--- Log opened Sun Aug 09 00:00:00 2015 |
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00:51 | <&McMartin> | Oh hey, Rust 1.2 is out. |
00:51 | <&McMartin> | And the APIs I needed for my gameblog program are actually all stable now. |
00:51 | <&McMartin> | Like, um, to_lowercase |
00:52 | <&McMartin> | And the std::fs calls relating to the creation of directories. |
01:10 | <&ToxicFrog> | Directory creation :( |
01:10 | <&ToxicFrog> | At some point I'm going to have to actually handle that properly in ttymor |
01:10 | <&ToxicFrog> | Right now I just shell out to mkdir -p, which is half the reason it won't work on windows |
01:10 | <&ToxicFrog> | (the other half is that it blindly assumes you're using a vt220 compatible terminal) |
01:11 | <&McMartin> | Yep |
01:11 | <&McMartin> | Like, I don't begrudge them taking three full releases to get this stable~ |
01:11 | <&McMartin> | Python's os.makedirs() is pretty much my cross-platform way to do this. |
01:13 | <&McMartin> | (And rust now has std::fs::create_dir_all.) |
01:14 | <@celticminstrel> | Boost has one too. |
01:15 | <&McMartin> | Yep |
01:15 | <&McMartin> | I'm not sure how much of boost::filesystem was imported into the three advanced C++ standards. |
01:15 | <&McMartin> | Or which ones. |
01:15 | <&McMartin> | C++11 seems to have Not Had Much. |
01:16 | <&McMartin> | (While getting a lot of boost::chrono, boost::date_time, boost::thread, and boost::smart_ptr) |
01:16 | <@celticminstrel> | C++11 didn't include the filesystem library. |
01:16 | <@celticminstrel> | I have no idea what happened in C++14. |
01:16 | <&McMartin> | Or 17! |
01:16 | <@celticminstrel> | Or what's happening in C++17. |
01:16 | <&McMartin> | 17 is going to get an Either type, though <3 |
01:17 | <@celticminstrel> | Eh? |
01:17 | <@celticminstrel> | Like boost::variant? |
01:17 | <&McMartin> | Closer to rust's Result type. |
01:17 | <@celticminstrel> | I don't know rust. |
01:17 | <&McMartin> | "Either" is actually a Haskellism |
01:17 | <&McMartin> | It's, um, basically |
01:18 | <&McMartin> | Either<a,b> is struct { bool is_an_a; union { a a; b b; } val; } |
01:18 | <&McMartin> | But with blocks on it so that you can't extract a or b without confirming its type. |
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01:18 | <@celticminstrel> | I thought that was what boost::variant was. |
01:18 | <&McMartin> | The most common usage for it - and why Rust renamed it "Result" - is Either<ResultTypeOfSuccess, Error> |
01:19 | <&McMartin> | ... I may have boost::variant and boost::any confused |
01:19 | <@celticminstrel> | I haven't actually used boost::variant. |
01:19 | <&McMartin> | If I do, I suspect boost::variant is a more general implementation of algebraic data types |
01:19 | <@celticminstrel> | boost::any can, as its name implies, hold anything. |
01:19 | <&McMartin> | The effect of Either (or Result) is essentially "this function returns an error code that the compiler verifies you checked before you tried to use the result" |
01:20 | <&McMartin> | Which I consider strictly better than returning an ordinary error code, and also strictly better than exceptions. |
01:20 | <&McMartin> | I dislike exceptions. |
01:20 | <@celticminstrel> | Hm. |
01:21 | | * McMartin looks at boost::variant |
01:21 | <&McMartin> | boost::variant is the superclass of this; it's the ADT system. |
01:21 | | * celticminstrel does too. |
01:21 | <&McMartin> | That's ML-style datatypes, implemented with templates. |
01:22 | <@celticminstrel> | Yeah, that's what I thought it was, a safe union. |
01:22 | <&McMartin> | And with a choice of static vs. dynamic checking |
01:23 | <&McMartin> | It seems that parts of this made it into C++17 though I'm not finding the proposal I found when I went looking. |
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02:53 | | * Vornicus starts actually figuring out angular |
02:54 | <@celticminstrel> | I keep hearing about that but still don't know what it is. |
02:59 | <~Vornicus> | Angular is - declarative dynamic HTML, approximately |
03:01 | <~Vornicus> | You know how, normally when you have a web application, in order to make that web application's data change in accordance with changes in data, you must describe how to actually change the html to match? |
03:04 | <~Vornicus> | angular makes it so that the html automatically updates itself. |
03:04 | <@celticminstrel> | I see... |
03:04 | <~Vornicus> | Here's a snippet from my current thing: <li ng-repeat="player in playerList.players">{{player}}</li> |
03:08 | <~Vornicus> | I have written no code to inform angular when this might change; instead, it watches for changes and updates the DOM accordingly. |
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03:14 | <~Vornicus> | It can also watch form inputs, and will update those inputs' class attributes as it changes to show what's happening. I've got a thing on there that marks fields that aren't valid in red: .ng-dirty.ng-invalid { background-color: #fcc; } |
03:15 | <~Vornicus> | And as I type into the field, it will change to red if something makes the field invalid. |
03:16 | <~Vornicus> | Just now, and the reason I think I'm getting the hang of angular, is I made a directive called 'uniq', which makes it so <input ... uniq="playerList.players"> will come up as invalid when the input value matches something already in playerList.players |
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13:52 | <@Wizard> | https://www.reddit.com/r/netsec/comments/3gbekl/x86_design_flaw_allowing_univers al_privilege/ |
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14:12 | < [R]> | Tumbl would love that. |
14:12 | < [R]> | Tumblr* |
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17:45 | < kourbou> | Do I need some sort of database like SQLite for an authentication server? I've never really worked on authentication before. |
17:47 | <&ToxicFrog> | Depends on what you're authenticating against. |
17:47 | < kourbou> | Just a login for an indie game server. |
17:47 | < kourbou> | You know, classic Login/pass. |
17:48 | <&ToxicFrog> | Aah. |
17:48 | <&ToxicFrog> | You probably want a database, then, yes. |
17:49 | <&ToxicFrog> | TweakDB support is working: http://imgur.com/yNFMXGD.png |
17:51 | < kourbou> | Eh I'll work on Auth later. |
17:55 | < [R]> | kourbou: what language? |
17:55 | < kourbou> | C# (dunz hate pls) |
17:55 | < kourbou> | :P |
17:56 | < kourbou> | I have no idea how SQL works, so maybe I need to learn that first. |
17:56 | < [R]> | Dunno |
17:56 | < [R]> | If you were using something less bound, I could probably suggest a lighter key/value storage. |
17:56 | < [R]> | Maybe there's BDB bindings for C#? |
17:56 | < kourbou> | Just a Dictionary, hmm? |
17:56 | < kourbou> | BDB? |
17:57 | < [R]> | Yup: http://docs.oracle.com/cd/E17076_04/html/programmer_reference/csharp.html |
17:57 | < [R]> | https://www.google.ca/search?q=berkeley+DB+C%23&ie=utf-8&oe=utf-8&aq=t&rls=org.m ozilla:en-US:official&client=firefox-a&channel=fflb&gfe_rd=cr&ei=WIbHVYTlEqii8we vlYywCg |
17:57 | < kourbou> | My question is why can I not just make a key/value thing on my own. |
17:58 | < [R]> | BDB is a really old key-value store. Should be simple enough for your usage. |
17:58 | < [R]> | You could. |
17:58 | < [R]> | Do what SocketMUD does (except less shitty) |
17:58 | < kourbou> | Then why do people go through the pain of setting up an SQL server? o-o |
17:58 | < [R]> | ... |
17:59 | < [R]> | Because they're storing data that's massively more complex? |
17:59 | < kourbou> | Ah. |
18:00 | < [R]> | Like transaction data. |
18:00 | < [R]> | Also they need the data accessible from multiple hosts. |
18:00 | < kourbou> | Oh! |
18:00 | < kourbou> | Right. |
18:00 | < kourbou> | Makes more sense. |
18:00 | < [R]> | Because SPoF is a thing |
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21:58 | < Meatyhandbag> | Hey, I was wondering. how might someone go about trying to program something to notice when a beat is being kept? |
21:58 | < Meatyhandbag> | Like, I know you could create a beat and make it so that it should follow that beat. but a way for any beat, to be recognised, so long as it is repetitive |
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22:54 | <&McMartin> | Meatyhandbag: Hmm. That seems like the problem Audiosurf, Melody's Escape, etc. solve. |
22:54 | < Meatyhandbag> | audio surf? |
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22:56 | <&McMartin> | http://www.audio-surf.com/ |
22:57 | <&McMartin> | It's a game from 2008, it's the one that put this kind of thing on the map. |
22:57 | <&McMartin> | Melody's Escape is a newer, not entirely complete game, but it very formally attempts to deduce the tempo of music you feed it as part of the game. |
23:00 | < Meatyhandbag> | I was thinking of a sort of running mechanic, where the player repeatedly taps a button to a beat. the faster the beat, the faster the character goes, but if they break tempo, the character trips and falls over themselves. so it becomes a test of trying to go fast, but not so fast you can't control yourself |
23:02 | < Meatyhandbag> | eh, probably too much for the player really |
23:02 | <&McMartin> | I think what you describe could be simply "time since last input" and a permissible variance |
23:02 | <&McMartin> | With each input providing an impulse, and friction |
23:02 | < Meatyhandbag> | Just didn't like the idea of a racing game, where all you do is press the "go" button in order to run |
23:02 | <&McMartin> | Hm, yes |
23:02 | <&McMartin> | Now that you mention it |
23:03 | <&McMartin> | Lots of alternation-input games need you to match a speed, not just max out speed |
23:06 | < Meatyhandbag> | do you think that that might be too much input required on the player though, especially in a racing game where fast reactions are needed? |
23:07 | <&McMartin> | I honestly am not sure. This feels a lot like a "whip up a prototype" thing to me. |
23:09 | <&McMartin> | I'd personaly use Game Maker for such experiments, but that's just because I have a copy handy and have used it before |
23:09 | < Meatyhandbag> | probably right |
23:11 | <&McMartin> | When I was fiddling around with platformer physics I got basically nowhere until I had a little sim full of knobs to tweak |
23:11 | <&McMartin> | (that adjusted physics etc) |
23:16 | < Meatyhandbag> | um, isn;t game maker really restrictive like RPG makeR? |
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23:34 | <&McMartin> | Actually no; it's a full engine |
23:34 | <&McMartin> | It's *better* at moving 2D objects around with simplified physics etc |
23:35 | <&McMartin> | But it's maybe a half tier below Unity |
23:35 | <&McMartin> | (Both of which are built around scenes full of objects that react to events) |
23:35 | <&McMartin> | (But Unity uses "real" programming languages and Game Maker uses what is basically a clumsy reinvention of JavaScript) |
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--- Log closed Mon Aug 10 00:00:16 2015 |