code logs -> 2013 -> Mon, 05 Aug 2013< code.20130804.log - code.20130806.log >
--- Log opened Mon Aug 05 00:00:55 2013
00:25 Reiv_ is now known as Reiv
00:32
<&McMartin>
https://github.com/mtuomi/SecondReality
00:32
<&McMartin>
The most famous PC demo of all time, source code released
00:34 * Vornicus examines the feature list on wikipedia. Man they weren't kidding around.
00:35
<&McMartin>
Yeah, it's very important to remember that this was from 1993.
00:36
<&McMartin>
Looks like a lot of the code is 16-bit x86, though, which I think might be a lost art
00:36
<&McMartin>
Even if it's the only x86 assembler I've ever actually used~
00:36
< Reiv>
The most famous demo released, eh
00:36
< Reiv>
What was it~
00:36
< Azash>
https://www.youtube.com/watch?v=rFv7mHTf0nA
00:36
<&McMartin>
A bunch of graphical effects that look like they're from the early 2000s, in 1993, more or less
00:37
<&McMartin>
https://en.wikipedia.org/wiki/Second_Reality
00:37
<~Vornicus>
for some reason that video defaulted to 144p
00:37
<~Vornicus>
which is not a very good resolution.
00:37
<&McMartin>
YouTube despises all humanity
00:37
<&McMartin>
It keeps doing that to me with everything
00:39
<&ToxicFrog>
It tries to guess what the highest resolution you can handle without buffering is, and is sometimes unduly pessimistic.
00:40
<~Vornicus>
...cripes, that crossed bars one, I'm glad I didn't have it fullscreen
00:44
<~Vornicus>
That is incredible
00:45
< Reiv>
This is one of those things where this would have been mindblowing at the time
00:45
<&ToxicFrog>
Yes.
00:45
< Reiv>
And is now kind of naff, unless you comprehend the circumstances under which it was created.
00:45
< Reiv>
It is a shame how quickly things fall, in the context of PC.
00:45
< Reiv>
It's a goddamn work of art.
00:46
< Reiv>
But if I showed it to a couple kids these days, they Wouldn't Get It.
00:46
<&ToxicFrog>
1993, so Magic Carpet and System Shock were still a year away. Descent, two years.
00:46
< Reiv>
Right.
00:47
< Reiv>
Total Annihilation a full /four/, which is a goddamn entire PC generation
00:48
<&McMartin>
OTOH
00:48
<&McMartin>
Kids These Days would also not recognize either language this thing was written in
00:48
<&McMartin>
And to *that*, as someone who was using both back in 1993, I can only say:
00:48
<&McMartin>
Good Fucking Riddance
00:49
<~Vornicus>
Vash came in, said "what's that" and I told her it was a thing made in 1993 and she stood there for a moment and said "that looks like it was a complete pain in the ass to make" and I said "that was the point"
00:49
<&McMartin>
On the other hand, the sound technology it uses was in common use up through the mid-2000s.
00:49
<&McMartin>
Woo MODs, etc~
00:50
<~Vornicus>
Speaking of fancy graphics I was Very Disappointed to discover that BL2 uses static cube maps to implement reflections off of windows.
00:51
<&McMartin>
[</3]
00:52
< Reiv>
Vornicus: ... because it's cheating?
00:53
< Syka>
do I count as a 'kid these days'? :P
00:53
<~Vornicus>
Also because it dropped me out of the game to notice the technology they used and how it failed miserably to do what I expected
00:53
< Syka>
since that demo was released, uh
00:54
< Syka>
2 months before I was born
00:54
< Reiv>
Vornicus: ... how'd it do that?
00:54
< Syka>
Vornicus: hurrah for consolisation
00:55
<~Vornicus>
Reiv: well, a static cube map means that every window shows one particular view.
00:55
<~Vornicus>
Or rather, that all the windows, show that one particular view.
00:55
< Syka>
when games in 2013 can't do what Doom 3 on the PC did in 2004... :(
00:56
< Reiv>
... ahaha. Oops.
00:56
<~Vornicus>
So the scenery 'reflected' in the window isn't what's actually in front of the window.
00:57
< Reiv>
Syka: To be fair, Doom 3 in 2004 took a ridiculously powerful machine, and /still/ looked like ass.
00:57
<~Vornicus>
where's taht "doom 3 screenshot" when you need it
00:57
<@Namegduf>
I don't know why they don't just not use reflections for that kind of thign.
00:57
<@Namegduf>
*thing
00:57
<&ToxicFrog>
Namegduf: because it requires, in effect, rendering the scene multiple times from different viewpoints.
00:58
<&ToxicFrog>
Which is expensive.
00:58
<~Vornicus>
Namegduf: thing is they could have done some Very Simple Things with the world design and avoided the cube map problem entirely - if the windows pointed up instead of down, then they could just color match the sky and I probably wouldn't have noticed.
00:58
<@Namegduf>
I mean, why not just have non-reflective glass?
00:59
<&McMartin>
Because then people mock you for not being able to do what Deus Ex did in 2000, and Deus Ex looked and looks like shit~
00:59
<@Namegduf>
Seems pretty foolish.
00:59
<@Namegduf>
It isn't immersion breaking, reflective glass in video games tends to be absurdly overdone, like bloom.
00:59
< Syka>
the mirror in doom 3 made me stop playing the game :(
01:00
< Syka>
because you look at it, the screen goes all red, zooms in, and you quickly age in it, or something
01:00
<&McMartin>
There is one use of Bloom I find appropriate
01:00
< Syka>
I was like HA HA NOPE and uninstalled
01:00
<@Namegduf>
Mirrors look wrong if not reflective, yeah, but windows in real life rarely have noticeable reflection when there's not a huge brightness difference.
01:00
<&McMartin>
And that's to flare it up briefly on dark/light transitions.
01:01
<@Namegduf>
Omitting it is going to be way less jarring than doing it massively wrong.
01:01
< Reiv>
aka the classy way to make the "AUGH WHITE" thing?
01:01
< Syka>
McMartin: like coming out of the tunnel in the dune buggy in HL2?
01:01
<&McMartin>
Syka: Yes but twice at fast and not every time you do any transitions~
01:02
< Syka>
heh
01:02
<&McMartin>
(That was the very example that made me conclude "this is an acceptable use of this technology, but it's still intrusive")
01:02
< Syka>
well, i dont think Valve put anything of note in there during that
01:02
<@Namegduf>
Seems sensible.
01:02
< Syka>
mainly road and bloom
01:02
< Syka>
unless theres the bit in... ep 1?
01:03
< Syka>
the train tracks with the sniper
01:03
< Syka>
i guess that has bloom in that tunnel
01:03
<&McMartin>
I don't remember much of Ep1 or Ep2, tbh
01:03
<&McMartin>
So if they did it and I didn't notice, then good for them~
01:03
< Syka>
ep1 and ep2 sort of blended into the main game for me
01:03
<~Vornicus>
ep1 blended into the main game for me. ep2 didn't
01:03 * McMartin fires Crusader No Remorse MODs.
01:04
<@Alek>
mainly because it came SO LONG AFTER.
01:04
< Syka>
ep2 actually blended in more than 1 for me
01:04
<&McMartin>
Heh
01:04
< Syka>
because of the forest bit
01:04
<&McMartin>
So, I didn't play HL2 until 2010.
01:04
< Syka>
well, i only got on steam because I bought the Orange Box
01:04
<~Vornicus>
by ep2 they had the world brightness set up so gordon's eyes adjusted to the interior light
01:04
<&McMartin>
(I played Portal when it came out and I got it in the Orange Box, soo....)
01:04
< Syka>
so I guess I don't have that problem
01:04
<~Vornicus>
WHich actually worked out very well.
01:05
< Syka>
I've also played and completed the HL1 expansions before HL1 (but after playing Black Mesa)
01:05
< Syka>
which means that I a) know what's going to happen, and b) know what the game is going to throw at me
01:05
< Syka>
and then there's major BM differences, which throw me off
01:05
< Syka>
eg. the entirety of On A Rail
01:06
<~Vornicus>
thing is I really liked the original On A Rail
01:06
<&ToxicFrog>
You and no-one else on earth~
01:06
< Syka>
I didn't like it because I got stuck in several places
01:06
< Syka>
and had to google 'WHAT DO I DO HERE'
01:07
< Syka>
because it tells you "NO DON'T STAND ON THE RAILS", and you need to walk up to a blastdoor, which has like 30cm of concrete and the rest is rail
01:07
<@Namegduf>
This is making me want to watch through Freeman's Mind again.
01:07
< Syka>
so I sat there looking for a button or something
01:07
< Syka>
thinking i'd try the Quake 2 solution
01:07
< Syka>
"There's something not working - must be a button somewhere"
01:08
< Syka>
also, I found a hall of mirrors section
01:08
< Syka>
there's a tunnel you don't go down, i think it's the very first one
01:09
< Syka>
there's no texture on the end - maybe they assumed you wouldn't look down there?
01:09 * Alek only signed up on steam because someone was offering a free Orange Box. in... 09?
01:10
<@Alek>
and I don't regret it for a minute. except when there's a Steam Sale on. XD
01:10
< Syka>
heh
01:10
<@Alek>
well, I do regret not joining earlier. >_>
01:11
< Syka>
yeah same
01:11 * Alek has over $2000 worth of games, bought mostly on sales.
01:11
< Syka>
but i guess I didn't actually have Real Internet until that time
01:11
<@Alek>
215 games, but that counts a bunch of expansions. >_>
01:11
< Syka>
oh god, i don't want to know how much i've spent
01:11
< Syka>
"All Games: 282"
01:11
<@Alek>
steamdb.com has a calculator that can tell you the value, if not how much you spent.
01:12
< Syka>
Linux Games, 46
01:12 * Alek knows he spent less than the 2k.
01:12
<&McMartin>
Yeah, the $ amount there is wildly inaccurate
01:12
< Syka>
ahahahaha the button is 'get disappointed in your life'
01:12
<@Alek>
yeah, it's based on current non-sale value. mainly.
01:12
< Reiv>
Only if you buy everything at 75% off~
01:12
< Syka>
games not played, 45%
01:12
<&McMartin>
Humble Bundles can result in over 95% off~
01:12
< Syka>
1,500 hours
01:12
<&McMartin>
Man, I'm closing in on my 200th game writeup since I started keeping track~
01:12
< Syka>
$3376 of games
01:13
< Syka>
however - I'm an Aussie
01:13
<&McMartin>
That lets me pretend I'm being a critic or something even though I'm totally not
01:13
<@Alek>
although scrolling through, some items had the price crossed out and a -XX% and final price next to that.
01:13
< Syka>
so double that, because Australian prices
01:13
<~Vornicus>
I liked it I think partly because I /did/ feel a little lost
01:13
<@Alek>
so I have no idea what that means.
01:13
<&McMartin>
It means "Dishonored is on Sale today"~
01:13
<~Vornicus>
It wasn't like earlier zones where I knew exactly where I was going because there was only one path.
01:13
< Syka>
heh
01:13
<@Alek>
well, the calculator isn't supposed to count sale value.
01:13
< Reiv>
McMartin: Actually, I /like/ your reviews because you're /not/ being a game critic
01:14
<@Alek>
also, I don't have Dishonored. I do have Sleeping Dogs. XD
01:14
< Syka>
Vornicus: well, there only was one path, technically
01:14
< Syka>
Vornicus: they just had lots of loops and dead ends
01:14
<&McMartin>
Reiv: Well, I mean in the sense of "I'm interested in why the game works or doesn't"
01:14
<@Alek>
yes. and some places you had to loop in order to open the main path further.
01:14
< Syka>
if you shot every ^ v you came across, you got through pretty much
01:14
<&McMartin>
Incredipede was interesting in that Normal mode was more interesting than Hard mode even though Hard mode was really obviously intended to be "the real game"
01:15
< Syka>
heh, game logs
01:15
< Syka>
I should totally keep one, but it would be polarised as hell
01:15 * McMartin likes Backloggery.
01:15 * McMartin also likes but doesn't keep a log on howlongtobeat
01:15
< Syka>
"BF:BC2 - BEST FPS EVER" would be the average one
01:16
< Reiv>
McMartin: Why was it more interesting?
01:16
< Syka>
right now i have rediscovered how fun it is
01:16
<&McMartin>
Syka: Woo
01:16
<~Vornicus>
That's the funny thing though. It introduced the train -- which is to say, the epitome of one-path stuff -- and then you get to take lots of different paths.
01:16
< Syka>
and surprisingly there's still some ~150 australian players
01:16
< Syka>
on okay-ping servers
01:16
<&McMartin>
I've been on a revisit kick lately because of the silly Steam Trading Cards thing, which I'm using as an excuse to drop an odd hour or two into games I beat ages ago
01:16
<&McMartin>
A few still hold up!
01:16
< Syka>
I do have to drag out my windows shitbox
01:16
< Syka>
because in Wine, the sky is made of flailing triangles
01:16
<&McMartin>
Reiv: In brief, because Hard mode is "here is a maze, build an animal with musculature to solve it"
01:16
<@Alek>
McM: augh, the cards! XD
01:16
< Syka>
and my gun is made of random polys
01:16
<&McMartin>
Band Name Alert: Flailing Triangles
01:17
< Syka>
haha
01:17
<&McMartin>
(I guess they play the Triangle)
01:17
< Syka>
but yeah, my gun is sometimes... not there
01:17
< Syka>
i think i have ascreenie
01:17
<&McMartin>
Normal is "here's a maze and a creature to solve it with"
01:17
< Reiv>
Aaah.
01:17
<&McMartin>
Hard mode tends to reduce to "find some super mobility forms and use them all the time"
01:18
< Syka>
aaa o dp
01:18
< Syka>
id o
01:18
<&McMartin>
And unlike how Crayon Physics's Normal Mode was "don't use the awesome stuff all the time" and suffered for it becuase it meant only using lame stuff
01:18
<&McMartin>
Incredipede Normal has the occasional hilariously impractical form
01:18
<&McMartin>
Including one that requires you to QWOP out some actual brachiation.
01:19
< Syka>
https://dl.dropboxusercontent.com/u/14290114/pics/bfbc2.jpg https://dl.dropboxusercontent.com/u/14290114/pics/polygun.jpg
01:19
< Syka>
flailing triangles in #1, gun made of polys in #2
01:19
<&McMartin>
Ha ha, I thought that was a bridge in 1
01:19
<&McMartin>
That reminds me thoguh
01:20
<&McMartin>
I've been meaning to see if my Linux Lappy can rock native HL2
01:20
< Syka>
now, they didnt stay still
01:20
< Syka>
imagine if they were randomly flailing
01:20
< Syka>
like, different position every frame
01:20
<&McMartin>
Yeah, I can see what it would be now that it's pointed out
01:20
< Syka>
also, explosions never went
01:20
<&McMartin>
I just didn't get it right away from the still :D
01:20
< Syka>
they would just... keep exploding
01:20
< Syka>
...so you'd join a map halfway through
01:20
<&McMartin>
TORGUE
01:20
< Syka>
and the entire everything is explosions
01:20
< Syka>
and you can't see shit
01:21
< Syka>
and your MG3 is a box of polygons
01:21
< Syka>
and then you get kicked because punkbuster doesnt work
01:21 You're now known as TheWatcher[T-2]
01:21
<&McMartin>
(Anyway, writeups: https://hkn.eecs.berkeley.edu/~mcmartin/stack.html )
01:21
<&McMartin>
(I should probably turn this into something easier to navigate at some point)
01:21
<&McMartin>
(I think that might mean 'migrate it to wordpress or something')
01:21
< Reiv>
nooo please don't
01:22
< Reiv>
Just rig the side menu to choose between alphabetical and chronological and we'd be fine
01:22
<&McMartin>
Well, ideally one would rig *the page itself to*
01:22
< Syka>
In GLaDOS' voice: "They say a mind is a terrible thing to waste. But this is a brain. Brains are useless."
01:22 * Syka hee hee hee
01:26 You're now known as TheWatcher[zZzZ]
02:03 RichyB [RichyB@D553D1.68E9F7.02BB7C.3AF784] has quit [[NS] Quit: Gone.]
02:06 RichyB [RichyB@D553D1.68E9F7.02BB7C.3AF784] has joined #code
02:22 * ToxicFrog pokes emufun with a stick
03:14 ktemkin is now known as ktemkin[bwol]
03:57 Kindamoody[zZz] is now known as Kindamoody
04:36 VirusJTG [VirusJTG@Nightstar-09c31e7a.sta.comporium.net] has quit [[NS] Quit: Program Shutting down]
05:12 Derakon is now known as Derakon[AFK]
06:08 Xon [Xon@9C034E.A7474E.446F1A.DEA144] has quit [Client closed the connection]
06:13 Xon [Xon@9C034E.A7474E.446F1A.DEA144] has joined #code
06:26 ErikMesoy|sleep is now known as ErikMesoy
06:45 Kindamoody is now known as Kindamoody|out
07:13 celticminstrel [celticminst@Nightstar-ae361035.dsl.bell.ca] has quit [[NS] Quit: And lo! The computer falls into a deep sleep, to awake again some other day!]
07:14
<&McMartin>
Man, if I tie up Steam with idling for cards suddenly I get way more code written >_>
07:15
< Reiv>
... idling for cards?
07:15
< Reiv>
What is this sorcery
07:15
< Reiv>
(Also what are cards /for/ that is the bit I have yet to determine)
07:15
<&McMartin>
I started caring about the silly Steam Trading Cards thing when I noticed some of them gave you nifty wallpapers~
07:15
< Reiv>
... o rly
07:16
<&McMartin>
(If you go to Badge Progress and pick a game that you have cards for you can click a card you have twice and it will give you a 1080p image that might have a piece of the card in it)
07:16
<&McMartin>
Cards are unlocked by logging time in a game, so I take something I want wallpapers for, leave it running for 60-90 minutes, then come back with prizes~
07:18
<&McMartin>
Also in this case with about 300 lines of C code written for a JSON parser that will use the same memory management and data structure routines as the rest of Monocle, saving me a few headaches.
07:45 Turaiel is now known as Turaiel[Offline]
09:14
<@Alek>
mcm: those are the game art that the piece of card art is cut from. they count as the card art.
09:14
<@Alek>
if you collect a full set of cards for a given game, you trade them in to get steam points, and a chance at some random loot.
09:15
<@Alek>
like other wallpapers, emoticons, other profile stuff, coupons for other games...
09:15
<@Alek>
and the steam points raise your steam level, which unlocks more profile options and more friend slots.
09:15
<@Alek>
that's what I've found so far.
09:16
<@Alek>
and oh yeah, supposedly if you've gotten all your card drops for a given game, you've got a chance to get a booster pack containing more, random cards.
09:16
<@Alek>
supposedly.
09:16
<@Alek>
as long as you're logged on to steam.
09:22
<@Alek>
oh yeah, trading in the cards also gives you the game's badge.
09:22
<@Alek>
you can do that up to 5x, increasing it to a max level 5 badge.
09:22
<@Alek>
and there's a minuscule chance of getting a foil card instead, which collects separately and turns into a separate, foil badge.
09:23
<@Alek>
also, some games unlock stuff if you've got the game badge.
09:23
<@Alek>
like Beat Hazard, apparently.
09:23
<@Alek>
a new ship at basic badge, and another at max badge.
09:31 You're now known as TheWatcher
09:41 AverageJoe [evil1@Nightstar-4b668a07.ph.cox.net] has joined #code
10:13 AverageJoe [evil1@Nightstar-4b668a07.ph.cox.net] has quit [[NS] Quit: Leaving]
10:13 AverageJoe [evil1@Nightstar-4b668a07.ph.cox.net] has joined #code
10:32 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has joined #code
10:36 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has quit [Connection reset by peer]
10:42 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has joined #code
10:45 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has quit [Client closed the connection]
10:50 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has joined #code
10:50 AverageJoe [evil1@Nightstar-4b668a07.ph.cox.net] has quit [[NS] Quit: Leaving]
10:53 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has quit [Client closed the connection]
10:57 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has joined #code
11:00 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has quit [Connection reset by peer]
11:04 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has joined #code
11:07 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has quit [Client closed the connection]
11:12 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has joined #code
11:15 Karono [Karono@Nightstar-13c26ed9.optusnet.com.au] has quit [Client closed the connection]
11:26 Turaiel[Offline] [Brandon@Nightstar-ea8fda76.lnngmi.sbcglobal.net] has quit [Client closed the connection]
11:26 Typherix [Typherix@Nightstar-ea8fda76.lnngmi.sbcglobal.net] has quit [Connection reset by peer]
11:26 Turaiel[Offline] [Brandon@Nightstar-ea8fda76.lnngmi.sbcglobal.net] has joined #code
11:27 Typherix [Typherix@Nightstar-ea8fda76.lnngmi.sbcglobal.net] has joined #code
13:33 * TheWatcher hates all over css
13:35
<@gnolam>
I assume this is BOX MODEL RARHRHGAHGH.
13:35
< Xon>
a hate css box model party?
13:37 ktemkin[bwol] is now known as ktemkin
13:37
<@gnolam>
(As the incredibly unintuitive Box Model is what's wrong with CSS. The rest is fine. Nowadays, you don't even have to gnash your teeth over IE.)
13:38
<&McMartin>
(IE once burned me by being *too standards-compliant*, the bastards)
13:38
<@TheWatcher>
gnolam: got it in one
13:38
< Reiver>
Box model css?
13:39
< Syka>
you can fix the box model easily
13:39
< Syka>
if youre using sass+compass
13:40
< Syka>
*
13:40
< Syka>
@include box-sizing(border-box)
13:40
< Syka>
or whatever
13:41
< Syka>
which uses the (shockingly) more sane legacy IE box sizing model
13:41
< Syka>
works IE8+
13:42
<@gnolam>
Reiver: the Box Model describes how elements are sized (which in turn affects positioning and suchlike). And it's unintuitive as all fuck.
13:42
< Syka>
border-box is sane
13:42
< Syka>
width == content + padding
13:43
< Syka>
so adding padding makes the content smaller, not the width larger
13:43
< Syka>
oh and, border is still on the inside
14:01 Vornicus [vorn@ServerAdministrator.Nightstar.Net] has quit [[NS] Quit: Leaving]
14:35 * TheWatcher eyes this
14:35
<@TheWatcher>
... why is it not firing the goddamned event when this changes
14:38 PinkFreud [WhyNot@NetworkAdministrator.Nightstar.Net] has quit [Ping timeout: 121 seconds]
14:40 PinkFreud [WhyNot@NetworkAdministrator.Nightstar.Net] has joined #code
14:40 mode/#code [+o PinkFreud] by ChanServ
14:52 PinkFreud [WhyNot@NetworkAdministrator.Nightstar.Net] has quit [Ping timeout: 121 seconds]
15:16 PinkFreud [WhyNot@NetworkAdministrator.Nightstar.Net] has joined #code
15:16 mode/#code [+o PinkFreud] by ChanServ
15:32 PinkFreud [WhyNot@NetworkAdministrator.Nightstar.Net] has quit [Ping timeout: 121 seconds]
15:45 PinkFreud [WhyNot@Pinkfreud.is.really.fuckin.lame.nightstar.net] has joined #code
15:45 mode/#code [+o PinkFreud] by ChanServ
16:02 PinkFreud [WhyNot@Pinkfreud.is.really.fuckin.lame.nightstar.net] has quit [Ping timeout: 121 seconds]
16:08 PinkFreud [WhyNot@NetworkAdministrator.Nightstar.Net] has joined #code
16:08 mode/#code [+o PinkFreud] by ChanServ
16:15 ktemkin is now known as ktemkin[walk]
16:26 celticminstrel [celticminst@Nightstar-ae361035.dsl.bell.ca] has joined #code
16:26 mode/#code [+o celticminstrel] by ChanServ
16:40
<@gnolam>
From elsechan: http://stackoverflow.com/questions/4456438/how-can-i-pass-the-string-null-throug h-wsdl-soap-from-as3-to-coldfusion-web
16:41
<@Tamber>
...ha
16:42
< simon_>
I'm writing some code generation for a reversible language, and I'm using a suggested chunk of calling-convention assembler code for wrapping my procedures.
16:42
<@TheWatcher>
gnolam: ...
16:43
< simon_>
it's like "do something; the actual function; do something more"
16:43
< simon_>
the "do something" and "do something more" depend only on one number specific to the actual function, and everything else is generic.
16:43
< simon_>
(i.e. an offset related to return jumping)
16:45
< simon_>
I could embed this chunk of code around every procedure I'm translating, or I could put it somewhere, save the necessary number to a reserved register, and refer to the same chunk of wrapper code every time.
16:46
< simon_>
the question is: is there any point in doing this? as far as I can see, it's saving program size, but might be increasing use of stack memory, but especially reserving another register for special purposes.
16:48
< simon_>
it's for an abstract processor, so I can't really say if it's actually bad, but something tells me reserving registers for one purpose risks inefficiency.
16:48
<@TheWatcher>
The answer largely depends on the constraints your code is running under. Is program size an issue? Are you using all the registers or are most of them idle?
16:50
< simon_>
yeah, it's too hypothetical. I guess I'm optimizing prematurely. i.e., there are probably 32 registers, but I don't have to care much about that, the processor isn't in use physically (since most reversible computing is mostly theoretical still), and program size isn't an issue.
16:51
< simon_>
I guess I was looking for an opinion like "calling-convention code might as well always go <somewhere>"
16:52
<@TheWatcher>
Yeah, I'd leave off optimising that for now: if the 'do something'/'do something more' are regular, you can always do a code-wide replace later.
16:53
<@TheWatcher>
(if your assembler allows you do do includes, I'd stick the two chunks in separate files, include them, and let the assembler deal with it, so you have the actual code in one place)
16:54
< simon_>
I don't actually have an assembler ;) I'm generating code that probably won't be run. it's a drat, but my project is more about the heap-allocation strategy of constant terms.
16:55
< simon_>
thanks!
17:00
< simon_>
another exercise I made up is this: I'm making a bijective function between natural numbers encoded as peano numbers (2 = S (S 0)) and in binary trees (2 = Cons (Nil, Cons (Cons (Nil, Nil), Nil))).
17:07 ktemkin[walk] is now known as ktemkin
17:12
<&ToxicFrog>
simon_: I would say, store it someplace and use a register for now, as that's simpler.
17:16 ErikMesoy1 [Erik@A08927.B4421D.FE7332.609F63] has joined #code
17:17 ErikMesoy [Erik@Nightstar-0fb48670.80-203-17.nextgentel.com] has quit [Ping timeout: 121 seconds]
17:26
< Syka>
sykas insane things #4534534
17:26
< Syka>
writing a distributed map/reduce-esque thing using sqlite
17:26
< Syka>
attempting to outperform mongodb, purely for laughs
17:27
<@Tamber>
Depending on how you define that, that could be easy~
17:27
< Syka>
i don't mean time to crash
17:28
<@Tamber>
"/dev/null is the fastest backup device"
17:28
< Syka>
nah
17:28
< Syka>
sharded /dev/null is far superior
17:33 ErikMesoy1 is now known as ErikMesoy
20:54 Kindamoody|out is now known as Kindamoody
21:34 Kindamoody is now known as Kindamoody[zZz]
21:59 ErikMesoy is now known as ErikMesoy|sleep
22:35 Derakon [chriswei@Nightstar-a3b183ae.ca.comcast.net] has joined #code
22:36 mode/#code [+ao Derakon Derakon] by ChanServ
22:36 * Derakon mutters at Windows, Visual Studio, nmake, etc.
22:36
<&Derakon>
pyNetCam.obj: fatal error LNK1112: module machine type 'X86' conflicts with target machine type 'x64'
22:37
<&Derakon>
Why the hell are you generating an x86 module?
22:38
<&Derakon>
http://pastebin.com/TK1BGAn8
22:38
<&Derakon>
I don't see anything in there that says "make pyNetCam be x86".
22:38
<&Derakon>
(As the output of the cl command indicates, I am running the 64-bit compiler)
22:39
<&Derakon>
Any of you have any idea?
22:39
<&Derakon>
Because I am rapidly running out of brain.
22:46 VirusJTG [VirusJTG@Nightstar-09c31e7a.sta.comporium.net] has joined #code
22:46
<&jerith>
Derakon: What's the /DWIN32 in ther?
22:46
<@TheWatcher>
Where're you building pyNetCam.obj? I can't see a corresponding cl for that?
22:49
<&Derakon>
That was it; make clean didn't remove the .obj.
22:49
<&Derakon>
Thanks.
22:50
<&Derakon>
jerith: AIUI /DWIN32 is a flag that means "I am not building a 16-bit program", not "I am building a 32-bit program".
22:52
<&jerith>
I was about to second TheWatcher's comment and suggest a "make clean" and then I noticed that you'd already confirmed that. :-)
22:53
<&Derakon>
I ran "make clean", but whoever made this makefile didn't make "make clean" actually make clean.
22:53
<&Derakon>
And I failed to notice.
22:55
<@TheWatcher>
>.< haet when that happens
23:18
<&Derakon>
Well, it compiles and links, and now it doesn't run. Still, progress. Thanks again, TW.
23:19 Derakon [chriswei@Nightstar-a3b183ae.ca.comcast.net] has quit [[NS] Quit: leaving]
23:43
< [R]>
Math peeps, how to I animate something orbiting?
23:43
< [R]>
(IE traveling in a perfect circle)
23:44
<&McMartin>
Graph r = 1, theta = t for ever increasing t?
23:45 Vornicus [vorn@ServerAdministrator.Nightstar.Net] has joined #code
23:45 mode/#code [+qo Vornicus Vornicus] by ChanServ
23:46
< [R]>
I ask because I am not a math peep.
23:46
< [R]>
http://xiennith.com:81/game.html <-- what I have so far.
23:48
<&McMartin>
Circles are constant functions in polar coordinates, so if you can find a thing on rendering polar coordinates in cartesian (aka normal x-y) coordinates that ought to get you started.
23:49
<&McMartin>
It'll involve spinning an angle and using cosine of that angle as a factor of the x and sine as a factor of the y
23:50
< [R]>
"polar coordinates" == (infinity, infinity), (infinity, -infinity), (-infinity, infinity), (-infinity, -infinity)?
23:52
<&McMartin>
No, polar coordinates use (distance, angle) instead of (x, y).
23:53
< [R]>
Oh, I think I have it
23:54
< [R]>
Yeah, okay, yay!
23:54
< [R]>
,x = 75 + 15 * Math.sin(T) ,y = 75 + 15 * Math.cos(T)
23:54
<&McMartin>
That looks good to me
23:55
<&McMartin>
Not sure how it will handle the crossover points, but I guess it ought to
23:56 thalass [thalass@Nightstar-a8e66d3f.bigpond.net.au] has joined #code
--- Log closed Tue Aug 06 00:00:11 2013
code logs -> 2013 -> Mon, 05 Aug 2013< code.20130804.log - code.20130806.log >

[ Latest log file ]