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2131
Off-Topic / Re: The grand c++ vs everyone else debate
« on: April 10, 2010, 06:28:59 pm »
"They happen once every 2 days on average."
I've had four segfaults in total in the past year. They each took between five and twenty minutes to fix.
I've had four segfaults in total in the past year. They each took between five and twenty minutes to fix.
2132
Announcements / Re: Anaphase
« on: April 10, 2010, 06:25:14 pm »Quote
Have DirectX graphics been implemented yet, or is that purely there for preparation? Also, in the future, would it be possiblw to write things for ENIGMA (not necessarily you, but maybe someone else could help with it after r4 is released) for WINDOW=WIN64, WINDOW=GTK, and WINDOW=WXWIDGETS?Purely preparatory. Yes, all of those would be fine if they are structured the same way as the two currently implemented systems.
Quote
EDIT: If ENIGMA is a DLL, what is going to be used for the GNU/Linux version? You can't link Java to a shared library, afaik.Can, and did.
2133
Off-Topic / Re: The grand c++ vs everyone else debate
« on: April 10, 2010, 05:14:13 pm »
*cough*
Valgrind
I'd rather invest any amount of time into debugging up front than let the program do it constantly.
...But that's just me.
Valgrind
I'd rather invest any amount of time into debugging up front than let the program do it constantly.
...But that's just me.
2134
Announcements / Re: Anaphase
« on: April 10, 2010, 12:09:27 am »
God, I hope so. If no one yet cares about interface, for which output redirection currently is STILL BROKEN, then I don't see why not. As long as the makefile gets written. I've asked Aragon to allow for parameters GRAPHICS=GL, WINDOW=WIN32, and WINDOW=XLIB. If he can add those... We'll be in good shape.
I'm going to add template tolerance and automation tomorrow. Ism can hopefully fix output redirection as soon as/before Aragon has makefile working. All else is looking good. Just fixed/seemingly finished implicit typing again. Have to make sure scope applies to it...
Presently it will flip shit if you say, for example,
if (true)
int a = 0;
As the behavior of that is meaningless in C++ and undefined in ENIGMA. Will see what I can do about it. (It's technically as simple as finding non-'n' letter tokens and pushing the scope until ';', but...)
I'm going to add template tolerance and automation tomorrow. Ism can hopefully fix output redirection as soon as/before Aragon has makefile working. All else is looking good. Just fixed/seemingly finished implicit typing again. Have to make sure scope applies to it...
Presently it will flip shit if you say, for example,
if (true)
int a = 0;
As the behavior of that is meaningless in C++ and undefined in ENIGMA. Will see what I can do about it. (It's technically as simple as finding non-'n' letter tokens and pushing the scope until ';', but...)
2135
Announcements / Re: Anaphase
« on: April 09, 2010, 10:43:31 pm »
Yes, that's what was decided...
Aragon is actually taking care of the makefiles now. Which makes him important. With a little luck, ENIGMA will simply pass a couple flags to the makefile and be done. Then only cross-compiler makefiles, such as that for the Wii, will be separate.
Aragon is actually taking care of the makefiles now. Which makes him important. With a little luck, ENIGMA will simply pass a couple flags to the makefile and be done. Then only cross-compiler makefiles, such as that for the Wii, will be separate.
2136
Announcements / Re: Anaphase
« on: April 09, 2010, 07:30:31 pm »
"We" refers to the group of people who are here because they actually want to see ENIGMA succeed. That includes him; it's sensible that anyone who cared for the success of ENIGMA would want to make a good impression.
As for the C parser, that I'll grant; it took a lot longer than I'd hoped, as I decided as I went to add more features. Originally I wanted to just collect function and class names, but then I realized I could do so much more with a full description of what was included...
I can't really say the same for a simple code editor.
As for the C parser, that I'll grant; it took a lot longer than I'd hoped, as I decided as I went to add more features. Originally I wanted to just collect function and class names, but then I realized I could do so much more with a full description of what was included...
I can't really say the same for a simple code editor.
2137
Announcements / Re: Anaphase
« on: April 09, 2010, 05:35:33 pm »
"i agree with MJS. i want the meat!"
Working on it.
"would it be posisble to make a syntax highliter for like... say... gedit?"
GEdit does have one... open any header in it.
Also, a code editor wouldn't slow the release much.
Working on it.
"would it be posisble to make a syntax highliter for like... say... gedit?"
GEdit does have one... open any header in it.
Also, a code editor wouldn't slow the release much.
2138
Announcements / Re: Anaphase
« on: April 09, 2010, 02:37:48 pm »
Fair enough. The compiler gets priority; I'll tell you when to update.
2139
Announcements / Re: Anaphase
« on: April 09, 2010, 02:32:41 pm »
"You can write a code editor in a day?"
Welcome to not-GML.
"Also, what's so wrong with our code editor anyways?"
Can't drag text, no line numbers,... does tab increase all selected area's indent? *checks* Nope, it replaces selected text with a tab. No semblance of intelligent indentation, for better or for worse. Only highlights parentheses to the right of mouse instead of both sides, left having precedence. Incorrectly highlights multiple aspects of GML, most aspects of C. Doesn't highlight literals of any kind. Inextensible for syntax check purposes, or most other purposes.
Welcome to not-GML.
"Also, what's so wrong with our code editor anyways?"
Can't drag text, no line numbers,... does tab increase all selected area's indent? *checks* Nope, it replaces selected text with a tab. No semblance of intelligent indentation, for better or for worse. Only highlights parentheses to the right of mouse instead of both sides, left having precedence. Incorrectly highlights multiple aspects of GML, most aspects of C. Doesn't highlight literals of any kind. Inextensible for syntax check purposes, or most other purposes.
2140
Announcements / Re: Anaphase
« on: April 09, 2010, 01:06:49 pm »
Quite a bit. ENIGMA finally stops segfaulting if it fails to load, as Ism just stops calling it if it returns nonzero. LGM will only show ENIGMA if it succeeds.
Also, it now works from platform to platform, right off the bat, provided only that it can find a version of the GCC. If it can't, Ism will ask for it.
I'm not sure about including JNA with the repository; I've no idea on its license (though I can't imagine it would forbid doing so), and Ism didn't include it...
If you check out the SVN and run a game with ENIGMA, right now, it will write all the files needed for compile, but it won't call GCC as I'm swapping out R3's system for Make. Furthermore, I'm swapping out R3's variable initializer for a less dated equivalent; this one will more accurately detect scoping now that we're mostly C++ compliant. The SVN repo will make you declare your variables until I keep track of used, undeclared ones as well as the declared ones. (This will be fixed first, probably).
Ism doesn't yet keep track of whitespace. She'll be working on that. LGM's code editor sucks. I'll be taking an attempt at coding a better one today, I believe.
Also, it now works from platform to platform, right off the bat, provided only that it can find a version of the GCC. If it can't, Ism will ask for it.
I'm not sure about including JNA with the repository; I've no idea on its license (though I can't imagine it would forbid doing so), and Ism didn't include it...
If you check out the SVN and run a game with ENIGMA, right now, it will write all the files needed for compile, but it won't call GCC as I'm swapping out R3's system for Make. Furthermore, I'm swapping out R3's variable initializer for a less dated equivalent; this one will more accurately detect scoping now that we're mostly C++ compliant. The SVN repo will make you declare your variables until I keep track of used, undeclared ones as well as the declared ones. (This will be fixed first, probably).
Ism doesn't yet keep track of whitespace. She'll be working on that. LGM's code editor sucks. I'll be taking an attempt at coding a better one today, I believe.
2141
Issues Help Desk / Re: Map loading
« on: April 07, 2010, 02:37:07 pm »
Waiting for a thread to finish loading something is going to be risky.
I can't think of a good way to do it faster in GML... Threads will have to work for now.
I can't think of a good way to do it faster in GML... Threads will have to work for now.
2142
Announcements / Re: Anaphase
« on: April 07, 2010, 07:53:13 am »
A[100]=0 isn't anything special.
In GM, a map is used for array indexes, as far as I can discern.
A[100] creates a single new node in the map, and does some rearranging to improve lookup time later.
In ENIGMA, A[100] = 0 will in fact /allocate/ an array of that size for you to use, and will set the 100th element to zero.
I was considering adding a var::drop() or array_free(var& x) to take care of that in ENIGMA.
As far as I know, you can't deallocate an array in GM, except temporaries. Which are automatically freed at the end of the code.
In GM, a map is used for array indexes, as far as I can discern.
A[100] creates a single new node in the map, and does some rearranging to improve lookup time later.
In ENIGMA, A[100] = 0 will in fact /allocate/ an array of that size for you to use, and will set the 100th element to zero.
I was considering adding a var::drop() or array_free(var& x) to take care of that in ENIGMA.
As far as I know, you can't deallocate an array in GM, except temporaries. Which are automatically freed at the end of the code.
2143
Off-Topic / Re: The grand c++ vs everyone else debate
« on: April 07, 2010, 07:50:00 am »
Ah. Disk size. Now fix my 30 dollar / mo 100 KB / sec internet connection.
Also, I'm sure Australians aren't happy, considering their bandwidth usage is metered. They are capped in speed if they go over a certain limit.
Also, I'm sure Australians aren't happy, considering their bandwidth usage is metered. They are capped in speed if they go over a certain limit.
2144
Off-Topic / Re: The grand c++ vs everyone else debate
« on: April 06, 2010, 09:42:03 pm »
Rusky--
Yes, everyone that's done any real C knows that. What I was getting at is that Java likely lacks a way to specify which variables you would like to remain in the registers, as C/C++ does. I find it likely that Java lacks such a flag, seeing that it doesn't even have "unsigned."
Yes, everyone that's done any real C knows that. What I was getting at is that Java likely lacks a way to specify which variables you would like to remain in the registers, as C/C++ does. I find it likely that Java lacks such a flag, seeing that it doesn't even have "unsigned."
2145
Off-Topic / Re: Music?
« on: April 06, 2010, 08:27:00 pm »
Game_boy:
You pretty much ARE me, then. I also hate basically all lyrics. Those first two songs... I love them. Ever listen to any OC Remixes?
You pretty much ARE me, then. I also hate basically all lyrics. Those first two songs... I love them. Ever listen to any OC Remixes?
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