code logs -> 2009 -> Wed, 22 Apr 2009< code.20090421.log - code.20090423.log >
--- Log opened Wed Apr 22 00:00:09 2009
--- Day changed Wed Apr 22 2009
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02:16
< ToxicFrog>
So, friend of mine having a problem with her windows partition - windows blew up, so she restored it from image (via dd), and now it won't boot - grub says "unknown or unsupported executable format"
02:17
< ToxicFrog>
So, we fiddle around with it for a while. Windows recovery mode won't even ls it, > FIXBOOT doesn't work, > FIXMBR says "hey I'm about to vaporize your partition table is that cool y/n" which obviously it is not because it shares the drive with one of her linux installs.
02:18
< ToxicFrog>
mount -tntfs says that it can't read $MFT, which is bad.
02:19
< ToxicFrog>
"Well", says I, "maybe it didn't finish applying the filesystem image or something. Let's try again!"
02:20
< ToxicFrog>
Off we go to look at the filesystem images, which are all bzip2'd.
02:20 mode/#code [-o ToxicFrog] by ToxicFrog
02:20 mode/#code [+o ToxicFrog] by ToxicFrog
02:20
<@ToxicFrog>
"You did remember to unbzip2 the image as you applied it, right?"
02:20
<@ToxicFrog>
"I think so?"
02:20
<@ToxicFrog>
"Well, let's check."
02:21
<@ToxicFrog>
Turns out that $(dd if=/dev/sda1 bs=1M count=1 | md5sum) and $(dd if=image.bz2 bs=1M count=1 | md5sum) are identical.
02:21
<@ToxicFrog>
Whoops
02:21
<@ToxicFrog>
So now we're doing the dd again and sticking a bzcat on the front this time :)
02:25
<@Consul>
Well, it could've been worse.
02:26
<@Consul>
I was waiting for "complete hard disk failure."
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03:05
< McMartin>
Hm. OpenSUSE's installer looks wildly different from Fedora's, but the messages all seem identical. Strange
03:59
< SmithKurosaki>
Well, I've used both of them (fedora more than opensuse, though) and the actual install interface didn't really seem all that different to me, I just love how you can edit settings after you've chosen them from opensuse's confirm install screen
04:16
<@ToxicFrog>
Consul: turns out the bzip2'd image is corrupt!
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06:43 * Vornicus can't find the schema for his php-mysql homework.
06:43
< Derakon>
It's just fifty columns of VARCHAR(600).
06:43
< Namegduf>
Haha, ew.
06:44 * Namegduf is messing with some PHP and MySQL stuff now, actually.
06:45
<@Vornicus>
Fortunately this is about reading. Anybody know how to divine the schema of a mysql database?
07:19
< Derakon>
sorted(list(dict.fromkeys(digits(n))))
07:20
<@Vornicus>
Fun fun
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09:11
<@AnnoDomini>
Hmmm. Any Prolog monkeys in here?
09:13
<@AnnoDomini>
What I need to do is to obtain a list of items. But these items are spread out through several instances of a predicate: pred(X,Y). pred(X,Z). I want to obtain the list of all second items from the predicates identified by X, in this case [Y, Z] - how do I do that?
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10:46
<@AnnoDomini>
Nevermind, found the solution.
--- Log closed Wed Apr 22 11:47:41 2009
--- Log opened Wed Apr 22 11:47:46 2009
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13:24
<@TheWatcher>
Gah, I hate the situation where I just know I've written a piece of code, but I can't remeber where, and on which machine, it is
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16:50
<@ToxicFrog>
Hmm
16:50
<@ToxicFrog>
I could now do an online resize ofthe filesystem
16:50
<@ToxicFrog>
However, I really should fsck it first, which means another reboot.
16:50
<@ToxicFrog>
Sigh.
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19:31
< SmithKurosaki>
was there a netsplit or something??
19:32
< Derakon>
Blargh dropped off the face of the Earth.
19:34
< gnolam>
They nuked it from orbit. It was the only way to be sure.
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22:01 * TheWatcher eyes the phpbb3 session code, wonders if this is a security hole
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22:06
<@ToxicFrog>
ben@orias:~$ df -h
22:06
<@ToxicFrog>
Filesystem Size Used Avail Use% Mounted on
22:06
<@ToxicFrog>
/dev/md0 2.1T 1.2T 825G 58% /
22:06
<@TheWatcher>
woot
22:27 * gnolam stabs SDL with a piece of sharpened rebar.
22:27
< Derakon>
You're fond of stabbing things, aren't you?
22:27
< gnolam>
I wouldn't be so stabby if things Just Worked (TM).
22:27
< Derakon>
Well, then why did you go into computing?
22:28
< gnolam>
Like, for example, SDL deciding to fuck me over if I request a double-buffered mode.
22:28 * AnnoDomini hasn't had major problems with SDL.
22:31 * TheWatcher eyes Dera
22:31
< Derakon>
Yesh?
22:31
<@TheWatcher>
How incredibly cynical.
22:31
<@TheWatcher>
And true.
22:31 * Derakon bows.
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22:35
< gnolam>
AnnoDomini: Good for you.
22:35
< gnolam>
But if I request a double-buffered mode - which is, you know, /standard/ - SDL just gives me a blank screen.
22:35
< gnolam>
SDL_Flip() doesn't even /fail/. It just refuses to do anything.
22:35
< AnnoDomini>
That's odd.
22:36
< AnnoDomini>
You seem to be on Windows, which makes it odder.
22:37
< NSGuest-33>
gnolam: Have you eliminated the most common error cause, gross user incompetence?
22:38
<@ToxicFrog>
I've used double buffering and flip on both linux and windows with no problems
22:40
<@TheWatcher>
Waved a dead chicken over it?
22:42
< gnolam>
NSGuest-33: Given that most of the code is /straight from the documentation/, I'd say it's SDL's fault. :P
22:42
<@ToxicFrog>
Pastebinulate?
22:45
<@TheWatcher>
Problem is, even if you get the code right, it might not be SDL's fault - it could be the graphics drivers being an arse
22:51 mode/#code [+o gnolam] by ChanServ
22:51
<@gnolam>
ToxicFrog: http://paste.ubuntu.com/156159/
22:54
<@ToxicFrog>
What documentation gives that as an example? Because I'm pretty sure it's wrong.
22:55
<@gnolam>
Oh? What's wrong?
22:55
<@ToxicFrog>
You can't directly twiddle the bits in the SDL_Surface flags like that and expect it to call SetVideoMode() again automatically; if you want it double-buffered, you need to tell it that when configuring the video interface with SDL_SetVideoMode.
22:56
<@ToxicFrog>
Unless SDL_OPENGL implies SDL_DOUBLEBUFFER or something?
22:56
<@ToxicFrog>
...oh, wait
22:56
<@ToxicFrog>
No, sorry, I completely misread your printf ;.;
22:58
<@ToxicFrog>
Ok, rereading it more carefully, the only thing that seems off is glClear(GL_COLOR_BUFFER_BIT | GL_COLOR_BUFFER_BIT); - why do you have GL_COLOR_BUFFER_BIT there twice?
22:58
<@gnolam>
Ah, one is supposed to be GL_DEPTH_BUFFER_BIT. But that's not important.
22:59
<@ToxicFrog>
The rest looks plausible, but bear in mind I've never used openGL with SDL at all.
22:59
<@ToxicFrog>
It works for me with SDL_DOUBLEBUFFER|SDL_HWSURFACE
22:59 * TheWatcher can't even get the flamin pastbin to load, so can't assist :/
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23:02
<@MyCatVerbs>
ToxicFrog: my flatmate is making pretty heavy use of SDL+openGL in one of his courseworks.
23:02
<@MyCatVerbs>
ToxicFrog: the bad news is that it appears to be an arcane and pretty much randomly-behaving beast, according to his descriptions.
23:02
<@TheWatcher>
... um
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23:05
<@TheWatcher>
frankly, assuming you're not going to try surface bittwiddling by hand at the same time as using openGL, and are just using SDL as mechanism to get yourself an opengl context, it's no more arcane and randomly behaving than opengl itself is...
23:05
<@TheWatcher>
oh, wate
23:05
<@TheWatcher>
>.>
23:06
< McMartin>
Programming OpenGL is like programming a robot to program a computer by toggling the program in through levers.
23:06
<@TheWatcher>
Unforunately, so's direct3d >.>
23:07
< McMartin>
At least OpenGL uses mathematical coordinate systems.
23:07
< McMartin>
If he's getting "random" results, he's probably applying his matrices in the wrong order.
23:07
< McMartin>
Which is one of those things that requires experimentation until you level up.
23:09
<@MyCatVerbs>
McMartin: judging from the tirades I've been eavesdropping on, most of his issues are with trying to use transparent surfaces for various odd purposes.
23:10
< McMartin>
Is he not rendering the scene in Z-order?
23:10
< McMartin>
transparency is a bitch, full stop, because it's fundamentally a hard problem.
23:12
< McMartin>
And OpenGL requires you render from furthest-to-camera to closest when transparency is involved, so that it can handle blending properly.
23:12
< McMartin>
Otherwise, the hardware occluders will mess stuff up.
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23:28
<@MyCatVerbs>
McMartin: I do not know. I got the impression that their program must be doing *something* screwy as you suggest, because honestly the vast overwhelming majority of games on the planet do not have trouble rendering transparent objects, but I'm not really up to butting in and turfing through his team's code to satisfy my own curiosity.
23:30
<@TheWatcher>
heh
23:31
<@TheWatcher>
they don't have trouble rendering transparent objects because they invest a fairly insane amount of experience, time, and code in dealing with it
23:31
<@MyCatVerbs>
TheWatcher: ah, but I have no trouble rendering transparent objects, either.
23:32
<@MyCatVerbs>
In my case, it is because instead of doing all the hard work myself, I just outsourced the effort by using OGRE instead of raw OpenGL. I have nothing to gain by re-implementing a good 3D renderer from scratch anyway, so why bother? ^_^
23:33
<@TheWatcher>
Well, if it does all you want, and fits what you need, indeed.
23:33
<@TheWatcher>
There are reasons to do it, learning /how/ to being one of them
23:33
<@MyCatVerbs>
Mmm. We're hardly aiming to create the next Bioshock.
23:34
<@MyCatVerbs>
Aye, true 'dat.
23:36
<@gnolam>
... aaand now there's some sort of RGB/BGR fuckup.
23:39
<@MyCatVerbs>
gnolam: whatever the bug is, put an option somewhere in the menus to switch it on deliberately. Stoner mode! :D
23:40
<@gnolam>
Ah.
23:40
<@gnolam>
BMP is the only format natively supported by SDL. And it's BGR.
23:40
<@gnolam>
And SDL refuses to convert its pixels, despite the whole abstracted structure thingy.
23:41
< McMartin>
(a) Use SDL_image
23:41
< Derakon>
McM beat me to it.
23:41
< Derakon>
SDL_image can load more image formats. Build it with libpng handy so you can support PNG images.
23:41
< McMartin>
(b) LoadBMP should give a properly configured structure
23:42
< McMartin>
(b) (1) The data structure in it will not be arbitrarily copyable to other-formated structures; use ConvertSurface or just blit it to something marked AnyFormat
23:42
< McMartin>
(b) (2) I have totally used LoadBMP on a little-endian machine with no trouble.
23:44
< Derakon>
Indeed, about half the point of the SDL is that it's cross-platform.
23:44
< Derakon>
(The other half being that it's comparatively easy to work with)
23:45
<@gnolam>
Define "properly configured".
23:45
< Derakon>
When you draw it, the pixels are in the right order.
23:45
< McMartin>
"If MS Paint says the pixel is blue, blitting the result of LoadBMP should make that pixel blue"
23:45
<@gnolam>
I do not draw it. I need to create textures from it. :P
23:45
<@gnolam>
Which means that I apparently have to convert it pixel by pixel, which is a fucking PITA.
23:46
< McMartin>
Create a new Surface with SDL_ConvertSurface.
23:46
< McMartin>
UQM and Sable both basically do this, though Sable uses PNGs to do it with and UQM uses an internal buffer of known format.
23:47
<@gnolam>
AFAICT, SDL_ConvertSurface is basically a glorified for loop, since you still have to go through the ordeal of determining the pixel ordering for yourself.
23:50
< McMartin>
Glories include MMX/SSE, so, ou should still win.
23:50
< McMartin>
OpenGL also requires you to specify a pixel ordering *anyway*, and there's a SurfaceFormat structure anyway
23:51
< McMartin>
Which you need to be very careful with because different OSes and graphics cards have *very* different ideas about what an internal texture should look like.
23:51
< McMartin>
If this isn't for an assignment or something, I seriously recommend looking at UQM's code (GPL2).
23:51
< McMartin>
One moment while I find the link
23:51
< McMartin>
This was also awesome, IIRC, because some graphics cards actually lie about their capabilities or which options they accept
23:53
< McMartin>
But it is absolutely possible to use an SDL_Surface as an OpenGL texture directly.
23:56
< McMartin>
Search for "TFB_GL_Unscaled_ScreenLayer"
23:56
<@gnolam>
Your search - TFB_GL_Unscaled_ScreenLayer - did not match any documents.
23:57
< McMartin>
Er
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23:57
< McMartin>
Voice me, please.
23:57 mode/#Code [+o McMartin] by TheWatcher
23:57
<@McMartin>
The search was within a web page Blargh helpfully stripped.
23:57
<@TheWatcher>
No ;P
23:57
<@McMartin>
http://sc2.svn.sourceforge.net/viewvc/sc2/trunk/sc2/src/sc2code/libs/graphics/sd l/opengl.c?revision=2825&view=markup
23:57
<@McMartin>
Search for that string in that page.
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23:58
<@gnolam>
And SDL_ConvertSurface did absolutely fuck-all.
23:59
<@McMartin>
Then it's in the right format in the first place. =P
23:59
<@McMartin>
Make sure you've got your pitch set right, as well.
23:59
<@gnolam>
Which means I have to do it by hand. Which means pain in the gluteus maximus.
23:59
<@McMartin>
It is not the case that a 320-pixel-wide BMP necessarily has point (x, y) at x+(320*y)
--- Log closed Thu Apr 23 00:00:12 2009
code logs -> 2009 -> Wed, 22 Apr 2009< code.20090421.log - code.20090423.log >