--- Log opened Thu Jan 17 00:00:37 2013 |
00:01 | | lidistus-linux is now known as LiddyTheFelinc |
00:01 | | LiddyTheFelinc is now known as LiddyTheFelinco |
00:16 | <~Vornicus> | Rham: I haven't found a sensible formula for multiple passes given the issues. |
00:22 | <&McMartin> | Someone was asking about this a month or so ago; this is pretty comprehensive |
00:22 | <&McMartin> | http://arstechnica.com/information-technology/2013/01/help-ive-got-windows-8-and -i-miss-my-start-menu/ |
00:22 | | syksleep is now known as Syk |
00:27 | | Derakon[AFK] is now known as Derakon |
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00:40 | <@Rhamphoryncus> | Vornicus: it's links in a unidirectional graph |
00:41 | <@Rhamphoryncus> | Each node (a resource) needs a list of nodes pointing to it as well as how many of it we need. You also need a dirty set. Pop a node off the dirty set, recount, mark the node (or nodes) it depends on as dirty |
00:49 | <~Vornicus> | Right but |
00:49 | <~Vornicus> | not really Excel-lent. |
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00:56 | <~Vornicus> | I could do it in python but I want something that I can actually see. Which means my choices are limited to... wait, I can do that in js too. |
01:03 | < LiddyTheFelinco> | Ha funny im learning js |
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01:24 | <&ToxicFrog> | LiddyTheFelinco: I don't remember you here. |
01:24 | < LiddyTheFelinco> | mac brought me here |
01:25 | <&ToxicFrog> | Aah |
01:26 | < LiddyTheFelinco> | ya |
01:28 | <&McMartin> | Well, hello. |
01:28 | < LiddyTheFelinco> | learning js and eventually c# so he said i should check this channel out, and hello McMartin |
01:29 | | * McMartin nods |
01:29 | <&McMartin> | We don't have a whole lot of C# expertise here, but there's a little, and in terms of general theorycraft this is actually a very solid community |
01:29 | < LiddyTheFelinco> | when i first came here i was so confused on what you guys were talking bout lol |
01:30 | < LiddyTheFelinco> | theorycraft? |
01:30 | <&McMartin> | How to organize large projects, general philosophy of programming, etc |
01:30 | <&McMartin> | Stuff that transcends individual languages |
01:30 | < LiddyTheFelinco> | I see |
01:32 | < LiddyTheFelinco> | Do you have alot of people here who expfertise in js? |
01:33 | <&ToxicFrog> | I've used it a bit and want to forget it, but I was using it in a browser context |
01:33 | < LiddyTheFelinco> | interesting |
01:34 | <&McMartin> | I've only played with it to mess with corners of the language instead of using it for serious work |
01:34 | <&McMartin> | (JS is theoretically kind of interesting, and I was a compiler specialist) |
01:35 | < LiddyTheFelinco> | Im using it as a base for learning to program |
01:35 | < LiddyTheFelinco> | It was either that or VBasic in my choices xD |
01:35 | <@RobinStamer> | <-- uses node.js heavily. |
01:35 | | * ToxicFrog mostly works in Lua, Scala and Clojure at the moment, and will be starting a Python job shortly; he has historically done a lot of work in C and C++ |
01:36 | <@RobinStamer> | So, looks like I'm going to be removing W8 from my tablet. Enough failures cropped up. |
01:36 | <@RobinStamer> | Still don't have a new distro of choice TT |
01:36 | <@RobinStamer> | Err wrong chan sorry |
01:37 | < LiddyTheFelinco> | Ya well learning Js this very moment, also what do you guys talk about alot |
01:38 | <@RobinStamer> | Lua looks interested, I disliked it when I was mucking around with FreeCraft, but it seems fine with ComputerCraft. |
01:38 | <&McMartin> | Usually whatever thing has stymied or annoyed us that day. |
01:38 | <&ToxicFrog> | I'm not sure there's any one thing we talk about a lot, since it's a general coding channel. |
01:38 | <&McMartin> | TF is a bit of a mad scientist when it comes to Lua |
01:38 | <&McMartin> | Yeah |
01:38 | <@RobinStamer> | JS, not "Js" |
01:38 | <&McMartin> | There are other more general social channels on this network |
01:38 | <&ToxicFrog> | Whatever problems we're currently wrestling with, whatever cool things we're currently building |
01:39 | <&ToxicFrog> | I haven't been hugely active in here of late because I've been writing my thesis rather than writing code :/ |
01:39 | < LiddyTheFelinco> | Well this seems like an awesome i guess community |
01:40 | <&ToxicFrog> | We try |
01:41 | <@RobinStamer> | LiddyTheFelinco: why .NET anyways? |
01:41 | <&ToxicFrog> | RobinStamer: Mono is mature enough these days that .NET languages aren't automatically the comedy option anymore |
01:41 | < LiddyTheFelinco> | Something different, and from what i hear a little easy to work with |
01:41 | < LiddyTheFelinco> | Idrk |
01:42 | <&ToxicFrog> | And from what I've seen C# isn't bad if you want something Like Java But Better |
01:42 | <&McMartin> | I've said repeatedly that if you don't have a software ecosystem reason to pick Java, the existence of IDisposable alone is reason enough to pick C# |
01:43 | <&McMartin> | Since it means you don't have to nest a dozen try-finally blocks to do proper resource cleanup |
01:43 | <@RobinStamer> | Meh, it's still percieved as a dead-weight on any project that uses it for Linux stuff (because so few do, and it's what 100MB?) |
01:43 | <&McMartin> | Well, it depends on what you're using it for |
01:43 | <&McMartin> | That's noise if you're installing it to run Bastion |
01:43 | <@RobinStamer> | Fair |
01:44 | <&McMartin> | And if you're doing GNOME stuff, then (a) may the FSM have mercy on your soul but (b) you get to assume that Mono is present now, I think |
01:44 | < LiddyTheFelinco> | Im on Linux but im not really focusing on just Gnome or Linux stuff |
01:45 | <&ToxicFrog> | McMartin: I may try Clojure-CLR for my next project, because deploying Java apps on windows is just too much of a pain in the ass |
01:45 | <&McMartin> | Let me know how it goes. |
01:46 | | * McMartin got the impression Clojure-CLR wasn't as mature |
01:46 | <&ToxicFrog> | It seems to have gotten a bit more mature since last I looked at it, which was back in 1.2 |
01:46 | <&McMartin> | Mmm, yeah, I suppose it would have been |
01:48 | <&ToxicFrog> | There's a lein-clr now too. |
01:50 | <&McMartin> | That'll help |
01:50 | <&McMartin> | Project Monocle pretty much has to be C++ though |
01:52 | | * McMartin has lately been working in C++, Python, Game Maker Language, and, um, Commodore 64 assembly language |
01:52 | <&ToxicFrog> | Why? |
01:52 | <&ToxicFrog> | I'd have thought GML, Python or Lua would all be viable options, given what you've described |
01:52 | <&McMartin> | Oh |
01:52 | <&McMartin> | Project Monocle is the "reimplement a subset of GM in something that will run right on Linux" |
01:53 | <&McMartin> | And Pygame is a hot mess to redistribute. |
01:53 | <&McMartin> | I actually "ought" to be working on the next Ophis release. |
01:53 | <&ToxicFrog> | Oh. I thought Project Monocle was a synonym for DD. |
01:53 | <&McMartin> | Ah, no. |
01:54 | <&McMartin> | It's "if I want DD to run on Linux, I'll have to write my own engine" |
01:54 | <&ToxicFrog> | Right, because GM doesn't support linux (yet?) |
01:54 | <&McMartin> | Correct |
01:54 | <&McMartin> | And I suspect it won't in the near future, either. |
01:54 | <&McMartin> | Well, not directly, anyway. |
01:54 | <&ToxicFrog> | I've never worked with Pygame or Pyglet |
01:54 | <&McMartin> | It *does* support Android, after all~ |
01:54 | <&ToxicFrog> | Love2D is dead easy to redistribute, though |
01:55 | <&ToxicFrog> | No support for anything but windows/linux/OSX, though. |
01:55 | <&McMartin> | It's more "py2exeing when you have binary extensions is really obnoxious" |
01:55 | <&McMartin> | C++/SDL1.x is maximally compatible and I'm actually about as efficient a developer in C++ as I am in Python, so why not. |
01:56 | <&McMartin> | Ophis shouldn't honestly be in Python, but it's a learn-Python project that grew legs~ |
01:56 | <&ToxicFrog> | Yeah, I note that I am approaching this, to some extent, from the perspective of "I will be happy if I never need to work in C++ again" |
01:56 | | * McMartin nods |
01:56 | <&McMartin> | I have a subset I consider feasible and comfortable to work with. |
01:57 | <&McMartin> | And I didn't have a thesis project that caused me to hate all tiny systems~ |
01:57 | <&ToxicFrog> | (love2d redistribution, incidentally, is "cat the binary and a zip of the game data together". If you need extra modules you can just zip them together on windows, and on linux you can trust the package manager unless you're using something particularly esoteric.) |
01:57 | <&ToxicFrog> | My dislike of C++ dates back to my days at BCSI! |
01:58 | <&ToxicFrog> | I was happy there, but I was happiest when I was working on something other than the system itself, because it meant I could use things other than C++. |
01:58 | <&McMartin> | C++ was entirely despicable until, at the earliest, 2005~ |
01:58 | <&ToxicFrog> | (the time period there would have been 2003-2010 or so) |
01:58 | <@froztbyte> | <McMartin> And Pygame is a hot mess to redistribute. |
01:58 | <@froztbyte> | and from what I hear lately via someone else, nearly just as bad to use |
01:58 | <&McMartin> | Well, SDL is very low level |
01:58 | <&McMartin> | It's just that I have literally a decade of experience with it |
01:58 | <&ToxicFrog> | The thesis was in a custom C variant and was more about reaffirming that, yes, I don't really like low level programming |
01:58 | <@froztbyte> | with pyglet not being that much of an improvement either |
01:59 | <&McMartin> | I'm less of an OpenGL specialist but if I do OpenGL work I'm going to want to do it in either C or C++ |
01:59 | <&McMartin> | Because that's the "native" interface from which all else flows |
01:59 | <@froztbyte> | (in the former, jerith can tell you about all the sneaky mistakes you can make with pygame; in the latter, it seems it's way behind on what's supported in graphics flavour these days, so you basically just can't use it if you want the new toys) |
01:59 | <&McMartin> | And that means C++ because fuck managing 3D models without polymorphism |
01:59 | <&McMartin> | (That's true across the board) |
02:00 | <&McMartin> | (Unless you're using FreeGLUT) |
02:00 | <&McMartin> | (Do not use FreeGLUT) |
02:00 | <&ToxicFrog> | Also, all that said about love2d, I have a sneaky suspicion I know why emufun crashes intermittently on windows when doing networked filesystem IO |
02:00 | <&McMartin> | (Well, or SDL2) |
02:00 | <&McMartin> | (SDL2 is currently only successfully used by Valve, ANAICT) |
02:00 | <&ToxicFrog> | And it involves version incompatibilities between the VM used to build the enegine and the VM used to build the filesystem interface I'm using >.< |
02:01 | <&McMartin> | SDL1.x will handle all versions of OpenGL prior to 3.0, though, which, while laughably primitive from a "how far have we come" category, puts you firmly in the late-era Xbox 360 capability range. |
02:01 | <&McMartin> | (And so it is often what, e.g., the Linux versions of the various Humble Bundle games end up using) |
02:02 | <&ToxicFrog> | All of my game-related work is 2D and thus I get to not care about SDL~ |
02:03 | <&McMartin> | Well |
02:03 | <&McMartin> | SDL is *primarily* for 2D. |
02:03 | <&McMartin> | And WM abstraction. |
02:04 | <&McMartin> | It just will also set up fixed-functionality OpenGL contexts for you. |
02:07 | <&ToxicFrog> | Er |
02:07 | <&ToxicFrog> | About OpenGL, rather |
02:07 | <&ToxicFrog> | I also get to not care about SDL by virtue of using stuff that operates at a higher level, but that's different. |
02:07 | <&McMartin> | Right |
02:07 | <&McMartin> | pygame pretends to operate at a higher level than SDL but in practice it doesn't really, so I might as well just be using C++. |
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02:45 | <@froztbyte> | <McMartin> And that means C++ because fuck managing 3D models without polymorphism |
02:45 | <@froztbyte> | a remark like this is one that betrays how little I know about game dev |
02:45 | <@froztbyte> | the nitty-gritty bits, I mean |
02:50 | | * Vornicus prepares to write topological sort in js. This should not be too terrible. |
02:52 | <@froztbyte> | lulz |
02:54 | <~Vornicus> | I've written considerably worse |
02:54 | <~Vornicus> | my data structures course had significant amounts of it in js |
02:55 | <@froztbyte> | hahaha |
03:00 | <@Rhamphoryncus> | Vornicus: I think excel could do what I said |
03:00 | <@Rhamphoryncus> | Harder to define the relations of course |
03:01 | <@Rhamphoryncus> | and I don't think it'd show any state as it goes. Just the end result |
03:01 | <~Vornicus> | part of the problem is that the intermediate state needs to, sort of, know intermediate states. |
03:04 | <@Rhamphoryncus> | It should be capable of figuring out dependencies for you |
03:06 | <@Rhamphoryncus> | So you'll have something like "=ceil((A2*2+B2*3+F2*3)/4) for planks |
03:13 | <@Rhamphoryncus> | 21 recipes use them, one of the worst |
03:15 | <@Rhamphoryncus> | iron ingots have 26 |
03:32 | <~Vornicus> | Yes but |
03:33 | <~Vornicus> | thing is, planks will appear at several different levels of the thing |
03:34 | <~Vornicus> | Wooden axe again: planks are a direct requirement and an indirect requirement (you need planks to make sticks) |
03:34 | <@gnolam> | Minecraft should have death adders. So you'd have an excuse to craft a golden axe. |
03:35 | <~Vornicus> | So if it doesn't realize that you'll need planks at two different levels and that these can be combined into one request for logs, you've got a problem: you'll find the system requesting more logs than it technically needs. |
03:35 | | * Alek stabbity the gnolam. |
03:36 | <@RobinStamer> | gnolam: death adders? |
03:36 | <@Alek> | Death Adder is the final boss of Golden Axe. |
03:36 | <@RobinStamer> | (Also, golden tools are the best to enchant) |
03:36 | <@Alek> | iirc. |
03:37 | <@RobinStamer> | But, they suck unless you have EquivilantExchange (for the Repair Talisman) or ThaumCraft (for the Thaumatic Restorer) as they have the durability of wood tools. |
03:37 | <@RobinStamer> | (Both mods also give gold other uses) |
03:39 | <&ToxicFrog> | ISTR that 1.4.x adds the ability to repair things, although you need a metric shitton of iron to build the anvil used to do so |
03:39 | <~Vornicus> | well, there are anvils |
03:39 | <@RobinStamer> | Ah right |
03:39 | | * RobinStamer stopped playing vanilla around 1.3.3 |
03:40 | <~Vornicus> | they appear to be not so great. |
03:40 | <~Vornicus> | I don't like the enchantment system in minecraft. |
03:41 | < Syk> | i miss infdev |
03:41 | <~Vornicus> | ...I also don't like the enchantment system in terraria, in case you're wondering |
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03:41 | < Syk> | i miss terraria leaked beta |
03:41 | < Syk> | :( |
03:41 | <&ToxicFrog> | Vornicus: 1.4......6? I think? also makes it possible to choose your enchantments, somewhat |
03:42 | < Syk> | MC was so good back in the day |
03:42 | < Syk> | right as the caverns were released |
03:42 | <&ToxicFrog> | Since you can enchant books, and then apply those enchantments to something else, so you can keep cranking out books until you get the enchantments you want rather than wasting a diamond pickaxe on each attempt or whatever |
03:42 | <&ToxicFrog> | It's still kind of terrible though |
03:42 | < Syk> | it went herp derp downhill since then :< |
03:42 | <&ToxicFrog> | And every time I consider improving it I remember the whole thing is written in obfuscated java |
03:42 | < Syk> | ToxicFrog: don't worry the modding framework will be out soon |
03:42 | | * Syk laughs at her own terrible joke |
03:43 | | * RobinStamer wishes ThaumCraft would let you select enchantments sooner (it has an enchantment table that lets you pick and chose [+add 3-4 total enchantments], but it's end-game) |
03:43 | <&ToxicFrog> | Hah. Hah. Hah. |
03:43 | < Syk> | i don't like endgame in MC |
03:43 | < Syk> | because... then it gets boring |
03:43 | < Syk> | brilliant, I have all the tools and materials I need |
03:43 | < Syk> | what do I do now? |
03:43 | < Syk> | oh, there's nothing to work up to now? MEH quit tiem |
03:44 | <@RobinStamer> | Yeah |
03:44 | < Syk> | i wish that there was some form of fucking... like, defence mode |
03:44 | <&ToxicFrog> | I've never actually made it to the endgame in MC, because these days I'm always rolling with mods like Technic and end up building City Minecrawlers and giant automated foundries |
03:44 | < Syk> | if MC had that it would be great |
03:44 | <@RobinStamer> | If you could craft your own mob-spawners... |
03:44 | < Syk> | build your fort, have like, I dunno, goblins with trebuchets attack it |
03:44 | < Syk> | and zombies swarming it |
03:45 | < Syk> | now THAT would be a fun game |
03:45 | < Syk> | like Ace Of Spaces' |
03:45 | <@RobinStamer> | +! Technic |
03:45 | < Syk> | like Ace Of Spaces' zombie mode |
03:45 | <@RobinStamer> | +1* |
03:45 | < Syk> | except that has players, but still, same thing |
03:45 | < Syk> | I wish there were aus servers for AOS, because god damn it's fun |
03:46 | <&ToxicFrog> | My biggest issue with Technic is that IC2, BC, and RP all have really amazing features, but none of them have all of the features I want and they don't play nice with each other. |
03:46 | <&ToxicFrog> | Which is why I'm currently not actually playing MC at all. |
03:48 | < Syk> | turned sublime text to use a white theme |
03:48 | < Syk> | oh god my eyes |
03:49 | <@RobinStamer> | D: |
03:50 | | * Syk bleeds from the eye sockets |
03:50 | < Syk> | okay, 27" of max-brightness white = not fun |
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04:21 | < mac> | Derakon thanks for the help last night, The problem was intact the compiler... |
04:21 | < mac> | in fact* |
04:21 | <&Derakon> | Glad you got it sorted out. |
04:23 | <@Rhamphoryncus> | ToxicFrog: anvils aren't as bad as when first added. Rather than entirely iron blocks it's just the top row now. 31 ingots total |
04:23 | <@Rhamphoryncus> | And since you'll mostly be using diamond, not to mention everything requiring experience, it's not that bad |
04:24 | <@Rhamphoryncus> | anyway, sleep now |
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06:06 | | * Vornicus hunts around in his minecraft install for the thing nei uses to load its data |
06:09 | | * Vornicus kind of wonders if this even exists |
06:10 | <&ToxicFrog> | I think NEI just scans the set of item classes at runtime. |
06:10 | <&ToxicFrog> | NEI "plugins" that add support for various mods aren't adding the mod's items to NEI, they're adding support for things like new recipe types or EE conversion factors or the like. |
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06:11 | <~Vornicus> | hm |
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06:11 | <~Vornicus> | it feels like there should be big data files for crafting recipes somewhere. |
06:12 | <&ToxicFrog> | ha ha ha ha ha ha ha ha |
06:13 | <~Vornicus> | or perhaps a great many |
06:13 | <&ToxicFrog> | Pretty sure that's all in the Java |
06:13 | <~Vornicus> | cute. |
06:14 | | * Vornicus makes a note: a lot of programs really aren't built the way he expects them to be. |
06:14 | <&ToxicFrog> | Config files contain item ID assignments (JESUS FUCK ME WITH A CROWBAR WHY IS THIS EVEN NECESSARY), mod-specific configuration, everything in the "settings" window. Item stats and whatnot are all in java unless specifically written (by the mod author, MC proper sure doesn't do this) to be loaded from external files. |
06:15 | <&ToxicFrog> | Minecraft is, even after all of the improvements and refactoring done since Notch left, really terribly written. |
06:15 | <&ToxicFrog> | It is probably not as bad as Terraria. |
06:15 | <&ToxicFrog> | ...maybe. |
06:16 | <~Vornicus> | by "item id assignments" what do you mean? |
06:18 | <&ToxicFrog> | Each item is assigned a unique numeric ID. This must be done by hand by mod authors. All item IDs share the same namespace (there's no "separate mods get separate ID namespaces" like in Morrowind). |
06:19 | <&ToxicFrog> | If IDs are not unique the game will, at best, crash. Since there is no reliable way for mod authors to avoid ID collisions before the fact, most (all?) mods provide a config file which you can use to change item ID assignments for that mod in case of conflicts. |
06:19 | <&ToxicFrog> | There's also a mod, IDResolver, which attempts to do this automatically. |
06:19 | <&ToxicFrog> | It even usually succeeds, although some mods have externally documented constraints on ID assignment that it doesn't know to satisfy. |
06:21 | | * Vornicus thinks: how would he assign numeric ids that can be stored as such, but still allow namespacing. |
06:24 | <&ToxicFrog> | The Morrowind approach is just to make the first byte of each object ID the index of the mod in the load order. |
06:24 | <&ToxicFrog> | And then store a mod name => index mapping in the save file header so that if the load order changes, it can correct the IDs at load time. |
06:24 | <~Vornicus> | I mean I guess you could ...that |
06:25 | <&ToxicFrog> | warning: incoming slep |
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06:26 | | * Vornicus doesn't even remember what they do when that happens any more |
06:26 | <&ToxicFrog> | ? |
06:26 | <&ToxicFrog> | What who does when what happens? |
06:28 | <~Vornicus> | when the game shows up |
06:28 | <&ToxicFrog> | REBOOT |
06:28 | <~Vornicus> | ah, of course |
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07:52 | <&McMartin> | ... Fedora 18 is codenamed "Spherical Cow" |
08:07 | < Syk> | rofl |
08:11 | < Xires> | is that a note on how much bloat it contains? |
08:15 | < Syk> | or how much bullshit it's holding in |
08:20 | <&McMartin> | Hey, MATE and Cinnamon are now officially supported |
08:20 | <&McMartin> | OTOH, they apparently broke the fuck out of their own update mechanism, so I'll be leaving this bad boy alone for awhile |
08:52 | | * Vornicus thinkthinks |
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10:25 | <@froztbyte> | McMartin: which one, yum? |
10:25 | | * Vornicus realizes that his toposort code is really screwed up, before he manages to hit the case where it screws up |
10:27 | <~Vornicus> | (it pops an object out of a set, examines it, and if it isn't ready to be made sorted, puts it back. But this is a set...) |
10:27 | <@froztbyte> | haha |
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10:29 | <~Vornicus> | ok fixed. |
10:29 | | * Vornicus turns it into a list because it doesn't need to be a set. |
10:32 | | Nemu [NeophoxProd@Nightstar-3934c078.asahi-net.or.jp] has joined #code |
10:32 | <~Vornicus> | (and also made sure it says pop(0) so append doesn'tt fuxxor that up even faster) |
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10:59 | <~Vornicus> | There. recipemonger built. not bad for 40 lines. |
11:01 | <~Vornicus> | wooden pickaxe: |
11:01 | <~Vornicus> | ({u'log': 2}, {u'stick': 2, u'plank': 3}) |
11:01 | <~Vornicus> | two wooden pickaxes: |
11:01 | <~Vornicus> | ({u'log': 2}, {}) |
11:01 | <~Vornicus> | gets it right, too. |
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11:01 | <~Vornicus> | now to translate to js. |
11:01 | <~Vornicus> | ...well, no. Now to Go The Fuck To Sleep |
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11:05 | <@Azash> | https://code.google.com/p/rapidjson/ |
11:07 | <~Vornicus> | no, it's already using json; the trick is getting the actual /code/ to js. |
11:09 | <~Vornicus> | which is gonna be a good day. |
11:09 | <~Vornicus> | because oh god membership testing |
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11:19 | <@Azash> | Er |
11:19 | <@Azash> | It was unrelated to you but alright |
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15:56 | | Syk is now known as syksleep |
16:28 | <@Azash> | http://detexify.kirelabs.org/classify.html |
16:28 | <@iospace> | this guy has to port 1500 lines of Tcl to PHP |
16:31 | < ErikMesoy> | Azash: neat! |
16:31 | <@Azash> | http://pastebin.com/HgmnsW8e |
16:32 | <@Azash> | ErikMesoy: Yeah, helped and trained some symbols while taking a break |
16:36 | <@iospace> | http://pastebin.com/HgmnsW8e |
16:36 | <@iospace> | ... |
16:36 | | * iospace eyes Azash |
16:37 | | * Azash holds out his cross |
16:37 | <@iospace> | THAT WON'T HELP YOU HERE |
16:37 | <@Azash> | Vade retro, angelus UEFI |
16:37 | | * iospace head tilts |
16:37 | <@iospace> | what are Vade, retro, and angelus defined as? :V |
16:43 | < ErikMesoy> | "Get behind me, angel of UEFI"? |
16:43 | < ErikMesoy> | Presumably from Vade retro, satanas ("Get behind me, Satan") in the Bible. |
16:43 | < ErikMesoy> | May also be translated "Step back". |
16:43 | <@Azash> | I just know the variant that goes vade retro, angelus niger bla bla |
16:46 | <&ToxicFrog> | ErikMesoy: in the Bible it's "vade retro me, satana", usually translated as "get thee behind me, Satan!" |
16:47 | <&ToxicFrog> | Without the "me" it's just "go back" or "step back" |
16:47 | < ErikMesoy> | ah |
16:48 | <@iospace> | http://pastebin.com/UkVKverJ |
16:48 | | * iospace is crying rivers of blood |
16:50 | < RichyB> | iospace: "port 1500 lines of Tcl to PHP" <- what, are they trying to get rid of him without having to pay redundancy, or something? ;P |
16:50 | <&ToxicFrog> | "Vade retro, angelus niger in abyssum infernum" - "get back, black angel in the infernal pit" - appears to be from a Finntroll song. |
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16:51 | <@gnolam> | Ah, Kyrkovisan. :) |
16:51 | < ErikMesoy> | "abyssum infernum" sounds strange and redundant after playing D&D |
16:57 | <@gnolam> | http://www.jasonbock.net/jb/Default.aspx?blog=entry.7c334037d1a9437d9fa6506e2f35 eaac&utm_source=buffer&buffer_share=b2aa8 |
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17:42 | <@iospace> | i hate those "oh shit" moments when you're looking over your code from a couple days back, think you made a mistake, go to test to make sure you didn't, then as you're compiling you realize you didn't make one >_< |
17:46 | <@gnolam> | Sounds like that's code that should be commented better. |
17:47 | <@iospace> | gnolam: oh it's commented just fine |
17:48 | <@iospace> | it was just a mental derp |
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18:39 | <@froztbyte> | via elsewhere, http://www.infoq.com/presentations/Simple-Made-Easy |
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19:26 | <&McMartin> | froztbyte: yum works fine; they've replaced anaconda for upgrades though |
19:28 | <@froztbyte> | hmm |
19:28 | <@froztbyte> | I should maybe fire up a new fedora vm |
19:29 | <@froztbyte> | but I don't have much expectation of improvement |
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20:07 | <&McMartin> | Heh. |
20:07 | <&McMartin> | The new upgrade mechanism is in fact called "FedUp" |
20:07 | <&McMartin> | wtg, dudes |
20:10 | <@Tamber> | :D |
20:12 | <@froztbyte> | ahaha\ |
20:13 | <&McMartin> | (It also fucks your boot sector, wtg, holding off on that upgrade for awhile) |
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22:47 | <&McMartin> | Hum |
22:48 | <&McMartin> | How do I tell on a Linux machine whether it's running on a machine with BIOS or UEFI? |
22:52 | <&McMartin> | Hm |
22:52 | <&McMartin> | I guess the fact that biosdecode is returning something means that it's BIOS. |
22:53 | <@TheWatcher> | /sys/firmware/efi - if that exists, it was uefi. If not, it's BIOS |
22:58 | <&McMartin> | Cheers, thanks |
23:00 | <@iospace> | heh |
23:01 | <@iospace> | McMartin: also the presence of a UEFI system partition |
23:04 | | * McMartin nods |
23:04 | <&McMartin> | yeah, this is a BIOS system. |
23:04 | <&McMartin> | I guess I could have also gotten that from its manufacturing year~ |
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--- Log closed Fri Jan 18 00:00:52 2013 |