--- Log opened Fri Oct 04 00:00:14 2019 |
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08:53 | <@sshine> | I have a test that fails. its name is "choose_company() - no default company skyscraper for jobno" -- and it does currently give me a default. in the code: my %default_company_skyscraperid = ( ..., jobno => 26 ); -- it's one of those moments where I sympathise with lawyers who defend people who clearly did something wrong. |
09:01 | <&McMartin> | Even the guilty deserve a zealous defense |
09:35 | <@sshine> | I'll defend that norwegian skyscraper ad zealously. |
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10:29 | <@sshine> | it's just that the test demonstrates a hypothetical scenario that diverges from the production environment, and not a property of the functions used in production. |
10:30 | <@sshine> | akin to "if we temporarily overload == to always return 5, then 2 + 2 == 5." |
10:31 | <@sshine> | which is true, but not a property of 2 or +. :P |
12:17 | < ErikMesoy> | I understand why the drawString() method is named that way. It's still funny to me. :D |
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14:39 | <&ToxicFrog> | ME: I need to query this API like 14000 times, this seems like a good use of pmap |
14:39 | <&ToxicFrog> | THE API: rate limiting exceeded, get in the hell |
14:39 | <@TheWatcher> | aagh |
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16:24 | | * ToxicFrog hands TheWatcher a cat |
16:25 | <&ToxicFrog> | (using partition and mapcat to batch the queries instead worked) |
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17:48 | <&[R]> | https://linux.die.net/man/1/pmap <-- pmap? |
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18:22 | <&ToxicFrog> | [R]: https://clojuredocs.org/clojure.core/pmap <-- pmap |
18:34 | <&[R]> | Ah |
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21:31 | <&Derakon> | I'm thinking about tech trees, and specifically about how to handle authoring them. |
21:32 | <&Derakon> | To my mind, a tech tree is a graph with directed edges -- each node has a set of child nodes, and a node may have multiple parents. |
21:32 | <&Derakon> | Since this will be a UI element in the game, I also want to be able to define node positions by hand, and possibly how edges are drawn. I'm not sure I trust automatic layout tools. |
21:32 | <&Derakon> | What tools would y'all recommend for authoring tech trees? |
21:33 | <&Derakon> | Which is to say, defining the data that will drive the UI, and being able to make sense of and edit the data later. |
21:33 | <&McMartin> | For initial design, the dot design language is extremely concise but fails the "layout tool you can trust" requirement. |
21:37 | <&[R]> | I second dot |
21:38 | <&[R]> | It's not that hard to convert out of it later |
21:38 | <&Derakon> | I'm OK with hand-editing positions...mostly I don't want to end up in a situation where my authoring tools make me think that B has A as a prerequisite but whoops it's backwards, or other things like that. |
21:38 | <&McMartin> | Yeah dot lines look like "A -> B" for the most part |
21:38 | <&McMartin> | It's hard to mistake |
21:39 | <&Derakon> | OK, will look into dot then. Thanks. |
21:39 | <&McMartin> | But if you want to draw a proper hierarchy where, say, more advanced tech is to the right or something |
21:40 | <&McMartin> | My final form would probably be some kind of braindead specification file with rectangles and arrows specified directly. |
21:40 | <&Derakon> | I had been visualizing a vertical tech tree, but horizontal would be a better fit for modern resolutions. |
21:40 | <&Derakon> | And yeah, if I can convert the dot to JSON or whatever, that'd be my go-to to get it into the game. |
21:49 | <&Derakon> | Hm, it doesn't seem to like directed edges. "--" works but "->" says "syntax error in line 2 near '->'" |
21:49 | <&McMartin> | Hum |
21:49 | <&Derakon> | graph testtree { |
21:49 | <&Derakon> | foo -> bar; |
21:49 | <&Derakon> | } |
21:49 | <&McMartin> | I'm pretty sure there's a mode for this |
21:49 | <&Derakon> | Replace > with - and it works. |
21:49 | <&McMartin> | Man page insists "dot draws directed graphs" |
21:50 | <&Derakon> | This is using the Windows GUI tool...it's possible it's buggy. |
21:51 | <&McMartin> | "An edgeop is -> in directed graphs and -- in undirected graphs. " |
21:51 | <&Derakon> | Yeah, I saw that in the language spec. |
21:52 | <~Vornicus> | probably need to say that it's a directed graph |
21:52 | <&McMartin> | "digraph", not "graph" |
21:52 | <&Derakon> | Ah! |
21:52 | <&Derakon> | Yes, that did it. |
21:56 | <&Derakon> | OK, and you can specify positions with dot via node attributes, e.g. "foo [pos="0,0!"]" |
21:57 | <&Derakon> | And there are Python tools that can read dot graph specifications and output JSON. |
22:00 | <&Derakon> | Thanks for the help, both of you. |
22:00 | <&Derakon> | Erm, all three of you! |
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22:20 | <&Derakon> | Installed Anaconda (scientific Python distro), went to my Git Bash shell, did `~/Anaconda/python.exe`, and the shell froze. Good start. |
22:40 | <&Derakon> | OK, that JSON format isn't super helpful; it's basically just parsing the dotfile for me and presenting it as a bunch of key-value pairs. Still, I think everything I need can be fairly easily extracted from this format and rendered in-game. |
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--- Log closed Sat Oct 05 00:00:15 2019 |