vs. breadth-first search." <- I think that's what's meant. I'm translating from Polish without knowing the English terms. |
10:09 | <@UndeadAnno> | Could you explain how those searches work? |
10:10 | <@McMartin> | Briefly: |
10:10 | <@McMartin> | These are for cases where you have no idea where in the tree something is. |
10:11 | <@McMartin> | In DFS, you start at the root, pick one, and keep going down the tree until you can't go any further. Then you undo one move and pick a different route. Once you've tried all routes this way, you backtrack again to the next one. |
10:11 | <@UndeadAnno> | (IIRC, Prolog uses DFS.) |
10:11 | <@McMartin> | And so on. |
10:12 | <@McMartin> | In BFS, you test all possible paths of length 1, then all possible paths of length 2, then 3, etc. |
10:12 | <@UndeadAnno> | I see. |
10:13 | <@UndeadAnno> | How do I tell if a tree is balanced and sorted or not? |
10:14 | <@McMartin> | A tree is balanced if there's some cap on the depth of the tree given its number of elements. |
10:14 | <@McMartin> | And that cap isn't "the number of elements". |
10:14 | <@McMartin> | It's "perfectly balanced" if there's log_2(n) + 1 levels. |
10:15 | <@McMartin> | Sorted search trees are about a week of lectures in an intro CS class. |
10:15 | <@McMartin> | But it boils down to DFS, but you always know what child to take. |
10:15 | <@McMartin> | And if the answer is "no child", then that's because you're at the answer or it's not in the tree. |
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10:16 | <@UndeadAnno> | Hmmm. Thanks. |
10:17 | <@McMartin> | I'm not sure what's being explained in the text, so this may not actually even be answering the right question. |
10:17 | <@McMartin> | Why are you reading a CS book on Prolog in Polish? |
10:19 | <@UndeadAnno> | I'm not. I'm taking a look on what the questions were in the exam of Artificial Intelligence and Expert Systems last year. I don't rightly remember my question being explained in the lectures. |
10:19 | <@UndeadAnno> | But maybe that's because I tend to zone out, since the lecturer has a bigger speech impediment that even myself. |
10:21 | <@UndeadAnno> | He'll take five minutes to say, "Sometimes what you learn is wrong." Resorting to examples, since he can't find the right words. |
10:23 | | * UndeadAnno assumes that 'resolvents' mean 'values which are solutions'. |
10:25 | <@UndeadAnno> | That said, he's exceptionally bright and aware, compared to some other lecturers of his age. |
10:41 | <@simontwo> | our intro CS course is held by a guy who retired 10 years ago. he comes back every year just to hold that course. |
10:51 | <@simontwo> | I did a little assignment in C and Python, and I'm not sure why the time it takes differs so much (C: 2.2s, Python: 50s) |
10:51 | <@UndeadAnno> | Because Python is interpreted? |
10:52 | <@simontwo> | but is a factor 25 common? |
10:52 | <@simontwo> | the most exotic thing I'm doing are bitwise operators. |
10:54 | <@UndeadAnno> | Well, maybe Python does bitwise operations using strings... :P |
11:01 | <@simontwo> | hehe :) |
11:05 | <@McMartin> | If it's CPU-bound, yes a factor of 25 is not unusual. |
11:05 | <@McMartin> | Though subsequent runs will be faster since it keeps some of the interpretation steps around as files (.pyc) |
11:06 | <@McMartin> | If it's I/O bound (you're reading and writing shitloads of files, or doing net access or something), you won't notice as much. Firefox is largely written in JavaScript. |
11:06 | <@jerith> | McMartin: I thought it compiled the .py to a .pyc and then ran that? |
11:06 | <@McMartin> | jerith: Yeah, but the .pyc is interpreted too. Saving the parsing step speeds things up on subsequent runs. |
11:06 | <@jerith> | So you just avoid the (trivially fast) compilation step upfront. |
11:06 | <@McMartin> | It's basically a serialized AST. |
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15:10 | <@UndeadAnno> | What does it mean that "levels of brightness in neighbouring points are strongly correlated"? |
15:10 | <@jerith> | It means that if the pixels next to you are bright, you're likely to be bright too. |
15:12 | <@UndeadAnno> | Hmmm. Thanks. |
15:12 | <@UndeadAnno> | I guess that helps. |
15:13 | <@jerith> | s/pixels/point/ |
15:13 | <@jerith> | I was thinking in terms of images. |
15:14 | <@UndeadAnno> | This is in terms of images. |
15:15 | <@UndeadAnno> | A colleague of mine claims that Google is broken. |
15:16 | <@jerith> | More specifically, Google's badware detection is returning true for everything. |
15:18 | <@UndeadAnno> | http://i41.tinypic.com/2rxywic.gif <- Haha. |
15:25 | <@Consul> | Looks like it's fixed now. |
15:41 | | * UndeadAnno is finally finished with the compilation. I don't want to know how many times I've used http://i41.tinypic.com/e5moh3.jpg for examples of things you can do with a bitmap. |
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21:07 | <@Derakon> | Wow, name voting is thus far unanimusou |
21:07 | <@Derakon> | Except spelled properly. WTF? O_o |
21:08 | <@Consul> | And here I was thinking that was a Japanese word. I was about to look it up. :-P |
21:36 | <@UndeadAnno> | Derakon: Unanymous. |
21:38 | <@simontwo> | unanimonimous? |
21:41 | <@UndeadAnno> | It seems the word is "unanimous". |
21:42 | <@Derakon> | Yes. |
21:42 | <@Derakon> | The voting is on the name for my game. Choices are: Firewheel, Inflareno, Fusillade, Pyrospin, Flame Dance, or suggest your own. |
21:43 | <@UndeadAnno> | Suggest Your Own. |
21:43 | | * Derakon facepalms. |
21:45 | <@UndeadAnno> | Hey, I got one! |
21:45 | <@UndeadAnno> | Ring Of Fire. |
21:45 | <@Derakon> | Not bad. |
21:45 | <@UndeadAnno> | Bonus points if you add the appropriate music. |
21:46 | <@Derakon> | Heh. |
21:48 | < Alek|gone> | amen. |
21:48 | < Alek|gone> | also add volcano sfx. :P |
21:50 | <@Derakon> | Current SFX: http://derakon.dyndns.org/~chriswei/temp/sfx/ |
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--- Log closed Sun Feb 01 00:00:47 2009 |