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Messages - luiscubal

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376
Proposals / Re: execute_string via Google V8
« on: March 28, 2010, 11:31:47 am »
V8 executes JS, not GML.

In JS, for instance, there is no "global" keyword, no "begin"/"end"(only {}), etc.

377
Proposals / Re: Collaboration by Timestamps
« on: March 27, 2010, 05:05:02 pm »
I think Ism's idea is better than Josh's, not to mention that systems like SVN/HG/etc will interface better with it.

378
Proposals / Re: execute_string via Google V8
« on: March 27, 2010, 05:01:30 pm »
I'd expect execute_string(and execute_file, btw) to parse and behave EXACTLY like GML files.
Since V8 != your parser, execute_string would fail on things your parser won't fail(I assume).

379
Announcements / Re: Another choice.
« on: March 12, 2010, 03:35:39 pm »
Some languages allow post-fix types, such as ActionScript.

var x : int = 2;

What about this possibility?
Basically, every single local/global declaration rule would be the same as GM's, except for an optional suffix. This doesn't seem to conflict with GM's way, although I'm not sure I understood the problem.

380
Announcements / Re: Quick Poll
« on: March 08, 2010, 12:01:51 pm »
Also, this will probably affect class as well.

381
Announcements / Re: Pride
« on: March 07, 2010, 04:04:25 pm »
C# has delegates, which are basically closures and definitively useful. First class functions are among the greatest innovations in programming in a long time. Saying they are useless is basically like saying object orientation is useless(although the arguments are different, the core point is the same). It is not a coincidence that languages that didn't have them are adding them now.
And Java has ugly closures. One of the most requested features for Java 7 was proper closure support in the syntax.

Funny fact about VMs. Some VMs allow AOT. So why not love VMs? They simplify the code generation step and generating bytecode(just like generating machine code) is faster than generating+compiling C++ code.
Pretty soon, your big projects are going to take hours to compile.

382
Tips, Tutorials, Examples / Re: lol streams
« on: March 05, 2010, 02:48:17 pm »
Not for two char*s though. C++ doesn't allow that.

383
Announcements / Re: Encryption
« on: March 02, 2010, 02:40:04 pm »
Even if you can't prevent it, C++ already provides decent protection.
I mean, Game Maker games were decompiled because they were ridiculously badly protected. I mean, COMMENTS in decompiled code!!?

Let's look at the facts:
1. Compiled games have no comments
2. A significant portion of the names used in ENIGMA will be gone, namely local variables.
3. The code formatting is gone forever

So indeed, the *code* is protected. And if huge-scale proprietary games have their resources unprotected(technically, they're impossible to protect), why bother to protect them in ENIGMA?
Also, if the infringer is in the USA, you can always use DMCA to prevent decompilation.

384
Announcements / Re: Rejoice
« on: February 26, 2010, 04:52:23 pm »
You could use an #if instead of regular ifs. I'm pretty sure that doesn't affect inlining.

Quote
the misspelled version was kept for backwards compatibility.
Unfortunately, it's a sad reality software development must face. These bugs are so trivial to find and fix, yet their consequences are so harsh that we must think twice before doing so and, in some cases, they are actually kept.

385
Announcements / Re: Rejoice
« on: February 22, 2010, 11:48:34 am »
All that matters for the compiled version is not the type, but rather the *size* of the type.
So, if "weirdstruct" and "long long" happen to have the same size, the compiled version does not distinguish both.
An important exception to this rule is double vs int, which happen to have different assembly instructions(opcodes) and registers on some platforms, so in this case compiled code makes a distinction. Even then, only opcodes and registers differ. It can be really hard to figure out the original type of something. typedefs in particular are pretty much like #define.

386
Announcements / Re: Rejoice
« on: February 19, 2010, 12:37:08 pm »
So you mean you currently merge the whole game into a single file. If so, then I don't see how can 1-2 seconds per compilation be that much.

Also, since so much of the compilation time is spent on the header parsing, rather than linking, I don't see how DLLs can help. You still need the STL/ENIGMA headers.

387
Issues Help Desk / Re: A replacement for draw_text
« on: February 18, 2010, 04:58:02 pm »
Does GM really store a sprite per char on the exe?
I'd say it would be much more likely to just generate that sprite on runtime, considering that both the font name and the text can be variable, and that generating whole lines at once would be much more efficient, in my opinion.

388
Issues Help Desk / Re: A replacement for draw_text
« on: February 17, 2010, 04:22:05 pm »
How about checking how existent open-source engines do it currently? I think reusing an existent library is way better than doing your own in a field as complex as text rendering(and, yes, it is complex - just think of ASCII vs Unicode, multiple fonts, curved paths, etc.)

389
Announcements / Re: Domain Name Provider Transfer
« on: February 11, 2010, 06:33:56 pm »
Windows does allow multiple GL contexts in the same process. I've used that in the past.

The GL would be drawed in an invisible window. That's what I'm suggesting. Unfortunately, some "optimizations" may render this code useless, so I guess you'd have to try to know if it works.

Also, Cairo is either software-based or deals with hardware way better than most of us would be able to. Since Firefox/Gecko and GTK+ Webkit use it, I'd guess it was rather stable. I've had no reason to complain. So Cairo "context from somewhere" should *just work*. I don't remember how is one supposed to deal with GL interoperability, but it is possible(I've seen it done somewhere). Not sure about Cairo/DX integration, but I'm guessing DX doesn't have this problem. (Vista and later also happen to have Direct2D)

DX9 is used in XP. DX10 is used in Vista. DX11 is used in 7. Although DX11 has been backported to Vista.
DX10 is supposed to be far superior to DX9, but it doesn't work on XP which most Windows users are still in.

390
Announcements / Re: Domain Name Provider Transfer
« on: February 11, 2010, 01:11:29 pm »
You're going to think I'm mad but...
What if...
You created a new invisible window(HWND or invisible X11 window), did everything there, read the contents of that window and used that as your surface. After you were done with the surface operations you could return to the common GL context and proceed as if nothing ever happened.
Another (far less evil) option is to use something like Cairo for surfaces... or even SDL gfx.

DX has a huge problem: DX9(XP) vs DX10(Vista).

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