Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

878129 Posts in 32907 Topics- by 24328 Members - Latest Member: Pl4n3

May 21, 2013, 08:21:39 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The grumpy old programmer room
Pages: 1 ... 165 166 [167] 168 169 ... 275
Print
Author Topic: The grumpy old programmer room  (Read 305915 times)
mechacrash
Level 1
*


It's almost like I'm actually being productive!


View Profile Email
« Reply #2490 on: July 24, 2011, 06:06:14 AM »

Is it much code? Because if you don't have a very very strong motivation to do it later (not just "putting it up for a bunch of unknown people at the internet"), you'll probably skip it later if you don't do it now.

in all honesty, its not much code at the moment (because I'm changing alot of the layout and so pulled some sections out), but it used to be... lots

seriously lots...
Logged

Skomakar'n
Level 10
*****


Vąutah


View Profile WWW Email
« Reply #2491 on: July 24, 2011, 06:45:51 AM »

Is it much code? Because if you don't have a very very strong motivation to do it later (not just "putting it up for a bunch of unknown people at the internet"), you'll probably skip it later if you don't do it now.

in all honesty, its not much code at the moment (because I'm changing alot of the layout and so pulled some sections out), but it used to be... lots

seriously lots...
When I was between twelve and thirteen years old, I coded an entirely functional and awesome community, that actually had some activity before I got too lazy to take care of it. The only thing was that it was all baked into an enormous index.php with more than thirteen thousand lines of code and barely any comments. No classes. Lots of pasted code from other parts of it, with small modifications. The site itself was really quite nice, and definitely functioning at a professional level, and had some features that I'm still very fond and proud of, but the code... Ugh. The CSS was also a few thousand lines and had no comments at all. Just one file.

I'm not sure whether these files are still in existence somewhere. ;-; I have to find them.
Logged

mak gam
Geisha Novia: Out now!
Bottoms Up!: Devlog

Royal Railway on Twitter.

Adam Emil
mcc
Level 10
*****


glitch


View Profile WWW Email
« Reply #2492 on: July 24, 2011, 11:49:14 PM »

So today I am looking at this thing called ANTLR. It's an LL parser generator, at first glance it seemed to be a bison/flex alternative with a more modern toolset. I look at it a bit more and am actually very impressed-- it appears to offer significantly less nonsense than some other compiler compilers, it supports more than one language within a single toolset*, and it comes with this super fancy IDE for writing grammars. I'm happy. I write a grammar.

Then I start trying to integrate the C target into my program.

I almost immediately discover that the C target documentation CONSISTS ENTIRELY OF LIES. There's a main document which is on the website and included with the source as a .doxy; almost every line of this document refers to at least one function that doesn't exist. Ancillary documentation on the website apologizes for its own state of disrepair, then refers you to the examples. It doesn't link the examples, but with some hunting they turn out to exist on github; they don't compile. A wiki exists, but appears to be years out of date and contains many statements like "when the C++ target is completed in late 2008...".

What I think happened, judging from some things I accidentally stumbled across on the mailing list, is that at some point whoever maintains the Antlr C target refactored all the code, overhauled the API, and renamed everything, but then didn't change any of the documentation to reflect their changes. If this is the case, this seems to indicate that I can avoid these problems if I simply downgrade to whichever version of Antlr is accurately described by the documentation; unfortunately, I'm given little clue which version that might be.

* At first I thought this was the coolest thing about the tool, in retrospect it probably should have been a red flag. "Supports more than one language target" probably necessarily means "some language targets are better supported than others". This at least seems to be the case here, it appears the Java target is the "main" one and most of the others just scramble to keep up using contributions from random volunteers.
Logged

My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
Will Vale
Level 4
****


will@secondintention.com
View Profile WWW Email
« Reply #2493 on: July 25, 2011, 09:24:22 PM »

I used PCCTS (ANTLR 1.x?) to parse the scripting language for I-War 2. Ir was a great tool at the time but it seemed like they were dropping that implementation (which was written in C and generated C or C++ IIRC) in favour of something Java-based - I guess that's what ANTLR is now?

It may be worth looking at PCCTS if you want something closer to C/C++

http://www.polhode.com/pccts.html

I thought at the time that it was an excellent tool, and although the generated code could be a bit messy you could mostly just use it without having to interact with it too much Smiley

Will
Logged
mcc
Level 10
*****


glitch


View Profile WWW Email
« Reply #2494 on: July 25, 2011, 10:11:37 PM »

PCCTS was folded into ANTLR. It's supposed to be the same now I think except that the tools are written in java.

Allegedly the problem I was having with ANTLR is that they recently upgraded binaries for 3.4 to the site but the docs still describe 3.3

Supposedly the 3.4 docs are only a few days away?! I shall see.
Logged

My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
devbug
Level 0
*


View Profile
« Reply #2495 on: July 26, 2011, 02:33:57 AM »

Looking good, it should just be trivial Lips Sealed
Logged
Riley Adams
Level 5
*****


I don't actually use Ubuntu much...


View Profile
« Reply #2496 on: July 26, 2011, 01:38:37 PM »

Whoops... sometimes I wish the rebuild button in VS had an "are you sure?" popup... recompiling 400,000 lines of C++ takes a little while...
Logged

devbug
Level 0
*


View Profile
« Reply #2497 on: July 26, 2011, 02:15:53 PM »

Couldn't agree more as I've hit it a couple times and because of the way I structured my code you have to build it a couple times to link completely (too lazy to change the build order).
Logged
mechacrash
Level 1
*


It's almost like I'm actually being productive!


View Profile Email
« Reply #2498 on: July 27, 2011, 04:09:07 AM »

Whoops... sometimes I wish the rebuild button in VS had an "are you sure?" popup... recompiling 400,000 lines of C++ takes a little while...

i split my projects up and heavily rely on header guards to try to stop massive compilation times now

my current solution has 3 projects in it, 1 for release candidate, 1 for development and the other for a test application... this way i can test different uses of the system in different situations while effectively removing the compilation times of the other projects Smiley
Logged

rivon
Level 10
*****



View Profile
« Reply #2499 on: July 27, 2011, 07:48:19 AM »

recompiling 400,000 lines of C++ takes a little while...
400k lines? Is that thing even a game? You shouldn't hardcode that much Smiley
Logged
wademcgillis
Guest
« Reply #2500 on: July 27, 2011, 10:54:19 AM »

You shouldn't hardcode that much Smiley
I uhhh... hardcode everything.
Logged
rivon
Level 10
*****



View Profile
« Reply #2501 on: July 27, 2011, 12:23:12 PM »

Take a look at pugixml Wink
Logged
devbug
Level 0
*


View Profile
« Reply #2502 on: July 27, 2011, 03:41:57 PM »

Use SimpleJSON.
Logged
Riley Adams
Level 5
*****


I don't actually use Ubuntu much...


View Profile
« Reply #2503 on: July 27, 2011, 04:49:09 PM »

recompiling 400,000 lines of C++ takes a little while...
400k lines? Is that thing even a game? You shouldn't hardcode that much Smiley

Nope Cheesy open source graphics engine; I'm doing a google summer of code project for Ogre3d.
Logged

Nix
Level 10
*****



View Profile
« Reply #2504 on: July 27, 2011, 06:02:52 PM »

recompiling 400,000 lines of C++ takes a little while...
400k lines? Is that thing even a game? You shouldn't hardcode that much Smiley

Nope Cheesy open source graphics engine; I'm doing a google summer of code project for Ogre3d.

That's super awesome. Do they fly you out for it?
Logged
Pages: 1 ... 165 166 [167] 168 169 ... 275
Print
Jump to:  

Theme orange-lt created by panic