Cimpresovec
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« Reply #2160 on: May 23, 2011, 05:08:27 AM » |
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This stupid programmer just did a "git checkout -f" before doing a commit. Lost all progress for today. At least I didn't work much today so my grumpy level is "only" high. make smaller commits dude! this will save your ass if you rebase and end up in a world of conflict - also makes things like git bisect more useful Yea but I was working on one bigger function (Separated axis theorem for collision detection) and didn't really feel like doing a commit in between. Now I regret it...
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Programming is the closest thing I have to magic.
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J. Kyle Pittman
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« Reply #2161 on: May 23, 2011, 08:57:07 PM » |
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Trying to animate with sine waves.
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Glaiel-Gamer
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« Reply #2162 on: May 23, 2011, 09:59:52 PM » |
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xcode 4 really? i can't install custom language syntax coloring like i could in xcode 3 anymore?
fuck it I think i'm gonna revert back to xcode 3 soon...
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mcc
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« Reply #2163 on: May 23, 2011, 10:27:59 PM » |
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xcode 4 really? i can't install custom language syntax coloring like i could in xcode 3 anymore?
fuck it I think i'm gonna revert back to xcode 3 soon...
The selected run destination is not valid for this action.
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oahda
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« Reply #2164 on: May 24, 2011, 11:05:53 AM » |
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xcode 4 really? i can't install custom language syntax coloring like i could in xcode 3 anymore?
fuck it I think i'm gonna revert back to xcode 3 soon...
You could do that? You couldn't even change the way it allowed you to indent and format your code. It was ridiculously strict. ... Or could you?
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Glaiel-Gamer
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« Reply #2165 on: May 24, 2011, 12:02:32 PM » |
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xcode 4 really? i can't install custom language syntax coloring like i could in xcode 3 anymore?
fuck it I think i'm gonna revert back to xcode 3 soon...
You could do that? You couldn't even change the way it allowed you to indent and format your code. It was ridiculously strict. ... Or could you? you could do both of those... If you had a .pblangspec file for the language you wanted, you popped it it library/xcode/specifications and it all worked fine
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oahda
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« Reply #2166 on: May 24, 2011, 12:42:04 PM » |
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xcode 4 really? i can't install custom language syntax coloring like i could in xcode 3 anymore?
fuck it I think i'm gonna revert back to xcode 3 soon...
You could do that? You couldn't even change the way it allowed you to indent and format your code. It was ridiculously strict. ... Or could you? you could do both of those... If you had a .pblangspec file for the language you wanted, you popped it it library/xcode/specifications and it all worked fine But is there no way to change it through the GUI? In the regular settings?
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increpare
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« Reply #2167 on: May 24, 2011, 01:17:14 PM » |
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uch ... refactoring work on a (reasonably substantial) project is getting messy ... having to touch pretty much everything ... going to get a lot messier/confusing before it starts getting neater
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Glaiel-Gamer
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« Reply #2168 on: May 24, 2011, 02:28:16 PM » |
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But is there no way to change it through the GUI? In the regular settings?
how hard is it to download a file and drop it in (what is essentially) the plugins folder?
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LemonScented
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« Reply #2169 on: May 24, 2011, 05:02:27 PM » |
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ATTENTION, PURVEYORS OF OPEN SOURCE SOFTWARE:
If you want your code to be cross-platform, you've got a few options:
A) Maintain and provide a bunch of project files for various compilers, and let the user pick which one they want to use based on their platform and dev environment.
B) Use makefiles. They're not everyone's cup of tea, but they work.
Notice how "use some other open source build library" is not an option. Because if you do that, you're retarded. Nobody wants the additional headache of installing, configuring and building SpecialMake or AardvarkMarmaladeConstructor or GQFXKL++2.3 just to get your software to run. Certainly nobody will ever re-use that make system for anything else ever again. Did you ever think about how you build those custom make systems in the first place? They all use either Option A or Option B because THAT'S WHAT YOU SHOULD BE DOING. They exist only to annoy. And you know what? If your special make system of choice happens not to build/run/be supported on my platform or in my dev environment, NEITHER DOES YOUR LIBRARY.
Sorry. Had to get that off my chest.
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Nix
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« Reply #2170 on: May 24, 2011, 07:30:35 PM » |
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I've booted into Windows to get a MinGW build going so that my partner in crime (who is doing all the art and most of the level design) can actually run the game and level editor. Needless to say, it is turning out to be an incredibly painful experience.
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mcc
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« Reply #2171 on: May 24, 2011, 08:39:59 PM » |
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I've booted into Windows to get a MinGW build going so that my partner in crime (who is doing all the art and most of the level design) can actually run the game and level editor. Needless to say, it is turning out to be an incredibly painful experience.
MinGW works fine on non-Windows OSes... I do all my Windows builds on a mac. I've got a link for actual binary installers for os x... Haven't tried putting mingw on linux though. Are there not debian packages somewhere?
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mcc
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« Reply #2172 on: May 24, 2011, 08:42:53 PM » |
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Still really weirded out by this thing where for(var x:int = 0; x < width; x++) { idk_whatever(x); } x persists outside the loop how can this be
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Glaiel-Gamer
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« Reply #2173 on: May 24, 2011, 09:34:55 PM » |
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Still really weirded out by this thing where for(var x:int = 0; x < width; x++) { idk_whatever(x); } x persists outside the loop how can this be flash?
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oahda
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« Reply #2174 on: May 24, 2011, 09:54:58 PM » |
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... There's a bug in SFML for Mac that makes the program crash if I press keys on a Greek or Cyrillic keyboard (and probably other non-Latin ones too)... I posted about it in their forums. We'll see what happens.
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mcc
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« Reply #2175 on: May 24, 2011, 10:14:44 PM » |
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Still really weirded out by this thing where for(var x:int = 0; x < width; x++) { idk_whatever(x); } x persists outside the loop how can this be flash? Yeah. Mostly only an issue because I copy and paste a for loop to do something else, and the second time turns into a warning :shrug:
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increpare
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« Reply #2176 on: May 25, 2011, 01:34:46 AM » |
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Mostly only an issue because I copy and paste a for loop to do something else, and the second time turns into a warning
:shrug:
yeah, it's a big crapness of as3
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BorisTheBrave
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« Reply #2177 on: May 25, 2011, 01:52:44 AM » |
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Not that this really excuses AS3, but this misfeature is copied from Javascript and EcmaScript.
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st33d
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« Reply #2178 on: May 25, 2011, 02:29:01 AM » |
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It's not crappiness it's an optimisation because of the platforms on which ECMAScript was meant to run.
Variables are local to function blocks. Not simply anywhere you put curly brackets.
If you consider this in terms of optimisation then there's no garbage collection party until you leave the function block instead of every time you enter or exit a for, while or do loop.
It's a given in ECMAScript that you declare your variables early in your function block and then recycle them. This eases the load on the CPU. It's also standard practice in Javascript.
Of course it fucks with the head of anyone fresh to ECMAScript and gives maintaining devs a nice mess to clean up.
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increpare
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« Reply #2179 on: May 25, 2011, 03:43:05 AM » |
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It's a given in ECMAScript that you declare your variables early in your function block and then recycle them. This eases the load on the CPU. It's also standard practice in Javascript.
Of course it fucks with the head of anyone fresh to ECMAScript and gives maintaining devs a nice mess to clean up.
GOLLY I'D SURE HATE TO BE MAINTAINING YOUR CODE for(var i:int = 0; i < polys.length; i++){
for(var i:int = 0; i < clip.numChildren; i++){
for(var i:int = 0; i < newValue.length; i++) {
LOOK AT THIS MESS IT'S A WONDER ANY NITROME GAMES RUN AT ALL
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