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/dpt/ - Daily Programming Thread

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Thread replies: 338
Thread images: 40

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What are you working on, /g/?

>>57569108
>>
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Any better way to translate to come closer to the sicp example?
>>
Carpe diem dpt.
>>
https://i.4cdn.org/wsg/1477281533144.webm

What the fuck is this
>>
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>>57575547
>>
>>57575648
someone paid her to recite the pasta
>>
>>57575607
type 'a tree =
| Leaf
| Node of 'a * 'a tree * 'a tree
;;

let sum_odd_squares tree =
let rec loop accu todo = function
| Leaf -> loop_todo accu todo
| Node (node, left, right) ->
let accu =
if node mod 2 = 1 then
node * node + accu
else
accu in
loop accu (right :: todo) left
and loop_todo accu = function
| [] -> accu
| tree :: trees ->
loop accu trees tree in
loop 0 [] tree
;;
>>
>>57575652
What is this? Programming for retards? Do ADDfaggots have such little self control that they can't concentrate unless there are fancy animations showing then where to look?
>>
>>57575736
Yes, helping people understand concepts is super bad! >:(
>>
I want to do something like this, where I can use a thing<U> to copy construct a thing<T> iff U is implicitly convertible to T. It should give a syntax error otherwise. I couldn't figure out how to make it work with enable_if and is_convertible. Any tips?

template <typename T> class thing { 
//some variables and shit
T* whatever;

template <typename U>
thing(const thing<U> t){
//copy construct stuff
}
};
>>
>>57575778
Because it's such a great idea to let these retarded, broken fucks get programming jobs when they can't even understand a basic program without fancy graphics to show them what's going on. I love it when retards write buggy programs that I need to fix.
>>
>>57575838
That site is for kids.
>>
>>57575778
You shouldn't be programming if you can't understand something as simple as that
>>
>>57575838
Aptitude for approaching a skill does not mean aptitude for mastering it and vice versa
>>
>>57575809
template <typename T>
class Thing
{
std::unique_ptr<T> whatever{nullptr};

template <typename U, typename std::enable_if<std::is_convertible<T *, U *>::value>::type>
Thing(const Thing<U> &t)
{
}
};
>>
>>57575904
>template <typename U, typename std::enable_if<std::is_convertible<T *, U *>::value>::type>
>People actually defend C++
>>
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>>57575939
>>
are function pointers used in c++? is there any replacement?
>>
>>57575939
>People defend not using namespace std.
>>
>>57575971
std::function
std::mem_fn
>>
Need to learn some HTML quickly. What's htmldog like?

In the future I'd like to learn it and CSS in more detail so if you have any better suggestions I'll keep them in mind.
>>
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>>57575547
Volunteering for a local peace organization to set up a cms and write them a custom site.

>mfw I'm a hardcore /pol/ack who disagrees with everything they have to say, but I'm doing it for my resume because it'll look good when I apply to grad schools next year.
>>
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>>57575652
Who in the hell uses sites like these?

Why has /g/ gone from god-tier programmers to skiddies?
>>
>>57576009
I'd recommend the <strike>hated</strike> w3schools.com.
>>
>>57576046
>Who in the hell uses sites like these?
Kids, you retard.
>>
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How do I learn to program, lads?
>>
>>57576104
Read books.

Really.
Books.
Not the Internet.
Like, Paper.
>>
>>57576104
Start with COBOL
>>
>>57576104
>Posts frogs
Sorry, but you're destined for a life of stupidity and failure.
You can't become a programmer.
>>
>>57576104
install
G E N T O O
E
N
T
O
O
>>
>>57576062
Why is it hated?
>>
>>57576119
Why is paper better than reading like an eBook, lad?

>>57576130
What's wrong with frog posting?
>>
>>57576119
This.

The internet is shit for actually learning anything.
>>
>>57576157
>What's wrong with frog posting?
Frogposters are some of the most retarded people to ever exist.
I know, with complete certainty, that you're fucking stupid.
Programming actually takes some semblance of intelligence, so you cannot become a programmer.
>>
>>57576157
The cellulose fibres of the paper reflect light at the best wavelength for memory acquisition.
>>
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>tfw your program works perfectly first go with no errors

/dpt/ will never know this feel.
>>
>>57576199
I programme in Haskell. This is a daily feel.
>>
>>57576157
>Why is paper better than reading like an eBook, lad?
So you can pretend you are in academia sucking the progressive BBC, and become a fucking crossdresser
>>
>>57576220
Sounds a bit gay. Not a fan.
>>
>>57576214
I program in C. This is a hourly feel.
>>
This isn't really programming, but I might have to do some to fix it. How do I get incron to work with zfs filesystems? From what I've read, it isn't able to even begin watching folders on them because it doesn't like acl-based permissions.
>>
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I think I am done for today.
Next steps:
>design PCB
>etch that shit
>wire everything up
>build nice case
>put it on muh wall
>fine tuning programms

I should open a blog just to keep track of everything, but I am the worst writer ever ;_;
>>
>>57575652

YO DAWG I HEARD YOU LIKE TURING MACHINES
>>
>>57576302
>This isn't really programming
Then take it to another thread. There are two other appropriate threads that you could ask that shit.
>>
>>57576199
you obviously didn't consider worstcases
>>
>>57576322
>Web development isn't programming either
>>
>>57576340
Setting up cron definitely isn't programming, you fucking idiot.
>>
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>>57576046
>/g/ gone from god-tier programmers
>>
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>>57576199
>mfw I write a bunch of of random bullshit that I barely understand myself
>mfw it compiles and works as intended
>>
Currently working on a haiku generator
>>
Trying to make "Evil Hangman" (Hangman, but the computer cheats by choosing words that don't have the letter the user enters)

The input validation works, but when I accidentally type in a character (like 'O') instead of an int, my program freaks out...
Here's the code:
int getLengthOfWord(map<int, set<string>>& wordList)
{
int length = -1;
while(true)
{
cout << "What's the desired length?" << endl;
cin >> length;

if(length < 1 || length > MAX_WORD_LENGTH)
{
length = -1;
cout << "Sorry... Please enter a valid word length";
}
else if(!wordList.count(length)) //If you can't find the length of the word as a key in the map, propmt again
cout << "Sorry... We couldn't find a word with length " << length << ", please try again" << endl;
else{
return length;
}
}
}
>>
I don't get graphics card firmware.

Where does it go? is it actually loaded onto the graphics card at boot? how does it do that?
Why not just distribute the firmware as ROM on the actual card rather than having to load it on there from the OS when it boots?

What exactly does the firmware code do? like what is it responsible for that the driver can't do?
>>
How do I make money with programming?
>>
>>57576534

Find business that needs a program made
Work for said business
Get paid
>>
>>57576471
if(... || ... || !cin)
>>
>>57576534
Do web development famalama
>>
>>57576615
What does the !cin do?
>>
So what language should I be learning? Close to finishing school and all I know is C and Java. I hear Javascript is handy to know.
>>
>>57576615
>>57576771
Also... I'm printing out the value of length, and it's printing out "0" instead of the character I enter
>>
With xcode is there an alternative to the drag-drop touchupinside from the storyboard to the viewcontroller code file?
>>
>>57576313
You'll never be a good writer if you don't practice
>>
>>57576810
What do you want to do?

Data Science
>R
>Python

Corporate Slave
>Java
>C#
>Web stacks
>SQL

Hipster
>js
>go
>>
>>57576854
I choose corporate slave.

Also, what do you guys think about HashSet? I think it's pretty cool.
>>
By working on do you mean a project or the computer

In which case what computer is /g/ coding on?
>>
>>57576862
Why would you actively seek adversity

>>57576874
Literally anything that run a compile which is any modern os/hardware
>>
>>57576901
Well I'm not a hipster, and I don't care for data science.
>>
>>57576854
>>57576810
not mentioned:

Sage
>Haskell
>Lisp
>>
>>57576923
I don't think I worded it well.

Go and Js are hipster technologies that are the future like it or not.
>>
>>57576934
Sorry let me fix my list.

Data Science
>R
>Python

Corporate Slave
>Java
>C#
>Web stacks
>SQL

Hipster
>js
>go

Alchemy/Arcane Magiks
>lisp
>haskell
>>
>>57576901
But you compile on one or two actual computers instead of all of them
>>
>>57576970
There are at least seven/32 computers needed to do the binary code compilations
>>
>>57576934
>Lisp
Why not Fortran?
>>
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>>57576820
How do I do this without the stupid drag-drop? Like maybe right click insert code option hidden somewhere?
>>
>>57577000
I wonder why kind of magics programming languages are

Like

Assembly is raw pyromancy

and everything stems from pyromancy

Lisp is soul magic
Haskell is arcane magic
C is Fire magic
Js is Magic Tricks
>>
haskell is Lawful Neutral
>>
I am going to create a java rmi server in python
Don't try and stop me
>>
>>57577037
*True Neutral
>>
>>57576811
>>57576615
woops.

!cin checks if it sends a fail flag (like inserting a char to an int).

But if it failed it refuses to accept more values, so the next cin is ignored, that's why it freaks out.

You also need to put these in the fail state to clear cin before it can get new values.
cin.clear();
cin.ignore();
>>
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>>57577033
>Js is Magic Tricks
>>
>>57575736
Looks like a line by line debugger.

Pretty cool, actually.
>>
>projects on your resume get cloned
>get mildly excited
How pathetic of me
>>
>>57577358
>check github traffic
>1 visitor
>>
I have no clue how to do a WebGL draw call using multiple vertex arrays.

So here's the variables I already have:
postionBuffer
positionVAO
temperatureBuffer
temperatureVAO

What I currently have in the draw call while I'm just using position is:
bindVertexArray(positionVAO)
bindBuffer(…, positionBuffer)
vertexAttribPointer(program.vertexPositionAttribute, positionBuffer.itemSize, …)
…
drawArrays(…, positionBuffer.numItems)

But I want to modify the draw call so it feeds the temperature data into the shaders.

Someone on another chan tried explaining it to me, but their explanation assumed I didn't have any of the variables yet so the process they showed didn't clearly show what part was initialisation and what part was the draw call.
>>
>What are you working on, /g/?

Working on a programming languages tiers list diagram

here's what I have so far:

>ASM TIER
ASM

>ELDER GOD TIER
C++

>GOD TIER
C

>HIGH TIER
C#, Perl, Haskell, Scala, F#, Clojure

>MID TIER
JAVA, Python, Ruby

>LOW TIER
Swift

>SHIT TIER
PHP, JavaScript
>>
>>57577730
This list is entirely wrong
>>
>>57577730
>JAVA
Hello, retard
>>
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So am I supposed to do OOP and functional programming with multi-paradigm languages or do I just stick with one?
>>
>>57577795
You're suppost to try and fail to do both, because they're fundamentally incompatible.
>>
>>57577795
>>57577809
And if you try to do only one, you will also fail because you'll fall short of what a language dedicated to a paradigm can do.
>>
>>57577809
*supposed
>>
There is something weird happening with my C++ code.I have this:

//I've included sfml 2.4

class enemy_type {
private:
//other stuff
vector<sf::Texture> textures;

public:
//other stuff
vector<sf::Texture> get_textures() {
return this->textures;
}
};

class enemy {
private:
int texture_id;
vector<sf::Texture> textures;

public:
sf::Sprite sprite;

//other stuff

enemy(enemy_type type) {
//other stuff
this->texture_id = 0;
this->textures = type.get_textures();
this->sprite.setTexture(this->textures[this->texture_id]);
return;
}
};


the problem is that enemy::textures updates only after the constructor returns, so enemy::sprite isn't set. am I doing anything wrong?
>>
>>57577730
>c++ elder god tier
>c not elder god tier
>>
>>57578051
Quibble: there's no reason to use this every time you want to refer to a member variable. You can also avoid default initialization by using a constructor initialization list.

The code as posted should work though.
>>
>>57577730
Here is a fix

>PROGRAMING LANGUAGE TIER
C, ASM, Python

>TRASH
C++, C#, Java and everything else
>>
>>57578219

I've realised that something goes wrong when I do this:

vector<enemy> enemy_vec;
enemy en0;

//do stuff with en0

if (condition) {
enemy_vec.push_back(en0);
}


For some reason, I have to set the sprite of the new element in enemy_vec again:

enemy_vec[enemy_vec.size() - 1].sprite.setTexture(/*texture*/);


I don't know why, though. Maybe it has to do with how textures work in sfml.
thanks for the tips.
>>
>>57578380
Thinking again, it probably is a problem with the scope of my variables, and that textures may work like pointers. The actual code has more stuff into it.
>>
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WHO THE FUCK DECIDED THIS IS OK. LITERALLY WHO THE FUCK
>>
>>57578641
Press pause and edit you sperg.
>>
>>57578648
What if i don't want to pause my application? I just want to use my fucking text editor.
>>
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>>57578663
Then disable this. But you gotta use the restart button to check changes instead of on-the-fly.
>>
>>57578825
Holy shit thank you very much.
>>
>>57578641
Changes while the code is running would mess up the debug symbols, wouldn't it?
>>
>>57577730
You're on the right tracks. Here, let me help you:

>ELDER GOD TIER
my languages

>IRREDEEMABLE SHIT TIER
your languages
>>
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i maed keyboard into piano
>>
What's better? C++ or C# with pointers?
>>
what kind of panties will improve my coding ability the best? comfy panties or lewd panties?
>>
A protocol aware fuzzer for a highly used security protocol
>>
>>57579210
Tell me more.

>>57579241
Shimapan.
>>
I hate being a slacker. How do you guys manage?
>>
>>57579404
we don't
>>
>>57577795
use mainly OOP, but of course use common sense with functions that could easily be "pure", like simple math functions for example, and use immutable state when it makes sense
>>
>>57579241
Shimapan is right, but it's the toe-socks that really make the difference.
>>
>>57577144
cin.ignore() without parameters only ignores the next character in the buffer, you want something like,
 cin.ignore(std::numeric_limits<std::streamsize>::max(), EOF)


This will discard everything in the cin stream.
>>
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Trying to learn to make an engine with OpenGL. I didn't like the YouTube series I was following, so I just pirated pic related. Anyone know if it's any good?
For me, it's not even the concepts of OpenGL that are hard, it's just the setup. I'm terrible when it comes to code structure.
>>
>>57577010
You don't use IB and do it all programatically
>>
>>57579579
Code structure is hard. Especially when working toward a an api as complex as opengl.

I find that i tend to incrementally hide away working code that i understand into wrappers, and leave code i don't fully grasp exposed.
The important thing is to not get design paralysis, solve problems as they occur to you, and redesign in small incremental steps if you have to.
>>
>>57579579
IMO the best way to learn how to build an engine is to use many as references: Unity, Godot, some esoteric 2d ones I've not heard of, Unreal, etc.
See how they structure their shit. Use maths/graphics books for reference on how to implement the fine details. There are very many approaches and you can be very fluid based on your expectations/needs. By that I mean

- Unity's design is strongly coupled with the C# runtime so there are some smart implementation details there but if you're not looking to provide a scripting interface it probably won't give you much insight.
- Unreal is gonna be the granddaddy of em all, a true look into a raw engine, but attempting to peer into it and figure out what's going on could be the equivalent of a final boss.
Does this help at all?
>>
>>57577730
What does it mean to have worked with (actually worked with, not just "learned") a language from every tier? Am I a rainbow sjw faggot looking for muh safe space and "equal" rights?
>>
I program in 2 hour bursts. I'm afraid I'm gonna find that I hate programming on projects I don't give a fuck about for 8 hours straight and will have wasted my time studying CS. My dream job is National Park ranger, but that's difficult to get into.
>>
>>57579708
The problem is that there are so many different frameworks that all work differently. Even if I were to find the greatest tutorial ever on how to make a game engine, if it weren't specifically made for OpenGL, it would be almost worthless because nothing would apply.
>>
>>57579579
>For me, it's not even the concepts of OpenGL that are hard, it's just the setup.
you mean the initialization phase like compiling shaders and loading textures? divide it into parts so like if you want a FBO you just go that part and then you set and forget it so you can focus on other things
>>
>>57579821
oh do you not know OpenGL yet, like have you not made a simple renderer with camera + vert data import + shaders, textures, materials, etc? I think I misread your post.
>>
>>57579853
I have, it's very basic though. Like I said I was following along with a YouTube tutorial, but I don't really like the way the dude sets up his engine. It feels very messy.
>>
>>57579821
>if it weren't specifically made for OpenGL, it would be almost worthless because nothing would apply.
There's more to a game engine than rendering, anon
>>
>>57579874
don't start with an engine/framework imo, start with a renderer where you set everything up yourself with all the opengl calls, you can look at the reference pages, the wiki, the spec and textbooks for guidance
>>
Started work on porting my PCM buffer playback wrapper to linux.

"A tinnitus simulator is the Hello World of audio programming"
>>
>>57579579
What >>57579708 and >>57579830 said.

Plus get the opengl superbible. You can find it on genlib. Depending on what version of opengl you want to target 3/4 get the corresponding edition of the book.

Also, you could try look at source code of engines: gameplay3d, urho3d, godot, etc.
I recommend urho3d because while it's a newer, somewhat lesser known engine, from the little experience I had with it, it's well constructed and modern.
Books which can be generally useful:

- Computer Graphics Principles and Practice
- GPU gems series
- Game Programming gems series
- GPU pro series
- Multi-Threaded Game Engine Design
- Another book I forgot the name of.

Later when you want to make some nice graphics you could look at talks/papers presented by AAA companies too.
>>
>>57579911

I would have figured that the Hello World of audio programming would be sending HelloWorld.ogg to the speakers.
>>
>>57579956
.wav maybe
>>
>>57576471
Part of the problem is you're trying to combine too many things in one function. Split it up into functions that perform a single...function. Unit test each one and make sure they all work with various inputs. Then put them together.
>>
>>57579911
That begs the question, is the hello world of audio for people with tinnitus anti-tinnitus stimulator.
>>
>>57576500
>Where does it go?
Onto the card

> is it actually loaded onto the graphics card at boot?
All GPUs already have enough firmware to act as a VGA compatible display without help.

More advanced features may require the driver to load new firmware onto it when the driver initializes.

>how does it do that?
Not sure what kind of details you want. The CPU can write data to the PCI-e device. The card already has some firmware which can accept this data, put it in RAM and run it.

>Why not just distribute the firmware as ROM on the actual card
If there was a bug or missing feature, you'd then have to do a recall or at the very least have people open the machine and replace the ROM chips.

Everything's easier when you can update it on the fly in software.

>What exactly does the firmware code do?
The GPU is basically its own computer, and the firmware is its OS. The driver can't do shit directly, it can just tell the card what it wants (like changing the resolution or drawing an image).

It's up to the GPU firmware to take those commands and make sure the right thing happens on the video output signal.
>>
>>57579956
>>57579966
Nah. That would mean you have to get into file parsing / compression decoding.
Before you do that, you'll probably want to know that you've acquired and configured soundcard resources correctly and make sure that you understand how to write PCM data to the playback ringbuffer.
So the first thing you do is generate a continuous sinusoidal wave form and try to get that to play back correctly through your output device.
>>
What am I doing wrong with this WebGL render?
This code is based on someone's instructions for how to render an object using multiple vertex arrays, in this case there's an extra buffer and a corresponding VAO for altering the colour of objects based on their temperature.

function renderBuffer(object){
gl.bindVertexArray(object.vao);
gl.bindBuffer(gl.ARRAY_BUFFER, object.buffer);
gl.vertexAttribPointer(object.program.vertexPositionAttribute, object.buffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(object.program.vertexPositionAttribute);

gl.bindVertexArray(object.temperatureVAO);
gl.bindBuffer(gl.ARRAY_BUFFER, object.temperature);
gl.vertexAttribPointer(object.program.temperatureAttribute, object.temperature.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(object.program.temperatureAttribute);

gl.useProgram(object.program);
gl.drawArrays(gl.TRIANGLES, 0, object.buffer.numItems);
}


"temperature" is a buffer, by the way.
>>
>>57580163
>That would mean you have to get into file parsing / compression decoding.
Dunno, do you have to get into character set decoding to write "hello world"?
>>
>>57580131
No. That would still be a tinnitus simulator. You just have to make sure the tone you generate is distinguishable from your background tone.
>>
>>57580185
the audio equivalent of printing text to stdout is playing back pcm data. to play a compressed file you would have to get some decoding library off of shithub or write a fuckton of extra code just to play a sound
>>
>>57580131
The tinnitus simulator is just the phrase "tinnitus simulator", which works similarly to Eye Blink Sim or Manual Breathing 2016
>>
>>57580185
Yes. If some hasn't done that for you.
>>
>>57580219
lol
>>
>>57580184
stride (the second-to-last parameter in glVertexAttribPointer) should be non-zero
>>
>>57580265
nvm
>If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0.
>>
I forgot to mention, the two errors I got were:
>Error: WebGL: vertexAttribPointer: -1 is not a valid `index`
>Error: WebGL: enableVertexAttribArray: -1 is not a valid `index`

>>57580265
I have it as 0 if I only have one vertex array, but do I increase it if I use multiple?
If so, what should they be set to?
Position has 3 values, temperature has one value.
>>
>>57580200
>write a fuckton of extra code just to play a sound
chunk = Mix_LoadWAV("file.ogg")


So much code yo

>but I'm a faggot and I think this shouldn't count because a hello world text program involves writing a parser and renderer for TrueType fonts
Wew lad
>>
>>57577010
I'd write my outlets etc. first and then drag from the little circle in the pane of the text editor window to the UI element. Not ideal but that's the shit you have to deal with when using the interface builder.
>>
>>57580292
have you initialized object.program.temperatureAttribute the same way as object.program.vertexPositionAttribute?

>I have it as 0 if I only have one vertex array, but do I increase it if I use multiple?
it should be fine at 0 since it seems you only have one attribute per buffer, but otherwise they would be 12 for position (3 floats of 4 bytes each with nothing in between each attribute) and 4 for temperature. if they were interleaved like position, temperature, position etc then the stride would be 16 for both of them
>>
>>57580314
and where does Mix_LoadWAV come from?

>Wew lad
what are you even on about you insufferable retard

a typical hello world program just need to output text such as "hello world" or in the case of an audio program it just has to output sound
>>
>>57580346
Yes, they've both been initialised exactly the same way.
>>
>>57580371
see:
https://www.opengl.org/wiki/Generic_Vertex_Attribute_-_examples
http://stackoverflow.com/questions/15639957/glgetattriblocation-returns-1-when-retrieving-existing-shader-attribute

i guess you're using glGetAttribLocation, use glBindAttribLocation instead
>>
What are the downsides of using a noSQL database like mongo or the like?

In my case I have to store lots of different Products in a database which all have very different attributes.
So right now (with the SQL) solution, I have one table product which has all the attributes all products inevitable share + a flag that shows which type of product it is. For each type there is then an extra table which contains the product specific attributes.

When I read this shit with my application I get the product first and then via the type-flag the correct other table for the rest of the specific information.

I was just wondering if using a noSQL approach might be preferable here.
>>
>>57580406
idk but you can try asking in >>>/g/wdg as well
>>
>>57580360
>and where does Mix_LoadWAV come from?
libSDL 1.2. Yeah, it's been a while.
>>
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>>57580432
>SDL
>>
>>57580143
Interesting. Thanks for the comprehensive response.
>>
>>57580446
Literally the best option if you're not aiming to be Windows exclusive
>>
Does anyone have the list of programming challenges to roll for?
>>
>>57580398
Well, that prevents errors, but it doesn't change the fact that nothing renders.
>>
>>57580472
use glGetShaderInfoLog to see if something is wrong with the shader

did you get things to render before? then you could try your old shader again
>>
>>57580314
>>57580360
More interestingly, i think, is where does "file.ogg" come from? Sure you've probably downloaded it alongside SDL or whatever other convenience lib you've decided to use, but isn't that kind of like saying that Hello World involves printing out a text file that someone else has written for you?
>>
>>57580486
If I take out the segment in the renderBuffer function relating to temperature, it renders.
It's almost certainly a problem with the renderBuffer function, bear in mind that it was built largely by guesswork.
>>
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>>57580461
>>
it's been a while boys
>>
>>57580506
Thanks a bunch
>>
>>57580495
>Sure you've probably downloaded it alongside SDL or whatever other convenience lib
Even if you don't have a music collection, your OS probably comes with a hundred audio files.
>>
>>57580508
hm, i could convert to a string in the Qml code and then convert back to the array in Rust... is that really any better though?
>>
>>57580506
Voronoi diagrams are green?
I have no idea how i would generate a Voronoi diagram.
>>
>>57580517
Not my point.
>>
>>57580533
The shittiest solution is just to go over each pixel and find the point closest to it.
>>
>>57580506
roll
>>
>>57580523
anyone who knows Rust -- before i begin with this BS, is there an easy way to do u8 -> [bool; 8]?
>>
>>57580563
I guess. If your space is discreet.
>>
>>57580446
this was snowden before they moved him up and before he moved. I think he makes that clear in a few of his live videos. They may have since been overwritten, though. Still, to think someone would be so petty...it would have to be a security guard.
>>
>>57580611
do another
>>
>>57580501
maybe remove gl.bindVertexArray(object.temperatureVAO) and use a single VAO, maybe you can still use multiple VBOs, i'm not sure on this so you will have to experiment and read the spec and google for similar issues but maybe it's something to do with the VAO because the other stuff seems fine

if all else fails you can pack the attributes in the same vertex buffer by setting the offsets and strides accordingly
>>
>>57580651
idk what this means.
>>
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Segmentation fault.
in ?? () from /lib/x86_64-linux-gnu/Linux.so.6
>>
>>57580665
Well, I'm not entirely sure what the VAO does.
>>
>>57576313
>but I am the worst writer ever
What the other anon said, practice makes perfect. You were shit at programming when you started, now probably not so bad
>>
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HOW IS ONE SUPPOSED TO LEARN OPENGL WITH RAMPANT SHIT LIKE THIS?
>>
>>57580724
Valgrind that shit
>>
>>57580808
kek
>>
>>57580808
from the point of entry you dip. as, the processor makesa. call to the handler/buffer and retrieves the adddress to the pointer. This pointer has the address to the point of entry. the offset specifies how many moves into the buffer you want to go. Sometimes that offset will brle provided in the call back and thus you already have the offset.

or is it just the precise reading of a vowel before a vowel that offends you?
>>
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>>57579927
I'm reading through the SuperBible. Anyone know why this is crashing? I've tried moving the call to glewInit() around, but it always crashes no matter where I call it.
>>
>>57580888
check your opengl version, use glGenVertexArrays instead
>>
>>57580921
Yeah, I called glGetString(GL_VERSION) and it said 4.3. I'm on a laptop from 2015 with the latest GPU drivers. Seems kinda weird that it wouldn't work.
>>
>>57580934
DSA comes with gl 4.5
>>
Whats are some good books to learn asm/debugging/reverse engineering?
>>
>>57580934
glCreateVertexArrays requires 4.5

https://www.opengl.org/sdk/docs/man/html/glCreateVertexArrays.xhtml
>>
Who here is an employer? How long do you train new guys for?
>>
How bad is it to use java frameworks for web development?

Feels dirty but there are so many benefits.

>>57581016
not an employer but I'm about to graduate and have a job landed. The company I'm going to work for trains for a couple months I think? They give you a decent amount of time to adjust.
>>
int average = (int) ((double) (a+b) / ((double) 2))

FIND A FLAW
>>
>>57580581
I'm not aware of a standard function to do this. However this should work:

fn to_array(b: u8) -> [bool; 8] {
let mut res = [false; 8];
for i in 0..8 {
res[i] = b & (1 << i) != 0;
}
res
}
>>
>>57581160
slow as fuck
>>
GLSL only Voroni diagram because bored

http://glslsandbox.com/e#36813.0
>>
>>57581192
What's happening up there in the top left corner when using euclidean distance?
>>
>>57581167
#include <iostream>

template <typename T>
T average1(T a, T b)
{
return (T) ((double) (a+b) / ((double) 2));
}

template <typename T>
T average2(T a, T b)
{
return (a/2) + (b/2) + ( a & b & 1);
}

int main()
{
for(size_t i=0; i<1000000; i++)
{
std::cout << average1(rand(),rand()) << std::endl;
// std::cout << average2(rand(),rand()) << std::endl;
}
}

#bash
$ time ./main > er #average1
./main > er 0.32s user 1.00s system 99% cpu 1.331 total

$ time ./main > er #average2
./main > er 0.25s user 1.07s system 98% cpu 1.333 total

You're right. I'm really going to miss those 0.002 seconds of CPU time for every 1,000,000 calls
>>
>>57581267
If you are on a wide screen you see black because I use a constant 100 for maximum distance. Make the window have a wider aspect ratio and you will see.
>>
What if c++ headers were forced to be extern "C" from the beginning?
>>
Please help a retard.

If I have a screen 500/500 and one 1920/1080 how do I place the elements in the same spot?

I'm doing pos/screen x sizethen on the client received float*screen x size, but it seems to be all over the place. PLS help
>>
>>57581288
Why?

But pretty cool little thing. I like voronoi diagrams.
>>
>>57581340
Please clarify what you mean by the same spot.
>>
>>57581361
Because when finding the smallest item in a list you either need different code on the first iteration, or a large constant size that is larger that any other. I chose a large constant and made it 100, forgetting that in euclidean mode all distances are pow2 larger than the actual distance, so it is effectively 10, which is 1 screen. I should have set it higher, but I didn't notice on my monitor and forgot about it.
>>
>>57581382
For example if an item is at 200x 200y on a screen 500px by 500px.

it will look very different to a screen on
1920x 1080y.

Do you see what I mean?
>>
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>>57581340
>If I have a screen 500/500 and one 1920/1080 how do I place the elements in the same spot?
This is actually somewhat difficult to do well.
Some programs (e.g. OpenGL) will use a normalised screen position and then render that to the output size.
For example, if the smiley face is being drawn at (0.5, 0.5), on a 500x500 screen it will be at (375, 375), and on a 1920x1080 screen, it will be at (1440, 810).

There are other ways you can do this, but this is probably one of the better ones.
>>
File: distance_fighting.png (60KB, 1920x1032px) Image search: [Google]
distance_fighting.png
60KB, 1920x1032px
>>
>>57581420
>>57581382

Sorry to be a complete fucking retard but I had x =x y = x by mistake.

Thanks for your help anyway anon.
>>
>>57580456
SFML
>>
>>57580888
Isn't that supposed to be glGenVertexArrays?
>>
>>57581420
>>57581340
I don't know much about graphics. But it seems pretty easy

In pseudo code
resizex = 1920/500
resizey = 1200/500

for pixel in screen
pixel.x /= resizex
pixel.y /= resizey

Then I guess make an average of all pixels who share the same position. Or just pick a random spot.
>>
>>57581445
It doesn't fight for me, just chooses the right side.
>>
>>57581445
>>57581361

http://glslsandbox.com/e#36813.1

This fixes the black for euclidean on wide displays
and should fix the fighting.
>>
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Daily reminder you can never make a sufficiently complex program in the following languages:

C
Haskell
Lua
Schema
Any language that has below 5% of market share
Literally any functional language in general
>>
>>57581559
>C

Linux kernel is not sufficiently complex?
>>
>>57581286
rand() is much bigger than the average functions so it skews the relative difference
>>
>>57581559
>Lua
It's scripting language, of course you won,t make any complex shit in it. Every scripting lang could be on your shitty list.
Also this>>57581567
>>
>>57581340
if you're using normalized device coordinates and you want things to appear with the same aspect ratio then multiply x by 1080/1920
>>
>>57581559
>sufficiently complex
What does this mean?
>>
>>57581559
>sufficiently complex program in C
There are hundreds of examples of complex C programs.
What the fuck are you on?
>>
>>57581160
These (double) ale unnecessary, if this is Java.
int average = (int)((a+b) / 2.0)

will do the same
>>
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how do you git gud like mike acton?
>>
>>57581903
>C++
>good
hahahahaha
>>
>>57581999
ebin mems XD aside, I'm talking independent of language, like even he says that if it were not for the culture, he'd be using C, and then if not for the productivity, asm all the time

also pls no sick pee
>>
I'm a failure as a programmer.

I'm about to hand in a deadlocking buggy as fucking assignment because I'm now out of time. I've never done this before.
Fucking end my life, I thought I was bit more capable than this, it's just a lowly assignment, how can I fucking fail like this.
>>
>>57581340
This is elementary fucking algebra.
Divide one scale by the other to a ratio, then scale by it.
>>
>>57582146
pretty sure you only gave yourself like an hour. whats the assignment? we can get it done before you get to bed for tomorrow. considering we know the language.
>>
>>57582204
>we
Speak for yourself.
>>
>>57582221
im here enough to know we pertains to the collective community that is heree very night at the same.time i am.

we help each other every night.
>>
>>57580888
Does your hardware/driver support OpenGL 4.5?
>>
>>57582204
No I've had plenty of time, I put it off too long, but I've given it like a week or so of development time (not including sleeping, taking breaks etc).

I'm not going to go into detail about the assignment, but it involves networking, threading, and thread synchronization.
I kind of rushed it and I've really fucked it now, bugs that I have no idea where to even start or how to fix, it's basically a disaster. Not to mention it's not even finished yet.

I don't know how to salvage it in the time I now have, and I have to hand this in soon. I'm not asking for help here, I'm just venting my frustrations that I have to hand in an assignment that is worse than everyone elses in the class when previously I've always been one of the top students.
>>
>>57582417
well im practically always here so if you change your mind ill be here to lend a hand or an ear.
>>
>>57580184
>still haven't solved this
Why the fuck did WebGL have to be imperitave programming
>>
MainWindow::MainWindow() {
const auto mainWidget = new MainWidget;
setCentralWidget(mainWidget);

setTitle("Diconnected");
connect(mainWidget, &MainWidget::connectionChanged, this, &MainWindow::setTitle);

mainWidget->connectToServer("localhost", 9999);
}

Urgh, is there a better way to set this up that doesn't involve a raw pointer (mainWidget)? If I do setCentralWidget(new MainWidget) then getCentralWidget I just get a QWidget pointer not a MainWidget pointer...

Also, Qt's naming scheme is dumb as fuck.
>>
>>57580184
When you bind the object.tempratureVAO you unbind object.vao.

Also that's webGL2. Practice in desktopGL 3 core or webgl 1. WebGL 2 is still unstable in every browser.
>>
>>57583011
The code doesn't seem to work in WebGL 1, it complains of shader issues.

And are you saying that I'm meant to manually unbind?
>>
>>57577276

>dont fall for the bait
>>
>>57583054
> And are you saying that I'm meant to manually unbind?
He's pointing out the the first 4 lines don't do anything. They're modifying a VAO which you aren't actually using. The drawArrays() function only uses the second VAO, as that's the one which is bound when you call it.

You should probably only be using one VAO. A VAO is a "container" object, which holds all of the state pertaining to attribute arrays, i.e. which arrays are enabled, where the data is stored, the format of the data, etc. The idea is that you can change all of the attribute-related state with a single bindVertexArray() call, rather than having to make multiple bindBuffer, vertexAttribPointer and enableVertexAttribArray calls every time you want to draw a different mesh.
>>
>>57580998
While glCreateVertexArrays() could just be replaced with glGenVertexArrays() in this specific case, the fact that the code uses the former suggests that it will be assuming OpenGL 4.5 generally (e.g. DSA), so you're going to need either newer hardware (or maybe just drivers) or an older version of the book.
>>
>>57575652
>last executed line is "odd.append"
>element is added to the even array

it's shit
>>
I'm trying to get the header and the footer row from a file. The file is nasdaqlistex.txt (google the filename and you can see the file)
I know I can get the nth row from a file, but how can I get the number of rows from a file without making it a list and therefore occupying the memory?

with open("/path/to/file/nasdaqlisted.txt", 'r') as nasdaqlisted:
header = next(itertools.islice(csv.reader(nasdaqlisted), 0, None)) #header row
footer =
nasdaqlisted = csv.reader(nasdaqlisted, delimiter='|')
>>
>>57576956

Python is freetard/hipsterm, actual data analytics is done on the shitter corporate languages like SAS
>>
>>57578378

>the autism tiering
>>
>>57582959
>>57580184
Bind the shader before setting up and enabling those vertex attributes. IIRC you also have to unbind them before changing the shader.
>>
Is this a good implementation of a breadth-first search to find the shortest path?
 public int BFS(V start, V end){
Map <V, V> nextNodeMap = new HashMap<V, V>();
List<V> directions = new LinkedList<V>();
V current = start;

Queue<V> q = new LinkedList<V>();
q.add(current);

Set<V> visitedNodes = new HashSet<V>();
visitedNodes.add(current);

while(!q.isEmpty()){
current = q.remove();
if(current.equals(end)){
break;
}else{
for(V vv: neighbors.get(current)){
if(!visitedNodes.contains(vv)){
q.add(vv);
visitedNodes.add(vv);
nextNodeMap.put(current, vv);
}
}
}
}
if(!current.equals(end)){
System.out.println("can't reach dest");
}
for(V vvv = start; vvv != null; vvv = nextNodeMap.get(vvv)){
directions.add(vvv);
}

return directions.size() - 1;
}
>>
>>57583448
> IIRC you also have to unbind them before changing the shader.
You don't.

Obviously the shader will need valid data for attributes which it uses, but it only needs to be valid by the time of the draw call.
>>
>>57576156
Because it's inaccurate, outdated, incomplete and MDN exists.

>>57580406
The downside of Mongo is constant data corruption through races all over the place. It's concurrency model prioritises speed over consistency and integrity. Don't use it for anything apart from prototyping.
Good NoSQL DBMSes are CouchDB, RethinkDB and Riak. Amusingly all 3 are either written in Erlang or use a BEAM-like internal runtime.

And yes, this looks like a good case for NoSQL, but never think of it as a silver bullet like the webtard hipsters tell you.
>>
>>57583233
count the number of new lines \n
>>
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Can you guys make programs that warp
>>
>>57583676
Anything is possible
Except happiness
>>
>>57583676
*warp reality
>>
How do you not off yourself when forced to write shitty code by morons who don't know good code design?

I don't write code outside work cos I've lost all motivation.
>>
>>57583727
Money. I don't work a job for fun, I work a job for money
>>
>>57583750

But I'm the one who will be forced to maintain this shitty spaghetti mess, and blamed when it breaks.

Next they'll expect me to just add unit tests, just like that. Poof, easy. Completely ignoring the fact I argued against their shitty design over and over on the basis you can't fucking test it and its a mess to read.
>>
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What music applications can i do with smartphone sensors?

like, e.g. shake the phone and swith music,etc...

give me ideas guize
>>
>>57583826
Don't write shitty code?
>>
>>57584131
Phone farts when shaken
>>
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has anyone of you ever contributed to a open source project?

if so, how friendly were your fellow devs there?

learnin all kind of stuff recently in order to being able to contribute to cool projects (libretro, cmangos)
>>
>>57583695
>Anything is possible
so I can make a program that will turn me into a little girl?

>Except happiness
ehh I guess I can't
>>
1<<3


Why does that become 1000 instead of 110?? Makes no fucking sense
>>
>>57584421
why would it be 110?
>>
>>57584438
Because left shift by adding one zero to the left?
>>
>>57584444
1<<3 is three left shifts
Where is the extra 1 coming from?
>>
>>57584444
you add 3 zeroes by doing 1<<3
>>
>>57584444
it adds THREE zeroes to the right of the 1
>>
>>57584461
For fucks sake
>>
>>57584476
what's up?
>>
>>57584421
are you confusing 1<<3 with 3<<1? this is a serious thread, newbies are not welcomed.
>>
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>>57584498
>this is a serious thread
>>
when do I have to use "new" in c#? I know that it calls the constructor, but I don't have to use it when I'm defining an int or float, for example.

int num = 10;
type var = new type(); //why?
>>
>>57584563
when you make a new object
>>
>>57584563
int and float are primitive types and do not need a constructor

i suggest looking up something like "primitive types C#"
>>
>>57583099
Well, how should the draw function look then?
WebGL theory is fine and all, but in practice it requires very specific coding structures.
>>
>>57584584
>>57584579
so whenever I want to define a new object, using "new" is compulsory?
>>
>>57584625
as far as i am informed, yes.
>>
>>57582028
C or C++ compilers' optimizers produce way better assembly than you ever could. Graph theory is pretty good. If anyone tells you programming in assembly creates fast or good programs, they're an absolute newb.
>>
>>57584421
...

it's 1 shifted by 3, not 3 shifted by 1
>>
>>57584134
>Don't write shitty code?

I've been overruled by management.

They want a god class controller manager which has access to every single other class in the entire program.

I'm forbidden from building modules because it introduces "dependencies", whereas if the controller handles literally everything its "all in one place" and "simpler".

Heaven forbid I make module A which takes an interface, which I then implement elsewhere with my chosen ORM framework. No no, this means module A is now "dependent" and "tangled" with that ORM and we can't ever change it. Even though it only handles an interface that is dependency injected in.
>>
>>57584615
> Well, how should the draw function look then?
Like
gl.bindVertexArray(object.vao);
gl.useProgram(object.program);
gl.drawArrays(gl.TRIANGLES, 0, object.buffer.numItems);

Everything else (i.e. setting up the VAO) should have been done in the init function. That's a large part of what VAOs are about (saving rendering state in an object).

The init function should look something like:
// create program, buffers
object.vao = gl.createVertexArray();
gl.bindVertexArray(object.vao);
gl.bindBuffer(gl.ARRAY_BUFFER, object.buffer);
gl.vertexAttribPointer(object.program.vertexPositionAttribute, object.buffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(object.program.vertexPositionAttribute);
gl.bindBuffer(gl.ARRAY_BUFFER, object.temperature);
gl.vertexAttribPointer(object.program.temperatureAttribute, object.temperature.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(object.program.temperatureAttribute);
>>
>>57584979
Finally some OpenGL on /g/
>>
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>>57584412
pretty much
>>
should I move from visual studio 2015 to visual studio 2017?
>>
>>57585036
You should move to Code blocks or Eclipse
>>
>>57585073
Are you retarded?
>>
>>57585036
Move to gnu/emacs
>>
>>57576104
Go to college or vocational school.

In my experience, I learned programming faster and better in a school-like setting than by myself.
>>
>>57576104
Start here: http://kodewithklossy.com/career-scholarship
>>
>>57575734

University of Warsaw by any chance?
>>
>>57585109
>using visual studio
>not a retard
>>
>>57575547
Once in this thread i saw a link to drive with lots of it books. Any anon could share it with me?
>>
>>57585114
no, thanks.
>>
>>57585185
Over Eclipse or Code::Blocks?
No fucking shit you'd go with VS.
>>
>>57585185
>visual studio is bad
You are a daft cunt
>>
>>57584294
anyone?
>>
>>57585340
I have to several and develop a few myself.

If you fix things, adopt their code style and write unit tests, they are very friendly. If you add features of subjective value, it becomes philosophical and depends on many many things.
>>
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I'm feeling this lazy today
>>
>>57585423
>>57585340
what he said
theres a lot of drama at times (usually autists arguing over inane shit not unlike dpt) but its easy to avoid if you want to
>>
>>57585433
I'm this lazy:
try{
//...
}catch(new Exception e){
//put nothing here
}


or this lazy:

PRINT "hello world!"
ON ERROR RESUME NEXT
IF X = 0 THEN
ON ERROR RESUME NEXT
PRINT X < 2
ON ERROR RESUME NEXT
END IF
ON ERROR RESUME NEXT
'etc.


every day
>>
>>57583503
>Because it's inaccurate, outdated, incomplete and MDN exists.
All of these things may well be true, but w3schools is easier for a noob to understand, than MDN
>>
>>57585695
Yes, and it will be easy for him to learn outdated, inaccurate or incomplete information, which he will have to relearn and drop any developed habits later on. I consider that negative learning progress.
>>
>>57583826
>and its a mess to read.
Readability has nothing whatsoever to do with testability.
>>
>>57585695
Also, W3Schools has gotten better. Their examples are kinda crap, but as far as a reference goes, W3Schools is okay if you wanna look up the syntax for, say, css selectors real quick. MDN is comprehensive, but puts the details of something before simple reference info usually.
>>
>>57585036
2017 is out? What's new in it?
>>
>>57585725
he didn't imply it either
>>
>>57585185
>code::blocks/eclipse is better than visual studio
>not a retard
>>
>>57585227
wrong
>>
>>57585803
>IDEs
Acceptable if you're like a highschooler or CS freshman, but you should move to vim/cli once you actually know how to program
>>
All Rust programmers are transexual furries, prove me wrong.
>>
>>57580888
As >>57580998 said it.

Use the 6th edition of the SuperBible it's for 4.3 or you could target 3.3 (5th edition) which will run on a wider range of gpus.
>>
>>57580200
I sortof do agree here. Using pcm to do a tonal sweep is more likely the hello world, and can even be done on micro-architectures.
>>
>>57585886
I can't
>>
>>57585886
I'm not one, so there.

Q.E.D.
>>
How do you auto-implement missing interface method stubs with xcode?
>>
>>57585878
why would anyone program in c# outside visual studio?
>>
Is Haskell SJW free?
>>
>>57585987
maybe because they're an expert in emacs and feel more comfortable using that than VS. plus VS is a botnet
>>
>>57585989
Nice meme
>>
>>57585989
SJWs only use things that can be used for web development, so yeah

inb4 someone links one of 2 websites that was made in haskell
>>
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>>57586017
>VS is a botnet
>>
>>57585989
probably but you get <=100 IQ elitist spergs which are equally as troublesome if not worse
>>
>>57585878
>but you should move to vim/cli once you actually know how to program
Why do you think this?
>>
>>57585989
It's not nearly at Rust levels, it has entry requirements, but it's not free of them.
There's one famous Haskell developer that is basically an SJW, but it's constrained to his twitter account
>>
>>57586075
By entry requirements I mean complete morons can't necessarily learn Haskell, that in itself keeps particular kinds of liberals out
>>
New thread: >>57586087
>>
>>57585989
>>57586027
>>57586075
Social justice sounds like a good and worthwhile thing.
>>
>>57586061
Because IDEs are bloated overhead for people who can't understand cli linking and makefiles, etc. It complicates things for what? Code completion? broken github plugins? project trees? IDEs offer little benefit that vim can't also offer for much less overhead with plugins.
>>
>>57575547
Any racket friends here???
>>
>>57586193

How would you run and debug a complicated C# program without Visual Studio.
>>
>>57586212
System.Error.WriteLine
>>
>>57586193
But code completion and dynamic error checking is a programmers best friend.

vim carries it's own type of mental overhead. it's just a matter of what you are used to. i could easily say that vim (WITH plugins, mind you) offer little benefit that a good dedicated IDE can't also offer for much less mental overhead.

assuming that the same tool chain that you are used to is the best for everyone else is just because that's what you happen to know, is pretty daft to be honest.
>>
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>>57586287

>Debugging by putting Console writes absolutely everywhere.

>Being this much of a hipster that you deliberately gimp yourself just to be VIM masterrace

>Not just attaching the excellent debugger in Visual Studio.
>>
>>57585784
fucked up intellisense

>>57585036
no
>>
>>57586355
We were talking about debugging without VS.
>>
>>57586364
>fucked up intellisense
No! Say it ain't so!
>>
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bravo intellisense.png
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>>57586390
:^)
>>
>>57586489
how do you deal with not having Choreographer (except in like the latest version of android for ndk)? do you use JNI to get Choreographer or do you just not give a fuck about exact timings?
>>
>>57586027
>SJWs only use things that can be used for web development, so yeah
But "le Rust == SJW" meme is a thing and that's a systems programming language which is shit for web development.
>>
>>57586573
>Choreographer
I don't know anything about that. I just use the ready-made nativeactivity bit of glue they give as a sample/starting point, and then do my own thing with gl es
>>
>>57586625
ok i was just curious to see if i was missing something, choreographer is a must for me, you should check it out (you could probably use it for android api level 16+ through JNI, and like 23+ or something like that through choreographer.h), it gives you a consistent frame timestamp to help make motion smoother
>>
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I want to eventually do an actual maze generation, this was done in about an hour of wankery. https://jsfiddle.net/qfsqqg20/
Thread posts: 338
Thread images: 40


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