code logs -> 2006 -> Fri, 01 Dec 2006< code.20061130.log - code.20061202.log >
--- Log opened Fri Dec 01 00:00:22 2006
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02:28
<@McMartin>
?
02:38
< MyCatOwnz>
Hmmmmmm.
02:38 * MyCatOwnz offers Stephenie|sad a hug.
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03:13
< MyCatOwnz>
I am perpetually annoyed by people who ought to understand the concept of a noise floor, but fail to.
03:13
< MyCatOwnz>
It's a kind of low-level irritation. Like being in a room that got farted in ten minutes ago by someone with an onion addiction.
03:14
<@ToxicFrog>
A noise floor being...?
03:14
<@ToxicFrog>
A floor that is tuned to make sound when walked on?
03:15 * MyCatOwnz headbutts something.
03:15 * ToxicFrog eyebrows
03:16
<@ToxicFrog>
Such things do exist, although I generally hear them called "tuned floors"
03:16
< MyCatOwnz>
Y'know how stupid people always assume that analogue signals have infinite resolution, because they entirely miss the concept of the fact that there is *always* background noise?
03:16
<@ToxicFrog>
Aah.
03:17
< MyCatOwnz>
Noise floor. As in electronics (or any other form of signal processing for that matter)
03:17
<@ToxicFrog>
And the noise floor is the minimum possible level of background noise for a given signal?
03:17
<@ToxicFrog>
Or the ambient level?
03:17
<@McMartin>
I was guessing minimum possible distinguishable signal given a level of noise.
03:17
< MyCatOwnz>
The ambient level.
03:17
<@ToxicFrog>
Aah. That would make sense, yes.
03:17
< MyCatOwnz>
McMartin: technically that's an equivalent definition.
03:18
<@McMartin>
Good to see my, uh, one class on analog signals from 1997 hasn't gone entirely to waste~
03:20
< MyCatOwnz>
McMartin: yay for the practical implications of thermodynamics!
03:26 * ToxicFrog gets his event serializer/deserializer working!
03:26
<@ToxicFrog>
I can now start the server, connect to it, and send a join request.
03:26
<@ToxicFrog>
At which point it will successfully parse the join request, and then crash because I haven't written the parts that will let me actually create a new wizard object.
03:26
<@McMartin>
Hee
03:28
<@ToxicFrog>
(or the events that will let it reject the join request, for that matter~)
03:28
<@McMartin>
(Clearly that's the first priority; a server that says "go away")
03:28 * McMartin commits another UQM patch
03:28
<@ToxicFrog>
(Indeed.)
03:29
<@McMartin>
Also, the Play Guitar Hero for Charity event has the Best Name Ever.
03:29
< MyCatOwnz>
Would not it be easier to put function stubs in than to let it crash?
03:29
<@McMartin>
Fünde Razor
03:29
<@McMartin>
MCO: Well, no, because letting it crash takes no effort whatsoever.
03:30
<@McMartin>
However, refusing requests is actual functionality.
03:30
<@McMartin>
Since it will presumably be necessary if people try to join into a closed game or whatnot
03:30
< MyCatOwnz>
McMartin: fair point, but you only get one networking test case done every time you execute the program and set up a connection that way.
03:30
<@McMartin>
You have to do that anyway unless your protocol is completely stateless.
03:30
<@McMartin>
Unit tests do tend to start from zero each time.
03:30
< MyCatOwnz>
I hadn't thought of that.
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03:31
<@ToxicFrog>
Besides which, the test here was "does the deserializer have any obvious bugs"
03:31
<@ToxicFrog>
And the answer was "no, so far"
03:31
<@ToxicFrog>
(I haven't tested nested tables yet)
03:31
<@McMartin>
(Even HTTP isn't completely stateless anymore once you get into The Fun Stuff ;_;)
03:31
<@McMartin>
(Fortunately, I can force-reset an application without having to cycle the whole web server)
03:32
<@ToxicFrog>
Anyways. Creating the events that will let it deny connections is fortunately trivial since they don't actually have any internal state apart from some deserialization metainfo.
03:32
<@ToxicFrog>
But that can wait until tomorrow.
03:32
<@McMartin>
Hmm.
03:32
<@McMartin>
I should probably look into making dinner at some point.
03:33
<@McMartin>
Heh. UQM "ChangeLog" file is up to version 537.
03:33
<@McMartin>
I wonder what our initial SVN revision will end up being.
03:35 Chalcedon [~Chalceon@Nightstar-869.bitstream.orcon.net.nz] has quit [Ping Timeout]
03:52
<@ToxicFrog>
McMartin: on the topic of Hidden Palace:
03:53
<@ToxicFrog>
(1) Knuckle's version is just a straight run through a few screens to the teleporter
03:53
<@ToxicFrog>
(2) It uses the same music as Lava Reef 2, which would be why it's listed as "Hidden Palace" in the music dump
03:54
<@McMartin>
(1) Yes, as I said, you'd likely notice some changes
03:54
<@ToxicFrog>
...oh that's not good at all
03:58
<@ToxicFrog>
Well, you said I'd notice some changes in Sky Sanctuary, and I'd approve of the changes in Hidden Palace.
03:59
<@ToxicFrog>
IMO, "four screens of catwalk, then teleporter" < "duel with your nemesis"
04:00
<@McMartin>
Well, in terms of "pain to get through"
04:00
<@McMartin>
The level doesn't even exist, because it's basically his house =P
04:01
<@ToxicFrog>
And Knuckles takes Angel Island INTO ORBIT! To rain down massive kinetic death upon those fools from the Institute!
04:02
<@ToxicFrog>
I approve of any ending that involves a massive floating island flying into orbit.
04:04 Stephenie|sad is now known as Stephenie
04:07
<@McMartin>
I thought the normal sonic ending resulted in relaunching Angel Island, too
04:07
<@McMartin>
Or was that not orbit?
04:08
<@ToxicFrog>
It rises from the ocean to the cloud layer.
04:08
<@McMartin>
And yeah, that's why Breathtaking Vision is good, because it is clearly Music To Launch Massive Floating Islands By.
04:08
<@ToxicFrog>
In this, it's already in the cloud layer, and Knuckles decides that since he can BREATHE IN SPACE, why not go all the way?
04:09
<@McMartin>
What I want to know is what Angel Island is doing on the ground in S3 Level 1 when the Master Emerald isn't actually stolen until S3K Hidden Palace.
04:09
<@ToxicFrog>
The Death Egg crash-landing on it damaged and/or overloaded its antigravity systems, IIRC.
04:09
<@McMartin>
That works.
04:09
<@ToxicFrog>
Which is also why Sonic and Tails are visiting: they traced the Death Egg's crash and want to finish the job.
04:10
<@McMartin>
(Alternately, Sonic's yoinking of the Chaos Emeralds forced it to auxiliary power)
04:10
<@McMartin>
Since it clearly needs both the Master and all the Chaos Emeralds to launch the thing.
04:10
<@ToxicFrog>
I'm fairly sure that the death egg crashing is actually the canonical explanation, hence the "IIRC".
04:10
<@McMartin>
Ah, OK.
04:11 * McMartin definitely remembers seeing the Death Egg lighting up turning Crystal Caves into Lava Reef B.
04:11
<@ToxicFrog>
Yeah. This is after it crashes for the /second/ time, on its side this time.
04:11
<@ToxicFrog>
(following Launch Base Zone)
04:12
<@ToxicFrog>
At which point it's even more badly damaged than before /and/ Robotnik doesn't have time to rebuild it because Sonic is practically on top of him now, so he yoinks the Master Emerald instead.
04:13
<@McMartin>
Right.
04:13
<@McMartin>
Also, this time he thoughtlessly stocked the Death Egg with rings, unlike in SC2.
04:17
<@ToxicFrog>
Maybe he has a new, improved, ring-fueled power source?
04:18
<@ToxicFrog>
...oh, wait. Except that by the time you're on the Death Egg, he already has the Master Emerald installed.
04:18
<@ToxicFrog>
New theory: the Master Emerald generates rings.
04:18
<@ToxicFrog>
The ability of Hyper Mecha Sonic to fire rings at lethal velocities would appear to support this~
04:20
<@ToxicFrog>
*** Tails got a Chaos Emerald ***
04:29
<@ToxicFrog>
And now, leaving Angel Island Zone with 7 lives, 4 continues, and 200,000 points, I conclude that it is bedtime.
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19:23
<@jerith>
Evening all.
20:15 AnnoDomini is now known as Zomchok
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21:15
< Janus>
This is going to sound lame, but... if one converted the value of 'a' to an integer, what value would it most likely be?
21:15
< Zomchok>
Hmm. 97?
21:17
< Janus>
Would it follow that 'b' is to 98 as 'c' is to 99, etc.?
21:17 Zomchok is now known as AnnoDomini
21:17
< AnnoDomini>
Probably.
21:18
< Janus>
Are you sure it's 97 then..?
21:18
< AnnoDomini>
Reasonably.
21:19
< Janus>
Thank you~
21:20
< AnnoDomini>
http://www.neurophys.wisc.edu/comp/docs/ascii.html
21:22 * Janus ponders the sanity of "total[pull - 97]++;"
21:23
< MyCatOwnz>
Janus: what language are you working in?
21:23
< MyCatOwnz>
If you're in C/C++: total[pull - 'a']++; will be equivalent.
21:23
< MyCatOwnz>
...except on machines with non-ASCII character sets, in which it'll continue to be correct. ^_^
21:24
< Janus>
...
21:24
< Janus>
Genius!
21:33
< MyCatOwnz>
Janus: yes, on the part of a few old very hackers.
21:41 Fish [~Shemhazai@Nightstar-8901.ds1-ba.adsl.cybercity.dk] has joined #Code
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21:50
<@jerith>
Janus: What are you trying to achieve?
21:51
< Janus>
Mmm... it's supposed to read a .txt file for a few lines, read the characters on each line, and tally how many each letter occurs.
21:52
<@jerith>
Ah.
21:52
<@jerith>
That's ok, then. :-)
21:53
< Janus>
If anything other than a lower-case alphabet character is spotted, the program's sunk, but there's very little time for any error checking, as it's to leave my desk today.
21:54
<@ToxicFrog>
...
21:54
< MyCatOwnz>
Janus: #include <ctype.h> and use the tolower() function.
21:54
<@ToxicFrog>
Or just support all byte-wide characters.
21:54
<@ToxicFrog>
unsigned int total[256];
21:55
<@ToxicFrog>
total[pull]++;
21:55
< MyCatOwnz>
Janus: also, you will need to handle ' ' '\n' '\t' '\f' '\g' and many many more.
21:55 * jerith nods.
21:55
< MyCatOwnz>
Do it TF's way.
21:56
< Janus>
I've the newline character and EOF handled... though Mr. Frogs seems quite a score saner.
21:57
<@ToxicFrog>
Also, look into isalpha(3) and related functions, also in <ctype.h>
21:57
<@jerith>
I was about to suggest something similar when my network fell over.
21:59
< MyCatOwnz>
Heheheh. while(total(total[pull++]++)) { ; }
21:59
< MyCatOwnz>
Errr...
22:00
< MyCatOwnz>
while ( total[pull++]++ ) { ; }
22:03
< Janus>
I have the sudden urge to stick my fingers through my eyes and swirl my brain around...
22:03
< Janus>
What's that do~
22:04
< MyCatOwnz>
Not much, it's wrong.
22:05
< Janus>
Oh... it looked kind of right though...
22:05
< MyCatOwnz>
That's what's alarming about it.
22:06
< MyCatOwnz>
while ( someasciizstring[index] ) { total[index++]++; }
22:07
< MyCatOwnz>
Given that it's preceeded by: char* someasciizstring = readline("Prompt: "); /* need to #include <stdio.h>, <readline/readline.h> and <readline/history.h> */
22:07
< MyCatOwnz>
int index = 0; and finally:
22:07
<@ToxicFrog>
No, that's wrong too.
22:08
<@ToxicFrog>
You want { total[someasciizstring[index++]]++; } inside the loop body.
22:08
< MyCatOwnz>
D'oh. I see yes.
22:08
< Janus>
It looks sexy, but I'd probably forget what it did after dinner.
22:08
< MyCatOwnz>
Janus: (with TF's correction) that's actually the most natural way to do it, to my eyes.
22:09
<@ToxicFrog>
Janus: it uses the character at index as an index into the total[] array, increments that, then increments index (thus moving on to the next character in the string)
22:10
<@ToxicFrog>
When the character at index is 0 (NUL) it exits the loop.
22:10
< MyCatOwnz>
annnnnd finally: int total[256]; memset (total,0,256);
22:12
<@ToxicFrog>
unsigned int.
22:12
<@ToxicFrog>
And I think statically allocated arrays are guaranteed to be initialized to zero, but don't quote me on that.
22:12
<@McMartin>
I wouldn't trust any default initialization in C
22:13
< Janus>
I'll splice a for() loop to make certain.
22:13
<@ToxicFrog>
...
22:13
<@ToxicFrog>
What's the for() loop for?
22:13
<@McMartin>
memset works.
22:13
<@ToxicFrog>
If your answer is "initializing the array", that's what MCO's memset() call is for.
22:13
< Janus>
Oh. Well, that sames time.
22:14
<@ToxicFrog>
Alternately, you could create it in the heap with calloc(), which also guarantees zero-initialization.
22:16
< Janus>
Alright, that should work way better then.
22:17
<@ToxicFrog>
What's this needed for, anyways?
22:17
<@ToxicFrog>
I mean, really, this sort of thing is perhaps three lines of awk.
22:18 * ToxicFrog departs!
22:18
< Janus>
It's for a friend of mine, he just wants to see a tally program~
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22:22
< MyCatOwnz>
ToxicFrog: please tell me whether you find this hilarious or not? http://thedailywtf.com/forums/thread/104727.aspx
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--- Log closed Sat Dec 02 00:00:22 2006
code logs -> 2006 -> Fri, 01 Dec 2006< code.20061130.log - code.20061202.log >