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12:18 AM
You know when you rely on a tool, but the tool does not work exactly how you think it works...
4
TIL that you can't rely on the task manager to figure out if your app is going to run out of memory...
 
12:39 AM
@Jimmy i agree and that was partially my dilemma, since the code that examined my state transitions was only triggered by user actions it seemed unnatural for there to be a state that could start and finish without any user action
 
1:33 AM
I am a bit confused in my attempt to implement the Command pattern into a card game I am writing
If i am spawning IActions, that have their functionality embedded, how do i then verify the action?
verify that the action is correct
 
 
3 hours later…
4:58 AM
@AlexandreVaillancourt I suspect I've never quite understood how virtual memory works
2
There's this weird venn diagram of private bytes, reserved memory, working set etc.
 
 
4 hours later…
9:13 AM
where can I get tutorials for convex decomposition. All the things I see are just peoples code.
 
user92578
10:01 AM
And why isn't that sufficient?
 
user92578
10:37 AM
 
10:47 AM
@Tyyppi_77 because I am trying to create my own implementation not copy someones code.
 
user92578
and you don't consider analyzing someone else's code learning?
 
12:48 PM
@TheMaskedRebel use someone else's code and create a tutorial about it :p
@Jimmy yeah, I guess it something like "if it's not broken, don't look into it"... I never had to look into this before last week, where I was not able to request 364 bytes..
I'm still not clear on all of this either...
 
 
2 hours later…
Pip
3:29 PM
Hi Alexandre and Almo! Long time no see :P
 
When implementing the icommand and state patterns, where should command verification take place? For example, if I am programming a card game that translates typed commands into program commands, I want to be verify that the actual command is allowed based on game/state rules, but I am not sure how to handle that verification. If i put it in the command, I need to know state implementation details, and if I put it in the state, I need to know command execution details.
 
4:11 PM
no you split it
Personally, I'd have a verification thing just after player input
no invalid commands should hit the network
but that does not mean the network should trust all input
 
@cubesnyc you can also put an additional class that knows the command and the state and that bridges the two software parts.
@Pip hi! How are you?
 
Pip
I'm good! Just popping in to see how y'all are doing
Got nostalgic
3
 
4:26 PM
is 2D ACD(approximate convex decomposition) the same as 3D ACD. The only diffference I see is changing the 2d vectors to 3d vectors. Here is some code
 
4:40 PM
(Hello)
 
@AlexandreVaillancourt I thought of that but then i realized that the only real way to validate a command would be to know the implementation details of the command
and every command has different implementation details
in a card game example, i shouldnt be able to raise to X amount if X is less than my balance or the current state of the minimum amount in the pot
 
user92578
just make the command object validate itself?
 
yea i thought of that, but then i would have to know what state im in?
perhaps my state interface is not well defined enough
 
4:56 PM
@Tyyppi_77 are there any algorithms for ACD(approximate convex decomposition).
 
5:09 PM
Who do you guys think would win: Thanos vs. Super Sonic
 
@FreezePhoenix thanos
 
@TheMaskedRebel um... where is your profile picture on the user list?
Or are you using an FKEY?
FKEY,
@TheMaskedRebel Interesting opinion. Will write down.
 
 
4 hours later…
user92578
9:01 PM
@TheMaskedRebel why would i know???
 

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