[QUOTE=horsedrowner;34162862]Well, it prints that even if I create a request to a valid, existing directory.[/QUOTE]
Apparently its an 'issue'/limitation with .net's ftp classes being stateless. You can only get the default directory with that command. To check if a specific directory exists you would have to issue a ListDirectory command.
[QUOTE=amcfaggot;34163224]You'll also need to pass a new string to the commands instead of a typical luaL_checkstring(L, idx) (or similar) call, considering these values are interned and will be garbage collected, and the command objects in question do not copy passed strings.[/QUOTE]
Yeah, I figured that was the issue. I settled on having std::string members for holding the name and help text, then overriding the respective Get methods.
[QUOTE=amcfaggot;34163224]Ignore voodoo, he doesn't know what he's talking about. [/QUOTE]
Now that's just fucking rude.
[QUOTE=amcfaggot;34163224]Who gives a shit what library you use to bind functions, it has nothing to do with handling the objects he's dealing with.[/QUOTE]
Now that's even more retarded.
I'll quote what he said on this:
[QUOTE=raBBish;34162329]Well, besides that :v:
I just need access to couple private members, and I have the SDK as a submodule from an external repo,[B] so I can't change the files themselves[/B].[/quote]
I suggested tolua++ exactly for that reason. Unlike LuaBind, it's not intrusive and doesn't touch the code you're trying to bind.
[QUOTE=voodooattack;34163352]I suggested tolua++ exactly for that reason. Unlike LuaBind, it's not intrusive and doesn't touch the code you're trying to bind.[/QUOTE]
As I already said, that has nothing to do with Luabind. I can't change it because it's in an external repo. If I make the changes, I'd have to commit and push the changes, which I can't do because I don't have access.
[QUOTE=voodooattack;34163352]Now that's just fucking rude.
Now that's even more retarded.
I'll quote what he said on this:
I suggested tolua++ exactly for that reason. Unlike LuaBind, it's not intrusive and doesn't touch the code you're trying to bind.[/QUOTE]
That has nothing to do with either library, so please, if you'd like to enlighten us on your magnificent experience with managing ConVars and ConCommands in the Source engine, be my guest, otherwise you're dribbling on your keyboard.
-snip, he mentions this above this post-
Maybe you should refrain from talking about stuff you don't know anything about.
[editline]11th January 2012[/editline]
[QUOTE=raBBish;34163346]Yeah, I figured that was the issue. I settled on having std::string members for holding the name and help text, then overriding the respective Get methods.[/QUOTE]
Whatever allows you to hold those strings. Seems like that should be fine. You can go without doing that though. As far as I remember, the strings get deleted along with the Con* objects, I think I just passed a copy of the interned string.
[QUOTE=Richy19;34162739]Does anyone know if there is a way to decompile gamemaker assets? as in graphics[/QUOTE]
[url]http://www.messy-mind.net/2008/complete-gm-decompiler/[/url]
You'll need to install Game Maker to open the resulting project file. Then in GM you can export the sprites.
[QUOTE=amcfaggot;34163224]I'm kinda gettin' a kick out of your failures (in a respective manner), because I had to go through the exact same shit you're going through right now. You'll figure out the issue, I'm sure.
Ignore voodoo, he doesn't know what he's talking about. Focus on managing ConVar and ConCommand memory manually. That's what you need to take care of, and it's why your commands are disappearing.
You'll also need to pass a new string to the commands instead of a typical luaL_checkstring(L, idx) (or similar) call, considering these values are interned and will be garbage collected, and the command objects in question do not copy passed strings.
[editline]11th January 2012[/editline]
Who gives a shit what library you use to bind functions, it has nothing to do with handling the objects he's dealing with.[/QUOTE]
Calm down faggot.
[QUOTE=amcfaggot;34163056]Sounds like you'd need to detect what references were usable in LuaJIT and which weren't, otherwise you lose the benefit of speed (which is the whole point). I'm awfully sure he's not magically doing partial execution.
I'll ask him about the code later today, sounds interesting, but ultimately I'm not understanding how you can really do anything meaningful with this.
[/QUOTE]
The point of LuaJIT is the execution speed, when you are calling the GLua functions such as _R.Player.SetPos it won't really make that big difference of the speed as that function is already a extern function that leads to the engine functions.
The screenshot may have caused some misunderstanding, here is another example:
[img]http://dl.dropbox.com/u/29407915/luajit3.png[/img]
[QUOTE=Zeh Matt;34163685]The screenshot may have caused some misunderstanding, here is another example:
-neatstuff-[/QUOTE]
That makes more sense now. Neat stuff.
[editline]11th January 2012[/editline]
It was really the whole GLuaCall part that was going over my head. I was thinking you were calling those bindings from inside of luajit itself, rather than making GMod execute it. I guess you could do some metamagic to allow that, though. Have you considered it?
[QUOTE=voodooattack;34163352]Now that's just fucking rude.
Now that's even more retarded.
I'll quote what he said on this:
I suggested tolua++ exactly for that reason. Unlike LuaBind, it's not intrusive and doesn't touch the code you're trying to bind.[/QUOTE]
Stop recommending other libraries just because you had a bad experience with it, its probably due to how you use it and not the lib itself... also it seems that tolua++ hasn't been updated since 15/02/09 but I may be wrong.
[QUOTE=amcfaggot;34163948]That makes more sense now. Neat stuff.
[editline]11th January 2012[/editline]
It was really the whole GLuaCall part that was going over my head. I was thinking you were calling those bindings from inside of luajit itself, rather than making GMod execute it. I guess you could do some metamagic to allow that, though. Have you considered it?[/QUOTE]
Yes of course, I'm still experimenting I also hope someone is willing to help when I'm going to make it public, well theoretically it is already, but when its official.
LuaBind is also a tad dated the last time I checked, though I could be wrong.
[editline]notreallyadoublepost[/editline]
Mhmm, though it's not too bad.
My experience wasn't great with LuaBind, but I think I'd still recommend it considering how magical it seems to be to me, still.
Overall, I still prefer the flexibility of the Lua C API by itself, it's so simple to use, I don't see why people feel the need to use anything else. Unless, of course, there's a matter of getting something done really fast. It's all matter of opinion, though.
I'm trying to deal with the problem I'm starting to have with programming.
Little tech things are always entertaining to make but I'd like to actually make a proper game some day and I find it extremely hard to handle a larger project.
And I mean the programming side. It's difficult to know where to place menu management, what class should be responsible for stuff like picking tools etc.
So I decided to try making my design more modular. Having parts that strictly do what their job is and nothing else and then make the game assemble them together. It like each module to have certain inputs (properties with public setters), outputs (properties with getters) and possibly event systems which the game can subscribe to.
In my head that sounds like a good idea but I have a strange feeling I should enforce that somehow.
I was thinking about making an interface (IModule) that would force them to have something like Dictionary<string, object> Inputs and Outputs and something similar for events but that seems amazingly hacky. Not to mention you lose intellisense when you want to access something.
Is there anything else I can do to make a distinction between what's considered a module and what isn't? Is it maybe a good idea to make the IModule interface but leave it empty so it's only used as a marker?
[QUOTE=Zeh Matt;34164099]Yes of course, I'm still experimenting I also hope someone is willing to help when I'm going to make it public, well theoretically it is already, but when its official.[/QUOTE]
Yell at me if you need some big help. I'm sorry I couldn't help you with the table copy dealio, but I'm sure considering the work you've done thus far, converting it from Lua to C was one of the least of your troubles with that project.
[QUOTE=amcfaggot;34164162]Yell at me if you need some big help. I'm sorry I couldn't help you with the table copy dealio, but I'm sure considering the work you've done thus far, converting it from Lua to C was one of the least of your troubles with that project.[/QUOTE]
No problem, was just stuck a little thinking reverse :D Give it another 2-3 days then its probably ready for first use.
[QUOTE=amcfaggot;34164137]LuaBind is also a tad dated the last time I checked, though I could be wrong.
[editline]notreallyadoublepost[/editline]
Mhmm, though it's not too bad.
My experience wasn't great with LuaBind, but I think I'd still recommend it considering how magical it seems to be to me, still.
Overall, I still prefer the flexibility of the Lua C API by itself, it's so simple to use, I don't see why people feel the need to use anything else. Unless, of course, there's a matter of getting something done really fast. It's all matter of opinion, though.[/QUOTE]
I had to find another unofficial luabind git to compile it with the latest lua release (5.2) ... I find luabind very intuitive to do Object Oriented script.
[QUOTE=voodooattack;34159977][cpp]/* -*- buffer-read-only: t -*-
*
* perlapi.c
*
* Copyright (C) 1993, 1994, 1995, 1996, 1997, 1998, 1999,
* 2000, 2001, 2002, 2003, 2004, 2005, 2006, 2007, 2008, 2009, by Larry Wall and others
*
* You may distribute under the terms of either the GNU General Public
* License or the Artistic License, as specified in the README file.
*
* !!!!!!! DO NOT EDIT THIS FILE !!!!!!!
* This file is built by embed.pl from data in embed.fnc, embed.pl,
* pp.sym, intrpvar.h, and perlvars.h.
* Any changes made here will be lost!
*
* Edit those files and run 'make regen_headers' to effect changes.
*
*
* Up to the threshold of the door there mounted a flight of twenty-seven
* broad stairs, hewn by some unknown art of the same black stone. This
* was the only entrance to the tower; ...
*
* [p.577 of _The Lord of the Rings_, III/x: "The Voice of Saruman"]
*
*/[/cpp]
So their coders have time to add Tolkien quotes to their code but not actually make it work. Perfect.[/QUOTE]
I add the lyrics of whatever song I'm listening to in my code.
[editline]11th January 2012[/editline]
[QUOTE=Zeh Matt;34163685]
[img]http://dl.dropbox.com/u/29407915/luajit3.png[/img][/QUOTE]
What's the editor addon?
My embarrassing math strikes back.
[IMG]http://dl.dropbox.com/u/4367505/AnimatorScreen4.png[/IMG]
[IMG]http://dl.dropbox.com/u/4367505/AnimatorScreen5.png[/IMG]
rated pacman
[QUOTE=Mordi;34164574]My embarrassing math strikes back.
[IMG]http://dl.dropbox.com/u/4367505/AnimatorScreen4.png[/IMG]
[IMG]http://dl.dropbox.com/u/4367505/AnimatorScreen5.png[/IMG][/QUOTE]
Did you forget the degrees-> radian conversion? :v:
[QUOTE=Mordi;34164574]My embarrassing math strikes back.
[IMG]http://dl.dropbox.com/u/4367505/AnimatorScreen4.png[/IMG]
[IMG]http://dl.dropbox.com/u/4367505/AnimatorScreen5.png[/IMG][/QUOTE]
You have really neat MSPaint handwriting.
[QUOTE=supersnail11;34164480]I add the lyrics of whatever song I'm listening to in my code.
[editline]11th January 2012[/editline]
What's the editor addon?[/QUOTE]
Me and Python1320 made that, we use it on our server(s)
[QUOTE=Robber;34164637]Did you forget the degrees-> radian conversion? :v:[/QUOTE]
Correct! Not bad.
[QUOTE=Killuah;34160507]How accurate is it?
Did you write your own libraries or are you using external ones?[/QUOTE]
Like sim642 said, I'm using wxWidgets to handle all of the GUI stuff. The drawing is done to an OpenGL canvas, via a simple abstraction I typed up as I went (because line2() is faster to type than 4 OGL calls). All of the actual fuctional stuff is just C++ with the Standard Template Library - moving from VB6, it's actually a massive increase in terms of the library functionality that's available to me, but I'd prefer to avoid massive 3rd party libs which I'm only going to use 1 or 2 functions from :)
As for accuracy... I don't quite follow what you mean. The accuracy of plotting is limited by screen resloution, and the accuracy of the calculations is limited by the internal number representation, which is double floats for all of the stuff the user's going to see. The only issue is implicit plots, which use linear interpolation to estimate each point's position, which is obviously slightly off if the function is non-linear, although it's guaranteed to be in the right grid square, and the error is usually unnoticeable.
So, it's accurate enough. Is that what you were asking?
[QUOTE=Zeh Matt;34164689]Me and Python1320 made that, we use it on our server(s)[/QUOTE]
You should release it.
I think I just tripled the responsiveness of dotOmegle... Still not fast enough for a stable 5-way chat :v:
[editline]12th January 2012[/editline]
[img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/1.21012/FastWebRequest.png[/img_thumb]
Setting Proxy to null prevents the WebRequest from scanning for a default proxy.
It's 3 to 4 times faster that way :dance:
[editline]bla[/editline]
[code]
<system.net>
<connectionManagement>
<add address="*" maxconnection="20"/>
</connectionManagement>
</system.net>[/code]
Works flawlessly now.
[QUOTE=Darwin226;34164141]
In my head that sounds like a good idea but I have a strange feeling I should enforce that somehow.
I was thinking about making an interface (IModule) that would force them to have something like Dictionary<string, object> Inputs and Outputs and something similar for events but that seems amazingly hacky. Not to mention you lose intellisense when you want to access something.[/QUOTE]
from what i've learned, don't over-engineer things. write things that do what they're supposed to do, and don't over-abstract
[cpp]
string namedColor = someAbstractObject.GetProperty<string>("namedColor");
[/cpp]
is not necessarily better than
[cpp]
string namedColor = someObject.GetNamedColor();
[/cpp]
know what i'm getting at?
[QUOTE=icantread49;34166766]from what i've learned, don't over-engineer things. write things that do what they're supposed to do, and don't over-abstract
[cpp]
string namedColor = someAbstractObject.GetProperty<string>("namedColor");
[/cpp]
is not necessarily better than
[cpp]
string namedColor = someObject.GetNamedColor();
[/cpp]
know what i'm getting at?[/QUOTE]
Sometimes having both kinds of interfaces could be useful, though: Maybe you need to determine the property to be gotten on runtime.
hmm having both could be nice but i think null is right, if you already know what you need something for, you seperate it into it's parts and implement exactly the functionality you need for it, not that that you might need in the future
also 200th post :D
[img]http://img189.imageshack.us/img189/2654/minecraftservero.png[/img]
Either Lua for Minecraft is going to have competition, or we'll be working together at some point.
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