code logs -> 2012 -> Tue, 16 Oct 2012< code.20121015.log - code.20121017.log >
--- Log opened Tue Oct 16 00:00:43 2012
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01:07 * gnolam tries to figure out which direction is which for a TO-220 package.
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06:42
< Azash>
http://25.media.tumblr.com/tumblr_mb3hokfupJ1raaf5co1_1280.png
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10:56 * TheWatcher eyes this co-worker
10:57
<@TheWatcher>
If you're getting unexpectedly missing or partial data in files downloaded by wget, perhaps the /first/ think you should have done is log the messages generated by wget
11:12
< Syk>
hah
11:31
< gnolam>
TheWatcher: come on, that would be like asking for help with a compilation error and actually saying what the error is and showing code.
11:31
< gnolam>
Which everyone knows you should never do under any circumstances.
11:35
< AnnoDomini>
(Well, code showing is sometimes inadvisable because of NDAs, but yes.)
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13:07
<&McMartin>
TheWatcher: Is this that thing from that one site from the other day?
13:11
<@TheWatcher>
Yeah
13:23 * Azash waves at the channel at large
13:24
< Azash>
So apparently there's a draft RFC for OAuth 2.0, I wonder if this would be a good time to write a tool for it
13:25
<&McMartin>
What's your goal in writing the tool?
13:26
< Azash>
Learn how OAuth 2.0 works, practice my currently-neglected C
13:26
< Azash>
The latter of which wouldn't be set in stone depending on what I have to do, but a man can dream
13:27
<&McMartin>
I'd guess OAuth uses a lot of strings in it, which means I'd steer clear of C if possible
13:27
<&McMartin>
Favoring C-linked C++
13:27
< Azash>
Or maybe learn perl
13:27
<&McMartin>
It's probably not bad as scripting language practice
13:28
< Azash>
I'm also not quite sure if it's something that's worth doing as a separate tool or as a browser addon
13:43 celticminstrel [celticminst@Nightstar-05d23b97.cable.rogers.com] has joined #code
13:44
<&ToxicFrog>
If it's a browser addon, you're probably working in JavaScript anyways.
13:45
< Azash>
Mm
13:49
< rms>
It isn't
13:50
<@TheWatcher>
Trying to make a perl OAuth 2 module would probably be a good project, if potentially a bit challenging for new perl user
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15:31
< iospace>
man i have to make everything similar to EFI's standard in code style
15:31
< iospace>
bleh :<
15:35
<&McMartin>
When people told you open source was about freedom they lied ;-)
15:36
< iospace>
http://visualstudiogallery.msdn.microsoft.com/59ca71b3-a4a3-46ca-8fe1-0e90e3f793 29/
15:36
< iospace>
that's so going on my computer when i get home
15:36
< iospace>
:D
15:37
<@Tamber>
McM: The freedom to choose who gives you orders, perhaps? :p
15:37
<&McMartin>
Tamber: The precise mechanism for lock-in.
15:37 * McMartin hands iospace Vimperator while he's at it
15:38
<&McMartin>
MAKE YOUR COMPUTER UNUSABLE BY EVERYOEN
15:40
< Syk>
i had a fun bug a while ago
15:40
< Syk>
there were some intel drivers that had a bugged right click hookin
15:41
< Syk>
so whenever anyone would right click their desktop or Explorer, explorer.exe would instantly crash
15:41
< Syk>
I unfortunately didn't remember to save an image of the PC for use for annoying people
15:46
< iospace>
McMartin: i already have Vimperator on here :D
15:46
< iospace>
and on my netbook and desktop
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17:09 ErikMesoy is now known as Harrower
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17:44
< gnolam>
http://ruby-doc.org/core-1.9.3/Object.html#method-i-instance_variable_set
17:47 Kindamoody|out is now known as Kindamoody
18:14
<&McMartin>
Hm, Quantal Quetzal is supposed to hit in two days
18:14
<&McMartin>
I'm not sure if I want to rush over to a system actually named QQ
18:17
<&McMartin>
("Hey, the next one could be Raving Rabbid! And the one after that Solid Snake!")
18:25
< froztbyte>
haha
18:25
< froztbyte>
my mind instantly went gutter with that latter name
18:25
<&McMartin>
At this rate, 17.10 will be Yuzzic Yuzz-a-ma-tuzz
18:25
< froztbyte>
also, thanks for the notice
18:25
<&McMartin>
froztbyte: This is yet another reason Kojima must be destroyed
18:25
< froztbyte>
I've been meaning to check when the next release is
18:26
< froztbyte>
(since my mirror is going to get hit like mad)
18:26
< froztbyte>
McMartin: I'm okay with the gutter, it's interesting here
18:26
<&McMartin>
This is off wiki; I can't find where the official data is.
18:27 McMartin [mcmartin@Nightstar-3895ee8e.pltn13.sbcglobal.net] has quit [[NS] Quit: reboot]
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18:55 * Derakon mutters at his image-viewing code, which is oddly unresponsive.
18:55
<&Derakon>
As in, it takes about 1.5s to page through 40 528x528 images.
18:55
<&Derakon>
Despite them all being in RAM.
18:56
<&Derakon>
Main costs appear to be in glTexSubImage2D, numpy.histogram(), and numpy.tostring().
18:56
<&Derakon>
If anyone more familiar with OpenGL than I would be willing to look over the "load new image data into a texture" code, I'd appreciate it: http://pastebin.com/HyhZMQhy
18:57 Kindamoody is now known as Kindamoody[zZz]
18:58
<&McMartin>
If it's *in* glTexSubImage2D the bottleneck is RAM->VRAM communication, most likely
18:59
<&Derakon>
Well, if I comment out the glTexSubImage2D call then total time spent in this function goes from .8s to about .05s.
18:59
<&McMartin>
But that is also most likely the part that Does The Work, right?
18:59
<&Derakon>
Yes, without it there's nothing to see.
19:00
<&McMartin>
That's a single API call in every implementation of OpenGL that I know of
19:00
<&McMartin>
Unless the Python data marshalling is super-slow or something?
19:01
<&Derakon>
I wouldn't think so.
19:01
<&Derakon>
But I have no idea how I'd check.
19:01
<&McMartin>
I'm also not sure if that wouldn't just move the cost
19:01
<&McMartin>
glTexSubImage2D, like all the glTex functions, expects to be handed a contiguous block of RAM win a structured format (usually RGBA quartets)
19:02
<&McMartin>
*in a
19:02
<&McMartin>
Getting from "array of python numbers" to that might be costly, maybe.
19:02
<&Derakon>
Well, that's what the numpy.tostring is doing.
19:03
<&Derakon>
Converting the array into a format that OpenGL can process.
19:05
<&Derakon>
(Note that converting the numpy array [8] to string gives '\x08\x00', given we're using unsigned 16-bit ints)
19:05
<&McMartin>
Aha
19:05
<&McMartin>
How large an array are we talking, here?
19:05
<&Derakon>
528x528.
19:06
<&McMartin>
Yeah, that "should" be taking about 5 milliseconds.
19:06
<&McMartin>
If that.
19:07
<&Derakon>
40 calls of the pastebinned code takes .8s, so we're off by an order of magnitude here.
19:07
<&Derakon>
Er, factor of 4.
19:07
<&Derakon>
Got my division backwards.
19:07
<&McMartin>
Right
19:08
<&McMartin>
By comparison, UQM uses that function to update its 640x480 screen and can hit 60 FPS without trying very hard.
19:08
<&Derakon>
Considerably more pixels.
19:10
<&Derakon>
Hm, if I strip out all of the GL calls except for glBindTexture and glTexSubImage2D then we drop to .3s
19:10
<&Derakon>
Or rather, if I comment out the glPixelTransferf calls.
19:10
<&Derakon>
Those are meant to provide multicolor image overlays.
19:11
<&Derakon>
But that's not essential functionality.
19:13
<&McMartin>
Ah, OK
19:13
<&McMartin>
I thought those were a configuration option but I don't know it well enough to say
19:14
<&Derakon>
...wait, no, that breaks display too. Damn.
19:19
<&McMartin>
Hrm
19:20
<&McMartin>
Those values aren't default for your use case?
19:20
<&McMartin>
That might be where the slowness is coming in
19:20
<&McMartin>
(That is, f is not always 1 and fBias is not always 0?)
19:21
<&Derakon>
The pixel values are not scaled so that the max value is maxint and the min value is 0, no.
19:21
<&Derakon>
Basically this code is setting the white and black points for the image.
19:21
<&McMartin>
Rght
19:21
<&McMartin>
Hm
19:21
<&McMartin>
Also, I notice you are using GL_LUMINANCE
19:22
<&McMartin>
That might not be accelerated to the same degree
19:22
<&Derakon>
I think that is to allow for texture overlays...
19:22
<&Derakon>
So you can view two images layered on top of each other.
19:22
<&McMartin>
GL_LUMINANCE is "how do I interpret this data"
19:22
<&Derakon>
Oh, right.
19:22
<&McMartin>
IIRC, it is "alpha is always 1, and copy the single value in the array to R, G, and B"
19:24
<&Derakon>
All else being equal, using GL_RED instead makes no appreciable difference.
19:25
<&Derakon>
Using GL_RGBA would require me to tweak the input array so that it generates three times the string data.
19:25
<&Derakon>
I can't imagine that would be faster than whatever OpenGL has cooked up already.
19:26
<&McMartin>
One would like to think that
19:27
<&McMartin>
Um
19:27
<&McMartin>
When you first specified this texture, what was its internalFormat?
19:27
<&Derakon>
GL.glTexImage2D(GL.GL_TEXTURE_2D,0, GL.GL_RGB, tex_nx,tex_ny, 0, GL.GL_LU
19:27
<&Derakon>
MINANCE, dtypeToGlTypeMap[imgType], None)
19:28
<&McMartin>
Try replacing that GL.GL_RGB with another GL.GL_LUMINANCE.
19:28
<&McMartin>
That way it can stay a Luminance Texture on the hardware too.
19:29
<&Derakon>
Makes sense; seems to gain about .15s or so.
19:29
<&McMartin>
And if they're 16-bit luminance values in the data, maybe GL_LUMINANCE16 will be better still?
19:30
<&McMartin>
And then you can make the type be GL_UNSIGNED_SHORT
19:30
<&McMartin>
Oh, that latter is handled by dtypeToGlTypeMap
19:30
<&Derakon>
The type is already GL_UNSIGNED_SHORT in this case.
19:30
<&Derakon>
Yeah.
19:31
<&Derakon>
Hm, using GL_LUMINANCE16 gives an "invalid enumerant" error.
19:31
<&McMartin>
That one's only valid for the first LUMINANCE in the call, not the second.
19:31
<&Derakon>
Right.
19:31
<&Derakon>
Okay.
19:32
<&McMartin>
(The first is "what is the format of this texture you are creating", the second is "how do I interpret the data you're passing in" and is modulated further by the dtypeEtc)
19:32
<&Derakon>
Runtime difference is less than the error bars from that, I'm afraid.
19:32
<&Derakon>
Maybe a slight improvement.
19:38
<&Derakon>
Well, thanks for the assistance.
19:38
<&Derakon>
I think I may end up posting to gamedev.net's OpenGL forums, or something along those lines.
19:53 * iospace wonks around in PCI space
19:56
<&Derakon>
Hm, dramatic improvement if I get the texture size down below 512x512.
19:56
<&Derakon>
Down to .154s for the 40 calls.
19:58
<&Derakon>
Of course, then I can't show the entire thing.
19:58
<&Derakon>
I actually wrote a tiler system so I could keep the texture size sane, but it pads the image with zeros prior to slicing it up -- and doing 4 512x512 textures is worse than doing 1 528x528 texture. D'oh.
20:03 * iospace slaps her co-worker
20:03
< iospace>
comment better hor!
20:04
<&McMartin>
Derakon: If I had to hazard a guess, your hardware only accelerates up to 512x512
20:05
<&McMartin>
What if you mix a 512x512 and four 256x256 ones~
20:06
<&Derakon>
I'm trying something similar -- 512x512 + 32x512 and 512x32, or something like that -- basically removing the zero-padding.
20:06
<&Derakon>
Unfortunately I seem to have broken something somewhere in my code.
20:07
< iospace>
...
20:07
< iospace>
ok then
20:07
< iospace>
"Returns: EFI_SUCCESS - Because failure is not an option"
20:08
<&McMartin>
Failure is always an option
20:08
<&McMartin>
("It's time to reconsider the 'failure' option")
20:08
<&Derakon>
Nergh, windows!
20:09
<&Derakon>
OpenGL error spew is aggravating to deal with.
20:10
< iospace>
McMartin: i didn't write it!
20:14 * Derakon eyes numpy.ceil().
20:15
<&Derakon>
Why the fuck are you returning a floating point value?
20:15
<&McMartin>
That is what ceil does
20:15
<&Derakon>
ceil is "round up to the next integer", so it should always generate an integer.
20:15
<&McMartin>
http://linux.die.net/man/3/ceil
20:16
<&McMartin>
ceil never generates an integer in any typed language I've ever programmed in.
20:16
<&Derakon>
...okay, then the entire world is mad. Oh well.
20:18 * Derakon sighs. width = int(numpy.ceil(float(newImage.shape[0]) / self.tileSize))
20:20
<&Derakon>
On the plus side, variable-sized textures does seem to work. .29s to do 80x calls to that function without any zero-padding.
20:20
<&Derakon>
Still not at 60FPS but we're over 40FPS, which is something like twice where we were when I started.
20:21
<&McMartin>
Also, you're doing this 40 times where UQM did it once.
20:22
<&Derakon>
No, I'm doing it twice per refresh.
20:22
<&Derakon>
The 40x is just to have enough data to be measurable.
20:22
<&McMartin>
Ah
20:22
<&Derakon>
(Twice because I have one 512x512 texture and one 512x16 texture)
20:23
<&McMartin>
(Don't you also need a 16x512 and a 16x16 one?)
20:23
<&Derakon>
No, I lied about the image size earlier; it's 512x528, not 528x528.
20:23
<&McMartin>
Aha.
20:23
<&McMartin>
That is still an odd size
20:24
<&Derakon>
Cameras. *shrug*
20:26
<&McMartin>
Hee
20:26
<&McMartin>
[kickstarter] Gunther | Also at $4.0m Chris Avellone will be forced to play Arcanum.
20:26
<&McMartin>
[kickstarter] Gunther says, "chip in all you can, people"
20:28
< Harrower>
I think I am missing some context.
20:29
<&Derakon>
Next order of business: numpy.histogram is taking .56s in that same time period, thus now representing over half the total runtime for this function.
20:30
<&Derakon>
(I need the histogram to display to the user and help them manipulate the black- and white-points)
20:36
<&McMartin>
Harrower: That's because I mispasted
20:36
<&McMartin>
But this is apparently part of the new stretch goals for Obsidian's Kickstarter
20:37
<&McMartin>
http://www.kickstarter.com/projects/obsidian/project-eternity
20:37
<&McMartin>
If you liked Planescape:Torment or the early Fallout gamse, this might be relevant to your interests~
20:41 * Moltare reads up
20:42
< Moltare>
RuneScript doesn't have ceil or floor, but if it did they'd generate integers
20:42
< Moltare>
Because we only have integers in the first place! :D
20:42
< Moltare>
;_;
20:42
<&Derakon>
Ahh, non-floating-point systems.
20:43
<&Derakon>
Angband's C code doesn't use floating point.
20:43
<&Derakon>
But it was first written in the early 90's.
20:45
<&Derakon>
Okay, down to .63s overall to refresh 40 times, which is almost evenly split between OpenGL loading the texture, and Numpy telling me how the data is distributed.
20:45
<&Derakon>
I think that's acceptable.
20:45
< Harrower>
What is wrong with Arcanum?
20:45
< Harrower>
I disliked it, but it didn't seem to have major obvious stupids
20:45
<&Derakon>
...except that I somehow broke display again, dammit.
20:46
< Azash>
Arcanum~
20:53
<&McMartin>
Harrower: Avellone helped *design* Arcanum
20:53
<&McMartin>
And he's also been forced to play Icewind Dale 2 already
20:54
< Harrower>
McMartin: It still feels as though I'm missing something. Like, the joke I'd *expect* is that Avellone helped design it, never played it, praised it somewhat cluelessly, there was something terribly wrong with Avernum, and now he will have to experience the end user's suffering for his mistakes.
20:56
<&McMartin>
Arcanum, not Avernum
20:57
< Harrower>
Um, yes.
20:57 * Harrower blames the guy being named Ave-
21:01 Harrower is now known as ErikMesoy
21:05
<&ToxicFrog>
Avellone was not actually involved in the development of Arcanum
21:06
<&ToxicFrog>
I could in fact believe that he hasn't played it
21:06
<&ToxicFrog>
ErikMesoy: it does have a few, er, balance issues
21:06
<&ToxicFrog>
Like mages being overpowered all day every day and the first hour or two being utterly miserable as a technologist
21:10 himi [fow035@Nightstar-5d05bada.internode.on.net] has quit [Ping timeout: 121 seconds]
21:21 Maze is now known as EvilDarkLord
21:22
< iospace>
yay ACPI Dx
21:23 himi [fow035@Nightstar-5d05bada.internode.on.net] has joined #code
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21:26
< gnolam>
A derivative of ACPI?
21:27
< iospace>
no
21:27 * iospace bops gnolam
21:51 Derakon [chriswei@Nightstar-a3b183ae.ca.comcast.net] has quit [[NS] Quit: leaving]
21:58
<&McMartin>
ToxicFrog: Talking to others about Arcanum, I've gotten the impression that Mages start getting their faces eaten once melee-heavy enemies show up unless you start playing them more carefully
22:01
< iospace>
... dear nmake, when you error out, please give a clearer error as to why you errored out
22:01 You're now known as TheWatcher
22:03 OrthiaLap [orthia@3CF3A5.E1CD01.C6689C.33956A] has joined #code
22:04
<&ToxicFrog>
McMartin: it's true that eventually, you may reach a point where spamming Harm is not guaranteed victory.
22:05 * Azash enters realtime and does Fireflash as quickly as his fingers will allow
22:05 celticminstrel [celticminst@Nightstar-05d23b97.cable.rogers.com] has joined #code
22:06
<&ToxicFrog>
But by then you have Dweomer Shield and Disarm to neuter enemy mages and fighters, respectively, and will shortly - if you don't already have it - have Disintegration for those occasions when you just need to instantly, automatically kill something.
22:07
<&ToxicFrog>
Or you could just cast Tempus Fugit and then figure out some way to take advantage of your entire party getting 3-6 actions per enemy action.
22:07
< Azash>
I liked getting summoning spells and abusing the shield glitch
22:07
<&ToxicFrog>
Also, at this point you'll have Teleport, which lets you blink around and collect all the best party members and whatnot really easily.
22:08
<&ToxicFrog>
Technologists are still viable (especially once you hit 100 tech and spells just stop working against you entirely), but mages are sick.
22:08
< Azash>
I liked playing a neutral rogue personally
22:09
< Azash>
Also for warriors getting some tech at the start was great so you could make balanced swords, afaik
22:10 Binem [b1n@5FDE33.2FB5BF.3CFADD.7F10C5] has joined #code
22:10
<&ToxicFrog>
Yeah, there's some nice fightery stuff in the low tech levels
22:11
<&ToxicFrog>
Herbology has Heal and Restore Fatigue at levels 1 and 2, Electricity has the Charged Ring at level 2, and Smithy has the Balanced Sword and Ultralight Axe at 2 and 3.
22:11 * Binem slaps Binem around a bit with a large trout
22:11
<&ToxicFrog>
I think Jayna and Magnus can do Herbology and Smithy respectively, too, and you get both of them early on
22:39 Binem [b1n@5FDE33.2FB5BF.3CFADD.7F10C5] has quit [Ping timeout: 121 seconds]
22:46
< celticminstrel>
...?
23:06 Rhamphoryncus [rhamph@Nightstar-cc6253d6.abhsia.telus.net] has joined #code
23:06
< iospace>
time to break everything \o/
23:07 OrthiaLap [orthia@3CF3A5.E1CD01.C6689C.33956A] has quit [Ping timeout: 121 seconds]
23:07 * iospace blinks
23:07
< iospace>
build... worked?
23:08 Orthia [orthianz@3CF3A5.E1CD01.C6689C.33956A] has quit [Ping timeout: 121 seconds]
23:09 himi [fow035@Nightstar-5d05bada.internode.on.net] has quit [Ping timeout: 121 seconds]
23:11 * gnolam ponders Lua.
23:11
< iospace>
ok, now time for more breaking :3
23:13
< iospace>
orrrrrrrrrrr not~
23:23 himi [fow035@Nightstar-5d05bada.internode.on.net] has joined #code
23:23 mode/#code [+o himi] by ChanServ
23:28 ErikMesoy is now known as ErikMesoy|sleep
23:31 Orthia [orthianz@Nightstar-6ca59a6f.callplus.net.nz] has joined #code
23:32 OrthiaLap [orthia@Nightstar-6ca59a6f.callplus.net.nz] has joined #code
23:36
< Rhamphoryncus>
augh. Updating an android mod is a friggen nightmare. Too many different things by different people with different names, covering different components, none of it coming together in a coherent way
23:37
< Reiv>
what's the mod?
23:37
< Rhamphoryncus>
cyanogenmod
23:37
< Rhamphoryncus>
Currently a d2tmo nightly of CM10 for galaxy S3
23:38
< Reiv>
Whosawhutnow
23:38
< Reiv>
I got, uh, the device name. :P
23:38
< Rhamphoryncus>
SGH-T999?
23:40
<@TheWatcher>
I believe the good chap is saying that the only part of your sentence he understood is "galaxy S3", the rest remaining confusing and acronym-laden
23:40
< Rhamphoryncus>
ah
23:43
< Rhamphoryncus>
d2tmo is sort of a branch name. It could actually be a branch name, but all I get access to is a tarball with that in the name :P
23:44
< Rhamphoryncus>
CM10 is cyanogenmod 10
23:48 Kindamoody[zZz] is now known as Kindamoody
--- Log closed Wed Oct 17 00:00:59 2012
code logs -> 2012 -> Tue, 16 Oct 2012< code.20121015.log - code.20121017.log >

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