code logs -> 2012 -> Sun, 16 Dec 2012< code.20121215.log - code.20121217.log >
--- Log opened Sun Dec 16 00:00:45 2012
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02:13
<&McMartin>
Hmm
02:13
<&McMartin>
I'd missed that Sam Latinga was now at Valve
02:13
<&McMartin>
THis makes sense, given that I'm seeing SDL-related assertions in Linux!TF2.
02:18
<&McMartin>
ALso, hm
02:18
<&McMartin>
Maybe I should start this work with just a stock framebuffer renderer
02:18
<&McMartin>
I'm gonna need one eventually.
02:19
<&McMartin>
Also, SDL2 has stuff that would be nice to have, but I can't trust it yet ;_;
02:23
<&Derakon>
I thought SDL2 was ancient?
02:23
<&McMartin>
SDL2 isn't remotely ready to be released yet.
02:23
<&McMartin>
It's "hg head", more or less
02:23
<&McMartin>
But it's what, for instance, Source is using, becuase it handles important things like DX10-level functionality in OpenGL.
02:24
<&McMartin>
SDL 1.2 is the ancient one.
02:24
<&McMartin>
It hasn't changed significantly in 10 years.
02:24
<&McMartin>
More.
02:24
<&McMartin>
SDL 1.2.15 is officially the Last Version Of SDL 1.2.
02:26
< himi-cat>
SDL 1.2 is so ancient it creaks whenever you install it
02:27
< himi-cat>
Seriously - make sure you have speakers plugged in and not muted, and install it
02:27
<&McMartin>
Well. THe API.
02:27
<&McMartin>
1.2.15 is new enough it's not in my repos.
02:27
<&McMartin>
I love how they're still crowing about being used in such games as Civilization: Call To Power when they could instead be citing TF2
02:28
< himi-cat>
heh
02:28
< himi-cat>
That's a pretty good indication of how old it is
02:28
<&McMartin>
Well.
02:29
<&McMartin>
It was 1.2.2 or something when UQM started.
02:29
<&McMartin>
Which was over 10 years ago, now.
02:29
< himi-cat>
It's had significant work gone into it - it's not unmaintained
02:30
< himi-cat>
But it's still a pretty damn ancient codebase and API
02:30
<&McMartin>
Yup
02:30
<&McMartin>
Which is why it has some of the hilarious quirks that, say, DirectX does.
02:30
< himi-cat>
And for what it does I don't know if there are any reasonable alternatives
02:30
<&McMartin>
And for the same reasons. Old, needed to handle changes in hardware paradigm
02:30
<&McMartin>
None, not even remotely
02:30
<&McMartin>
The absolute closest is FreeGLUT, which, well, lol.
02:31
< himi-cat>
lolyuk
02:31
<&McMartin>
Actually, its real competitor is "Find a reasonably stable revision point of SDL 2.0 and use that"
02:31
< himi-cat>
There are a number of other similar ideas, but as far as I know they're all old and bitrotted to death
02:31
<&McMartin>
Yeah
02:31
<&McMartin>
And most of them want to be *engines*, not a hardware abstraction
02:31 * himi-cat nods
02:32
<&McMartin>
SDL2 is making the distinction between hardware surfaces, software surfaces, and render targets more stark
02:32
< himi-cat>
In a way its competition is stuff like OSG, but they're in a totally different league
02:32
<&McMartin>
I don't recognize OSG
02:32
< himi-cat>
OpenSceneGraph
02:33
< himi-cat>
Which, as the name suggests, is a 3D scene graph system
02:33
<&McMartin>
Yeah
02:33
<&McMartin>
I'm looing at it
02:33
<&McMartin>
*looking
02:33
<&McMartin>
Hmm, this isn't at Allegro's abstraction level, but it's still a different abstraction level than SDL.
02:34
<&McMartin>
ALso, it's only for Graphics
02:34
< himi-cat>
It's a nice system, and it's viable to pull out a few bits and use them without requiring the whole shebang, but it's still a very big chunk of code
02:34 * himi-cat nods
02:34
<&McMartin>
SDL2 has as major features "dynamically detect when a joystick is plugged in or unplugged" or "multiple simultaneous pointer device support"
02:34
<&McMartin>
OSG is a widget toolkit, where SDL is a WM.
02:34
< himi-cat>
Most of the stuff I know of using OSG uses SDL for input
02:34
<&McMartin>
And WM integration, yeah
02:34
<&McMartin>
WM integration is the biggest gain for me
02:35 * himi-cat nods
02:35
<&McMartin>
Though input is also very important
02:35
<&McMartin>
There are better solutions for sound but it does offer one.
02:35
< himi-cat>
That's the nice thing about the more sophisticated toolkits, and one of the things I /hate/ about GLUT
02:35
<&McMartin>
SDL's input model is honestly superb
02:36
<&McMartin>
It's very close to what turns out to be the metal of all major OSes but without hewing too closely to any of them.
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02:36
<&McMartin>
There are only a few gaps and they're things like ACPI events.
02:36
< himi-cat>
That's not a bad result given it dates back to early stages of development of the current major OSes
02:36
<&McMartin>
Yeah
02:36
< himi-cat>
Well, early-ish
02:37
<&McMartin>
There's a reason it lasted 10 years
02:37 * himi-cat nods
02:37
<&McMartin>
Cynic: THis is actually because we've been all ripping off PARC for 40 years~
02:37 * himi-cat snickers
02:38
< himi-cat>
I'd be curious to see if the devs at PARC had all the standard input hardware we use now
02:39
<&McMartin>
Mice have improved in form and function, but only in ways that are easy to predict.
02:39
< himi-cat>
I was going to say I don't think they would, but there's not been many real changes now that I think about it
02:39
<&McMartin>
I guess scroll wheels are technically new, but that still fits into the event publish/subscribe models.
02:39
< himi-cat>
Yeah, I was thinking more of things like joysticks and touch-surfaces and the like
02:39
<&McMartin>
Joysticks in GUIs ended up being poor man's mice.
02:40
< himi-cat>
Single-touch definitely, joysticks yes - the only thing that probably wasn't around was multi-touch
02:40 * himi-cat nods
02:40
<&McMartin>
(Hi there, GEOS)
02:40
< himi-cat>
That might explain why multi-touch has been such a pain to integrate into modern GUIs
02:40
<&Derakon>
There's haptic interfaces, where you can "feel" / "sculpt" three-dimensionally.
02:40 * himi-cat nods
02:40
<&Derakon>
They haven't really caught on with the general populace yet though.
02:40
< himi-cat>
They're not well handled, though
02:40
<&McMartin>
RIght
02:40
<&McMartin>
And, well
02:41
< himi-cat>
You need dedicated support in the software
02:41
<&McMartin>
If you can handle mouse and keyboard, you're doing something that fits well into the core notion of all windowing systems.
02:41
<&McMartin>
poll/select is Just The Answer as far as this species is concerned
02:41
< himi-cat>
And the actual use-cases for them are a) academic research and b) stuff that still hasn't gotten out of academic research
02:41
<@celticminstrel>
I wish two-dimensional scroll wheels were standard. :/
02:41
<&McMartin>
... trackballs?
02:41 * McMartin isn't totally clear on what you describe.
02:41
<@celticminstrel>
No, two-dimensional scroll wheels.
02:42
<&Derakon>
Himi: and 3D modeling!
02:42
<@celticminstrel>
Vertical and horizontal.
02:42
<&McMartin>
Yes
02:42
<&McMartin>
I'm having trouble imagining one.
02:42
< himi-cat>
The only cases where haptics are actually any use is with things like remote surgery
02:42
<@celticminstrel>
Trackballs are 360 degrees, so even more degrees of freedom.
02:42
<&McMartin>
Is it like a trackball, but just where the scrollwheel goes?
02:42
<&Derakon>
Professional 3D modelers wear 3D glasses and I'm pretty sure at least some of them use haptic sculpting interfaces.
02:42
<&McMartin>
OK, I'm seriously not sure what this device looks like
02:42
< himi-cat>
Derakon: I haven't seen any case of 3D modelling that makes use of haptics
02:42
<@celticminstrel>
I have a two-dimensional scroll wheel, sorta. It's a normal wheel. but you can also nudge it sideways.
02:42
< himi-cat>
Huh
02:42
<&McMartin>
celticminstrel: Hm. so, like a POV hat for a mouse?
02:43
<@celticminstrel>
I suppose?
02:43
< himi-cat>
3D glasses can help, but I'm not sure how haptics would really help
02:43
<&McMartin>
(HATS ARE THE FUTURE, GABEN WAS RIGHT)
02:43
<@celticminstrel>
Is POV hat like a +-pad?
02:43
< himi-cat>
Maybe if you were a physical sculptor as well
02:43
<&McMartin>
Programatically, yes
02:43
<&McMartin>
In practice, a little less so
02:43
<&McMartin>
Let me see if I can find a picture
02:43
<@celticminstrel>
But 360-degree wheels (as in the Mighty Mouse) would be just as acceptable.
02:44
<@celticminstrel>
This is my mouse: http://4.bp.blogspot.com/__fGE9uGYw5A/TKwQi1Q-_eI/AAAAAAAABZs/7xJv56Oz1lM/s1600/ Logitech+LX3+Optical+Mouse.jpg
02:44
<&McMartin>
Aha, OK
02:44
<&McMartin>
So a hat in one dimension, a wheel in the other
02:44
<&McMartin>
OK I can see that
02:44
<&McMartin>
Nice
02:44
<@celticminstrel>
Basically the idea is, scroll wheels should not be limited to one dimension.
02:44
<&McMartin>
Also, great form factor
02:44
< himi-cat>
celticminstrel: most systems I've seen send button press events for the scrollwheel
02:44
<&McMartin>
Yeah, each tick is "it's moved this way"
02:45
<@celticminstrel>
himi-cat: I think SDL does that, yeah.
02:45
<&McMartin>
As a pulse
02:45
<&McMartin>
SDL is generally mimicking the HID signals
02:45
<@celticminstrel>
"great form factor"?
02:45
<&McMartin>
Anyway
02:45
<&McMartin>
Ergonomics?
02:45
<@celticminstrel>
Meaning you like my mouse? :P
02:45
<&McMartin>
It looks comfortable to use.
02:45
<&Derakon>
I have a trackball at work; I just map two of the buttons to scroll down/up.
02:45
<&McMartin>
The wiki article on "Joystick" shows a PoV hat
02:46
<@celticminstrel>
Yeah, I guess it's comfortable.
02:46
<&McMartin>
It's a D-Pad but with a rubber pyramid on top so you can more easily thumb it a specific way blindly (since your thumb is usually on some other button)
02:46
<@celticminstrel>
Heh, I have a joystick very similar to this in the basement: http://en.wikipedia.org/wiki/File:Atari_XE_joystick.jpg
02:47
<@celticminstrel>
I don't think it has ever been used.
02:47
< himi-cat>
Most modern joysticks include many different axes, presented as sliders or hats or similar
02:47
<&McMartin>
Sliders are axes
02:47
<&McMartin>
There's a horribly broken thing in the way the old input models handle modern gamepads
02:47
<&McMartin>
That's the one major breakage I'm aware of
02:47
< himi-cat>
D-pads generally present as two axes that switch between full positive/neutral/full negative
02:47
<&McMartin>
Pressure sensitive buttons come in pairs and are treated as an axis
02:48
<&McMartin>
That is no longer true
02:48
<&McMartin>
D-pads more often than not present as POV hats, which are bitmasks
02:48
< himi-cat>
Huh
02:48
< himi-cat>
I haven't seen that
02:48
<&ToxicFrog>
I'm not sure why they don't present as button sets
02:48
<&McMartin>
USB HID guidelines, I suppose.
02:49
<@celticminstrel>
Hat is the green thing in the Wikipedia diagram?
02:49
<&McMartin>
Anyway, older input libraries (including both SDL and DirectInput) fuck up modern gamepads, and specifically the X360 LT and RT.
02:49
< himi-cat>
TF: I think it's because they're assumed to be integrated controls
02:49
<&McMartin>
celticminstrel: Yeah
02:49
<&McMartin>
(In particular, they read LT and RT both fully pressed as being "neither is pressed at all")
02:49
< himi-cat>
Separate buttons would be confusing, whereas axes clearly indicate the `interrelation
02:50
<&McMartin>
XInput fixes this
02:50
<&McMartin>
I'm not fully sure what it does different, and if it's something other systems can replicate
02:50
<@celticminstrel>
I'd say WHEEL_UP and WHEEL_DOWN are not a good way of handling the scroll wheel, either.
02:51
< himi-cat>
celticminstrel: to handle it differently you'd need to have a different event type
02:51
<@celticminstrel>
Yeah, a MouseScrollEvent or somesuch.
02:51
< himi-cat>
On top of the position/button mask events already there
02:51
<@celticminstrel>
With an integer.
02:52
<@celticminstrel>
Well, I suppose it doesn't need to be an integer. Could be floating-point.
02:52
<@celticminstrel>
Just, not a boolean.
02:52
< himi-cat>
My point is that supporting it that way would be significantly harder, hence the decision to just use button events
02:53
<@celticminstrel>
So basically, they're lazy. :P
02:53
< himi-cat>
Also, given that the wheel /detects/ motion in a quantised fashion, I don't know that presenting it that way is too much of a problem
02:53
<&McMartin>
celticminstrel: You don't want to have to upgrade every application ever written to use a slight mouse upgrade.
02:54
<&McMartin>
If apps know about N-button mice but not scroll wheels, they will accept scroll wheels with no code changes if scroll wheel events are button presses.
02:54
<@celticminstrel>
Well, I think my scroll wheel does indeed detect it in a "quantized" fashion, but Mighty Mouse ... might not...
02:54
< himi-cat>
And you can add support for things like 2D scrolling very easily
02:54
<@celticminstrel>
Ah, I guess there's a point there, McM.
02:54
<&McMartin>
And, well, N-button mice came before the 1-button mouse :D
02:55
<&McMartin>
Because prototypes are always ridiculous
02:55
< himi-cat>
celticminstrel: they're digital sensors - the mighty mouse is just a tiny trackball that presents as a scroll wheel
02:55
<@celticminstrel>
Yeah, it's essentially a trackball.
02:56
<&McMartin>
Hm
02:56
<&McMartin>
That shouldn't be a button for the "full" effect
02:56
<&McMartin>
That should be like a secondary mouse pointer
02:56
<@celticminstrel>
?
02:56
<&McMartin>
Because it should be able to handle the "throw" gesture, which a scroll wheel need not do.
02:56
< himi-cat>
Hm
02:56
< himi-cat>
An accelerator applied to the main pointer
02:57
<&McMartin>
No, not like that
02:57
< himi-cat>
I'd hate to try and figure out a sane way to handle that in apps
02:57
<&McMartin>
Like two mice plugged in at once
02:57
< himi-cat>
Yeah, I was suggesting a slightly different model
02:57
<&McMartin>
(Two mice plugged in at once, or conceptually that, anyway, is one of the few paradigm shifts in the past 10 years. SDL2 has stuff for it)
02:58
< himi-cat>
McMartin: that would be /nice/
02:58
<@celticminstrel>
Will SDL2 ever be officially released? :P
02:58
<&McMartin>
Apparently the reference library for this is called "ManyMouse"
02:58
< himi-cat>
There are ways to handle it, but it's a pain
02:58
<&McMartin>
celticminstrel: I'm going to be a dick: "Probably once Steam for Linux leaves beta"
02:58
<&McMartin>
I am strongly suspecting Valve's driving SDL2 development now
02:58
<@celticminstrel>
Really?
02:59
< himi-cat>
McMartin: there are much worse people who could be doing it
02:59
<@celticminstrel>
Yeah, Valve is okay.
02:59
<&McMartin>
This whole conversation started with me noticing that Sam Latinga, SDL's principal architect, joined Valve back in July
02:59
<@celticminstrel>
Oh.
03:00
<@celticminstrel>
But why would Valve be interested in SDL2?
03:00
<&McMartin>
And, well, Linux Source is clearly using SDL 2.0
03:00
<@celticminstrel>
?
03:00
<&ToxicFrog>
Because - as also noted earlier - they are using it for their Linux port of the Source engine
03:00
<@celticminstrel>
Oh.
03:00
<@celticminstrel>
Source us the HL2 engine?
03:00
<@celticminstrel>
^is
03:00
<&ToxicFrog>
Yes.
03:00
<&McMartin>
Yeah.
03:01
<&ToxicFrog>
Also the TF2 engine, L4D engine, Portal engine, and a bunch of others.
03:01
<&ToxicFrog>
(it's actually L4D2 and TF2 they're porting first, IIRC)
03:01 * celticminstrel only knows it from Portal. :P
03:01
<&McMartin>
No Linux Portal yet
03:01
<&McMartin>
Steam Linux Open Beta is rumored to start on Monday
03:01 * celticminstrel doesn't need Linux Steam...
03:01
<&ToxicFrog>
I don't need it but I sure want it~
03:01
<@celticminstrel>
Do Beta users get a free game like they did for Mac Open Beta?
03:02
<&McMartin>
Well, the Open Beta hasn't started yet
03:02
<&McMartin>
The closed beta users didn't.
03:02
<@celticminstrel>
(That's how I got Portal. :D )
03:02
<&McMartin>
They "got" TF2, which is F2P.
03:02
<@celticminstrel>
Yeah, that one doesn't count...
03:02
<&McMartin>
The earliest closed beta seems to have been L4D2, but that was a timebombed subscription, that went away just as I got invited
03:03
<&McMartin>
However, a bunch of stuff is pre-available on it, which wasn't true for the Mac.
03:03
<&McMartin>
Steam Play took awhile to get off the ground, but about 30 games Just Work if you have them.
03:03
<&McMartin>
And several dozen more pretend to but don't have anything to install. =P
03:03
<@celticminstrel>
XD
03:04
<&McMartin>
So, the Seriously Big Deal for me is that Trine 2 works, becuase I didn't have access to it on Linux any other way
03:04
<&McMartin>
All the other Linux Steam games I can unlock I can also unlock via Humble Bundles.
03:04
<&McMartin>
Hmm. I guess except for the Introversion games, but I *could* have, there.
03:05
<&McMartin>
And not all the HIB games are up to speed yet
03:05 * McMartin foot-taps very impatiently at FTL.
03:05
<&ToxicFrog>
What's wrong with FTL? I've had no problem running it on linux.
03:05
<@celticminstrel>
I'm vaguely annoyed that Braid mods don't seem to work on Mac.
03:05
<&McMartin>
Oh. FTL runs fine
03:05
<&McMartin>
But it's one of the ones that pretends to link to Steam but has nothing to download
03:06
<&McMartin>
So I have to do manual save-juggling if I want to mess with it.
03:06
<&ToxicFrog>
Aah.
03:06
<&McMartin>
(I don't know if FTL for Steam has cloud support, actually; does it?)
03:06
<&McMartin>
(Frozen Synapse didn't, so I gain little from the Steam integration other than "it manages my MP keys for me")
03:06
<&ToxicFrog>
(no idea, I've never actually played it on windows)
03:07
<&McMartin>
I have NightSky, Jamestown, RUNNER, Bastion, and FTL installed "loose" on this system
03:07
<&McMartin>
And I don't like "loose" blobs on Linux, so having Steam quarantine them is a plus in my book, etc.
03:07 * ToxicFrog nods
03:09
<@celticminstrel>
I think I could get a Braid mod to work if I had package{,0}.zip, though...
03:10 * celticminstrel surmises that VVVVVV does not have cloud support, as that would explain why I lost my saves (at least, the second time it happened).
03:10
<&McMartin>
Yeah the first time was the migration from Flash to Real Application
03:10
<@celticminstrel>
Well... "lost". I think they're still there on the other hard drive.
03:11
<@celticminstrel>
For some reason the Mac Steam Braid has package{,0}.hha instead of package{,0}.zip.
03:11
<@celticminstrel>
Which I can't open.
03:12
<@celticminstrel>
Not sure whether that applies to all Steam versions of Braid, or all Mac versions, or just the intersection.
03:17
<&ToxicFrog>
What does file say they are?
03:17
<@celticminstrel>
data
03:17
<@celticminstrel>
In other words, nothing useful.
03:18
<&ToxicFrog>
What's dd if=package.haa bs=1 count=4 | od -tx1 ?
03:18
<@celticminstrel>
...
03:19
<&ToxicFrog>
What?
03:20
<@celticminstrel>
4+0 records in \ 4+0 records out \ 4 bytes transferred in 0.008472 secs (472 bytes/sec) \ 0000000 4f f3 2f ac \ 0000004
03:20
<@celticminstrel>
\ is newline
03:21
<@celticminstrel>
I have no idea what that does/means, though.
03:21
<&McMartin>
Hrm.
03:21
<&ToxicFrog>
That's the first four bytes of the file in hex
03:21
<&McMartin>
OK, SDL Framebuffer fullscreen mode isn't as horribly wrecked as I feared it would be.
03:21
<@celticminstrel>
Ah.
03:22
<@celticminstrel>
(It's .hha by the way.)
03:22
<&ToxicFrog>
Which is O<F3>/<AC>, which is not actually useful to me
03:22
<&ToxicFrog>
(sometimes it's something really obvious)
03:22
<@celticminstrel>
Mm.
03:23
<&McMartin>
Hooray for IFF~
03:23
<@celticminstrel>
Googling "hha file" brings up pages saying that hha normally indicates "HyperHub Archive".
03:24
<@celticminstrel>
But I dunno if that can be relied on.
03:24
<&ToxicFrog>
Incidentally, the windows!steam version uses .zip
03:25
<@celticminstrel>
Okay, that's helpful.
03:25
<@celticminstrel>
So in theory I could boot to Windows, download Braid, boot back to Mac, and copy over.
03:26
<@celticminstrel>
But do I want to do that right now... >_>
03:27
<@celticminstrel>
I'm wondering why on earth the Mac version is different in this respect, though.
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04:27
<&ToxicFrog>
Quite cool: http://offbeatfamilies.com/2012/12/teaching-kids-to-program
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04:50
<@Alek>
the rest of the site can be nsfw.
05:02 Kindamoody[zZz] is now known as Kindamoody
05:18
<@celticminstrel>
Why is Firefox ignoring my height: and max-height: specification...
05:29
<@celticminstrel>
No matter what I do, it refuses to reduce the height of these table cells below 36 pixels.
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05:35
<&Derakon>
The contents of the cell may be forcing its size.
05:36
<&Derakon>
IIRC you can make things bigger, but you can't make them smaller than their contents.
05:38
<@celticminstrel>
But the contents are exactly 32 pixels tall, which is also the height I'm trying to set...
05:39
<&McMartin>
Padding/margin/border nailing you, maybe?
05:39
<@celticminstrel>
Besides which, making things smaller than their contents is supposed to be possible.
05:39
<@celticminstrel>
McMartin: Not padding; even with padding to 0 I get the same result. Margins are also 0 at the moment.
05:39
<@celticminstrel>
Border is 1px.
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05:46
<@celticminstrel>
For what it's worth, Chrome does the same thing.
05:57
<@celticminstrel>
Apparently it's because it's a table. Blegh.
06:01
< Syk>
celticminstrel: border-collapse?
06:01
< Syk>
celticminstrel: tables can be exactly set
06:01
< Syk>
are you setting the max-height or the actual height
06:01
< Syk>
because max-height isn't respected in tables iirc
06:01
<@celticminstrel>
No, apparently there's some rule that a user agent is supposed to ignore the height if the content doesn't fit (which isn't actually the case here, but whatever).
06:01
<@celticminstrel>
I tried both.
06:01
< Syk>
hm
06:02
<@celticminstrel>
This is table cells, not tables.
06:02
< Syk>
you could set the content to be position: absolute
06:02
<@celticminstrel>
Since the content is just an image, I'm going to try making it a background image.
06:02
< Syk>
so therefore it has no 'height' or 'width' in content matters
06:02
< Syk>
because it's absolute it doesnt affect other objects
06:02
< Syk>
celticminstrel: wait
06:03
< Syk>
celticminstrel: why don't you just set background-image: url('/image.png');
06:03
<@celticminstrel>
That's what I just said...
06:03
< Syk>
oh
06:03
< Syk>
i thought you meant on the page
06:03
< Syk>
not in the table
06:03
< Syk>
LOL i need my coffee and some reading comprehension
06:07
<@celticminstrel>
Now trying to write jquery to transfer stuff from one attribute to another...
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06:17
<@celticminstrel>
Solution turns out to be iterating through the jquery collection.
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14:01
< ErikMesoy>
The fine line between stupidly simple and just stupid: My father has gotten IP conflicts and some flavors of internet errors on his machine that I have been fixing for a while, and now I have attempted to make an idiot-resistent solution that resides on his desktop for easy fixing.
14:02
< ErikMesoy>
It's a batch file called "fix_IP.bat" that runs ipconfig /release, then ipconfig /renew.
14:02
< ErikMesoy>
My father proposed that it be called "Make wonderful things happen".
14:02
< ErikMesoy>
I objected that this was too generic.
14:03
<@TheWatcher>
And entirely too likely to invite additional feature requests
14:05
< ErikMesoy>
If it solves his problem. Now I don't know which way to hope.
14:14 Kindamoody is now known as Kindamoody|out
15:09
< Xon>
ErikMesoy, how the heck does that happen. DHCP isn't exactly rocket science
15:09
< Xon>
(aka sleect the checkbox and the IP range in a router)
15:10
< ErikMesoy>
Xon: Putting the machine to sleep while connected may have been a factor. On waking it attempts to reacquire an address that was taken by something else in the meantime.
15:11
< Xon>
increase the lease time to something sane?
15:11
< Xon>
I just make static reservations for everything in DHCP =p
15:13
< ErikMesoy>
Maaaybe. There are limits to how much I will poke into the details when the problem might have been solved by telling him to click this icon whenever he has internet problem. :p
15:13
< ErikMesoy>
(The batch file lies on his desktop now.)
15:15
<&jerith>
ErikMesoy: That's a workaround, not a fix.
15:16
<&jerith>
(Giving his machine a static assignment on the router's a much better solution.)
15:19
< ErikMesoy>
It had a static assignment, actually.
15:19
< ErikMesoy>
Now it has dynamic and bat.
15:19
< ErikMesoy>
I figure something else on the network may have been dynamic?
15:23
<&jerith>
Static on the host or static on the router?
15:24
< ErikMesoy>
The settings on my father's computer.
15:24
< ErikMesoy>
I did not touch the router.
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16:14
<@Tarinaky>
Anyone here used PyGlet before?
16:21
<@froztbyte>
http://forum.xda-developers.com/showthread.php?p=35469999#post35469999 --- samsung is not good at this
16:25
<@Tamber>
...oh dear.
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16:48
<&ToxicFrog>
Tarinaky: if anyone here has, it'll be Vorn or McM, I think
16:49
<&ToxicFrog>
ErikMesoy: really, this should be set up with everything dynamic on itself, and stuff that needs a fixed IP static on the router.
16:51
< Syk>
froztbyte: AHAHAHAHHAHA
16:53 * TheWatcher eyes that vuln, facepalms
17:17
<&ToxicFrog>
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
17:23
<@celticminstrel>
Um. I just got a popup saying "Java 7 update 10 is available! You have Java 7 update 10! Do you want to update?"
17:28
<@froztbyte>
microversions are awesome
17:39
<@gnolam>
ToxicFrog: ?
17:49
<&ToxicFrog>
gnolam: froztbyte's link.
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--- Log closed Mon Dec 17 00:00:00 2012
code logs -> 2012 -> Sun, 16 Dec 2012< code.20121215.log - code.20121217.log >

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