--- Log opened Tue Nov 20 00:00:07 2012 |
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00:47 | <@himi> | Hey McMartin, have you come across apitrace? |
00:48 | <&McMartin> | Not personally but I've heard the name before |
00:48 | <@himi> | Randomly bringing up OpenGL stuff |
00:48 | <@himi> | It's well worth a look |
00:48 | <&McMartin> | Yeah |
00:48 | <&McMartin> | That is not the kind of problems I've been having with it to date |
00:48 | <&McMartin> | Mostly misconfiguring silliness |
00:50 | | * himi nods |
00:51 | <@himi> | When I was using it on my OGL 3.3 code it was less useful than I'd hoped because it basically said "hey, you just asked me to draw an array of vertices", where most of the stuff I was having issues with was in the shaders |
00:51 | <&McMartin> | Yeah |
00:51 | <@himi> | I'm just now compiling the latest code to see if it's improved it's handling of that sort of thing |
00:52 | <&McMartin> | My issue appears to be that I needed to set the TEXTURE_MAX_LEVEL to 0 for my heightmap so it wouldn't try to mipmap it up. |
00:52 | <&McMartin> | That feels unintuitive to me though; this is not how it should roll |
00:53 | <&McMartin> | Oh, I see |
00:53 | <&McMartin> | OK, the default in 2.1 isn't what I thought it was -_- |
00:55 | <@himi> | How often do you get bitten by that . . . . |
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00:59 | <&McMartin> | So far, 100% of the time, I'm 1/1~ |
00:59 | <&McMartin> | More seriously, normally it doesn't matter because I use GLU to handle it all for me, and for this I'm not |
01:00 | <@himi> | Ah |
01:00 | <@himi> | I found myself looking at the spec for a lot of things like that, 'cause it was hard to find any concise doco elsewhere |
01:01 | <&McMartin> | Right |
01:01 | <&McMartin> | So, normally I used gluCreate2DMipMaps or similar |
01:01 | <&McMartin> | Which means I never called glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) |
01:02 | <&McMartin> | Thus using the default, which is GL_NEAREST_MIPMAP_LINEAR |
01:02 | <&McMartin> | Which assumes that it will have log_2(min(width, height)) levels of mipmaps built. |
01:02 | | * himi nods |
01:03 | <&McMartin> | I solved this by actually calling glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0), but fixing the filter is probably a better idea. |
01:05 | <&McMartin> | But that was fairly exciting in that I could not draw a single textured quad, it seemed. -_- |
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01:06 | | mode/#code [+ao Derakon Derakon] by ChanServ |
01:08 | <&McMartin> | Hey, Derakon |
01:08 | <&McMartin> | Have you been burned by mipmaps yet in your own OpenGL coding? |
01:08 | <&Derakon> | No... |
01:08 | | * McMartin got burned by this for his heightmap thing |
01:09 | <&Derakon> | The closest I've come is a manually-implemented degradation of texture quality at long draw distances, which I get to do manually because I have a very constrained system. |
01:09 | <&McMartin> | himi: Hilariously, my shaders have been pretty solid all the way through, with a hdnful of wackiness |
01:09 | <&McMartin> | Every time I've thought my shader was horribly broken and I wasn't deliberately experimenting with it, it was actually due to errors or silliness in the state configuration or the transform matrices not meaning what I thought they did |
01:09 | <&McMartin> | (piecewise-function fog was kind of wonky) |
01:10 | <&McMartin> | Also, my vertex shader is the most complicated vertex shader I have ever seen -_- |
01:10 | <&McMartin> | I think I can replace a chunk of it with the modelview matrix to make it less dumb |
01:11 | <@simon_> | correcting Erlang and Haskell assignments for two days straight now. people suck at coding. |
01:11 | <&McMartin> | A grim lesson well-learned |
01:12 | <@simon_> | people can do something completely random with no relation to the assignment that won't even compile, and they'll still write in their report that they think it works as expected. |
01:13 | < ToxicFrog> | This is consistent across languages, IME |
01:13 | < ToxicFrog> | Possibly they're hoping you'll just read the report and not run the program |
01:13 | <&McMartin> | I'm pretty sure that it's consistent across everything, with CS being unusually bad about it because thoughtstuff is the building material so they can't feel it resist them. |
01:13 | <&McMartin> | Try to build something and it's great! Until it falls down. |
01:14 | <@simon_> | ToxicFrog, I think so. |
01:14 | | * Derakon is reminded of an assignment he had in his intro CS course. |
01:14 | | * McMartin has fond memories of the grading scale in his intro CS course. |
01:14 | <@simon_> | unfortunately, two out of three of the TAs, the teacher and the external censor will run it. |
01:14 | <&Derakon> | Somewhere along the line while I was debugging, I forgot about the "move program into location where it can be run from" step. |
01:15 | <&Derakon> | So I'd tweak the code, compile, run, and get no change in behavior. |
01:15 | <@simon_> | Derakon, heh. sounds familiar. :) |
01:15 | <&Derakon> | I spent like two hours blindly debugging, unable to figure out why my program was still buggy, before giving up and submitting anyway. |
01:15 | <&Derakon> | I got full marks for an impressively bulletproof program. |
01:15 | < ToxicFrog> | snrk |
01:15 | <@simon_> | Derakon, I did something similar by keeping two copies of a file, updating one and keep trying to recompile the other. I think it was my xmonad.hs. |
01:17 | <&McMartin> | (Our grading scale was out of 5 points: 5 points was "correct", 3-4 was "has the idea", 1-2 was "has an idea", and 0 was politely phrased "none of the above") |
01:18 | <&McMartin> | Derakon: re: mipmaps; it turns out that the reason that my heightmap wasn't being presented to the shader was because textures default to nearest-mipmap-linear minfilter unless forced otherwise, and I hadn't built such things, which meant that texturing was silently disabled without ever setting the error flag. |
01:18 | <&McMartin> | \o/ to glGetError(), quite possibly the single most useless function in the entire API |
01:19 | | Netsplit *.net <-> *.split quits: @iospace, @ErikMesoy|sleep, ReivDriod, Zemyla, @froztbyte, @Vornicus, VirusJTG, AnnoDomini, Reiv, @PinkFreud, (+16 more, use /NETSPLIT to show all of them) |
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01:20 | <&McMartin> | Also, it turns out that GL_LUMINANCE textures do psychovisual scaling of the RGB values so you can't use them to hold heightmaps reliably. -_- So I made a GL_GREEN texture instead. |
01:20 | <@simon_> | the teacher of this course described how the 20% failure rate of this course (dubbed "Advanced Programming" and containing a mix of Prolog, Erlang, combinator parsing and other Monadery in Haskell) by "filtering out blanks, almost blanks and those that ought to have been handed in blank" :) |
01:21 | | mode/#code [+ao ToxicFrog ToxicFrog] by ChanServ |
01:21 | <@simon_> | s/by/was calculated by/ |
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06:03 | <&McMartin> | SUCCESS |
06:04 | | * McMartin has fully modernized his dynamic terrain demo. |
06:04 | <&McMartin> | Up next: To break it up into multiple files and comment it. |
06:10 | | * Vornicus thinks he needs to switch to client/server architecture for galactic vorntiers. |
06:14 | <~Vornicus> | but first, my army of robots is needed to do lots and lots of terrible math. |
06:15 | <~Vornicus> | (and oh god is it terrible.) |
06:15 | <&jerith> | How terruble? |
06:15 | <&jerith> | *terrible |
06:19 | <~Vornicus> | Okay so this is SE4, and the important part is of that this: each planet produces three resources in varying quantities; these quantities are based on their size (and population and population happiness but I'm just assuming they're at max for the planet), their relative value for that resource, how many resource production facilities of that type there are on the planet, whether there's a |
06:19 | <~Vornicus> | planetary resource enhancer on the planet , and whether there's a system resource enhancer in the system. |
06:19 | <~Vornicus> | I'm trying to optimize my resource output to maximize the number of ships of my most common type I can field. |
06:21 | <&jerith> | Ah. |
06:22 | < Reiv> | You, uh |
06:22 | < Reiv> | You're doing a lot of math for min/maxing here aren't you. |
06:23 | <~Vornicus> | This involves a whole lot of ridiculous steps: for each planet I build its production possibilities frontier for every system resource enhancer loadout, and how many of those enhancers are on that planet. Then I combine all the planets in the system in all the ways that gets me the number of required enhancers for each loadout and maximize /that/, then i combine all the systems and maximize |
06:23 | <~Vornicus> | /that/ |
06:23 | <~Vornicus> | Well... yes. |
06:23 | | Derakon is now known as Derakon[AFK] |
06:24 | <~Vornicus> | This includes inventing algorithms just for trimming non-optimal layouts. |
06:26 | | ErikMesoy|sleep is now known as ErikMesoy |
06:27 | <~Vornicus> | The code for building a single planet for a single system-enhancer loadout for a single number of those enhancers on that planet is rushing past 30 lines. |
06:27 | < Reiv> | Do you need to have a mathematically optimal solution to beat this thing, or |
06:27 | <~Vornicus> | No, I'm just grumpy. |
06:27 | < Reiv> | ... grumpy |
06:28 | <~Vornicus> | I get grumpy and I throw volumes of code at things. |
06:36 | | syksleep is now known as Syk |
06:37 | <~Vornicus> | This is probably a bad way to pick projects because it means that when I've used up my grump I do something else. |
06:57 | <&McMartin> | https://hkn.eecs.berkeley.edu/~mcmartin/ground.zip |
06:58 | <&McMartin> | Completed dynamic terrain demo |
06:58 | <&McMartin> | No mac build, sorry, Carlsbad isn't good at this stuff -_- |
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06:59 | < Reiv> | what is it |
07:00 | <&McMartin> | It's a scroller over dynamically generated mountainous terrain, done almost entirely with GPU shaders. |
07:02 | <&McMartin> | There is also a sizeable README.txt~ |
07:02 | < Reiv> | huh, cool. |
07:02 | <&McMartin> | It should run on anything DX9.0c-capable, but I'm not sure how much earlier than that. |
07:02 | <&McMartin> | (The machine I'm sending this from right now, for instance, can't run it because it doesn't support vertex textures.) |
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07:11 | <@Tarinaky> | Works on my box. |
07:12 | <&McMartin> | What're the stats on it? |
07:12 | <@Tarinaky> | Where are the stats? |
07:12 | <&McMartin> | "What kind of graphics card, OS, etc. does your box have" |
07:12 | <@Tarinaky> | Oh, thought you meant from the program. |
07:13 | < Syk> | is this a windows thing |
07:13 | <&McMartin> | Syk: It includes a windows binary, but the Makefile is actually for Linux |
07:13 | <@Tarinaky> | GeForce GTX 460 |
07:13 | <&McMartin> | Yeah, that won't have any problem with it :D |
07:13 | <@Tarinaky> | Windows 7 |
07:13 | <@Tarinaky> | And an Intel i7 >.> |
07:13 | <&McMartin> | Syk: It's OpenGL. |
07:14 | < Syk> | uh |
07:14 | | * McMartin mostly wrote it on a machine with an Intel HD4000, did the Windows build on one with a GTX 260 |
07:14 | < Syk> | anything special required to make it |
07:14 | < Syk> | since make is saying something about shaded-tri.cc |
07:14 | <&McMartin> | Oh |
07:14 | <&McMartin> | make ground |
07:14 | <&McMartin> | sorry |
07:15 | <&McMartin> | (You'll need dev libraries for SDL and OpenGL, though, which you may already have) |
07:15 | < Syk> | yeah |
07:15 | | * Syk grabbin them now |
07:15 | <&McMartin> | libSDL1.2-dev, libgl-mesa-dev, IIRC |
07:15 | <&McMartin> | On Debian repos |
07:16 | < Syk> | yeah, got it working |
07:16 | < Syk> | it uninstalled some i386 stuff |
07:16 | < Syk> | so i bet that Steam won't work now |
07:16 | < Syk> | LOL |
07:16 | <&McMartin> | huh |
07:16 | <@Tarinaky> | So any idea what graphics cards support the feature you're using? |
07:16 | < Syk> | i have some weird mix of nvidia and stuff |
07:16 | < Syk> | anyway |
07:16 | <@Tarinaky> | I thought you were having issue with that. |
07:16 | < Syk> | works for me, although the mountains aren't tall owo |
07:16 | <&McMartin> | Oh |
07:16 | <&McMartin> | Kinda |
07:17 | <&McMartin> | Syk: Yeah, they're not; this demo is based on what was originally background scrolly for a chase-cam jet shooty game |
07:17 | <&McMartin> | https://hkn.eecs.berkeley.edu/~mcmartin/sable/ |
07:17 | <&McMartin> | Tarinaky: OpenGL 2.1, and at least one vertex texture unit |
07:18 | <&McMartin> | That corresponds, IIRC, to Direct3D 9, Shader Model 3. |
07:18 | < Syk> | "The R key toggles the "pylon radar" display which can be used to help navigate dense pylon fields." |
07:18 | < Syk> | why do the words 'dense pylon fields' make me giggle |
07:18 | <@Tarinaky> | But no graphics cards guarentee a vertex texture unit? |
07:18 | <&McMartin> | That was admittedly more useful before I added transparency~ |
07:19 | <&McMartin> | Tarinaky: Anything that supports DX10 or OpenGL 3.0 will definitely have it. |
07:19 | <@Tarinaky> | Ah, okay. |
07:19 | <&McMartin> | Random prefab HP desktop from 2004, not so much. |
07:19 | < Syk> | heh |
07:19 | <&McMartin> | (Though it *can* do the rest of OpenGL 2.1) |
07:19 | < Syk> | i think it's coffee time |
07:20 | <&McMartin> | Ah yes |
07:20 | <&McMartin> | That one has an INTEGRATED ATI RADEON XPRESS 200 |
07:20 | <&McMartin> | yahoo |
07:20 | < Syk> | lul |
07:20 | <&McMartin> | So yeah, *that* cannot in fact run the ground demo |
07:20 | < Syk> | its XPRESS so you know it's fast |
07:20 | <&McMartin> | (Though it can run Sable, which is just old-school "submit different geometry every frame like a chump"~ |
07:21 | <&McMartin> | ) |
07:21 | < Syk> | "Frames rendered within 16ms or it's free!" |
07:21 | <&McMartin> | Oh, right, I should also fix the timeskip on this silly demo |
07:21 | <&McMartin> | Right now it just kind of does a flat wait because that wasn't the part I gave a damn about~ |
07:24 | | * McMartin goes and looks it up |
07:24 | <&McMartin> | OK, it turns out that the RADEON XPRESS 200 is in fact as late as you can be and not have this work |
07:24 | <&McMartin> | It only supports the original DX9 shader model. |
07:25 | <&McMartin> | Shader Model 3 is the one with vertex texture support, and those are both OpenGL 2.1 |
07:25 | <&McMartin> | So that's good to know! |
07:25 | <&McMartin> | It also strongly implies that my aging MacBook would be able to handle this as well. |
07:27 | | * jerith installs sdl. |
07:28 | | * jerith also installs libmesa-glw |
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07:29 | <&McMartin> | glw? |
07:30 | <&jerith> | That's the only thing with "mesa" in it in brew. |
07:30 | <&McMartin> | Oh |
07:30 | <&McMartin> | You may not actually need that outside of Debian |
07:30 | <&McMartin> | mesa is a specific implementation of OpenGL |
07:30 | <&McMartin> | You need "your OpenGL headers". |
07:31 | <&McMartin> | On Ubuntu and I think other Debian systems, that seems to be Mesa's specifically, and because Debian likes requiring you to memorize shitloads of extraneous details to get the package name right, that's how they roll. |
07:31 | <&McMartin> | Sometimes it's part of the X11 dev stuff, sometimes it's standalone, sometimes it's Always There. |
07:34 | | * McMartin taps his foot, waiting for yum whatprovides to get its act together |
07:35 | <&jerith> | yum *still* makes me sad. |
07:35 | <&jerith> | Even so many years after I last had to use it. |
07:36 | <&McMartin> | I like yum more than I should, and it's due almost entirely to Fedora's repos being a lot better organized than everything else I've contended with. |
07:36 | <&jerith> | They must have *relly* improved since about Fedora 8. |
07:36 | <&jerith> | *really |
07:36 | <&McMartin> | ... yes, yes they did. |
07:36 | <&McMartin> | Fedora grew up around, hm |
07:36 | <&McMartin> | 13 or 14, I think. |
07:37 | < Syk> | ugh |
07:37 | < Syk> | i need to get all this shit off my desk |
07:37 | < Syk> | i have JUST enough space for 2 kbs, 2 mice and a laptop |
07:37 | <&McMartin> | Heh |
07:37 | | * Syk reroutes everything to /dev/null^H^H^H^Hboxunderdesk |
07:37 | <&McMartin> | jerith: It looks like Fedora's also using Mesa to provide the GL headers; however, I never had to explicitly ask for them there because IIRC SDL-devel pulled them in for me. |
07:40 | <&jerith> | Oh, red herrings. |
07:40 | <&jerith> | Turns out it compiles happily, even though pkgconfig can't find 'gl'. |
07:40 | <&McMartin> | Actually, it occurs to me that you might not even need *that* as long as you have libgl, because OpenGL is on crack and insists that you re-invent shared libraries. |
07:40 | <&jerith> | All I need to install is sdl. |
07:41 | <&McMartin> | ...huh. |
07:41 | <&McMartin> | So, um |
07:41 | <&jerith> | (And possibly some other stuff I had already.) |
07:41 | < Syk> | hey guys |
07:41 | <&McMartin> | what does sdl-config --libs say? |
07:41 | < Syk> | a bunch of you are in unis and such, right? |
07:42 | <&McMartin> | Not anymore |
07:42 | < Syk> | heh |
07:42 | < Syk> | down south, there's a chance that I can go for a Diploma in IT (this grade is about... community college?) |
07:42 | <&jerith> | lantea:ground jerith$ sdl-config --libs |
07:42 | <&jerith> | -L/usr/local/lib -lSDLmain -lSDL -Wl,-framework,Cocoa |
07:43 | < Syk> | still tertiary, but y'know, not an actual uni |
07:43 | < Syk> | not sure if it's worth chasing a higher education |
07:43 | < Syk> | or just doing what I want to do at home |
07:43 | <&McMartin> | Oh, you're on a Mac |
07:43 | <&jerith> | McMartin: I am. |
07:44 | <&McMartin> | Yeah, OpenGL dev stuff is part of OpenGL.framework from the get-go and probably sneaks in with Cocoa itself. |
07:44 | <&jerith> | Syk: What would you be getting out of the studying? |
07:44 | < Syk> | jerith: ...good question. |
07:44 | < Syk> | I suppose a bit of paper that says "Syka knows things" |
07:45 | <&McMartin> | Will that open doors in terms of getting hired off, networking, etc.? |
07:45 | < Syk> | but then again, I'm currently owning my own business |
07:45 | < Syk> | so... |
07:45 | < Syk> | I suppose I don't have to prove I know anything, reallty |
07:46 | < Syk> | since clients care about the end product and aren't going to be looking for anything other than vendor stuff to show I know what I'm doing |
07:47 | <&jerith> | Syk: Then it's probably not worth the cost or time unless someone else is paying for it and supporting you. |
07:47 | < Syk> | true. |
07:47 | < Syk> | and if things go well - I won't ever need to apply for a job again |
07:47 | | * Syk doubts she'll actually succeed, but, y'know |
07:48 | | * jerith is a strong believer in learning, but not necessarily formal education. |
07:49 | < Syk> | oh and |
07:49 | < Syk> | ex-work hired a new IT manager |
07:49 | < Syk> | he's not used our virtualisation software, our core business application, barely anything except Cisco and Windows Server and Office |
07:50 | < Syk> | it's kind of obvious that this guy is friends of one of the higher ups |
07:50 | <&jerith> | ;_; |
07:50 | <@Tarinaky> | This discussion strikes me a bit like gawking at an Ex's missfortune - it can't be healthy. |
07:50 | < Syk> | and they told me I couldn't get the job because I - get this - didn't have management experience |
07:51 | <@Tarinaky> | "My ex-wife has cancer... and hired a new IT manager who's incomp HAHAHAHA" |
07:51 | < Syk> | Tarinaky: well, the place is sort of falling apart |
07:51 | <@Tarinaky> | It's also ex-work. |
07:51 | <@Tarinaky> | What do you care? |
07:51 | < Syk> | and as it's the main administrative department for the area, I kind of care |
07:51 | <&jerith> | Syk: If those are their priorities, then you're probably better off not being there. |
07:52 | < Syk> | since if it collapses in, uh, it'll be interesting |
07:52 | < Syk> | jerith: true |
07:52 | < Syk> | probably get some contract work off em, though |
07:52 | < Syk> | I feel a bit sorry for my ex-colleague there though |
07:53 | < Syk> | she was coming back into the field after a few years, had been there two months, then the entire chain of command above her up to the CEO quits |
07:54 | < Syk> | oh well! |
07:55 | < Syk> | I also got a cheap 32GB microSD with something else online |
07:55 | < Syk> | put it + adapter into the camera and it doesn't turn on |
07:55 | < Syk> | hmm.png |
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14:48 | <@froztbyte> | http://dinaburg.org/bitsquatting.html |
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14:56 | <@gnolam> | Interesting idea, but I'm not convinced by his results. |
14:57 | <@gnolam> | His evidence that these really are bit errors is basically "because I say so". |
15:07 | <@froztbyte> | keyboard distance for some of those things is pretty good |
15:07 | <@froztbyte> | and you won't have someone manually typing in fbcdn URLs, for instance |
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15:38 | <@Tarinaky> | I have a problem. |
15:38 | <@Tarinaky> | I am using Python's curses module. |
15:38 | <@Tarinaky> | I am printing out a number of rows, whose contents I do not know. |
15:38 | <@Tarinaky> | There is a chance that the row is larger than my default terminal width. |
15:39 | <@Tarinaky> | What can I do to handle this in a sane way. |
15:41 | <&ToxicFrog> | Determine current (not default!) terminal width, trim to fit? |
15:41 | <&ToxicFrog> | I think curses might have options for what to do when you run off the end of a line, too |
15:41 | <@Tarinaky> | Yeah... How... |
15:41 | <@iospace> | i wanna do low level hacking but i don't know on what T_T |
15:42 | < Syk> | iospace: <insert double entendre here> |
15:43 | | * iospace puts Syk in a red bucket |
15:43 | <@iospace> | silence you! |
15:43 | < celticminstrel> | Let's all curse curses. |
15:43 | | * Syk notes that the red bucket is secretly a fridge, collapses it on iospace |
15:43 | < Syk> | :D |
15:43 | < Syk> | but yes |
15:43 | < Syk> | i got an email from asic |
15:44 | < Syk> | it was like "IMPORTANT INFORMATION ABOUT YOUR BUSINESS NAME REGISTRATION" and links to two PDF documents |
15:44 | < Syk> | it was LUCKILY the certificate and paperwork showing I owned it |
15:44 | <&ToxicFrog> | Tarinaky: I don't remember, it's been a decade since I used curses. |
15:45 | <@iospace> | Syk: so officially you own a business? :P |
15:45 | < Syk> | iospace: yep |
15:45 | < Syk> | it says right here |
15:45 | < Syk> | I also set up my domain n all |
15:45 | <@iospace> | what will you be doing? |
15:45 | < Syk> | registered it through netregistry australia, delegated DNS to dreamhost, then delegated email to Google Apps |
15:45 | < Syk> | once it's set up, Google Apps is brilliant |
15:46 | < Syk> | iospace: repair & support up here, then moving to Perth and doing software :U |
15:48 | <@Tarinaky> | http://pastebin.com/5Lq7wPWZ I'm trying to do it and it's still failing :/ |
15:50 | <@Tarinaky> | Oh wait. |
15:50 | <@Tarinaky> | Nm. |
15:50 | <@Tarinaky> | I need to check y as well. |
15:55 | | * Azash checks himself before he wrecks himself |
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16:57 | | * iospace hmms, tries to figure out the best way to read through all the PCI capability structures |
17:00 | <@iospace> | there we go |
17:08 | <@iospace> | dear Intel |
17:08 | <@iospace> | it's CAPABILITY, not CAPBILITY |
17:08 | <@iospace> | -_- |
17:13 | < RichyB> | Vowels are forfeit by default. |
17:13 | < RichyB> | Just ask the authors of the creat() syscall. |
17:13 | <@iospace> | :P |
17:14 | <&McMartin> | fhtagn() |
17:15 | <@gnolam> | Maybe it was originally written in Hebrew or Arabic? |
17:16 | <@iospace> | :P |
17:17 | <@Harrower> | JMP. MOV. |
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17:17 | <&McMartin> | PHN [GLUI], WGL+NAFH |
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20:01 | <@rms> | Winfags! Is there a terminal for Windows that isn't a flaming piece of shit? Like, one that can resize and do other such things that Windows in all it's infinitely secure glory prevents? |
20:02 | <@gnolam> | You're trying to live up to your nicksake's legendary assholiness? :P |
20:03 | < AnnoDomini> | I don't know what the newer Windows versions have, but I think the old cmd can resize. I know it had a setting for size in, like Win98. |
20:03 | <@rms> | I mean the ability to resize it like normal applications. |
20:03 | <@rms> | I don't really want to play settings roulette. |
20:04 | <@rms> | gnolam: not really. RMS are my actual initials. Also I am kind of like that. |
20:05 | <@Harrower> | Default cmd can resize up to line break point length (default 80). Settings roulette affects line break point length. SEE? :p |
20:05 | | * AnnoDomini boots up XP and 3.1. |
20:05 | <@Harrower> | It is resizable without settings roulette and the settings affect something else! |
20:05 | < AnnoDomini> | XP can resize the window, with scroll bars. |
20:06 | < AnnoDomini> | 3.1 fails to launch the DOS prompt with error 11. |
20:07 | | * rms wants to resize horizontally |
20:07 | <@Harrower> | cmd can resize horizontally |
20:07 | <@Harrower> | as mentioned, it is bounded above by the line length limit, but there's no point resizing past that |
20:07 | < AnnoDomini> | You mean expand? Try the settings roulette. Upper left corner RMB, then properties. |
20:07 | <@Harrower> | you'd just get blank space on the right |
20:08 | <@Harrower> | To add to Anno's comment, specifically the Layout tab under Screen Buffer Size -> Width |
20:08 | | Kindamoody is now known as Kindamoody[zZz] |
20:11 | <@rms> | nm, found Console. |
20:19 | <&ToxicFrog> | rms: mingw comes with a windows native port of rxvt. |
20:19 | <@rms> | Hmm |
20:20 | <&ToxicFrog> | ("native" here meaning that it doesn't depend on X) |
20:22 | <@iospace> | i never ended up using it but now i can say i can distinguish between PCI and PCI-E on the software side of thigns :3 |
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--- Log closed Wed Nov 21 00:00:22 2012 |