code logs -> 2010 -> Sat, 08 May 2010< code.20100507.log - code.20100509.log >
--- Log opened Sat May 08 00:00:55 2010
00:01 shade_of_cpux is now known as cpux
00:03 You're now known as TheWatcher[T-2]
00:06 You're now known as TheWatcher[zZzZ]
00:19 Rhamphoryncus [rhamph@Nightstar-8931f88f.abhsia.telus.net] has joined #code
01:13 * Vornicus fiddles with QT Designer. Tries to figure out what precisely he's doing.
01:19 Derakon [Derakon@Nightstar-5213d778.ca.comcast.net] has joined #code
01:19 mode/#code [+o Derakon] by Reiver
01:30
<@Vornicus>
hokay lessee.
01:31
<@Vornicus>
Over on the right i want two boxes, with titles, and radio buttons in there. Then on the left I want a treeview.
01:32
<@Vornicus>
The treeview is actually built from checkboxes.
01:39
<@Derakon>
The tickets are now diamonds.
01:39
<@Vornicus>
Are you on a horse?
01:40
<@Derakon>
Possibly~
01:44 * Derakon sighs at someone describing themselves as a "Windows fan" just because that's all they've ever used for any remotely significant amount of time.
02:20 Derakon is now known as Derakon[AFK]
02:22
< cpux>
I say we take Steve Ballmer and Steve Jobs, stick them in the same room, and see which one can out-crazy the other one.
02:22
<@McMartin>
I think they should both be locked in a room with Steve the Avatar.
02:23
<@McMartin>
Three Steves Enter, One Steve Leaves.
02:24
< cpux>
Only on Pay-Per-View! $49.95!
02:55 * Vornicus fiddles with the treeview thing, trying to figure out what he's aiming to do here.
02:58
<@McMartin>
I forget, does Qt merge Tree and List views?
02:59
<@McMartin>
They tend to be the Nastiest Widgets Ever, either way, in all systems
02:59
<@McMartin>
I need to learn how to do table views in it at some point
02:59
<@McMartin>
But! Priorities.
02:59
<@McMartin>
QBlorple is clearly, at best, #4 on my List.
03:00
<@McMartin>
After FotH, the remaining tasks I have to do for UQM 0.7, and the "do something with Love2D so you can have an opinion about it" project.
03:00
<@Vornicus>
QT does separate List and Tree views.
03:01
<@Vornicus>
Unfortunately the TreeView is the Obvious Right Answer for the task I have for it.
03:01
< celticminstrel>
UQM is only at 0.7?
03:02
<@McMartin>
No
03:02
<@McMartin>
UQM is at 0.6.2 on actual releases.
03:02
< celticminstrel>
Why is it not even at 1.x?
03:02
<@McMartin>
It was "basically done" from a "I want to play the game" at around 0.4, and everything else has been refactoring the unusuable code base.
03:03
<@McMartin>
1.0 was "we can walk away from it and the people who want to make mods will be able to do so without forking and hacking the engine"
03:03
<@McMartin>
And yeah, that's at about 0.7
03:03
< celticminstrel>
Oh, you have a roadmap.
03:04
<@McMartin>
Most of my work for 0.7 has been further work in the long, slow process of untangling the content from weird nonstandard index/resource specifier formats.
03:04
<@McMartin>
At least it's all text now.
03:04
<@McMartin>
But there's still like five nonoverlapping systems in 0.6.x
03:04
<@McMartin>
In 0.7 that drops to three.
03:04
<@McMartin>
Which may be low enough, really; there's no reason save formats should be unified with the rest per se
03:06
<@McMartin>
But yeah, after 1.0's maintenance releases, that's the point where coredev officially retires.
03:23
< Namegduf>
Hmm.
03:24
< Namegduf>
What would people advise for Python configuration files? I think it's come up before, someone suggested ConfigParser, which I found ugly but didn't have a justification for.
03:24
< Namegduf>
I've used ConfigParser, and it's worked okay, but it's not scaling too well in style to heavily commented, strictly broken into sections configuration files.
03:24
< Namegduf>
I'm wondering if anyone has other ideas.
03:25
< Namegduf>
Python's JSON parser doesn't permit comments, counting it out, and as it's part of an existing project which isn't too huge, adding a YAML parser isn't feasible (it'd add about 50% to the size of things)
03:25
< Namegduf>
Which were both my first two ideas.
03:32
< celticminstrel>
md5 output is always alphanumeric, right?
03:34
<@Vornicus>
md5 technically outputs a sequence of bytes -- it just generally gets displayed as hexadecimal.
03:42
< celticminstrel>
Seems like it outputs it formatted as hexadecimal rather than as raw bytes.
03:42
<@Vornicus>
Right.
03:43
<@Vornicus>
If you were to use an md5 summer in a program, it would probably receive it as bytes.
03:46
< celticminstrel>
...is there some advantage to applying md5 to the output of md5?
03:48
<@Vornicus>
...no?
03:48
< celticminstrel>
I didn't think so.
03:51
< cpux>
md5sum is a 32-byte checksum, and it's typically represented in hexadecimal, yes.
03:51
< cpux>
And I can't imagine md5ing an md5 being any useful.
03:52
<@Vornicus>
16-byte
03:52
<@Vornicus>
32 hexadecimal digits.
03:52
< cpux>
right. I always confuse that.
03:53
< cpux>
md5's 16 byte. sha-1's 20-byte.
03:54
< cpux>
There an accepted sha-3 yet?
04:19 * Vornicus fiddles with qt. okay. adding a treeview is all well and good, but now I have to write the damn code.
04:26 gnolam [lenin@Nightstar-38637aa0.priv.bahnhof.se] has quit [[NS] Quit: Z?]
04:39
<@McMartin>
Vornicus: Qt Assistant is your only friend
04:52
<@Vornicus>
Apparently!
05:34 * Rhamphoryncus ponders utf-8 vs utf-32 for his python implementation
05:34
< Rhamphoryncus>
(utf-32 is right out)
05:34
<@McMartin>
utf-32 is properly called UCS4, tbh
05:35
<@McMartin>
UCS4 is only useful if you're writing C.
05:35
< Rhamphoryncus>
No, UTF-32 and UCS4 are synonymous
05:36
< Rhamphoryncus>
well almost
05:36
< Rhamphoryncus>
ISO 10646 defines UCS-4. Unicode defines UTF-32
05:37
<@McMartin>
Hm. I thought those werer defined to track each other?
05:39
< Rhamphoryncus>
They are now, yes
05:40
< Rhamphoryncus>
I believe UCS-4 defines a little more information not in unicode, but I don't think anybody cares
05:40
< Rhamphoryncus>
whereas UCS-2 is usually used (correctly or not, I'm not sure) to refer to the archaic pre-surrogate form of UTF-16
05:42
<@McMartin>
Yeah, I have no idea how those relate
05:42
< Rhamphoryncus>
I've never heard anybody discuss BOM for UCS-4 either, which suggests they have some different mental context for it
05:43
< Rhamphoryncus>
huh. ISO 10646 only has the BMP. However, they will revise it in the future to add the rest
05:44
<@McMartin>
Oho
05:44
< Rhamphoryncus>
Which is odd.. they UCS-4 has a range of 0..2**31, and has the same character set, but doesn't allow it all? For UCS-2, sure, but UCS-4 too? I'm not sure that's right
05:44
<@McMartin>
I was unaware of that
05:45
<@McMartin>
UCS-4: It's UCS-2 with double the space requirements, all of which have to be zero
05:45
<@McMartin>
:bravo:
05:45
< Rhamphoryncus>
lol
05:47
< Rhamphoryncus>
heh, UCS-4 has private use codes not accessible through UTF-16
05:47
< Rhamphoryncus>
IOW, UCS-4 is a superset of unicode
05:48
< Rhamphoryncus>
it does sound like UCS-4 supports outside the BMP though
05:51
< celticminstrel>
They all do.
05:51
< Rhamphoryncus>
and ISO 10646 explicitly allows you to implement only certain subsets. Thus, UCS-2 is perfectly legal ISO 10646, but not an implementation of unicode
05:52
< Rhamphoryncus>
celticminstrel: eh?
05:53
< celticminstrel>
UTF-8, UTF-16, UTF-32... they should all support characters outside the Basic Multilingual Plane.
05:54
< Rhamphoryncus>
UTF-8, UTF-16, and UTF-32 are implementations of Unicode and support the entire unicode character set. UCS-2 and UCS-4 are implementations of ISO 10646 and do not necessarily support the entire unicode character set
05:55
< celticminstrel>
...why wouldn't UCS-2 support outside the Basic Multilingual Plane?
05:55
< Rhamphoryncus>
the UCS-2 spec does not include surrogates. It is specifically only the BMP
05:55
< Rhamphoryncus>
ISO 10646 matched up the character sets, NOT the encodings
05:56
< celticminstrel>
UCS-4 allows for values above 0x10FFFF?
05:56
< Rhamphoryncus>
Even for UCS-4 vs UTF-32 there's substantial differences in conformance requirements. Under UCS-4 it's perfectly legal to have values about 0x10FFFF, but not in UTF-32
05:58
< celticminstrel>
So why would anyone use UCS-2?
05:58
< Rhamphoryncus>
that's a good question
05:59
< Rhamphoryncus>
The biggest reason I can figure out is they're confused about what the standards %breally%b say
05:59
< Rhamphoryncus>
oh that came out well
05:59
< Rhamphoryncus>
The biggest reason I can figure out is they're confused about what the standards really say
05:59
< celticminstrel>
...%b?
05:59
< Rhamphoryncus>
xchat stupidity :P
05:59
< Rhamphoryncus>
why have something normal like ctrl-b for bold when you can have them type in % B instead
06:00
< celticminstrel>
I do the former.
06:00
< celticminstrel>
It's really no harder.
06:00
< celticminstrel>
Anyway, bed.
06:00 celticminstrel [celticminstre@Nightstar-f8b608eb.cable.rogers.com] has quit [[NS] Quit: *hums* Can't stay now!]
06:01
< Rhamphoryncus>
I suspect that ISO 10646 defines no special handling of the byte order mark. I'm still trying to determine that though
06:02
< Rhamphoryncus>
It doesn't help that the BOM is a perfectly legal scalar value anyway, and thus SHOULD show up in the resulting text :P
06:05
< Rhamphoryncus>
and for UTF-8 it's a defect in the standard. An encoder that chooses to emit it removes the feature of being an ascii superset
06:08
< Rhamphoryncus>
direct quote from ISO 10646, if there was any doubt: "NOTE 1 - Since UCS-2 only contains the repertoire of the BMP it is not fully interoperable with UCS-4, UTF-8 and UTF-16."
06:12
< Rhamphoryncus>
"NOTE 2 - When confined to the code positions in Planes 00 to 10 (U+0000 to U+10FFFF), UCS-4 is also referred to as UCS Transformation Format 32 (UTF-32). The Unicode Standard, Version 4.0, defines the following forms of UTF- 32:"
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06:20
< Rhamphoryncus>
huh. So if I use UTF-32 internally I'm actually switching between UTF-32BE and UTF-32LE depending on platform
06:21
< Rhamphoryncus>
(and hypothetically, a nonstandard variant of UTF-32 on platforms with weird byte order)
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07:51 Derakon[AFK] is now known as Derakon
08:15 Derakon is now known as Derakon[AFK]
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08:38 Rhamphoryncus [rhamph@Nightstar-8931f88f.abhsia.telus.net] has quit [Client exited]
08:44 You're now known as TheWatcher
09:17 Vornicus is now known as Vornicus-Latens
09:19 * McMartin gets his beta report from Vorn, now has 60 action items
09:19
<@McMartin>
Thanks~
09:19
<@TheWatcher>
OW >.>
09:21
<@McMartin>
This is why we have testers
09:21
<@McMartin>
This is also why we *start* testing four and a half months in advance
09:22
<@TheWatcher>
What're you doing, anyway?
09:22
<@McMartin>
Interactive fiction game
09:22
<@TheWatcher>
Aah, okay
09:23
<@McMartin>
So yeah, a good number of these are going to be a sentence or two to fix.
09:23
<@McMartin>
Example: Does the player mean entering the belt: it is completely impossible.[* Seriously, what the fuck, it's like the first choice ALL THE TIME even when the room is full of chairs]
09:24
<@McMartin>
Hm, actually, I don't recall if completely impossible is supported in this version yet.
09:24
<@McMartin>
It might just have to be "very unlikely"
09:34
<@McMartin>
Among the other bug reports: "Actually, most bromine compounds are solids"
09:44
<@jerith>
:-)
09:45
<@jerith>
McMartin: Is this for ifcomp?
10:43
<@McMartin>
With luck!
10:43
<@McMartin>
It was supposed to be for *last* year's IFComp, that didn't really happen
10:43 * McMartin fixes a dozen issues, calls it a night
10:57 AnnoDomini [annodomini@Nightstar-c069db15.adsl.tpnet.pl] has joined #code
10:57 mode/#code [+o AnnoDomini] by Reiver
12:02 Reiv[Graduate] [orthianz@Nightstar-9b1f5915.xnet.co.nz] has quit [Ping timeout: 121 seconds]
12:06 Reiver [reaverta@ServerAdministrator.Nightstar.Net] has quit [Ping timeout: 121 seconds]
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12:19 mode/#code [+qo Reiver Reiver] by ChanServ
12:28
<@AnnoDomini>
Is there a way to make folders in Gnome under Debian behave like Windows folders, in that opening one will bring it up in the same window, rather than summoning a new one?
12:28
<@jerith>
Knowing Gnome, I wouldn't be surprised if they took that option away because it's "too complicated" or something. :-/
12:47
< Tarinaky>
Finished Effective C++.
12:47
< Tarinaky>
AnnoDomini: You could try using a different File Manager.
12:58 gnolam [lenin@Nightstar-38637aa0.priv.bahnhof.se] has joined #code
14:35 Reiv[Graduate] [orthianz@Nightstar-7aed6a6b.xnet.co.nz] has joined #code
14:47
<@ToxicFrog>
AnnoDomini: edit, preferences, behaviour, enable "browser windows"
15:01 celticminstrel [celticminstre@Nightstar-f8b608eb.cable.rogers.com] has joined #code
15:36
< Tarinaky>
I have a question. How easy would it be to set up, in SDL, a system where portraits are generated by recolouring layers?
15:37
< Tarinaky>
So having a stock shape and storing noses and eyes and lips and whatever else as seperate layers and blitting them ontop.
15:37
< Tarinaky>
But how would you go about applying colour filters?
15:40
< gnolam>
Answer to question 1: really easy.
15:40
< Tarinaky>
Including the recolouring?
15:41
< gnolam>
What kind of recoloring did you have in mind?
15:41
< Tarinaky>
Well. Largely depends on what I can get away with while keeping it looking 'okay'.
15:42
< Tarinaky>
As a way of increasing the number of permutations without increasing workload.
15:43
< Tarinaky>
But it'd also be cool if the colour of the entire portrait... in a sort of... Dorian Grey/Gothic way for Vampires.
15:43
< Tarinaky>
*entire portrait could be muted
15:43
< gnolam>
I think SDL_gfx can do some basic tinting, but otherwise you can always do what you want manually.
15:46
< Tarinaky>
My knowledge of image manipulation is limited though which rather makes me paranoid about what I can/can't achieve :/
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16:32
< Tarinaky>
Any suggestions on maybe some reading material on how to do colour filters and stuff... bitwise so to speak?
16:55 Derakon[AFK] is now known as Derakon
17:19
< Alek>
aw crap, it's still here.
17:19
< Alek>
the justin.tv popup.
17:19
< Alek>
5 pages overnight.
17:19
< Alek>
halo3forum, specifically, Halo 3 Mythic Brawl with Kyuure
17:19 Tarinaky [Tarinaky@Nightstar-d9b9d891.adsl.virginmedia.net] has quit [Connection closed]
17:30
< gnolam>
Tarinaky: well, that depends on what you want to do. Image processing in general is not trivial (but it might be, depending on what you want to do).
17:30
< gnolam>
Aw crap, he quit.
18:10 Vornicus-Latens is now known as Vornicus
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19:19
<@AnnoDomini>
ToxicFrog: Okay, thanks.
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21:03 mode/#code [+o AnnoDomini] by Reiver
21:04
< celticminstrel>
4:04 - this time does not exist! :D
21:18 cpux [Moo@Nightstar-20a84089.dyn.optonline.net] has joined #code
21:20
<@McMartin>
Ah, I7 wackiness
21:20
<@McMartin>
http://pastebin.com/cWzQYUm9
21:21
<@McMartin>
As for SDL: if you want to use paletting, it's trivial, but you probably don't want to use paletting.
21:21
< celticminstrel>
Why not?
21:21
<@McMartin>
Because it restricts you to 256 colors
21:21
< celticminstrel>
Sounds reasonable.
21:21
<@McMartin>
Hasn't been for a decade.
21:22
< celticminstrel>
Hasn't been what? Reasonable?
21:22
<@McMartin>
Indeed.
21:22
<@McMartin>
Makes effects like alpha blending impossible, for one.
21:22
<@TheWatcher>
256 colours is, frankly, laughable unless you're writing dwarf fortress~
21:23
< celticminstrel>
Does that impossibility imply if you're copying a paletted image onto a non-paletted surface?
21:23
<@McMartin>
You can do tricks like UQM used to and have a different... yeah, you can do that
21:23
< celticminstrel>
Have a different what>
21:23
< celticminstrel>
?
21:23
<@McMartin>
A different palette per blittable, onto a surface that's true-color
21:23
<@McMartin>
However, then you're doing a graphic conversion on every blit and are thus spending 2005-level computer power to render 1993-era graphics.
21:24
<@McMartin>
As for pixel-by-pixel changes.
21:25
<@McMartin>
The way you do that is by locking the surface with SDL_LockSurface, editing the SDL_Surface->data member (whose format is specified by its "format" specifier), and then unlocking it with SDL_UnlockSurface.
21:25
<@McMartin>
Unless you're using a carefully designed format that's easy to edit, this can be something of a nightmare
21:25
<@McMartin>
The easiest first thing to do is to instead of applying color filters, just increase the number of sprites you have. Memory is often cheaper than CPU these days.
21:27
<@Vornicus>
unless you /actually/ need to dynamically generate the colors, just make more sprites.
21:27
< celticminstrel>
By applying colour filters you're referring to things like swapping the red and green channels?
21:28
<@Vornicus>
And if you /do/ need to do the dynamic generation, do it /once/, with /all/ the sprites you need to do it on, and use them for the entire level.
21:28
<@McMartin>
it sounded like you meant things like applying sepia tones.
21:28
<@McMartin>
Or turning skin color from light brown to dark brown
21:28
<@Vornicus>
(in any case, you can do this using a color convolution matrix and two images, one that's just the palette-zone colors.
21:28
< celticminstrel>
Yeah, pre-generating any colour-filtered sprites sounds like a good idea.
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23:31 You're now known as TheWatcher[T-2]
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23:39 * Derakon dives back into the Jetblade source code.
23:39
<@Derakon>
I'd forgotten that the map module is 1400 lines long...
23:39
<@Derakon>
Might be time to split that up a bit.
23:52 AnnoDomini [annodomini@Nightstar-c19d06d6.adsl.tpnet.pl] has quit [[NS] Quit: That's gneiss.]
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23:57
< Alek>
wooo jetblade.
--- Log closed Sun May 09 00:00:56 2010
code logs -> 2010 -> Sat, 08 May 2010< code.20100507.log - code.20100509.log >