• What Are You Working On? May 2015
    1,601 replies, posted
[QUOTE=Hypershadsy;47728019]Was going to make a nice media player for Wii U using it's only programmable interface, the web browser. [IMG]http://i.imgur.com/5ywlel7.png[/IMG] Was. There's no overlap. That means the media player would have to ask the user to sit politely for >20 minutes until the video is completely converted. I can't immediately send video bytes as they come out of ffmpeg, because mp4 requires the output to be seekable, which a network socket is not.[/QUOTE] wiiu supports some livestream format by apple
[vid]http://files.1337upload.net/damage_effects-cfeb86.webm[/vid] damage effects
I've been making a generic tower defense game to keep me occupied on something, not just procrastinating all day long. So far I have a solid base for the game which makes the rest quite easy. [vid]https://a.pomf.se/cormvq.mp4[/vid] [url=https://github.com/Spanfile/Generic-Tower-Defense-Game]GitHub[/url]
[t]http://i.imgur.com/OTvC5RJ.png[/t] Finally finished the character creator for my homestuck game! Players can create both humans and trolls. They can also drag their own sprites to the game's folders and the character creator will load these up automatically. You can change the position of any part too and that's also saved with the character. Finally, you don't have to send your custom sprites to your friends if they want to see your custom character: the sprites are uploaded to imgur and the links are shared automatically with everyone in the server.
Wrote a memory scanner mainframe using methods exported from Window's kernel32.dll, as a part of my favourite hobby, programming tools, preferably CLI because I'm too lazy to do anything productive for anything involving GUI, unless I do find joy in coding said interface or when I do really like using the GUI library. Currently nicked as Virm.NET after a little struggle to find a relevant name for it. Currently I'm using it for one of the games I most frequently play; Dwarf Fortress. Not only I do find joy in tampering with its' memory nor it's simply a single-player game, the game has a wide range of third-party tools that read and modify the game's virtual memory, they all are open-source and the game's memory layout is documented. [IMG]http://i.imgur.com/ixNAq0u.png[/IMG] It's a pretty simple and easy job, but it takes time to accomplish.
Gonna shoehorn this in here since you guys are the folks I share everything with: yesterday I was given [url=http://www.andrewmcwatters.com/]Awwwards Honors[/url] after scoring a fair [url=http://www.awwwards.com/best-websites/andrew-mcwatters/]7.29 average[/url] by the submissions board and Awwwards members, so now I clear for the three-month period in which I might have the chance to be featured for other accolades like SOTD! This portion of the judging process is a lot tougher, and I don't think I'll make it beyond honors, but I'm glad my work was validated.
[QUOTE=Map in a box;47729252]wiiu supports some livestream format by apple[/QUOTE] Wow, you weren't kidding. This is so bizarre. Neither Firefox nor Chrome support it without a flash player.
[QUOTE=DoctorSalt;47719831]I don't even understand headers/forward declarations. They seem like oversights that should have been handled with syntactic sugar as soon as possible.[/QUOTE] Because C was written in 1969 and syntactic sugar was not a luxury to be afforded. however, I don't see headers as a bad thing; to me it makes code more organized when I can connect pieces of my code to an interface which serves as the index for the library. As a C programmer, it's as simple as #include <header> and then -l[library name]. C++ does it for the simple fact that C does it and for compatibility with C.
Today is going to be a boring coding day for me. Today is clean up day! Time to remove old obsolete code, add missing comments, verify correct naming of things, and some bug fixing along the way. I'm going to prepare my project for the next version, in which I will have to make a final [I]major[/I] UI change, one that actually considers models as entities so that I can handle them better.
[QUOTE=Karmah;47730411]Today is going to be a boring coding day for me. Today is clean up day! Time to remove old obsolete code, add missing comments, verify correct naming of things, and some bug fixing along the way.[/QUOTE] Honestly, I actually kind of enjoy doing that sort of thing. Refactoring and cleaning up code to look as good as possible... I might actually enjoy it more than working on features. Well, for personal projects, at least.
Writing headers help you organize code before the implementation even happens, good usage of it is actually good practice.
[QUOTE=JohnnyOnFlame;47730599]Writing headers help you organize code before the implementation even happens, good usage of it is actually good practice.[/QUOTE] Isn't that pretty much what TDD is
[QUOTE=JohnnyOnFlame;47730599]Writing headers help you organize code before the implementation even happens, good usage of it is actually good practice.[/QUOTE] You can do the exact same thing without a header file by not filling in function bodies?
I'm working on a project about route planning for airplanes for Uni. It's a relatively simply problem: I have to plan the height for a plane as it goes a predetermined route. At first I thought I could easily express it as a graph, and then use Dijkstra's algorithm on it, but it turns out that the weight of the plane changes the cost between nodes in the graph (weighing less -> less fuel used). Since the weight of the plane changes depending on the route taken (lose fuel -> lose weight), I can only know the cost of the edges when the algorithm gets to that node. Okay, that's doable. I can work with that. But then it also turns out that the weight of the plane determines how high it can fly in a given distance, meaning that some edges might not exist solely determined by the weight of the plane once more. Anyway I made it work. It required a complete rewrite to bring the computation time down from 11 minutes to ~10 seconds. It's not an amazing thing like what most of you guys are making, but I'm pretty proud. [url=http://i.imgur.com/RwM4ubB.png]Program output, for anyone who cares.[/url] It's a list of the XY-coordinates for the nodes the path goes through, where X is the distance on the map and Y is the height of the plane. It hates fly in a constant height, probably something wrong with the cost calculation, but I'll figure it out.
Crossposting from the UE4 thread, I'm working on some PS1-style shaders for Unreal 4: [img]http://i.imgur.com/OVUTfiJ.gif[/img]
[QUOTE=robowurmz;47730955]Crossposting from the UE4 thread, I'm working on some PS1-style shaders for Unreal 4: [img]http://i.imgur.com/OVUTfiJ.gif[/img][/QUOTE] I was wondering what the number format used by that system is. Is it fixed-point or just a really short floating point format?
[QUOTE=KmartSqrl;47730776]You can do the exact same thing without a header file by not filling in function bodies?[/QUOTE] Or, writing interfaces first and adding concrete implementations later. This also promotes good code architecture.
[QUOTE=proboardslol;47730371]Because C was written in 1969 and syntactic sugar was not a luxury to be afforded. however, I don't see headers as a bad thing; to me it makes code more organized when I can connect pieces of my code to an interface which serves as the index for the library. As a C programmer, it's as simple as #include <header> and then -l[library name]. C++ does it for the simple fact that C does it and for compatibility with C.[/QUOTE] To me it appears to go against DRY and should be something your IDE takes care of. c++ almost killed my interest in programming since it involved a lot of useless tasks that could have been automated
[QUOTE=Tamschi;47730979]I was wondering what the number format used by that system is. Is it fixed-point or just a really short floating point format?[/QUOTE] The PS1 didn't actually have an FPU :v:, so fun times with fixed point!
[QUOTE=DoctorSalt;47731025]To me it appears to go against DRY and should be something your IDE takes care of. c++ almost killed my interest in programming since it involved a lot of useless tasks that could have been automated[/QUOTE] a lot of C Developers don't use IDEs, myself included. I compile everything command line and edit with various text editors (haven't found [i]the one[/i] yet). If the syntax and intracacies of C++ nearly killed programming for you, I think it's better that you use a different language. Technically, you can do anything with C++/C, but there are a bunch of things that C++/C are really good at, and that's really what they're used for. Those things are (including but not limited to) low level programming, embedded systems, and above all: efficiency and speed. If you're looking to skip writing your own engine, for example, and want to jump right into the meat of game development, then a "simpler" language like C# or Java would be best since the things that C++ allows you to optimize are already optimized by the JRE/.Net (things like garbage collection and lack of prototypes). C/C++ aren't better; they're just different
nah c is dabes, .gitrekt other-langs
[QUOTE=proboardslol;47731091]a lot of C Developers don't use IDEs, myself included. I compile everything command line and edit with various text editors (haven't found [i]the one[/i] yet). If the syntax and intracacies of C++ nearly killed programming for you, I think it's better that you use a different language. Technically, you can do anything with C++/C, but there are a bunch of things that C++/C are really good at, and that's really what they're used for. Those things are (including but not limited to) low level programming, embedded systems, and above all: efficiency and speed. If you're looking to skip writing your own engine, for example, and want to jump right into the meat of game development, then a "simpler" language like C# or Java would be best since the things that C++ allows you to optimize are already optimized by the JRE/.Net (things like garbage collection and lack of prototypes). C/C++ aren't better; they're just different[/QUOTE] none of this has anything to do with header files header files are just an awful solution for something that modules do a lot better job of solving [editline]15th May 2015[/editline] instead of an export keyword like most languages have, you have to manually write everything that you want to export to a header file this is just stupid error-prone manual labor that should be handled by the language
[QUOTE=DarKSunrise;47731250]none of this has anything to do with header files header files are just an awful solution for something that modules do a lot better job of solving [editline]15th May 2015[/editline] instead of an export keyword like most languages have, you have to manually write everything that you want to export to a header file this is just stupid error-prone manual labor that should be handled by the language[/QUOTE] Not to mention the fact that the header/implementation separation doesn't work as soon as you mix templates into the fray (unless your compiler supports the [I][url=http://stackoverflow.com/questions/279404/what-is-the-best-explanation-for-the-export-keyword-in-the-c0x-standard]export[/url][/I] keyword, which is a horrid solution), making it an even worse situation :v: .. scratch that part about export, it was removed from the standard!
Here: [code] # export.py import sys,re decl_pattern = "(([a-zA-Z0-9_]+)\s+([a-zA-Z0-9_]+)\s*\(.*\))\s*{" decl_regex = re.compile(decl_pattern) f = open('header.h','wb') for line in sys.stdin: match = decl_regex.match(line) if match: f.write(match.group(1)) f.write(';\n') [/code] You're welcome.
As long as you make sure your C++ code is inside a namespace, you can just include the cpp file and you won't require a header. Because the compiler resolves namespaced object collisions. Nnot that you should actually do that.
[QUOTE=Rocket;47731304]what is this post[/QUOTE] [url]https://github.com/killmous/git-rekt[/url]
[url]https://github.com/fsufitch/git-gud[/url]
[QUOTE=DoctorSalt;47731025]To me it appears to go against DRY and should be something your IDE takes care of. c++ almost killed my interest in programming since it involved a lot of useless tasks that could have been automated[/QUOTE] For some it goes against DRY. For some it seems to be overly complicated. For others it is likely the most flexible language you could ever use. It allows you to do a lot of crazy things, both good and bad.
C++ would be tons better if they implemented a similar system to C# where all your objects and namespaces are in a single database.
[thumb]http://i.imgur.com/RqcKtv5.png[/thumb] :v: :suicide: yeah I'm trying to make the caves look less like big poops
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