code logs -> 2007 -> Fri, 16 Feb 2007< code.20070215.log - code.20070217.log >
--- Log opened Fri Feb 16 00:00:30 2007
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19:14
< Forj>
ok, I'm teaching myself python, and I have a simple question: given the difference between tuples and lists being that tuples are read only, in what circumstances would I prefer to use a tuple?
19:16 * Chalcedon eyes
19:16
<@Chalcedon>
how'd I end up the only op.... (not that this makes any difference to half of you...)
19:17 mode/#code [+oo Forj ReivZzz] by Chalcedon
19:18
<@Chalcedon>
that makes me feel a whole lot better.
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19:28
<@Vornicus>
TUples you can use as keys to a dictionary.
19:28
<@Vornicus>
Lists you can't
19:32
<@Forj>
so that's a different difference to the read only status of tuples?
19:32
<@Vornicus>
THey're related.
19:32
<@Forj>
oh, and wootage, my first program works
19:33
<@Forj>
it doesn't do much, but it works :P
19:33
<@Vornicus>
what's it do?
19:33
<@Forj>
ok, I'll obviously get on the manipulating dictionaries later on
19:33
<@Forj>
thanks
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19:34
<@Forj>
it rolls on a table to generate trap, treasure or monster, and then what type of each, choice of 3 kinds
19:35
<@Vornicus>
Tuples are also a bit faster to work with.
19:36
<@Forj>
faster in terms of run time, or programming?
19:36
<@Vornicus>
RUn time.
19:36
<@Vornicus>
in terms of programming, eh, same difference
19:38
<@Forj>
yeah, I wasn't sure how that was gonna work, run time made more sense ;)
19:39
<@Vornicus>
I personally tend to use tuples until I have a good reason to switch to lists
19:40
<@Forj>
because they run faster, and in case you want to then use it as a dictionary key at some point?
19:42
<@Vornicus>
Yeah.
19:42
<@Vornicus>
Also because there are no modifying methods on them, so I can work more safely.
19:45
<@Forj>
makes sense
19:45 * Forj changes his lists to tuples :)
19:46 * Forj has 14 copper pieces
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23:54 * Janus ponders if he can convert a Maya object into something Opengl can use.
23:55
< AnnoDomini>
It is obviously impossible.
23:55
< AnnoDomini>
:P
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23:59 * Janus ponders the point of Opengl if it's so blasted hard to model for, then.
23:59
<@Vornicus>
You can probably do it.
23:59
<@Vornicus>
I don't know how Maya works though.
23:59
<@McMartin>
I've done it for Lightwave.
23:59
<@McMartin>
I note, however, that most modeling software is designed to produce attractive, static renders.
--- Log closed Sat Feb 17 00:00:12 2007
code logs -> 2007 -> Fri, 16 Feb 2007< code.20070215.log - code.20070217.log >