code logs -> 2015 -> Tue, 30 Jun 2015< code.20150629.log - code.20150701.log >
--- Log opened Tue Jun 30 00:00:26 2015
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03:26
<~Vornicus>
hooray, json api of doooooooooom
03:31
<&McMartin>
dooooooooooooooooooooooooom
03:31
<&McMartin>
json is p ok all told
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03:40
<~Vornicus>
It is a looooong way better than PHP serialize, let me tell you
03:40
<&Derakon>
JSON has a few annoyances, but it's far from the worst way to serialize data.
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03:41
<&Derakon>
Mostly I don't like its insistance on not having trailing commas, and the requirement that key strings all be quoted.
03:50
<@Reiv>
Yeah, the trailing commas is kind of a pain
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03:51
<@Reiv>
The key strings thing is not so bad, though, it helps with a lot of issues elsewhere
03:51
<&Derakon>
Sure, it's not as huge a deal.
03:51
<&Derakon>
It's mostly just unsightly.
04:00
<@starkruzr>
help me understand what "serialize" means in this context?
04:00
<&Derakon>
Convert program objects into data.
04:01
<&Derakon>
So e.g. if you have a Player object and its important attributes are X position, Y position, and health, then you could serialize the Player to JSON as "{"xpos": 4, "ypos": 8, "health": 3}", say.
04:01
<&Derakon>
And then you have deserialization code that can read that JSON and reconstruct the Player.
04:02
<~Vornicus>
You can then send this representation to a file (to save the game) or down a socket/pipe to another process or computer (to do networking)
04:03
<~Vornicus>
In my case I'm doing ajax (ajaj?) calls from a web application and collecting the response data as JSON-serialized objects.
04:04
<~Vornicus>
Especially convenient, as JSON is JavaScript Object Notation, and my web application uses JavaScript.
04:05
<~Vornicus>
(XML is also relatively convenient when talking to web applications, because much of the stuff that works on HTML *also* works on XML)
04:40
<&McMartin>
JSON is also pretty darn easy to parse even without special libraries
04:40
<&McMartin>
I once threw one together in C in like 400 lines
04:41
<&Derakon>
Yep.
04:41
<&McMartin>
And C is real bad at parsing stuff
04:45
<@celticminstrel>
"ajaj"?
04:45
<&McMartin>
AJAX stands for "Asynchronous JavaScript and XML", IIRC
04:46
<&McMartin>
So this would be "Asynchronous JavaScript and JavaScript".
04:46
<@celticminstrel>
Uh. Okay.
04:46
<@Wizard>
AJAX stands for "It's all Greek to me honestly I just write callbacks"
04:46
<@celticminstrel>
XD
04:46
<&McMartin>
Since instead of transferring little fragments of XML back and forth it is transferring Javascript object literals.
04:47
<@Wizard>
Vornicus: AJAJ is apparently a recognized term yeah
04:47
<~Vornicus>
well, async js and JSON
04:47
<@Wizard>
Although from what I've seen people just use AJAX as a shorthand for the general technique rather than XML-specific
04:48
<@Wizard>
On a total personal tangent I feel really conflicted about it
04:48
<@Wizard>
As a user I hate when a site just doesn't work with JS off, since I use noscript for whitelisting etc etc
04:48
<&McMartin>
καλλβαξ
04:48
<@Wizard>
But as a developer, oh boy do I love splitting front- and back end entirely
04:49
<&Derakon>
It also can massively improve efficiency as you don't have to reload the entire page every time some little thing changes.
04:49
<@Reiv>
McMartin: wut
04:49
<&McMartin>
"It's all greek to me, I just write callbacks", he said
04:49
<@Wizard>
Like a frontend built over a backend JSON API rather than any dynamic generation a la PHP/Rails
04:49
<@Reiv>
badumtish
04:49
<&Derakon>
Oh, "kallbac"
04:49
<@Wizard>
Derakon: Yeah
04:49
<&Derakon>
Or something like that.
04:49
<&McMartin>
kallbax, actually >_>
04:49
<@Reiv>
You are a bad man
04:50
<@Reiv>
A very bad man
04:50
<@Reiv>
have a small prize.
04:50
<&McMartin>
It has in fact been observed before that I am a bad person
04:50
<~Vornicus>
meanwhile I'm sitting here with at least one site under development where you have literally a static HTML page and a shitton of (potential) API calls
04:51
<@Wizard>
Derakon: On an unrelated secondary tangent, while I agree with performance optimizations, I wish terrible death on anyone who uses sprite sheets in the year of our KNUTH 77
04:51
<&McMartin>
Wizard: Er
04:51
<&McMartin>
That's the standard technique again after 2001 or so
04:52
<&McMartin>
Once textures got big enough to serve as such
04:52
<@Wizard>
McMartin: It makes me snarl
04:52
<&Derakon>
Yeah, sprite sheets save you from texture swapping and can also be a major space saving.
04:52
<@Wizard>
I mean okay if you can *reasonably* hide the stuff
04:52
<&Derakon>
You just need to use the associated utility instead of manually manipulating the things.
04:52
<@Wizard>
But not things where you have like
04:52
<&McMartin>
Define "hide"
04:52
<@Wizard>
A SASS file
04:53
<@Wizard>
With very vaguely named objects that are like "left:120px;right:-502px;"
04:53
<~Vornicus>
The real shame is that you need to use either crazy transforms or background-position to take advantage of them.
04:53
<&McMartin>
OK, we are talking about different things, mostly
04:53
<&Derakon>
SASS?
04:53
<@Wizard>
That are terrible to maintain
04:53
<@Wizard>
Er
04:53
<@Wizard>
left and top
04:53
<@Wizard>
Too annoyed to think straight now
04:54 Netsplit *.net <-> *.split quits: @Alek, @macdjord|slep, @EvilDarkLord, @himi, @iospace, @jeroud, @jerith
04:54
<@Wizard>
Derakon: The attitude you develop after maintaining SASS files
04:54
<&McMartin>
I am referring to, like, png files
04:54
<&McMartin>
https://github.com/michaelcmartin/monocle/blob/master/demo/resources/earth.png
04:54
<~Vornicus>
SASS: CSS preprocessors
04:54
<&Derakon>
Vorn: ahh, thanks.
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04:54
<&McMartin>
Spritesheets are for, well, sprites
04:54
<~Vornicus>
Wizard is talking specifically about the gyrations you need to do to make HTML entities use sprite sheets
04:54
<&McMartin>
Rendering 2D graphical elements that animate in (these days) an otherwise 3d environment
04:54
<&Derakon>
Typically you have your sprites in separate files and then you send them through a packer that generates optimized layouts and offsets for you.
04:55
<&Derakon>
You never actually deal directly with the sprite sheet.
04:55
<&McMartin>
Which in this case means the sane usecase is "drawing a subrect to an HTML5 canvas"
04:55
<@Wizard>
06:52 <@Wizard> I mean okay if you can *reasonably* hide the stuff
04:55
<&McMartin>
Yeah, OK
04:55
<@[R]>
<Derakon> Mostly I don't like its insistance on not having trailing commas, and the requirement that key strings all be quoted. <-- and all quotes must be double
04:55
<~Vornicus>
So you're stuck either 1. using canvases or 2. using background-position and sizing.
04:55
<&McMartin>
I'm used to "spritesheet" being used in the sense of "bind 128 frames of animation to one texture because you're using a GPU to do 2D"
04:56
<@Wizard>
Ah
04:57
<&McMartin>
Binding each frame to a separate texture and rebinding your shaders every single frame is probably about as bad as using a spritesheet directly in CSS.
04:57
<~Vornicus>
Which means you have a shitton of things in your spritesheet's associated stylesheet going "background-position: -41px -41px; height: 40px; width: 40px;"
04:57
<&McMartin>
That does indeed seem kind of unfortunate
05:01 * Wizard goes on call, checks inbox
05:01
<@Wizard>
** PROBLEM Service Alert: <client> <machine> is CRITICAL **
05:02
<@Wizard>
Thanks, person who was on call last night for an hour after this happened
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16:55
<@celticminstrel>
Is there any way in lldb to disable or enable breakpoints by name instead of number?
16:56
<@celticminstrel>
I want to avoid breaking on exceptions thrown in the Spirit library, which I can do by putting breakpoints before and after invoking the parser which respectively disable and enable the __cxa_throw breakpoint and then continue, but I can't rely on the breakpoint number being the same every time the program executes.
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17:01
<@[R]>
Hey! Meant to ask you, how the VPS is going?
17:02
<@celticminstrel>
...who?
17:02
<@[R]>
Guy who just joined
17:03
< kourbou>
Oh. :3
17:03
< kourbou>
Umm.
17:03
< kourbou>
Planning on using it more.
17:03
< kourbou>
Pretty inactive for the moment.
17:03
<@[R]>
Ah, fair enough
17:03
< kourbou>
How are you doing [R]?
17:04
<@[R]>
Pretty good, still don't have Docker locally to play with :/
17:04
<@[R]>
Apparently it needs a fairly new kernel.
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--- Log closed Wed Jul 01 00:00:01 2015
code logs -> 2015 -> Tue, 30 Jun 2015< code.20150629.log - code.20150701.log >

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