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15:00
Well, that is quite interesting
A nice read!
Thank you
SELECT * FROM Greetings g WHERE g.Greeting LIKE 'Monk*';
5
Greetings
You shouldn't select every column in a table
Only select the ones you need
15:15
0
Q: A basic Opengl Renderer

MattMattI recently added this ShaderBatch to my engine, which takes care of rendering objects which share the same render technique(shader) : like billboards, lights, ... I would like to ask you to point out, if there would be any relevant changes I coul make to my this class : here is my code : Shader...

15:34
I'm voting to close this question as off-topic because it belongs on codereview.stackexchange.com — holdenweb 41 secs ago
@Mat'sMug @Simon @Jamal @200. Any thought gone into changing the lock on this question? meta.codereview.stackexchange.com/q/5845/41243
Well, not that question, but the one it links to.
15:47
Unlocked.
I remember that time when I used Scilab. My code was running 10 times faster than my neighbour's one and the only difference was that I had some extra spaces.
He added the spaces and then his code ran as fast as mine.
But it didn't change the semantics of the code. We never understood what happened.
Maybe a bug in the parser?
I hate it when people close your question as a possible duplicate without reading the question
Then they edit the post to make it look like it is a duplicate
15:55
@CodeX Your question was closed?
Yeah stupid people do stupid things
It was on SO though so no biggy
Can you post here a link?
Oh
That's normal
I expect almost anything from StackOverflow
Its ridiculous the post they said it was a duplicate was MY other post
It was basically a follow up question asking why my code didn't RETURN an array
15:57
Did you said it was a follow-up?
The so called duplicate post they linked to asked how to get an array but that code didn't RETURN an array persay
I need to return the array so i can array_merge all the arrays
Maybe I missed something..
Can you link the question?
Sure
I deleted it but it might be there..
It's deleted
I can't see it :/
Ok nvm
0
Q: Create a simple PHP Array from this text

CodeXI have this lovely chunk of text found inside an XML element and want to convert it into a simple array, the XML is from wikia.com. The array would be something like this: card name => [Martial] Ares, character name => Ares, release_date => May 1 2013 and so on.. I've tried all sorts of implo...

here is the first post
the code works to make an array from the XML file contents but I cant get it to return the array so i can merge
@IsmaelMiguel Want to go to a separate room?
16:03
And the accepted answer doesn't work for you?
Come to new room so we dont spam this one
Sure
Ping me there
16:14
For the Python experts, any thoughts about this answer vs the original?
1
A: The dwindling Fibonacci

Smac89There is indeed room for improvement, however slim it may be. Get rid of the list import sys highest_fibo = int(sys.argv[1]) print "1\n1" f1 = f2 = 1 for _ in xrange(2, highest_fibo): f1, f2 = f2, f1 + f2 print f2, If you want to make it even simpler, there is even a function to ...

It looks to me like the readability gets hurt bad, but perhaps I'm the only one.
I agree Mast
Feel free to write your own review by the way, it should be very, very straightforward and easy to see what's happening.
It's almost language agnostic.
I'm not good with python but agree that your readability is better
16:31
Back
@IsmaelMiguel Still want me to explain 3d density-based perlin noise?
@EthanBierlein Please
Is that minecraft related?
Was it used in Terrain generation?
@IsmaelMiguel Do you understand the basic concept of Perlin noise?
@CodeX yes
@CodeX Also, keyword there, was.
16:36
Its very interesting stuff
There was a post somewhere
3d Perlin Noise is like regular noise, except you input three values, x, y, and z. In the case of Minecraft, the output of that is treated as a "density". Any value greater than 0 is filled, and any value less than zero is empty, or vice versa.
I've been thinking about doing something like that in Unity3d
@Mast I'm working on doing something like that in Unity3d
Infinite terrain generation is an interesting, and difficult challenge.
Really clever stuff
@EthanBierlein No, I don't :/ I don't even know what that is
16:40
@IsmaelMiguel Okay, imagine graphing a the results of a normal random function on a graph, where random returns a value between 0 and 1.
The results on the graph would be very erratic, and not smooth looking.
Understand so far?
Alright, I'm understanding
What perlin noise does, is instead of having completely random values, each generated value is "similar" to the previous.
This is what a graph of a 1-d perlin noise function would look like:
It's more like a random deviation, within bounds.
Rather than completely random, erratic y values, it smoothly interpolates between each y value.
The above example is 1D perlin noise. You input an x value, and get a y value out.
2D perlin noise can be used to generate heightmaps for 3D terrain. You input an x and a z value, and again, get a y value.
That's an example of 2D perlin noise
In the case of minecraft, Markus used 3D perlin noise, where you input x, y, and z, and treat the resulting value as a "density", rather than a height value.
@EthanBierlein I used to create marmer effects like that in Photoshop ^^
16:48
If the "density" is above a certain limit, fill that position with a block, if it's below a certain limit, leave it empty.
That's how Minecraft is able to generate things like caves, overhangs, and floating islands.
That sounds really cool!
Notch was one of the first to do it on such a massive scale on regular computers.
I still find it extraordinary how the game is able to generate stuff like that and not suffer huge performance issues.
Maybe it is generated in blocks
Well, the world is generated in "chunks"
16:51
You are in the wrong company. Also, as a technical person (especially senior management) I'm a bit astonished you don't know that programmers (all of us) have basically two peaks of productive output per day. It's possible to temporarily get a third one out of the day, or work over a weekend to hit a deadline. But your people are doing nothing but stretching 35 hours of productive work per week (which is all they can produce) into hundreds of hours per week. They are not actually accomplishing more: cnbc.com/2015/01/26/…L0j1k yesterday
Each chunk is 16x128x16 blocks.
When the player walks around it only loads chunks to a certain distance, and if a chunk hasn't been generated, it's generated on-the-fly.
Which is really cool
Are you talking about Minecraft...?
Until you have 2GB filled
16:52
@IsmaelMiguel ??
@EthanBierlein RAM
Oh, yeah. The game actually does limit RAM usage. Older versions would crash, but the newer versions just hang until it's done processing a task.
I have 16GB of RAM though, so it wouldn't be a problem for me.
Is the game 64-bit?
I believe so.
It depends, I think
It's Java-based
16:55
It used to be Java-based.
@nhgrif I've seen that post. If you're in such a compoany, GTFO.
It's still written in Java, but the launcher just runs a binary executable.
Yeah.
Which can make things faster.
16:56
@EthanBierlein When the game started (alpha et al), nobody had 16 GB yet.
@Mast I know
My desktop had 4 GB at that moment, 8 was pretty much the maximum.
I started Minecraft like a week before the release that added the jack-o-lanterns
Well, my laptop isn't from back then, it's only ~1.5 years old now.
When was minecraft released?
16:57
or pumpkins or whatever
@IsmaelMiguel sometime in 2009
0.17 introduced Pistons, I think I started in 0.15.
@Mast I think you mean 1.7 and 1.5 beta
Back in 2009 I didn't even had a computer
@EthanBierlein No.
16:58
Pistons did come around in beta 1.7, I know that
I've made some basic stuff with sticky pistons
You're probably right, but I destinctly remember seeing 0.17 and alpha in the corner of my screen.
I played Minecraft 1.4.5 then never played any more recent version.
I've played multiple
Including 1.8 beta
I started around October 2010. Before Alpha 1.2
17:00
I quit a couple of months after they introduced the Nether I think.
If I remember, I think I started in either alpha 1.2, or beta 1.0
@Mast My memory isn't very reliable.
@Mast The Nether predates pistons.
The Nether was the first release after I started playing. "The Halloween Update", alpha 1.2.0, October of 2010.
Pistons are beta 1.7 in June of 2011.
LOL, @Mat'sMug, I could have told you where that code pane context menu was right off.
How is everybody else?
I'm good. You?
17:04
Good enough.
Yup, memory is definitely screwed.
0
Q: Reaction tester game

user80815<!doctype html> <html> <head> <title>Reaction Tester</title> <meta charset="utf-8" /> <meta http-equiv="Content-type" content="text/html; charset=utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1" /> <style> body { font-family:...

0
Q: extend an instance at runtime

bufhI am looking for ideas to extend class instances at runtime and your opinion about it (performance, reliability, etc.). For the example let's say my original class is Foo and I want to "extend it" with Bar. The specific constraints I have now is: Python 2 compatible, even if I'm curious about...

I'll have to go now
I'll be back in 1 hour
Sorry, it's an emergency
Okay, see you
@CaptainObvious Broken, unwritten, example code, pick one.
17:09
Oh, and for those who may want to continue this talk on terrain generation:

 Terrain Generation

General talk about terrain generation.
Anyone with spare upvotes (or answers)?
4
Q: How to create a pod that includes static libraries?

nhgrifI'm struggling with making my library work as a CocoaPod and would appreciate any assistance that points me in the correct direction. I've never made a Pod before, and I feel like I've got everything right to the point that this would work... if it were a simple pod with just uncompiled .h/.m/.s...

@CaptainObvious Code dump...
> Security by Insecurity. Leaving a system so unpatched that most attackers assume it's a honeypot and move on.
@Hosch250 lol, genius, if attackers were only not bots
And all attacks had the same idea.
There will always be those taking a crack at it anyway.
17:31
0
Q: I want to see why my program keeps running the first line of code

Jerry KreutzmannWhen I compile my code in the de-buggger its fine but my issue the user is not able too move past the first console.writeline statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace game1 { class Program {...

0
Q: Shorthand expansion exercise from K & R C (ex 3-3)

psychedelic_alexI have written a function to take some shorthand input and expand it into the full form, for example a-z0-9 becomes abcd...789. I added protection from buffer overflow exploits (knocks on wood), and have covered (or think I have) all and any edge cases that the user could throw at it. Are there ...

17:45
Anyone got votes to spare, this answer from cimmanon pointed out a pretty significant problem with my document structure
18:31
Greetings
Be civil and on-topic please.
Wow
That was a massive cleanup
I though that IE was crapping on me
Yeah. I had to refresh my page.
Yeah someone had to remove all my posts lol
I'm just too much for some people
18:40
They were moved, not removed.
Gained a room though
Interestingly, if they were... moved again, you might think they were "removed", since the re prefix tends to indicate "again"
We know where they are. Stop.
They are always with me
my eternal words
0
Q: Dikstra from closest node to me, to the closest node to the player

Nic SzerI have written this code that does what the title suggests, I've never written a path-finding algorithm, so I don't know if my code is correct, so before testing it I'd like to correct the things that might not work, can you spot any logic flaw or anything like that? Murans are the characters in...

@CodeX - Please avoid using profanity.
7
18:56
@Phrancis Sometimes it just shows that the open source project is helping them get paid.
Don't get me wrong, open source is important... but there are certainly people who contribute only so far as it helps them personally. In fact, that might even be the most common reason they contribute.
But in some cases, open source projects are less about "the community at large could benefit from this repository" and more about "we need the community at large to support this repository because we don't want to pay our own people to full-time support it as much as it needs."
ah I see

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