--- Log opened Sat Aug 29 00:00:29 2009 |
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01:14 | < Janus> | I hit my first insurmountable hurdle! :D |
01:17 | <@Vornicus> | Now the question becomes, shall you reach the second? |
01:19 | < Janus> | I hope, I'm in too deep. All to way to my ankles |
01:21 | < Janus> | Halfway into the preprocessor. Realized it has to be able to handle constant expressions though, which was something I didn't plan until after I had the preprocessor include/omit all the stuff it needed to. |
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01:25 | < Janus> | The rules in the standard say the preprocessor has to do all that in a seperate step, but I could do it as I go through and analyse the tokens, I suppose. |
01:25 | < Derakon> | Are preprocessor names allowed to refer to other preprocessor names? |
01:25 | < Derakon> | E.g. #define FOO 1+2; #define BAR FOO+2; |
01:26 | < Janus> | They can, I believe. |
01:26 | < Derakon> | Now, can you switch the order of those two statements? |
01:26 | < Janus> | Nope. |
01:27 | < Janus> | ... I hope not anyway. 8< |
01:27 | < Derakon> | Heh. |
01:31 | < Janus> | So far as I thought, all those commands did was replace or insert chunks of text here and there. Wasn't counting on #if and it's sort. |
01:32 | < Derakon> | Yeah, you can do whatever you want to in the C++ preprocessor. |
01:32 | < Derakon> | People've written entire games in it. |
01:36 | < Janus> | I wonder what I should do about circular includes too. I mean, I could make sure it doesn't include x file y number of times, but there might be a use for that or something I don't see. |
01:37 | < Derakon> | This is generally why your header files have "#ifndef HEADER_NAME_HH; #define HEADER_NAME_HH;" at the top and "#endif" at the bottom. |
01:38 | < Janus> | ... Yeah. Actually... I should tell my compiler to include something that includes itself without the guards, and just see what happens and use that. |
01:40 | < Janus> | "fatal error C1014: too many include files : depth = 1024" well, I guess that's reasonable. xD |
01:41 | < Derakon> | Is that an error message you added yourself, or is it coming from another tool? |
01:42 | < Janus> | Nyah, MS Visual Studio spit that out when I put #include "main.cpp" at the top of main.cpp |
01:42 | < Derakon> | Oh, right, you're imitating what an existing tool does. Righto. |
01:50 | <@McMartin> | You can tell by the "C1014". |
01:51 | <@McMartin> | In other news, that kernel code I was working on seems to be functional. |
01:51 | <@McMartin> | Now to regression-test the shit out of it |
01:54 | | Orthia is now known as Reivthia |
01:54 | | * Derakon tries to convince someone that using split/cat to retrieve the first 3GB of a 10GB file is inferior to using Python's read() function. Or at least that it's not an approach that should be dismissed out of hand. |
01:55 | < Derakon> | I could be wrong, but his out-of-hand dismissal was getting on my nerves. |
01:56 | <@McMartin> | head/cat is best, I think |
01:56 | < Derakon> | (And as a general rule, I feel that if you're invoking other separate programs to do some job, then either you're doing it wrong or your language's library support is inferior) |
01:56 | <@McMartin> | Wait |
01:56 | <@McMartin> | From *inside another program*? |
01:56 | <@McMartin> | n/m |
01:56 | < Derakon> | Yeah. |
01:57 | < Derakon> | He's writing a Python script that, at some point, needs to get 3GB of data out of a 10GB file. I don't know why. |
01:57 | <@McMartin> | If you're sitting at a command prompt, head/cat is the way to go, because cat will stop when head quits and cat gets SIGPIPE. |
01:57 | <@McMartin> | And, as a rule, a program in C is faster than the same program in Python~ |
01:57 | <@McMartin> | But if he doesn't have 3 GB handy... |
01:57 | < Derakon> | He said he has 512MB of RAM. |
01:59 | <@McMartin> | OK, he has to process this in parts, then, clearly. |
02:00 | < Derakon> | Off to gaming night. Night, folks. |
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02:13 | < Janus> | I wonder... if I could take any primative defined as const, and just replace every instance of it in the file without consequence. |
02:16 | <@McMartin> | Not quite; it's possible to cast away constness. |
02:17 | < Janus> | Does that mean the value of the const variable could be changed? |
02:18 | < Janus> | ... (dang, yeah. They'd need to be addressable and all that crude too. ffff) |
02:20 | <@McMartin> | And yes, yes it does mean that |
02:20 | <@McMartin> | It's not guaranteed to work, but it can happen |
02:21 | <@McMartin> | (In particular, if a non-const thing is passed to a const function, that function is allowed to cast away constness later. Furthermore, some "const" classes can cast const off of "this" so that they can mutate invisible internal state. The "mutable" keyword was added later to make that less necessary.) |
02:25 | < Janus> | pfft. Const is nerfed pretty bad. |
02:26 | < Janus> | Well, so long as I don't have to garenteed the contents of any const can be changed after a cast, I'm happy~ |
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03:29 | <@McMartin> | If something was, say, a compile-time constant, and you cast away const, and assign to it, Wackiness Ensues |
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16:07 | < Tarinaky> | I copied the following YACC specification file out of a text book: http://tarinaky.pastebin.com/m308ae933 unfortunately when I attempt to compile it (bison -y) I get the error: 'second.y:1.1-5.2: syntax error, unexpected {...}'. Anyone know enough about YACC/Bison to know why I'm getting this problem? |
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18:50 | < Derakon> | Hrm...think I'm gonna redo the block subtype logic I have right now... |
18:51 | < Derakon> | The problem is, the current solution is hacky and inflexible. But anything else I can think of runs into aliasing issues. That is, I basically want to map multiple animations to the same name in the configuration. |
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21:00 | | Gruber is now known as gnolam |
21:05 | < gnolam> | So... yeah. Sketchup is just a liiiittle bit easier to use than Softimage: http://www.lysator.liu.se/~gnolam/temp/intensimeter_28_probe.png |
21:27 | < Derakon> | Interesting article on design philosophies: http://www.jwz.org/doc/worse-is-better.html |
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22:10 | <@jerith> | http://hashcode.za.net/RZGM3fbCql <-- Slow and messy Mandelbrot generator. |
22:11 | <@jerith> | Started running through a pygame tutorial, then got bored and drew fractals instead. :-) |
22:13 | <@jerith> | Next step is to try guess a suitable number of iterations based on context and figure out a decent continuous colour system. |
22:14 | < Kazriko> | heh. |
22:14 | <@jerith> | And I should have been in bed ages ago. |
22:14 | <@jerith> | G'night. |
22:14 | < Kazriko> | night. |
22:28 | | * gnolam blarghs. |
22:31 | < gnolam> | The model itself is finished and, if I say so myself, quite pretty. But now I can't get the collision mesh to work again. :P |
22:31 | < Consul_> | Sounds like a personal problem... |
22:31 | < Consul_> | "Yeah, the model was pretty, but my collision math just didn't work anymore." |
22:31 | | Consul_ is now known as Consul |
22:33 | < Consul> | Err, mesh |
22:33 | < Consul> | Damn, I screwed up the joke. |
22:33 | < Consul> | Not that it was a good joke to begin with. |
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22:54 | < Consul> | Ducking wireless... |
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--- Log closed Sun Aug 30 00:00:43 2009 |