• What are you working on? V7
    2,001 replies, posted
Now you have the concept, start programming!
[QUOTE=BAZ;20105823]Now you have the concept, start programming![/QUOTE] Yes sir!
[QUOTE=nullsquared;20105484]It also looks like complete shit. I, too, can assign an ugly ass color to a range of iterations and pretend I'm the pro of mandelbrots. Except instead of doing that, I simply followed my own task, which was to zoom into an arbitrary rectangle, not into a point with a predefined zoom factor.[/QUOTE] Right, so, this was made ~7-8 years ago as I was learning how to program. It was a school project on a shitty 16bit vga renderer with a shitty borland compiler (TurboC++ 2, released in 1989). Granted, zooming with an arbitrary rectangle is really cool (not that hard, since zooming into fractals is actually pretty easy), you see no detail with a black/white fractal, so there is no fun in actually zooming into the fractal...because you can't see shit. It's cool without the cool. [highlight](User was banned for this post ("Simmer Down" - garry))[/highlight]
ChromiumOS Flow build, trying to get nVidia's non-free kernel module to target x86 while building on x86_64 and it's proving a total pain in the arse. Oh and bonus, new login screen after toying around with SLiM. Snazzy artwork courtesy of Cosmic Duck. [img]http://grab.by/2htM[/img]
[QUOTE=nullsquared;20105484]It also looks like complete shit. I, too, can assign an ugly ass color to a range of iterations and pretend I'm the pro of mandelbrots. Except instead of doing that, I simply followed my own task, which was to zoom into an arbitrary rectangle, not into a point with a predefined zoom factor.[/QUOTE] NO, bad Nullsquared! [IMG]http://i429.photobucket.com/albums/qq12/the1trueryandaniels/bad_nullsquared.png[/IMG] [editline]02:48PM[/editline] And I better not catch you on the nice furniture again [highlight](User was banned for this post ("ass" - garry))[/highlight]
:byewhore: Nullsquared, you should take care of what you post mate. [highlight](User was banned for this post ("ass" - garry))[/highlight]
A really stupid question but I really can't seem to find it. I need Visual Basic 5.0, my teacher said that it's free but there is no download for it at microsofts website. I prefer to get their stuff directly from them rather than downloading it from other places. Anyone know the exact location? When I search on their page they just mislead me to other places.
[QUOTE=Kylegar;20105910]Right, so, this was made ~7-8 years ago as I was learning how to program. It was a school project on a shitty 16bit vga renderer with a shitty borland compiler (TurboC++ 2, released in 1989). Granted, zooming with an arbitrary rectangle is really cool (not that hard, since zooming into fractals is actually pretty easy), you see no detail with a black/white fractal, so there is no fun in actually zooming into the fractal...because you can't see shit. It's cool without the cool.[/QUOTE] I dunno if maybe you're blind or something but I see the detail just fine. Yeah, not the detail caused by # of iterations, but that's different detail. Your point is invalid. If you agree your program is shitty, then don't use it as an argument to make my program seem shitty. I didn't say zooming into a rectangle was hard. I said it was my task. You don't like my task? Oh well, don't post about it. [highlight](User was banned for this post ("Simmer Down" - garry))[/highlight]
[QUOTE=CommanderPT;20106082]A really stupid question but I really can't seem to find it. I need Visual Basic 5.0, my teacher said that it's free but there is no download for it at microsofts website. I prefer to get their stuff directly from them rather than downloading it from other places. Anyone know the exact location? When I search on their page they just mislead me to other places.[/QUOTE] [url]http://www.microsoft.com/express/Downloads/#2008-Visual-Basic[/url]
[QUOTE=CommanderPT;20106082]A really stupid question but I really can't seem to find it. I need Visual Basic 5.0, my teacher said that it's free but there is no download for it at microsofts website. I prefer to get their stuff directly from them rather than downloading it from other places. Anyone know the exact location? When I search on their page they just mislead me to other places.[/QUOTE] [url]http://www.microsoft.com/express/Windows/[/url] Express edition is pretty much the same as the full one anyway. [editline]10:08PM[/editline] Damn, ninja'd. Are the servers going slow for anyone else?
I ported my swarm thingie to Java. Only 2.6 KB ! [URL]http://zombuster.110mb.com/sand.htm[/URL]
Garry came in for some good news but realized he came in with too high expectation, Poor Newman. Well, there are some good things posted.
Posting patterns? [img]http://filesmelt.com/dl/lastgen1.png[/img] [img]http://filesmelt.com/dl/lastgen2.png[/img] [img]http://filesmelt.com/dl/lastgen3.png[/img] A variation of "x ^ y"
[img]http://i50.tinypic.com/2rcv7np.jpg[/img] [code]#include "PixelRenderer.h" int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { PixelRenderer pixelr(800, 600, "Pixel Renderer Test"); for(int x = 1; x <= 800; x++) { for(int y = 1; y <= 600; y++) { int col = x-y; pixelr.SetPixel(x,y, Colour(col * 2, col*3, col * 4)); } pixelr.Update(); } while(pixelr.Update()) { Sleep(1); } return 0; }[/code] Pixel renderer was by me using SFML btw.
Some look like the inside of a CPU close up.
Going to have to look into these patterns!
nullsquared wanted you guys to see this. [img]http://img4.imageshack.us/img4/4890/mandelbrotday21.png[/img] Pretty nice.
For anyone wishing to make patterns with C++, here is my SFML pixel renderer. If SFML is correctly configured, then a Win32 project with these files added should compile nicely. Make sure you link to the graphics, window and system static libraries. [B]Main.cpp[/B] [code]///////////////////////////////////////////// // Copyright James Allen // Pixel Renderer 08/02/2010 //------------------------------------------- // THIS USES SFML http://www.sfml-dev.org/ //------------------------------------------- // Used for applications which require // direct access to the pixels in a window // such as raytracers and pattern renders. ///////////////////////////////////////////// #include "PixelRenderer.h" // #include <math.h> <- you might find this handy int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // Make our pixel window. PixelRenderer pixelr(800, 600, "Pixel Renderer Test"); // Go through every pixel... for(int x = 1; x <= 800; x++) { for(int y = 1; y <= 600; y++) { // Do your pixel manipulation here! int col = x-y; pixelr.SetPixel(x,y, Colour(col * 2, col*3, col * 4)); } // We update when a whole vertical band is done else we get a slow render // We could just leave this out and it will be rendered by the while loop pixelr.Update(); } // Keep the window open and responsive with our image while(pixelr.Update()) { Sleep(1); } return 0; }[/code] [B]PixelRenderer.h[/B] [code]///////////////////////////////////////////// // Copyright James Allen // Pixel Renderer 08/02/2010 //------------------------------------------- // THIS USES SFML http://www.sfml-dev.org/ //------------------------------------------- // Used for applications which require // direct access to the pixels in a window // such as raytracers and pattern renders. ///////////////////////////////////////////// #ifndef PixelRenderer_h #define PixelRenderer_h #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <string> struct Point { int x; int y; Point(int X, int Y) : x(X), y(Y) {} }; struct Colour { int r; int g; int b; Colour(int red, int green, int blue) : r(red), g(green), b(blue) {} }; class PixelRenderer { public: PixelRenderer(int windowX, int windowY, std::string windowTitle); ~PixelRenderer(); Colour GetPixel(int x, int y); void SetPixel(int x, int y, Colour colour); bool Update(); protected: sf::RenderWindow* rwindow; sf::Image* surface; sf::Sprite* display; }; #endif[/code] [B]PixelRenderer.cpp[/B] [code]///////////////////////////////////////////// // Copyright James Allen // Pixel Renderer 08/02/2010 //------------------------------------------- // THIS USES SFML http://www.sfml-dev.org/ //------------------------------------------- // Used for applications which require // direct access to the pixels in a window // such as raytracers and pattern renders. ///////////////////////////////////////////// #include "PixelRenderer.h" PixelRenderer::PixelRenderer(int windowX, int windowY, std::string windowTitle) { rwindow = new sf::RenderWindow(sf::VideoMode(windowX, windowY, 32), windowTitle, sf::Style::Close); surface = new sf::Image(windowX, windowY, sf::Color(50,50,50,255)); surface->SetSmooth(false); display = new sf::Sprite(*surface); } PixelRenderer::~PixelRenderer() { delete display; delete surface; delete rwindow; } Colour PixelRenderer::GetPixel(int x, int y) { sf::Color sfcolour = surface->GetPixel(x, y); return Colour(sfcolour.r, sfcolour.g, sfcolour.b); } void PixelRenderer::SetPixel(int x, int y, Colour colour) { surface->SetPixel(x, y, sf::Color(colour.r, colour.g, colour.b, 255)); } bool PixelRenderer::Update() { rwindow->Clear(sf::Color(50,50,50,255)); rwindow->Draw(*display); rwindow->Display(); if(rwindow->IsOpened()) { sf::Event sfevent; while(rwindow->GetEvent(sfevent)) { if(sfevent.Type == sf::Event::Closed) { rwindow->Close(); return false; } } } else return false; return true; }[/code] [editline]10:51PM[/editline] [QUOTE=jA_cOp;20107146]nullsquared wanted you guys to see this. [img_thumb]http://img4.imageshack.us/img4/4890/mandelbrotday21.png[/img_thumb] Pretty nice.[/QUOTE] I like how it looks cell shaded.
Why aren't you using a constructor for those structs?
[QUOTE=jA_cOp;20107196]Why aren't you using a constructor for those structs?[/QUOTE] I remember trying that once and it didn't work for some reason so I just made functions to do it instead. Bjarn Stroustroup's book is on my shelf, don't worry me with your techno mumbo jumbo, I'll get to it in the book at some point :P
[QUOTE=Jallen;20107237]I remember trying that once and it didn't work for some reason so I just made functions to do it instead. Bjarn Stroustroup's book is on my shelf, don't worry me with your techno mumbo jumbo, I'll get to it in the book at some point :P[/QUOTE] You'll probably enjoy C++ a lot more if you knew what it had to offer :D [cpp] struct Colour { int r, g, b; Colour(int r, int g, int b) : r(r), g(g), b(b){} }; [/cpp] This way offers a whole bunch of nice stuff. Like this, it's not possible to use a Colour with uninitialized fields. You're not introducing more than one name per object. The code is centered in one place, also a lot shorter, making it more reusable and easier to maintain. It doesn't perform any unnecessary copy operations. List goes on :love:
[QUOTE=Ferret++;20106954]Some look like the inside of a CPU close up.[/QUOTE] Here's one of those patterns rotated by 45 degrees: [img]http://filesmelt.com/dl/lastgen1.jpg[/img]
[QUOTE=jA_cOp;20107384]You'll probably enjoy C++ a lot more if you knew what it had to offer :D [cpp] struct Colour { int r, g, b; Colour(int r, int g, int b) : r(r), g(g), b(b){} }; [/cpp] This way offers a whole bunch of nice stuff. Like this, it's not possible to use a Colour with uninitialized fields. You're not introducing more than one name per object. The code is centered in one place, also a lot shorter, making it more reusable and easier to maintain. It doesn't perform any unnecessary copy operations. List goes on :love:[/QUOTE] Hmm I can't remember why it didn't work that time when I tried it, it seems quite unusual since that's like identical to the way you do it in a class. Hmm ok I shall change it to do this. [editline]11:06PM[/editline] [QUOTE=BlackPhoenix;20107422]Here's one of those patterns rotated by 45 degrees: [img_thumb]http://filesmelt.com/dl/lastgen1.jpg[/img_thumb][/QUOTE] Reminds me of dwarf fortress. [B]Edit:[/B] Ok I changed the pixel renderer to use constructors for the structs, it is nicer now.
[QUOTE=Jallen;20107483]Hmm I can't remember why it didn't work that time when I tried it, it seems quite unusual since that's like identical to the way you do it in a class. Hmm ok I shall change it to do this.[/QUOTE] The only difference between a struct and class in C++ is that the struct's fields are public by default. [QUOTE=Jallen;20107483]Reminds me of dwarf fortress.[/QUOTE] Sounds like someone needs a graphics tileset... Don't hit me :v:
[img]http://i47.tinypic.com/73m9dt.png[/img]
I need some help folks, currently trying to hammer down a memory leak bug in SFML.Net 2.0 and I would like it if you guys could try this app out and tell me if it crashes or hangs up, and if so, at how many Text instances were you. I also need to know what OS you are running (if Win7 what build) and what architecture (x86, x64). This would help me greatly folks. [url]http://dl.dropbox.com/u/3310651/Memleak2.rar[/url]
I don't see the Marios :(
[QUOTE=Eleventeen;20109116]I don't see the Marios :([/QUOTE] Those boxes reminded me of Mario, or some game.
Just finished Reflow, my new build system for ChromiumOS. This is going to save many, many hours of time I used to spend creating builds by hand. Reflow leverages the update system I wrote as a rootFS customisation tool, which basically means you can just run it and it does all of the following: • Updates your local copy of the code • Downloads the latest build of Chromium from the waterfall • Runs a pre-flight script (this enables the local user account and sets the shared password right now) • Builds the platform packages and kernel • Patches the image build script to produce a larger rootFS and appropriately modified MBR image • Builds the rootFS image • Mounts the rootFS image enters it via chroot, setting up /dev, /proc and /sys so that we have networking, copying /etc/resolv.conf from the host box to get working nameservers • Downloads the latest updater and runs it. This gets all the patches and customisations from the update server and applies them to the image. • Unmounts the rootFS, cleans up the mounts and resets the resolv.conf • Creates a full disk image incl the MBR, stateful partition and root partition • Compresses the disk image and copies it to a web accessible directory for me to grab and test It is epic. :v:
[QUOTE=Hexxeh;20109489]Just finished Reflow, my new build system for ChromiumOS. This is going to save many, many hours of time I used to spend creating builds by hand. Reflow leverages the update system I wrote as a rootFS customisation tool, which basically means you can just run it and it does all of the following: • Updates your local copy of the code • Downloads the latest build of Chromium from the waterfall • Runs a pre-flight script (this enables the local user account and sets the shared password right now) • Builds the platform packages and kernel • Patches the image build script to produce a larger rootFS and appropriately modified MBR image • Builds the rootFS image • Mounts the rootFS image enters it via chroot, setting up /dev, /proc and /sys so that we have networking, copying /etc/resolv.conf from the host box to get working nameservers • Downloads the latest updater and runs it. This gets all the patches and customisations from the update server and applies them to the image. • Unmounts the rootFS, cleans up the mounts and resets the resolv.conf • Creates a full disk image incl the MBR, stateful partition and root partition • Compresses the disk image and copies it to a web accessible directory for me to grab and test It is epic. :v:[/QUOTE] So it has to do all of this every time you build what?
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