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2446
General ENIGMA / Re: State of the project
« on: December 16, 2009, 06:15:55 pm »
I think you're better off waiting until the next release. It will be friendlier to newcomers, in that it's closer to GM.
However, serprex is fixing up a modified R3 compiler to run R4's source (meaning some improvements on the third demo release. It's like an alpha-beta). I'd recommend you at least wait for that one.
However, serprex is fixing up a modified R3 compiler to run R4's source (meaning some improvements on the third demo release. It's like an alpha-beta). I'd recommend you at least wait for that one.
2447
Issues Help Desk / Re: GPL?
« on: December 13, 2009, 06:45:52 pm »
I was intending to have it only exempt *programs* compiled by ENIGMA's officially released compiler (meaning stable version) and the official IDE as listed on ENIGMA's site. That way, no one can just off with a closed source derivative, and it'd be a bit of a bitch to off with an open source one without my approval. (Which somewhat invades the GPL spirit, but there have been incidents in the past that makes me forget all about such a spirit).
2448
Issues Help Desk / Re: GPL?
« on: December 13, 2009, 05:45:27 pm »
My logic course turned into law school for three days. In those three days I learned that you must define EVERYTHING if you want a chance at a license working. I'll do it later.
2449
Announcements / Re: R3 isn't dead
« on: December 13, 2009, 04:36:26 pm »
That's what it is. Serp has R4's system compiling with R3's parsers. This means he can optimize it and you can use it while I work on the new compiler.
Also means if I get sick of writing compiler I can go back to writing some functions and things (Like those changes I've been wanting to make to var).
Also means if I get sick of writing compiler I can go back to writing some functions and things (Like those changes I've been wanting to make to var).
2450
Issues Help Desk / Re: GPL?
« on: December 13, 2009, 11:30:44 am »
The nice thing about GPL is that as long as other developers and I don't bitch, it's okay to stay closed source.
Though I was considering writing an exception for official ENIGMA users, frankly I fear I lack the legal prowess to write such an exception and am better off just not forcing anyone to be GPL.
That being the case, I don't mind if anything ENIGMA-made is sold or closed source in general. As long as all the developers agree, which I'm sure they all do considering the circumstances behind GM, we'll be fine.
Though I was considering writing an exception for official ENIGMA users, frankly I fear I lack the legal prowess to write such an exception and am better off just not forcing anyone to be GPL.
That being the case, I don't mind if anything ENIGMA-made is sold or closed source in general. As long as all the developers agree, which I'm sure they all do considering the circumstances behind GM, we'll be fine.
2451
Announcements / Re: R3 isn't dead
« on: December 12, 2009, 07:59:48 pm »
Of course, once the new compiler's done, R3 will be entirely obsolete.
2452
Tips, Tutorials, Examples / Re: draw_healthbar() function
« on: December 12, 2009, 03:27:10 pm »
Fuck, he's right.
*dumps three months of work*
*dumps three months of work*
2453
Announcements / Re: R3 isn't dead
« on: December 12, 2009, 03:23:30 pm »
Syntax check button.
Also, R4 will offer much more stable support, as well as new things like DND. It'll be a firmly laid foundation for everything to come. And I've gotten so much better with C++ since the start of this project, believe me, there'll be a lot of that.
I'm sick of showing off my favorite new features at this point, so I'll wait until release day to bring them up again.
Also, R4 will offer much more stable support, as well as new things like DND. It'll be a firmly laid foundation for everything to come. And I've gotten so much better with C++ since the start of this project, believe me, there'll be a lot of that.
I'm sick of showing off my favorite new features at this point, so I'll wait until release day to bring them up again.
2454
Tips, Tutorials, Examples / Re: draw_healthbar() function
« on: December 11, 2009, 04:01:42 pm »
Eh, showborder?GL_LINE_LOOP:GL_QUADS will suffice. Keep in mind var::operator bool() will cover that. And if they're simply passing .5 as a literal, I don't care if it turns out that it doesn't behave exactly like GM; the only reason someone would do that was if they were just trying to find some difference to shove in our noses.
2455
Announcements / Re: R3 isn't dead
« on: December 11, 2009, 03:52:15 pm »
None of my new syntax adaptations will prevent GML from working. In fact, some of R4's changes bring it closer to working like GM, such as var::operator bool(). Serp and I were just discussing a discrepancy where if (.5) is evaluated as true in GM. I'd known this since the start, of course, but only now do I have a method of doing that (Overloading bool before would have conflicted with std::string).
So, yes, the objective is still to allow backwards compatibility with GM.
So, yes, the objective is still to allow backwards compatibility with GM.
2456
Announcements / Re: R3 isn't dead
« on: December 10, 2009, 07:29:20 pm »
*shrug*
That was a bit graphic a depiction. But yes, most of R3 is antiquated. That doesn't mean I'm going back on the idea of full GM support, of course, I just can't have ENIGMA be as pathetic as GM.
That was a bit graphic a depiction. But yes, most of R3 is antiquated. That doesn't mean I'm going back on the idea of full GM support, of course, I just can't have ENIGMA be as pathetic as GM.
2457
Tips, Tutorials, Examples / Re: draw_healthbar() function
« on: December 09, 2009, 06:58:43 am »
You know, I gave it some thought, and I think that although what you're doing wouldn't be good for small peeks into big files, it's best to do what you're doing now. You use a good deal of C methods in it, such as strcmp rather than std::string's assortment of goodies. Is this to save the eight byte prefix? I'm thinking that string::operator== may be faster than strcmp in most cases, at the cost of the eight bytes.
I'd inline swapints, but I think GCC will do that for you (Inline void instead of void).
Overall though, the code is good. You seem to have a good grasp of the language, regardless of how long you've been using it.
When you are done, you can either take a whack at this or I'll do it later, it doesn't matter: I'm thinking that to improve speed for bigger files (at the cost of a deal of memory) you could use std::map either alongside or instead of your linked list, chain. Using it as an alternative will alphabetize everything, which you may not want. Using it alongside will save on lookup (no iterating every chain).
in the class,
map<string,Section*> sections;
typedef map<string,Section*>::iterator sec_it;
Then FindSection will be
{
sec_it it = sections.find(sectname);
if (it != sections.end())
return it->second;
return NULL;
}
It'd make your life easier, anyway. If you were specifically avoiding map so it wouldn't alphabetize things, the code's basically perfect. (I can't remember if GM does so or not, sadly). One last thing I'd recommend is adding the license at the top.
Oh, and I'm used to working with no comments. Your code was rather clean and easy to navigate.
I'd inline swapints, but I think GCC will do that for you (Inline void instead of void).
Overall though, the code is good. You seem to have a good grasp of the language, regardless of how long you've been using it.
When you are done, you can either take a whack at this or I'll do it later, it doesn't matter: I'm thinking that to improve speed for bigger files (at the cost of a deal of memory) you could use std::map either alongside or instead of your linked list, chain. Using it as an alternative will alphabetize everything, which you may not want. Using it alongside will save on lookup (no iterating every chain).
in the class,
map<string,Section*> sections;
typedef map<string,Section*>::iterator sec_it;
Then FindSection will be
{
sec_it it = sections.find(sectname);
if (it != sections.end())
return it->second;
return NULL;
}
It'd make your life easier, anyway. If you were specifically avoiding map so it wouldn't alphabetize things, the code's basically perfect. (I can't remember if GM does so or not, sadly). One last thing I'd recommend is adding the license at the top.
Oh, and I'm used to working with no comments. Your code was rather clean and easy to navigate.
2458
Tips, Tutorials, Examples / Re: draw_healthbar() function
« on: December 08, 2009, 10:48:49 pm »
Most of the things you can do by loading it into memory can be done with BUFSIZ buffers loaded one at a time, and fseek(), but I'll trust your judgment, especially if the benchmarks are similar.
2459
Tips, Tutorials, Examples / Re: draw_healthbar() function
« on: December 08, 2009, 09:24:06 pm »
Use show_error as GM defines it. I'm not sure how liberally that function is implemented in R3, but it'll be alive in full force for R4. If nothing else, implement it yourself in your code (int show_error(string e,int fatal) { cout << "error: "<<e<<endl; return fatal; }), and I will make sure it doesn't throw a linker error before R4 is released (Or you can, really. I trust you'll know how).
Also, good to know it's GPL.
Also, good to know it's GPL.
2460
Tips, Tutorials, Examples / Re: A Few Alternate Functions
« on: December 08, 2009, 09:21:01 pm »
>_<"
What Rusky said.
What Rusky said.
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