code logs -> 2011 -> Sun, 30 Jan 2011< code.20110129.log - code.20110131.log >
--- Log opened Sun Jan 30 00:00:09 2011
00:51 You're now known as TheWatcher[T-2]
00:54 You're now known as TheWatcher[zZzZ]
01:24
<@McMartin>
Argh dammit
01:24 * McMartin beats libsdl.org with a cheese
01:24 * McMartin then sets about copying all his code over to his Mac.
01:24
<@McMartin>
Why are there no prebuilt MinGW SDL_image builds?
01:32
< gnolam>
Shit like that is part of the reason I did away with MinGW altogether. :P
01:34
< gnolam>
Way too many libraries giving you the choice between pre-built MSVC binary, MSVC project file, or - for MinGW - some kind of arcane build system straight from the screaming pages of the Kitab al-Azif itself that has about a 1 in 10 chance of actually working, even once you've fulfilled the dependencies and pawned your soul.
01:36
< gnolam>
Oh, and getting all the dependencies to work will probably require a virgin, a lunar eclipse and a blood sacrifice.
01:37
<@ToxicFrog>
Alternately, you can use the mingw tools to link against the msvc binaries.
01:37
<@McMartin>
TF: That is what just failed.
01:37
<@McMartin>
It's possible this is Code::Blocks being retarded.
01:37
<@ToxicFrog>
I've never used c::b, so no idea on that front.
01:38 * McMartin is working on a program that will convert UQM-style fonts into something GM8 can use.
01:38
<@ToxicFrog>
If you were trying to link against sdl_image.dll directly, try linking against the import library instead, and vice versa.
01:38
<@McMartin>
I'd just loot Iji's font code but I want to add kerning.
01:40 Orth[mini] [orthia@3CF3A5.E1CD01.36D449.95F5A5] has joined #code
02:05
< celticminstrel>
C::B on Mac is kinda unstable. At least, it was when I last checked, which was a month or three ago.
02:06
< celticminstrel>
I'm failing to determine whether you're talking about it on Mac or Windows... :|
02:06
< celticminstrel>
Actually, never mind, it looks like Windows.
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02:08
<@ToxicFrog>
celticminstrel: mingw is a windows thing, soooo...
02:09
< celticminstrel>
Just missed the connection at first between MinGW and Code::Blocks.
02:26
<@McMartin>
I was using C::B on WIndows
02:27
<@McMartin>
I'm taking my code and finishing it in Xcode because it isn't, itself, a "deliverable". At least not yet.
02:36
<@McMartin>
Yeah, OK, screw Xcode
02:36 * McMartin adds four tokens to his source code and it compiles fine with a commandline g++
02:39
< celticminstrel>
What was Xcode doing?
02:39
< celticminstrel>
And what four tokens?
02:39
< celticminstrel>
Sorry, just curious.
02:40
<@McMartin>
Xcode wasn't doing anything, it's just totally unnecessary
02:40
<@McMartin>
I had to modify some #includes to work right with Mac g++'s -framework argument, and then I had to #undef main because I'm abusing SDL in a way Cocoa doesn't like.
02:41
< Vornicus-Latens>
Yeah, you don't need xcode to build on mac. the old mac build of ottd was a work of art.
02:41
<@McMartin>
(Normally SDL on Mac requires a Cocoa shim layer Xcode will automatically add for you. Since I'm using SDL as basically an ImageMagick API, I don't need it for this).
02:41
<@McMartin>
There are a lot of things Xcode makes a whole lot easier, though.
02:41
<@McMartin>
This is a CLI app that makes extensive use of GUI libraries, and so that's Kind Of Weird.
02:42 Vornicus-Latens is now known as Vornicus
02:43
<@McMartin>
(Basically, I have to include "SDL/SDL.h" instead of "SDL.h")
02:43
< celticminstrel>
I think you need that Cocoa layer to get an SDL window, or something... if you're not using the drawing aspect of SDL, you wouldn't need the Cocoa layer... right?
02:43
<@McMartin>
celticminstrel: Right, but the way SDL mutates the entry point is by #defining main to a different value
02:43
<@McMartin>
So I had to #undef main in *my* source because I want *that* to be my entry point, thankyouverymuch.
02:44
< celticminstrel>
Oh yeah, Xcode has this annoying habit of not finding includes if you give a relative path rather than just the include filename... :|
02:44
<@McMartin>
This isn't Xcode's fault
02:44
<@McMartin>
This is "I'm too lazy to actually type out all the -I and -L stuff when I could just do -framework SDL on the cmdline"
02:44
<@McMartin>
But -framework stuff needs the framework identifier in the #include.
02:48 * McMartin re-teaches himself how to use C++ iostreams.
02:52
<@McMartin>
There we go.
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02:54
< Vornicus>
Answer: avoid them like the plague.
02:56
<@McMartin>
Too lazy to do the checking required to make snprintf safe and functional.
02:57
<@McMartin>
Also, hm
02:58
<@McMartin>
I didn't think this cunning plan through all the way
02:58
<@McMartin>
It may be necessary to apply TW's library to this.
03:01 gnolam [lenin@Nightstar-38637aa0.priv.bahnhof.se] has quit [[NS] Quit: Z?]
03:05
< celticminstrel>
I quite like the iostreams actually.
03:05
< Vornicus>
You've never had to do formatting with them, then.
03:06
< celticminstrel>
Though they have been known to fail with cryptic error messages for completely non-apparent reasons.
03:06
< celticminstrel>
And by "fail", I mean at runtime.
03:06
< Vornicus>
It's so coated in modeyness that it's not funny.
03:06
<@McMartin>
Well, that's what I needed to do here, though it was a simple << setfill('0') << setw(width)
03:07
< celticminstrel>
The <iomanip> stuff is nice but a bit verbose for my liking.
03:08
< celticminstrel>
I actually do like the conciseness of printf; if there were a type-safe version of that, I might actually consider using it for string formatting (actually, there is a non-standard one, but I'd rather have one that can also support custom types).
03:08
<@McMartin>
Here it's more raging at the necessity for string processing in C.
03:09
< celticminstrel>
I'm thinking a function where you do something like sprintf("format string", var1, var2, var3) and it returns a std::string with the result.
03:09
<@McMartin>
ostringstream tends to be worth the pain.
03:09
<@McMartin>
Right
03:09
< celticminstrel>
That would be really nice.
03:09
<@McMartin>
The usual way to do that is to have a function that wraps two calls to snprintf and a call to std::string's constructor.
03:11 * McMartin is about to win, but realizes that he has failed due to BMP's lack of alpha channels.
03:12
< celticminstrel>
I'd probably wrap the nonstandard function instead. I think it's asnprintf or something like that.
03:12
< celticminstrel>
But yeah, not that hard to make said function.
03:13
< celticminstrel>
Nevertheless, a function like that which could also handle class types would be nice to have.
03:15
< celticminstrel>
And that is not so easy. It'd probably require variadic templates.
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03:41
<@McMartin>
OK, that's a start
03:42
< celticminstrel>
I'm going to assume that has no relation whatsoever with my most recent line.
03:42
<@McMartin>
Quite.
03:43
<@McMartin>
I now need image editors I don't have on this system
03:45
<@McMartin>
Basically, I've gotten my font stored as a BMP
03:45
<@McMartin>
Now I need to either link in TW's SDL_imagesave code or process the image so that it has a proper alpha channel.
03:45
< celticminstrel>
If Mac: Preview.
03:46
<@McMartin>
I saw "instant alpha" but it didn't give me proper colorkeying.
03:48
<@McMartin>
The problem here is not "this isn't a PNG", it's "because it's going through BMP alpha channels are being wiped"
03:48 Orth[mini] [orthia@3CF3A5.E1CD01.36D449.95F5A5] has quit [[NS] Quit: ]
03:49
< celticminstrel>
Can't you convert it to PNG and it'll work? :|
03:49
<@McMartin>
Er
03:49
<@McMartin>
Yes, but
03:49
<@McMartin>
It's then an alpha-free PNG
03:49
<@McMartin>
Because BMP doesn't have alpha.
03:50
< celticminstrel>
Oh, and you need it to have alpha?
03:50
<@McMartin>
Yes, that is the whole problem, as I said
03:50
< celticminstrel>
Ah.
03:51
<@McMartin>
Basically, the goal here is "given 95 PNGs that specify a sprite-font, produce 1 PNG and one metadata file that lets you represent the same thing more compactly, and also in a form that pre-existing game engines will like"
04:32 Kindamoody is now known as Kindamoody[zZz]
04:47
<@McMartin>
Yeah, TW's stuff works
04:47
<@McMartin>
Also, my earlier problems on Windows were in fact c::b's fault, not SDL's
05:07
<@McMartin>
So now I have a usable PNG
05:07
<@McMartin>
Now I just need to dump the kerning info in a usable form.
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06:45 mode/#code [+o AnnoDomini] by Reiver
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08:21 Vornicus is now known as Vornicus-Latens
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11:07 You're now known as TheWatcher
11:11
<@McMartin>
TW: SDL_imagesave has saved the day again, incidentally
11:13
<@TheWatcher>
Awesome, glad it's of use!
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13:31 gnolam [lenin@Nightstar-38637aa0.priv.bahnhof.se] has joined #code
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14:28
< gnolam>
Arrrrgh.
14:29
< gnolam>
I want every computer to be fitted with a device that electroshocks the user whenever he or she uses the word "lag" to refer to any kind of stutter, jitter or performance problem.
14:39 Kindamoody is now known as Kindamoody|out
14:50
<@jerith>
gnolam: You want to introduce some lag into the wetware component? *flees*
15:07
< gnolam>
Possibly the Västgötalag.
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16:00
<@ToxicFrog>
I think my crypto prof likes scaring us.
16:01
< gnolam>
Oh?
16:01
<@ToxicFrog>
2 (d) From (c), what is 7^7 (mod 13)
16:02
<@ToxicFrog>
2 (e) Use the same technique to evaluate 7^10507 (mod 13)
16:02
<@ToxicFrog>
2 (f) Also, 105308^7126 (mod 13)
16:14
< EvilDarkLord>
Basic crypto was a fun course. :)
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19:51
< Vornicus>
Hooray, modular arithmetic.
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20:23 * gnolam stabs Inkscape.
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--- Log closed Mon Jan 31 00:00:10 2011
code logs -> 2011 -> Sun, 30 Jan 2011< code.20110129.log - code.20110131.log >