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Messages - Josh @ Dreamland

2686
Off-Topic / Re: Reverse Engineering
« on: January 18, 2009, 12:37:05 PM »
>_<

2687
Announcements / Re: Bragging
« on: January 18, 2009, 12:35:32 PM »
Retro--
Compile time has been cut at least in half since R3.

And nice.

2688
Announcements / Re: Bragging
« on: January 18, 2009, 11:12:39 AM »
Ah, okay. ENIGMA has been doing that during compile since... R3, for sure. Maybe R2.
It does that for the few runtime errors, too.

2689
Announcements / Re: Bragging
« on: January 18, 2009, 09:18:54 AM »
Either way, I wanna stay with GCC and GDB.

Oh, and Game_Boy, what did you mean with the syntax trace? That shouldn't be needed, since you check each individual file. If you mean check the outputted code, it should never be syntactically incorrect.

2690
Announcements / Re: Bragging
« on: January 18, 2009, 08:14:13 AM »
score_under-- That'd be great for me, but not for anyone else. (I happen to use GDB, which comes with Code::Blocks and Dev-C++)
For actual users, I want to have a full featured debug window. I have plans for it that are so big, I'ma keep them to myself for fear of sounding stupid.

2691
Announcements / Bragging
« on: January 18, 2009, 12:00:36 AM »
It's not bragging if you can back it up, right?

Ism and I implemented a syntax checker. Yay. Now you can test if your code will compile (or at least, SHOULD compile) before you press the actual button, and have to go digging, yay.

Right now, Ism just displays my results in a message box. I'm hoping she makes it highlight the line soon, but that's not what I'm here to brag about.

I repeated the line
if a do if a=0 b=0 else c=d  until x=0 else d=e f=0.1
about 2800 times, followed by
a b
at the very end.

I ran syntax check in LGM. Finished in about 3.3 seconds.
I then ran the same code through... another program that some of you may be familiar with. It took about 15.1 seconds.

So I am in a pretty decent mood, considering that even accounting for the overhead from passing files back and forth between ENIGMA and LGM, we're still outperforming other editors by... a lot.

With less nested things, the times are closer. Like 2 seconds vs 2.5. But ENIGMA's always ahead.

I guess that's the beauty of not generating a token tree every time you need to check syntax.

Also, ENIGMA not only gives line number, but an absolute index.
Say you have draw_line(1,2,3,4,5,6,7). It'll return the position of the comma following the 4. That way it's less confusing. I want Ism to highlight that, too, but again, we'll see.

Anyway, I'm tired. It's like... Not Saturday anymore. Gnight.

2692
Off-Topic / lies
« on: January 09, 2009, 12:29:21 PM »
That'd still be redistribution. I'm pretty sure you can lay a hat on the street and have people put money in it while you reverse engineer something.

And Retro, they say a lot of things. It's so people feel a tad safer using something with no walls.

2693
Off-Topic / Re: Reverse Engineering
« on: January 03, 2009, 11:07:34 AM »
You just can't redistribute them once you have.  Or redistribute them at all, for that matter.

2694
Announcements / Re: Happy New Year's!
« on: January 01, 2009, 11:29:03 AM »
Happy New Year's, all

2695
Announcements / Re: Merry Christmas
« on: December 28, 2008, 10:50:33 PM »
Not really. I got rid of them after too many people's hardware sucked.

2696
Announcements / Re: Merry Christmas
« on: December 28, 2008, 03:58:26 PM »
ID is just this, so it's a pointer to the instance in memory. I've never seen a pointer less than 10000, so that shouldn't even be a concern.

2697
Announcements / Re: Merry Christmas
« on: December 28, 2008, 03:53:39 PM »
I'll typedef self and local to this, global to actual global structure, and I guess noone can stay -1.

2698
Announcements / Re: Merry Christmas
« on: December 28, 2008, 03:36:10 PM »
because this is C++. I'm not just changing a word around, I'm removing all the time wasted by having id and self meaningless numbers like 100001 and -3.

2699
Announcements / Re: Merry Christmas
« on: December 28, 2008, 01:42:09 PM »
Actually this and id, but yeah.

Since ID is just a number from 100001 up, using it involves looking up an instance in a list. For best results, I'd use a regular linked list and use this to identify objects.

'Other programs' use something along the lines of a map, I'm sure, and use the map's amazing lookup prowess to find the instance, instead of just being able to say "There it is!" like using this would allow me to do.

2700
Announcements / Re: Merry Christmas
« on: December 26, 2008, 01:32:13 PM »
There's no need. My changes all have a default setting that doesn't change the look of the language at all. (Except typenames, but meh, those'll come in time)

The changes are to let you select a faster option that may compromise how close the two languages look.