code logs -> 2018 -> Thu, 28 Jun 2018< code.20180627.log - code.20180629.log >
--- Log opened Thu Jun 28 00:00:25 2018
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01:49
<@macdjord>
ErikMesoy: Alright, I graphed it in AutoCAD, and found that (0,0) is, in fact, the only solution for which all 4 ropes remain taut. Here's what happens:
01:49
<@macdjord>
Initially, with all buckets equally heavy, the table is level. As soon as you add extra weight to one bucket, the table will start to tip towards the heavy bucket while swinging sideways to keep the center buckets' ropes' taut; the opposite bucket will be lifted up by the table with its rope slack. For any given level of weight imbalance, there is one and only one angle of tip for which the force diagram balances, and this is the angle
01:49
<@macdjord>
at which the table will hang.
01:49
<@macdjord>
There is a particular angle - what that angle is depends on the width of the table relative to the length of the ropes - which gets the heavy bucket as low as it is possible to get while keeping those three ropes taut and all the buckets on the table. As you add weight to the heavy bucket, the angle of tilt will approach asymptotically this angle.
01:49
<@macdjord>
Eventually, you will reach a level of weight where the vertical force exerted on the middle buckets' ropes' on the buckets they are attached to exceeds the weight of the buckets. (Note: the ropes will be pulling at an angle, but only the vertical component of the force counts.) At this point these buckets will lift off and start hanging freely from their ropes instead of resting on the table. This change in the center of mass will cause
01:49
<@macdjord>
the table to suddenly tilt much more sharply. However, the liftoff of the middle buckets decouples the side swing from the tilt angle; no longer must the table swing further sideways the more steeply it tilts to keep those middle ropes taut. So the table will also suddenly reduce how far off center it has swung.
01:49
<@macdjord>
As the weight of the heavy bucket further continues to increase, the angle of tilt of the table will asymptotically approach vertical. (I am, of course, assuming infinite friction; a bucket can be lifted by its rope, but otherwise will never slide, fall off, or spill, no matter what the angle.)
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06:33
<~Vornicus>
aaaarg it's because the description of how generic for is used is wrong. what the hell
06:33
<&McMartin>
?
06:33
<~Vornicus>
or at the very least so unclear as to be wrong
06:33
<~Vornicus>
Trying to write an iterator in lua http://www.lua.org/manual/5.1/manual.html#2.4.5
06:34
<&McMartin>
Aha
06:34
<&McMartin>
Sadface
06:36
<~Vornicus>
...and I don't even know where exactly it's failing
06:36
<~Vornicus>
Printing just before it returns shows that the variables are correct
06:38
<~Vornicus>
what the hell
06:40
<&McMartin>
https://ppltoast.wordpress.com/2018/05/11/a-small-look-into-the-gamecubes-copy-filter/
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12:42
<&ToxicFrog>
Vornicus: paste code?
12:42
<&ToxicFrog>
I can confirm that the description of generic for given in the manual is correct.
13:23
< Vorntastic>
I figured out what was happening eventually. It was going one step too far before failing out with null
13:24
< Vorntastic>
Nil gosh
13:25
<&ToxicFrog>
Aah
13:25
<&ToxicFrog>
(also, if you're implementing iterators, coroutine.wrap may be of use for some of them)
13:27
< Vorntastic>
What I really fucking want is pythons iterator power which is overwhelming by comparison
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13:40
<&ToxicFrog>
...how so?
13:41
<&ToxicFrog>
Python iterators are just a bit of syntactic sugar for what coroutine.wrap does, and are equivalent in power
13:41
<&ToxicFrog>
(which is to say: they are a very restricted subset of what you can do with lua coroutines, but with syntax optimizations to make it easier to write iterators with them)
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13:46
< Vorntastic>
Honestly the big one is everything already has iter in Python. I don't get map or filter or ... Anything like that natively in Lua and so things I'd do in one line in Python are now like ten lines across half a dozen functions.
13:49
< Vorntastic>
Well. Not that extreme. But it's always a lot more work to get anything done and the result is never something I'm at all proud of
13:49 * ToxicFrog nods
13:50
<&ToxicFrog>
Lua is pretty minimalist and doesn't come with nearly the degree of batteries Python does. You can implement most of this stuff but the set of builtins is, by design, pretty sparse.
13:51
<&ToxicFrog>
There's a reason I wrote this and use it in most of my projects: https://github.com/toxicfrog/luautil
13:53
<&ToxicFrog>
If you can target 5.2 it adds the __pairs metamethod; if not you can wrap pairs() in 5.1 to support __pairs and/or __next
13:55
< Vorntastic>
I'm aiming at whatever luajit it is that love2d uses
13:56
<@TheWatcher>
5.1 I believe
13:57
<&ToxicFrog>
Aah, ok. luajit is 5.1, but with features from 5.2/3 that don't break existing 5.1 code backported.
13:57
<&ToxicFrog>
(there's a compile-time option to enable some backported features that do break existing code, but I don't know if love2d sets it)
13:58
<&ToxicFrog>
http://luajit.org/extensions.html -- look for "extensions from lua 5.2"
13:58
<&ToxicFrog>
if table.pack exists and math.mod doesn't, it was built with LUAJIT_ENABLE_LUA52COMPAT
13:58
< Vorntastic>
It is super duper frustrating to have to, every time, build a fresh table to send to a different function because you can't create an iterator and expect it to get all the way to the place you'd use it
13:59
< Vorntastic>
Oh thank fuck bitops
14:01
<&ToxicFrog>
Why can't you? Just calling APIs that expect tables rather than iterators?
14:20
< Vorntastic>
Partially. But also partially I can't write my own that can handle either without way too much work
14:25
< Vorntastic>
90+% of "this doesn't run" for me is I fucked up a loop"
14:26
<&ToxicFrog>
Comedy option: set __call == pairs on every table
14:27
<&ToxicFrog>
(apropos of this, Python's default list/map iteration behaviour pisses me off every time)
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16:32
<~Vornicus>
fucking finally. https://imgur.com/a/jeMkA8r
16:32
<&ToxicFrog>
that's a lot of triangles
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16:49
<~Vornicus>
And that's not even all the triangles. There's all sorts of hidden ones - I use the ones that I calculated previously for recursive descent to find the containing triangle
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17:15
<@abudhabi>
How practical is VNC on a mobile device? I mean, using a tablet or whatnot to connect to a proper machine.
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17:21
<~Vornicus>
and now, to get the voronoi diagram
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18:11
<~Vornicus>
this is a little bit annoying; the diagram contains several infinite polygons but I need to chop them off at the boundary of the zone.
18:14
<~Vornicus>
...I suppose I could cheat. I need to tag points *anyway*, so I can probably do this by generating the triangulation including the reflections of the original point set across the various edges
18:15
<~Vornicus>
and then only generating the polygons that are from the original point set.
18:37
<~Vornicus>
nh, dislike
18:44
<@gnolam>
Gargh.
18:45
<@gnolam>
I like this hardware manufacturer's APIs. They are the best in the business.
18:46
<@gnolam>
But why the hell is this API so incredibly inconsistent in regards to strings?
18:46
<@gnolam>
Sometimes they're good old char *. Sometimes they're unsigned char *.
18:46
<&[R]>
Does that matter?
18:46
<@gnolam>
This inconsistency is even between /getters and setters/.
18:47
<&[R]>
At least they're all C-strings, and not a mix of those and pascal strings.
18:47
<@gnolam>
So the getter might be char *, and the setter might be unsigned char *.
18:50
<~Vornicus>
also why is this hull not convex arg
20:53
<~Vornicus>
also holy shit my triangulator is a dog.
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--- Log closed Fri Jun 29 00:00:26 2018
code logs -> 2018 -> Thu, 28 Jun 2018< code.20180627.log - code.20180629.log >

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