This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
1
Announcements / Re: k done
« on: August 12, 2012, 01:46:29 am »cheeseboy, I'm almost flattered that you look up to me.
2
Announcements / Re: Parser Progress
« on: June 30, 2012, 04:40:58 am »
I feel like you should make ENIGMA.
3
Announcements / Re: Parser Progress
« on: June 29, 2012, 06:20:25 am »I feel like we should be making a pyramid.I've been out of school now for a week, and have finally been able to work on ENIGMA again. In that time, I have made some significant progress on the upgraded C parser.
Given the following input code:Code: (CPP) [Select]#include <GL/gl.h>
The parse finished in 34348101 microseconds, 0 errors, 0 warnings.
#include <GL/glu.h>
#include <ncurses.h>
#include <X11/Xlib.h>
#include <AL/al.h>
#include <zlib.h>
#include <stdio.h> //printf, NULL
#include <stdlib.h> //malloc
#include <unistd.h> //usleep
#include <time.h> //clock
#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <float.h>
#include <iso646.h>
#include <math.h>
#include <locale.h>
#include <stdarg.h>
#include <wchar.h>
#include <string.h>
#include <stdbool.h>
#include <stddef.h>
#include <malloc.h>
#include <cpio.h>
#include <dirent.h>
#include <grp.h>
#include <pwd.h>
#include <sys/ipc.h>
#include <sys/msg.h>
#include <tar.h>
#include <termios.h>
#include <utime.h>
#include <unistd.h>
#include <stdint.h>
#include <time.h>
#include <fcntl.h>
#include <sys/sem.h>
#include <sys/types.h>
#include <sys/wait.h>
#include <signal.h>
#include <setjmp.h>
#include <inttypes.h>
#include <sys/utsname.h>
// Once affected by lack of '?' operator token
#include <ctype.h>
#include <wctype.h>
#include <limits.h>
#include <assert.h>
// Once affected by lack of support for public/private/protected, and by lack of support for constructors.
#include <pthread.h>
#include <sys/stat.h>
#include <sys/time.h>
#include <fenv.h>
#include <tgmath.h>
#include <complex.h>
Pretty great, right? No. Not pretty great. That's 34 seconds, you ding-dong.
The good news is, without Valgrind (a very awesome debugger) attached, it runs a bit faster: Parse finished in 325934 microseconds.
So, about 300 milliseconds. Not bad, really. Better news is, without rendering all parsed trees to SVG files, it operates faster still:
Parse finished in 219077 microseconds.
So about 219 milliseconds. Basically happy with that? Well, if not, you can use the parser in release mode without it tossing around debug information and with optimizations turned on: Parse finished in 97204 microseconds.
Just under 100 milliseconds. Which is where I call it "Good enough." Maybe I'll do some profiling later.
Anyway, all this is pretty good news; you might be asking, where's the bad news? Bad news is, only one of those headers had any C++ in it, and that'd be pthread.h. The parser's C++ support is only just now being filled in, and I don't have a reasonably accurate ETA on that functionality. I'm thinking it'll be working sooner than later, but only time (and further work) will tell. Fortunately, only Linux users are affected by bugs in the old parser (which would probably cause parse to fail on some of the above headers).
Anyway, I'm going to get back to work. Just a heads-up, and an "I'm still alive" deal.
PS: Millisecond times are estimates, only. Given varying processors, YMMV, not to mention that times fluctuate to ±5 milliseconds even locally on consecutive runs. The release mode time actually varies from about 93 milliseconds to 102 milliseconds here.
Noone cares josh
4
Proposals / Re: LGM Automatic Saving
« on: May 03, 2012, 02:08:14 am »If you can't write in the project file directory, then you can't save the project anyway. User will not write something for the project and then no save it. So temp is last resort, as in 99.9% cases this will not be a problem.Exactly, but just the fact that Ism mentions CDs makes me throw out ideas here.
5
Proposals / Re: LGM Automatic Saving
« on: May 02, 2012, 02:54:39 am »
Create the backup files in the same directory as GM does it with GMK, or make it an option. I don't want to lose my backups to a temp folder. If you can't write in the project file's directory, write in temp as a last resort.
6
General ENIGMA / Re: ENIGMA VS Game Maker (Speed & Graphics)
« on: April 27, 2012, 02:23:00 am »
Why does it look interlaced?
7
Announcements / Re: Email server fixed
« on: April 07, 2012, 03:43:05 am »I also think it should be centered. You will be able to see it just fine. The text color is either identical or very close to the link color, and you can see them just fine as well. It doesn't work well with resizing though. On my screen (1280 wide) the ticker is on top of the user info bit. If you resize the window then it also goes out of the page.Couldn't have said it better.
edit: Also, why the hell we even need that. It will only show old depressing news anyway. For example, the LGM update it boasts about right now is 2 months old. It would just give the right (sadly) impression that nothing is really happening. The date it gives is wrong though (as it shows April 4, not Feb 19).
8
Announcements / Re: Email server fixed
« on: April 05, 2012, 07:36:15 am »
Wouldn't mind if the scrolling news text was moved down a notch. Doesn't look too great with it on the top in the bar while the links next to it are centered.
10
Off-Topic / Re: GameDev Studio V0.0.3
« on: March 24, 2012, 07:06:22 am »This forum seems to attract people posting alternative programsYep.
11
Announcements / Re: News points
« on: March 23, 2012, 09:47:34 am »
Test.
[bubble=#F0F0F0][bubble=#E0E0E0][bubble=#D0D0D0][bubble=#C0C0C0][bubble=#B0B0B0][bubble=#A0A0A0][bubble=#909090][bubble=#808080][bubble=#707070][bubble=#606060][bubble=#505050][bubble=#404040][bubble=#303030][bubble=#202020][bubble=#101010][bubble=#000000][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble]
[bubble=#F0F0F0][bubble=#E0E0E0][bubble=#D0D0D0][bubble=#C0C0C0][bubble=#B0B0B0][bubble=#A0A0A0][bubble=#909090][bubble=#808080][bubble=#707070][bubble=#606060][bubble=#505050][bubble=#404040][bubble=#303030][bubble=#202020][bubble=#101010][bubble=#000000][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble]
12
Announcements / Re: News points
« on: March 23, 2012, 08:13:32 am »
Hah, pyramids now? Looks even better.
13
Announcements / Re: News points
« on: March 21, 2012, 04:17:34 am »Quote from: Josh @ Dreamland
No.I agree, Josh.
[bubble=purple][bubble=pink][bubble=purple][bubble=pink][bubble=purple][bubble=pink][bubble=purple][bubble=pink]Rarity is indeed best pony.[/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble]
Of course, props to Game_boy for making me a brony.
14
Announcements / Re: News points
« on: March 20, 2012, 05:52:22 am »
[bubble=red][bubble=orange][bubble=yellow][bubble=green][bubble=blue][bubble=purple][bubble=violet]GAY & PROUD[/bubble][/bubble][/bubble][/bubble][/bubble][/bubble][/bubble]
15
Proposals / Re: Edit Image/subimage... Button?
« on: March 18, 2012, 06:57:12 am »
Of course, of course!