code logs -> 2012 -> Fri, 17 Feb 2012< code.20120216.log - code.20120218.log >
--- Log opened Fri Feb 17 00:00:04 2012
00:01
< RichyB>
The creation dates should be in something like iso-8601 so an asciibetical sort will work
00:01
<&Derakon>
Well, as the output of ls -l they're in like "Mar 5 2009".
00:01
< RichyB>
assuming that your ls prints the same fields as mine, ls -l | sort -k 6
00:02
< RichyB>
Derakon, ls -l --time-style=full-iso # on GNU
00:02
<&Derakon>
Ahh, danke
00:03
< RichyB>
better yet
00:03
< RichyB>
ls -l -c # sorts by ctime
00:03
< RichyB>
-m for mtime and -a for atime
00:03
< RichyB>
oops
00:03
<&Derakon>
I was trying to use that, but feeding the output of find through it wasn't working so well.
00:04
< RichyB>
oh gack
00:04
< RichyB>
sorry, I have those options wrong and frankly the man page for GNU ls doesn't make sense to me
00:04
<&Derakon>
Heh. S'alright, the time-style argument worked.
00:05
< RichyB>
-c for ctime, -t for mtime, and there is no atime support (and you shouldn't have atime switched on in your filesystems anyway because it sucks)
00:11
<&Derakon>
Right, time to go. Thanks, Rich.
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00:16
< gnolam>
RichyB: Sans serif fonts strike again. I read that as "the man page for GNU is doesn't make sense to me". In Borat's voice.
00:16
< RichyB>
Have you tried monofur?
00:16
< RichyB>
It's a monospace font designed by/for Perl programmers.
00:17
< RichyB>
$5SZ are all wildly distinct in it, as a iIlLjJ|/\
00:17
< RichyB>
looks a bit weird as a result but it's vaguely arty.
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03:45
<&McMartin>
Hmm
03:45 * McMartin has a decent idea for how to do better piece animations in Hex Inverter.
03:46
<&McMartin>
When the game-referee object queues up the pieces that must flip, instead of building a single worklist and animating one flip at a time, it queues them all simultaneously and has the animating objects each start on a fuse
03:46
<&McMartin>
By extending the fuse for later pieces of the sequence, I should be able to get an overlapping wave effect at any speed I want
03:46
<&McMartin>
And by having the animation-complete event decrement a counter, I can also then have the referee object be able to tell when animation is done and it's therefore time to transfer control to the next player.
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13:10 * Rhamphoryncus ponders methods of correcting lateness
13:11
<@Tamber>
Time travel.
13:11
< Rhamphoryncus>
I'm thinking I need two: one for bulk changes to the route (20 new vehicles added, all at the start). That can be a simple cap on how late an individual station will be.
13:11
< Rhamphoryncus>
I'd get yelled at for that.
13:12
< Rhamphoryncus>
The other needs to handle small yet frequent lateness. Perhaps a counter, add 20 each time a vehicle is late, divide by 2 each time they're not. If it hits 100 I skip a departure window.
13:28
< Rhamphoryncus>
For that matter I could just add/subtract constant amounts
13:30 * TheWatcher eyes
13:30
< Rhamphoryncus>
Commentary welcome. It has the feeling of a giant bodge (and was when I did it a couple years ago.)
13:30
<@TheWatcher>
Well, that explains why I was having problems getting firefox to parse this xml, even though it is valid
13:31
<@TheWatcher>
apparently firefox /never loads external dtds/
13:31
< Rhamphoryncus>
lol
13:31
<@TheWatcher>
So, now I probably need to inline the fucker in every response
13:31
< Rhamphoryncus>
ouch
13:35
<@TheWatcher>
It's easy enough, just that I shouldn't bloody need to do it
13:39
<@jerith>
TheWatcher: Isn't an external DTD an attack vector?
13:42
< Rhamphoryncus>
It's a pity there's no same-host rule for allowing DTDs
13:46
<@TheWatcher>
jerith: in this case? No idea how it could be used as one any more than the xml itself - the page contains some javascript that asks the server for a list of statements, the server responds with '<?xml version="1.0" encoding="UTF-8" standalone="no" ?>\n<!DOCTYPE response SYSTEM "dtds/cstateapi.dtd">\n<response>....</response>' which is then parsed by the browser into an XML DOM from which I pull the statement info
13:47
<@jerith>
Where does it look for external DTDs?
13:47 * jerith is rather rusty on his XML.
13:48
<@TheWatcher>
"dtd/cstateapi.dtd" - that's the URL of the dtd, relative url (which is valid, I checked)
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14:13
<@TheWatcher>
There, finally
14:26
<@jerith>
You wanted to get rid of froztbyte and gnolam that badly?~
14:27
<@TheWatcher>
Totally, those unmitigated cads! ;)
14:27
<@jerith>
Oh, I'm sure they can be mitigated.
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20:59
<&Derakon>
Whelp, I got basic shader false-color working now. Primarily because some nice fellow on the pyopengl-users@ list handed me an example to crib from.
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21:00
<&Derakon>
Now I'm working on integrating this into my main program.
21:01
<&Derakon>
Which program includes the ability to set the blackpoint and whitepoint of the image (i.e. the values below/above which any pixel is rendered as black/white, setting grayscale as well to suit).
21:01
<&Derakon>
Currently this is being done by calls to glPixelTransfer to set RGB scale and biases, but I suspect I can replicate it using the fragment shader...
21:02
<&Derakon>
I just need to pass in an offset and multiplier. However, I'm really not clear on how values are passed to shaders.
21:04
<&Derakon>
Seems to involve the glUniform call somehow...
21:04
<&Derakon>
My code: http://pastebin.com/sfMFZ18g
21:09
<&Derakon>
...hm, okay, I think that works.
21:09
<&Derakon>
I still have no idea how the textures are getting passed to the shader, but I was able to pass a vec2 in with any values I cared to specify.
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21:19
<&Derakon>
Hm, but capping the value to the range (0, 1) isn't working on the top end. That is, I have a uniform gradient from 0 to 1
21:19
<&Derakon>
If I subtract off .5 from each value, then half the image is black, as expected.
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21:20
<&Derakon>
If I add .5 instead, then 1 is reached sooner, but instead of half of the image being white, it shows the other half as black.
21:20
<&Derakon>
I'm using this: min(1, max(0, (color.a + scaling.x) * scaling.y))
21:20
<&Derakon>
As the lookup value into a texture1D call.
21:21
<&Derakon>
To be more explicit, say my image is [0,1,2,3,4,5,6,7,8,9]
21:22
<&Derakon>
In the first case, I subtract half the range, I get [0,0,0,0,0,1,2,3,4,5]
21:22
<&McMartin>
That's the kind of image an idiot would put on his luggage!
21:22
<&McMartin>
>_>
21:22
<&Derakon>
In the second case, I add half the range, I get [5,6,7,8,9,0,0,0,0,0]
21:22 * Derakon facepalms.
21:26
<&Derakon>
Ahh, fixed by changing the "min(1, ..." to "min(.9999, ..."
21:27
<&McMartin>
Floating Point Instability'd?
21:30
<&Derakon>
I guess.
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22:05
<&Derakon>
Hmph. Works fine in isolation, doesn't work when integrated into the main program.
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23:05
<&Derakon>
Blargh, still no worky.
23:05
<&Derakon>
I mean, it works if I copy the test app's code directly in, but not when I try to have the full complexity of the main program.
23:08
<&McMartin>
Hee
23:08 * McMartin goes through a bug's comment chain
23:08
<&McMartin>
They have consistently typoed "branch" as "brunch"
23:08
<&McMartin>
Tastiest dev cycle ever
23:19 * Derakon tries copying the test app's code directly in again, this time it doesn't work.
23:19
<&Derakon>
I think I've been working on this problem for too long.
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--- Log closed Sat Feb 18 00:00:21 2012
code logs -> 2012 -> Fri, 17 Feb 2012< code.20120216.log - code.20120218.log >

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