--- Log opened Wed Feb 24 00:00:01 2010 |
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02:34 | | * Reiver tries to figure out how you drive Eclipse all over again. |
02:56 | | celticminstrel [celticminstre@Nightstar-f8b608eb.cable.rogers.com] has joined #code |
02:57 | < celticminstrel> | Oddly, the debug version of wxWidgets built just fine, yet the normal version produced a zillion errors. |
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04:12 | < celticminstrel> | Hm. Can you declare an array of bitfields in C++? |
04:14 | < celticminstrel> | I'm guessing not. |
04:14 | < McMartin> | You seriously should not be using bitfields in this day and age |
04:14 | <~Reiver> what the heck were they /for/ |
04:15 | < Namegduf> | celticminstrel: I think you can use a bunch of bools and it'll automatically pack them. |
04:16 | <@Vornicus> | OTTD uses them - it lets you stuff pretty much everything that a tile could possibly hold into 2 bytes. |
04:16 | <@Vornicus> | That includes altitude, fences, and other things. |
04:16 | <~Reiver> oh, bitfields are like bitpacking, right |
04:17 | < celticminstrel> | I'm referring to the "int var : size" syntax. |
04:17 | <@Vornicus> | Right, I don't think you can array bitfields in any case. |
04:17 | < celticminstrel> | 'kay |
04:18 | <@Vornicus> | You can array structs full of bitfields, though |
04:18 | < celticminstrel> | But they're padded out to a byte boundary at minumum. |
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14:29 | | * gnolam slaps MSVC9. |
14:29 | < gnolam> | It apparently does not preserve the working directory when converting MSVC8 projects. |
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19:58 | | * gnolam headdesks. |
20:05 | < gnolam> | The last time I worked on this, my feverish mind had apparently switched an assignment order. |
20:05 | < TheWatcher> | ... ow |
20:06 | < gnolam> | Which explains why the refactored timing code made the program unresponsive. |
20:06 | < gnolam> | It set a frameskip value of 0, which meant "skip /every/ logic cycle". |
20:10 | < gnolam> | (Come to think of it, I should probably check for that too - 0 is the logical choice for Do Not Want) |
20:12 | <@ToxicFrog> | (iin most emulators I use frameskip=0 tends to mean either "disable" or more commonly "autodetect") |
20:14 | < Tarinaky> | In most applications where zero is unwanted or out of bounds it tends to mean that to be fair. |
20:14 | < Tarinaky> | Or, sometimes, maximum. |
20:15 | < Tarinaky> | Although I guess that's 'autodetect'. |
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22:14 | <@ToxicFrog> | Tarinaky: in emulation, at least, autodetect usually means "the minimum amount of frameskip that will allow the game to run at full speed" |
22:14 | < Tarinaky> | Aye. I have used an emulator before :p |
22:15 | < Tarinaky> | A SNES emulator but still. |
22:15 | < McMartin> | That's usually not 0, though |
22:15 | < McMartin> | 0 to me means "render every frame come hell, high water, or lag" |
22:15 | < Alek> | lol |
22:16 | <@ToxicFrog> | McMartin: I've seen both "zero is autodetect, seperate bit for disable" and "zero is disable, seperate bit for autodetect" |
22:21 | < gnolam> | McMartin: that's what it means in this program now. |
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--- Log closed Thu Feb 25 00:00:03 2010 |