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Thu Sep 17 21:37:05 2009 [imud_code] Kalinash@Fire and Ice: what problem are you trying to solve? 
Thu Sep 17 21:37:36 2009 [imud_code] Ideysus@ShadowMUDii: catch() without logging 
Thu Sep 17 21:38:00 2009 [imud_code] Ideysus@ShadowMUDii: But people probably won't like me just stripping out the logging in error_handler 
Thu Sep 17 21:39:22 2009 [imud_code] Kalinash@Fire and Ice: why would you not want the logs?  if a catch() fails it's a BadThing (tm) 
Thu Sep 17 21:40:07 2009 [imud_code] Ideysus@ShadowMUDii: Okay, as an example read_file in grep would die on binary files 
Thu Sep 17 21:41:55 2009 [imud_code] Kalinash@Fire and Ice: why do you have binary files? you can't create binar\y files from within the mud 
Thu Sep 17 21:42:04 2009 [imud_code] Ideysus@ShadowMUDii: Yes you can 
Thu Sep 17 21:42:38 2009 [imud_code] Kalinash@Fire and Ice: which efuns? 
Thu Sep 17 21:42:45 2009 [imud_code] Ideysus@ShadowMUDii: write_buffer 
Thu Sep 17 21:42:53 2009 [imud_code] Kalinash@Fire and Ice: oh, you use those :P 
Thu Sep 17 21:43:37 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. Does catch() change at all in fluffos? 
Thu Sep 17 21:43:56 2009 [imud_code] Kalinash@Fire and Ice: no... but the behavior you're talking about is controlled by the mudlib 
Thu Sep 17 21:45:01 2009 [imud_code] Kalinash@Fire and Ice: the error_handler apply in the master object 
Fri Sep 18 04:05:34 2009 [imud_code] Ideysus@ShadowMUDii: So. How feasible is it to use present() in a custom parser? 
Fri Sep 18 04:06:33 2009 [imud_code] Ideysus@ShadowMUDii: I believe present() tries to be somewhat clever yes? Like, you can do things like 'orc 2'? Is that the limit of it? 
Fri Sep 18 04:08:05 2009 [imud_code] Ideysus@ShadowMUDii: I'm just a tiny bit fearful of the impact on the lib of a parser based around 'filter(objs, (:id=="whatever":))' 
Wed Sep 23 00:57:58 2009 [imud_code] CrakAdmin@YottaQuest: Anyone on? 
Sat Sep 26 19:51:58 2009 [imud_code] Ideysus@ShadowMUDii: I'd sell my soul for a {: :} construct which worked like (: :) except allowed statements instead of just an expression. 
Sat Sep 26 19:52:30 2009 [imud_code] Cratylus@Dead Souls Dev: i heard wodan likes beer 
Sat Sep 26 19:53:39 2009 [imud_code] Ideysus@ShadowMUDii: Nobody will take payment in souls :-( 
Sat Sep 26 19:55:02 2009 [imud_code] Cratylus@Dead Souls Dev: incidentally, "two beers" in japanese is "ni biru" 
Sat Sep 26 19:56:42 2009 [imud_code] Ideysus@ShadowMUDii: ni, uhh... soru? 
Sat Sep 26 19:58:43 2009 [imud_code] Ninja@Dead Souls Dev: san biru! 
Sat Sep 26 19:59:58 2009 [imud_code] Ninja@Dead Souls Dev: 2つのビール 
Sat Sep 26 20:00:56 2009 [imud_code] Ninja@Dead Souls Dev: zwei Biere! 
Sat Sep 26 20:21:03 2009 [imud_code] Silenus@Dead Souls Dev: why would you need that? 
Sat Sep 26 20:21:27 2009 [imud_code] Silenus@Dead Souls Dev: cant you just use the function(int x,int y) {} syntax? 
Sat Sep 26 20:23:08 2009 [imud_code] Aidil@Way of the Force: no syntax is a replacement for two beers! :) 
Sat Sep 26 20:24:41 2009 [imud_code] Silenus@Dead Souls Dev: :P 
Sat Sep 26 21:02:27 2009 [imud_code] Qwer@Archipelago: ideysus: you might not have to sell your soul just yet 
Sat Sep 26 21:02:31 2009 [imud_code] Qwer@Archipelago: try something like this? 
Sat Sep 26 21:02:33 2009 [imud_code] Qwer@Archipelago: int inc(int x) { function f = function(int y) { return y + 1; }; return evaluate(f, x); } 
Sat Sep 26 21:03:10 2009 [imud_code] Qwer@Archipelago: err, which was what silenus was getting at :) 
Sat Sep 26 21:03:37 2009 [imud_code] Cratylus@Dead Souls Dev: i am still quite certain that beer would improve whatever situation is being discussed 
Sat Sep 26 21:03:59 2009 [imud_code] Qwer@Archipelago: for once in my life, i'm fresh out of beer :( 
Sat Sep 26 22:45:11 2009 [imud_code] Ideysus@ShadowMUDii: The function(){} syntax isn't a closure though. 
Sat Oct  3 21:01:14 2009 [imud_code] Silenus@Dead Souls Dev: is it possible to find out the cost of L1 versus L2 versus L3 cache latencies? 
Sat Oct  3 21:01:45 2009 [imud_code] Sys@BlackHole: almost certainly 
Sat Oct  3 21:02:31 2009 [imud_code] Silenus@Dead Souls Dev: is it something you have to look up for the specific architecture? 
Sat Oct  3 21:04:12 2009 [imud_code] Sys@BlackHole: I'd imagine so. 
Sat Oct  3 21:04:38 2009 [imud_code] Sys@BlackHole: tho there migth be a way to test for it on 'this' system 
Sat Oct  3 21:05:16 2009 [imud_code] Silenus@Dead Souls Dev: *nod* just curious how you would go about it. 
Sat Oct  3 21:05:35 2009 [imud_code] Silenus@Dead Souls Dev: just trying curious what a ballpark figure might be too 
Sat Oct  3 21:05:58 2009 [imud_code] Sys@BlackHole: now those questions are much trikier than your earlier ones. soz but fiik 
Sat Oct 10 09:19:22 2009 [imud_code] Demitris@Consua: anyone out there? 
Sat Oct 10 10:00:06 2009 [imud_code] Ninja@Dead Souls Dev: nope. 
Sat Oct 10 10:00:23 2009 [imud_code] Ninja@Dead Souls Dev: anyone in there? 
Sat Oct 10 12:27:00 2009 [imud_code] Daius@MotD: nope ninja, we all went to sleep 
Thu Oct 15 00:31:32 2009 [imud_code] Ideysus@ShadowMUDii: Does fluffos have the annoying 'Function pointer returning string constant is NOT a function call' warning? 
Thu Oct 15 00:32:27 2009 [imud_code] Ideysus@ShadowMUDii: That is, does 'eval return (:"":)' warn? 
Thu Oct 15 00:32:32 2009 [imud_code] Woom@Discworld: Yep. 
Thu Oct 15 00:33:06 2009 [imud_code] Ideysus@ShadowMUDii: Oh. Booo. 
Thu Oct 15 00:33:18 2009 [imud_code] Woom@Discworld agrees. 
Thu Oct 15 00:34:07 2009 [imud_code] Cozminsky@EotL: ldmud returns #'usr/cozminsky/cc->__inline_usr_cozminsky_cc_c_3_0000() 
Thu Oct 15 00:34:22 2009 [imud_code] Ideysus@ShadowMUDii: ... 
Thu Oct 15 00:35:21 2009 [imud_code] Cozminsky@EotL: without a warn 
Thu Oct 15 00:36:15 2009 [imud_code] Ideysus@ShadowMUDii awards LD a brownie point. 
Thu Oct 15 06:57:12 2009 [imud_code] Demitris@Consua: and is there any way to fix this? 
Thu Oct 15 06:57:44 2009 [imud_code] Cratylus@Dead Souls Dev: wut 
Thu Oct 22 19:28:43 2009 [imud_code] Kejope@Cookie Dough: Subject:  Compiler/language creation.  What is your opinion of a single source file containing code at the top,     and non-code text at the bottom, separated by a token at the end of the code part, i.e., ENDCODE, such that the     compiler would treat the ENDCODE as EOF, completely ignoring anything afterwards?  So, my BNF might include     something like, <file> ::= <code> NEWLINE 'ENDCODE' NEWLINE CHAR*, where the <code> would be everthing that <file>     usually would be.  I understand that I could just enclose the area within a comment, but I would like to avoid     having the compiler waste any time processing this area. 
Thu Oct 22 19:29:30 2009 [imud_code] Silenus@Dead Souls Dev: you said this is with bash? 
Thu Oct 22 19:29:34 2009 [imud_code] Kejope@Cookie Dough: Silenus, are you asking me if BASH can read config files?  I think I am misunderstanding you. 
Thu Oct 22 19:29:47 2009 [imud_code] Silenus@Dead Souls Dev: how are you implementing this? 
Thu Oct 22 19:29:49 2009 [imud_code] Kejope@Cookie Dough: Yes.  Glutton for challenging punishment. :) 
Thu Oct 22 19:30:56 2009 [imud_code] Silenus@Dead Souls Dev: the CFG thing.... 
Thu Oct 22 19:31:17 2009 [imud_code] Silenus@Dead Souls Dev: can bash handle this? 
Thu Oct 22 19:31:45 2009 [imud_code] Silenus@Dead Souls Dev: would seem to be easier 
Thu Oct 22 19:32:06 2009 [imud_code] Silenus@Dead Souls Dev: to use lex/yacc or antlr (if speed isnt a premium) 
Thu Oct 22 19:32:17 2009 [imud_code] Kejope@Cookie Dough: Well, the biggest pain was being able to import a file without bash clobbering the raw text.  In this project, one of my personal goals is to use as few "outside" utilities as possible.  Yes, I have a small library of bash routines now that allow me to raw-read a file, then process it however from there on as a string variable. 
Thu Oct 22 19:32:51 2009 [imud_code] Silenus@Dead Souls Dev: well i dont know enough about bash to say unfortunately :S 
Thu Oct 22 19:32:54 2009 [imud_code] Andrew@Nanvaent: What was wrong with cat <<EOF ; <raw text> ; EOF ?? 
Thu Oct 22 19:34:09 2009 [imud_code] Kejope@Cookie Dough: cat will convert newlines to spaces.  I also did not want bash converting any t chars for me.  ..and so forth. 
Thu Oct 22 19:37:55 2009 [imud_code] Kejope@Cookie Dough: I do like the idea of lex/yacc, but I started this project to see what I could do with bash.  I am not complaining about its limitations (at least not in this conversation :>  ).  I acknowledge it is not the best way for many reasons.  One of which is its speed.  The slowest part at the moment is reading in the file.  If I could just stop reading in upon hitting a specific token, I could gain some significant speed.  I am sort of just wondering about the merit of using such a token, or whether there are some problems with doing such a thing, that I just have not thought of yet. 
Thu Oct 22 19:38:55 2009 [imud_code] Kejope@Cookie Dough: Yes, I do frequently find it useful to put notes and sample code and data at the bottom of a source file while I am developing. :) 
Thu Oct 22 19:39:34 2009 [imud_code] Andrew@Nanvaent: So make sure you put exit 0 before them 
Thu Oct 22 19:40:43 2009 [imud_code] Andrew@Nanvaent: And if you just want the stuff from the file do something like awk -e 'show == 1 { print; } /^exit 0$/ { show = 1; }' 
Thu Oct 22 19:42:12 2009 [imud_code] Kejope@Cookie Dough: Using exit 0 feels more like misusing the language somehow.  Maybe I just need to change my perspective on that part. :>  I know I can use awk, or any number of other utilities.  So far, I am making lots of progress without having a single awk or sed in my code, or most any other common unix program. 
Thu Oct 22 19:43:55 2009 [imud_code] Kejope@Cookie Dough: I know I have limited myself with my requirements, but it is a useful exercise for me.  "I'm going to duel him with my left hand."  "You know what a hurry we're in!"  "It's the only way I can be satisfied, otherwise, it's over too quickly." :) 
Thu Oct 22 19:50:02 2009 [imud_code] Kejope@Cookie Dough: I almost didn't post my question, because I just knew the focus would be to try to help me see the error of my ways with bash. hehe  I appreciate all of your thoughts.  I know well the feeling of, "Why is the idiot doing it THAT way?"  I just wondered if the ENDCODE idea had pros or cons, in principle, that I wasn't considering. 
Thu Oct 22 19:56:48 2009 [imud_code] Sys@BlackHole: surely the big issue is if you want ENCODE to appear somewhere else in the program 
Thu Oct 22 19:57:13 2009 [imud_code] Sys@BlackHole: in other wordss you need to choose what ENDCODE is carefully 
Thu Oct 22 20:01:20 2009 [imud_code] Sys@BlackHole: I spose if you prefix it with the comment char then you just have to remember to not start any comment with ENDCODE 
Thu Oct 22 20:01:42 2009 [imud_code] Kejope@Cookie Dough: The compiler will never even get to the end of the code part to see the token, if there is any syntax error in the code.  Following my BNF definition, the compiler would never even try to parse the characters 'ENDCODE' as anything special unless it has already successfully parsed the code, then also parsed a newline, then 'ENDCODE' on a line by itself, then another newline.  In this case, I should be able to use almost any word I like. 
Thu Oct 22 20:03:16 2009 [imud_code] Kejope@Cookie Dough: Even a comment block, by definition, would only be recognized as a comment block, inside the code block area.  http://en.wikipedia.org/wiki/Backus%E2%80%93Naur_Form  Or am I misunderstanding about how BNF works?  I have a lot of my compiler working now, and it seems to follow the BNF patterns nicely. 
Thu Oct 22 20:04:39 2009 [imud_code] Silenus@Dead Souls Dev: I am still confused 
Thu Oct 22 20:04:51 2009 [imud_code] Silenus@Dead Souls Dev: are you just trying to look for end token? 
Thu Oct 22 20:05:27 2009 [imud_code] Silenus@Dead Souls Dev: or actually trying to parse something (and beyond that compile it) 
Thu Oct 22 20:07:24 2009 [imud_code] Kalinash@Fire and Ice: all this token' is why you never get your work done 
Thu Oct 22 20:07:25 2009 [imud_code] Silenus@Dead Souls Dev: and i am actually quite curious how you managed to parse something in BNF form in bash without reinventing the wheel 
Thu Oct 22 20:08:26 2009 [imud_code] Silenus@Dead Souls Dev: i.e. having to build some sort of LL(k) LR(k) or packrat style parser 
Thu Oct 22 20:13:11 2009 [imud_code] Ideysus@ShadowMUDii: Wait... you are coding a programming language parser in Bash? 
Thu Oct 22 20:13:17 2009 [imud_code] Ideysus@ShadowMUDii: You are insane. 
Thu Oct 22 20:14:19 2009 [imud_code] Kejope@Cookie Dough: I suspect that the pre-defined, self-imposed limitations of my project are muddying the focus of my question.  I apologize.  Let me try to start over.  Most importantly, I already have the technical capability in my compiler to use an ENDCODE token to separate the top and bottom portions of my source file.  My question is more along the lines of, do you think this 'code and non-code' combination in one file is a good idea or bad idea, or perhaps just a silly, redundant comment type?  I can imagine how it could be taken to extremes, to have binary data in the same file as the source code.  I don't think that is such a useful concept at the moment (it really defeats the point of source code as opposed to a compiled binary, for one).  To answer your most recent questions, I am trying, and succeeding in, parsing source code for compilation.  I am sort of reinventing the wheel.  The process has helped my programming skills nicely.  Yes, this is an LL(1) compiler.  Yes, I am insane, thank you! :) 
Thu Oct 22 20:14:27 2009 [imud_code] Ninja@Dead Souls Dev: but, if he succeeds, I'm a gonna use that programming language parser to code up a bash-emulator. 
Thu Oct 22 20:14:28 2009 [imud_code] Ideysus@ShadowMUDii: No awk or sed either... *blinks* 
Thu Oct 22 20:15:28 2009 [imud_code] Ninja@Dead Souls Dev: history lesson...in the OLDE days, code AND data were both contained in the same source file. 
Thu Oct 22 20:15:35 2009 [imud_code] Ninja@Dead Souls Dev: we called it "assembly". 
Thu Oct 22 20:15:49 2009 [imud_code] Ninja@Dead Souls Dev: BASIC did the same. 
Thu Oct 22 20:17:33 2009 [imud_code] Silenus@Dead Souls Dev: I guess it might be an interesting exercise :D 
Thu Oct 22 20:17:48 2009 [imud_code] Ideysus@ShadowMUDii: Doesn't every source file include code and data in one file? The question is just how bound up the data is in the code. In some of the perverse cases I suppose the code is bound up in data... 
Thu Oct 22 20:17:52 2009 [imud_code] Sys@BlackHole: however I think seperating code and data is saner, se Template::Toolkit for example 
Thu Oct 22 20:18:34 2009 [imud_code] Kalinash@Fire and Ice: 10 RESTORE:FOR X=1 TO 4:READ S$:PRINT S$;:NEXT X 
Thu Oct 22 20:18:41 2009 [imud_code] Kalinash@Fire and Ice: 20 DATA NINJA,IS,A,TARD 
Thu Oct 22 20:18:45 2009 [imud_code] Kalinash@Fire and Ice: RUN 
Thu Oct 22 20:18:47 2009 [imud_code] Sys@BlackHole: that way you can hand the data portion to someone who deosn't do code, and they aren't scared 
Thu Oct 22 20:19:00 2009 [imud_code] Sys@BlackHole RUNs 
Thu Oct 22 20:19:24 2009 [imud_code] Silenus@Dead Souls Dev hacks Kalinash and makes him good. 
Thu Oct 22 20:20:32 2009 [imud_code] Kalinash@Fire and Ice: does not compute 
Thu Oct 22 20:20:48 2009 [imud_code] Silenus@Dead Souls Dev: how do you know? you have been hacked! 
Thu Oct 22 20:20:55 2009 [imud_code] Kalinash@Fire and Ice: checksums 
Thu Oct 22 20:21:22 2009 [imud_code] Sys@BlackHole bows down before Silenus, for if he has really hacked Kali good he is GOD! 
Thu Oct 22 20:21:44 2009 [imud_code] Silenus@Dead Souls Dev: hmm i thought i hacked the checksums too :D 
Thu Oct 22 20:21:56 2009 [imud_code] Kejope@Cookie Dough: Ninja, yes, I should have thought of that viewpoint.  It's been too long since I actively worked in Assembly or BASIC, I guess.  So, that really does answer my question in a sense that I am familiar with.  Although I actually have no intention to use the area for data, just for docs and notes and such.  I will now look into Template::Toolkit, Sys.  Thanks. 
Thu Oct 22 20:22:02 2009 [imud_code] Silenus@Dead Souls Dev: :D 
Thu Oct 22 20:23:45 2009 [imud_code] Sys@BlackHole: if it's just for docs and notes and that how does it differ from comments? and surely commenting inline is a better bet as you can doc the code where it needs docing, there's also nothing to stop you having big comments at the beginning or end, which is common in bash files in my experience 
Thu Oct 22 20:27:00 2009 [imud_code] Sys@BlackHole: I'm also not sure that Template::Toolkit will help much, but it is a method of writing cgis where the html and code (perl) are in seperate files, so the designer doesn't get scared by the perl magic. It has other uses too. 
Thu Oct 22 20:29:58 2009 [imud_code] Kejope@Cookie Dough: Sys, now we are getting back to the meat of why I considered an ENDCODE token!  It is agreed that bash is not the most efficient language for a compiler.  After much research, I have learned that bash can not easily read in a file without twisting the text stream in its own nefarious ways.  I have used a combination of while read -r line, and manually inserting tokens into the stream for newline, and for the token's starting character (a tilde for now).  My resulting bash variable is a faithful copy of the disk file, with the exception that it has tokens.  Other functions allow me to work with that variable similarly to a C++ stream, automatically taking care of the token conversion.  When I get to a big file, this main file reading function appears frozen for unpleasantly long periods of time.  My thought was to stop reading in the source file at ENDCODE, thereby saving significant amounts of time while recursing through many source files. 
Thu Oct 22 20:30:19 2009 [imud_code] Kalinash@Fire and Ice: ok, you need to limit your chat to short, witty comments 
Thu Oct 22 20:30:49 2009 [imud_code] Silenus@Dead Souls Dev: heh heh 
Thu Oct 22 20:31:22 2009 [imud_code] Silenus@Dead Souls Dev: anyhow going to read some acm papers 
Thu Oct 22 20:31:32 2009 [imud_code] Silenus@Dead Souls Dev: and maybe some cs math books 
Thu Oct 22 20:31:38 2009 [imud_code] Silenus@Dead Souls Dev: later crew 
Thu Oct 22 20:33:56 2009 [imud_code] Detah@Dead Souls Dev: Im afraid I cannot comply with that request either, K. 
Thu Oct 22 20:34:08 2009 [imud_code] Kejope@Cookie Dough: Short and witty, eh?  Ah.  It reminds me that perhaps not everyone is using a 160 char wide terminal. :> 
Thu Oct 22 20:45:07 2009 [imud_code] Sys@BlackHole: heresy !!! everyone knows terminals are 80chars wide, but if speed is your goal why write in bash? 
Thu Oct 22 20:50:36 2009 [imud_code] Kejope@Cookie Dough: Sys, I definitely doc inline!  These notes are sometimes more ... general notes.  Also, the actual code in the source files look ... ugly, for now.  I have been trying to keep those areas with a cleaner look, while I am debugging my compiler.  Ultimately, the notes I am referring to, probably should really go somewhere else, outside of the source file -- but it is so convenient to be in the same file, for now. 
Thu Oct 22 20:51:32 2009 [imud_code] Sys@BlackHole: sounds like you need a bugtracking system with a wiki, like Trac say, but each to thier own 
Thu Oct 22 20:52:40 2009 [imud_code] Kejope@Cookie Dough: Speed is not one of the main design goals.  I really have only one issue with speed, that is, reading in a file.  I think that an ENDCODE token helps resolve that.  I am just wondering if it is a meritus idea for future use. 
Thu Oct 22 20:55:24 2009 [imud_code] Kejope@Cookie Dough: I have considered bugtracking software, and do like the idea, but have not used them before.  I am trying (somewhat successfully) to contain the scope of my immediate project.  It partly started as a project to practice with git.  I think I don't want to try to make it a full, professional development environment project at this time. :) 
Thu Oct 22 20:57:12 2009 [imud_code] Kejope@Cookie Dough: Based on this conversation, I have decided to just use the ENDCODE token as a tiny, short-term hack.  The general resistance to the idea seems to indicate that the idea is not so popular.  Cool! :) 
Thu Oct 22 20:57:55 2009 [imud_code] Ninja@Dead Souls Dev: problem solved...let's work on world hunger next./ 
Thu Oct 22 20:59:04 2009 [imud_code] Sys@BlackHole: I think there's probably more resistance to the idea of writing a compiler in bash 
Thu Oct 22 20:59:19 2009 [imud_code] Kejope@Cookie Dough: lol, yeah, I guess that's true. :> 
Thu Oct 22 20:59:21 2009 [imud_code] Sys@BlackHole: as to world hunger, grow more weed 
Thu Oct 22 20:59:44 2009 [imud_code] Kejope@Cookie Dough: World hunger solved:  /lib/meal.c 
Thu Oct 22 21:07:40 2009 [imud_code] Silenus@Dead Souls Dev: back 
Thu Oct 22 21:08:20 2009 [imud_code] Silenus@Dead Souls Dev: do you guys know interprocedural data flow tricks? I have this idea and i think it's workable for LPC 
Thu Oct 22 21:08:35 2009 [imud_code] Silenus@Dead Souls Dev: but would like a second opinion 
Thu Oct 22 21:11:25 2009 [imud_code] Kejope@Cookie Dough: Could you implement it in bash? 
Thu Oct 22 21:11:42 2009 [imud_code] Silenus@Dead Souls Dev: i probably couldnt but maybe you could :D 
Thu Oct 22 21:14:05 2009 [imud_code] Kejope@Cookie Dough: I am not so great.  I just like to learn.  I am not expert on data flow, but if you are willing to discuss the idea, I am almost certain that we would be happy to beat you up fo---- I mean, happy to be sounding boards. :) 
Thu Oct 22 21:39:10 2009 [imud_code] Silenus@Dead Souls Dev: lol :D 
Fri Oct 23 04:03:42 2009 [imud_code] Ideysus@ShadowMUDii: Is there such a concept as a multidimensional grammar? 
Fri Oct 23 04:05:21 2009 [imud_code] Ideysus@ShadowMUDii: So, like maybe you get   S=>AB/CD    (that is, a square with AB above CD) 
Fri Oct 23 06:41:00 2009 [imud_code] Silenus@Dead Souls Dev: i know there are 2D grammars 
Sun Oct 25 22:33:22 2009 [imud_code] Silenus@Dead Souls Dev: hmm I have been wrestling with my struct/classes compat designs again and havent found a solution which is particularly satisfactory 
Sun Oct 25 22:33:45 2009 [imud_code] Silenus@Dead Souls Dev: would it make any sense to treat them as kind of type bags? 
Sun Oct 25 22:34:32 2009 [imud_code] Cratylus@Dead Souls Dev: ugly bags of mostly structures 
Sun Oct 25 22:34:39 2009 [imud_code] Kalinash@Fire and Ice: heh 
Sun Oct 25 22:34:45 2009 [imud_code] Silenus@Dead Souls Dev: I thought about making any struct declaration global to the system but I am a bit concerned that infering 
Sun Oct 25 22:35:14 2009 [imud_code] Silenus@Dead Souls Dev: the order in which things load may affect things in wierd ways 
Sun Oct 25 22:36:16 2009 [imud_code] Silenus@Dead Souls Dev: i can map them into real struct like structures since LLVM supports that 
Sun Oct 25 22:36:35 2009 [imud_code] Silenus@Dead Souls Dev: (rather than sticking them in arrays) 
Sun Oct 25 22:37:14 2009 [imud_code] Silenus@Dead Souls Dev: but the question becomes if the ordering of fields in the declaration should or should not be ignored 
Sun Oct 25 22:38:35 2009 [imud_code] Silenus@Dead Souls Dev: is the correct view to sort of look at a struct declaration as a sort of typedef for a tuple? 
Sun Oct 25 22:39:08 2009 [imud_code] Silenus@Dead Souls Dev: i think this is how it works in fluffos atm 
Sun Oct 25 22:39:24 2009 [imud_code] Ideysus@ShadowMUDii: Wait... fluffos has structs? 
Sun Oct 25 22:39:33 2009 [imud_code] Silenus@Dead Souls Dev: well it has classes 
Sun Oct 25 22:39:40 2009 [imud_code] Ideysus@ShadowMUDii: Oh, right. 
Sun Oct 25 22:39:46 2009 [imud_code] Silenus@Dead Souls Dev: which are structs for all intents and purposes 
Sun Oct 25 22:41:49 2009 [imud_code] Silenus@Dead Souls Dev: and whoa I woke crat up :D 
Sun Oct 25 22:44:22 2009 [imud_code] Silenus@Dead Souls Dev: i am just wondering if struct A { int blah , string blah2 } should be the same as struct B { string blah 2, int blah } 
Sun Oct 25 22:45:45 2009 [imud_code] Silenus@Dead Souls Dev: or if they should be distinct type wise if you throw away all the labels 
Sun Oct 25 22:46:11 2009 [imud_code] Cratylus@Dead Souls Dev: only slightly awokened. still dealin with everyone bein sick 
Sun Oct 25 22:46:30 2009 [imud_code] Silenus@Dead Souls Dev: ah :( 
Sun Oct 25 22:46:31 2009 [imud_code] Ideysus@ShadowMUDii: I didn't think they had a concept of order in lpc. 
Sun Oct 25 22:46:50 2009 [imud_code] Silenus@Dead Souls Dev: structs/classes are kind of wierd 
Sun Oct 25 22:47:02 2009 [imud_code] Silenus@Dead Souls Dev: internally they are mixed arrays of fixed size 
Sun Oct 25 22:47:19 2009 [imud_code] Ideysus@ShadowMUDii: Though come to think of it I've never used them. I just use an array and a list of #defined offsets 
Sun Oct 25 22:47:40 2009 [imud_code] Silenus@Dead Souls Dev: so once the compiler is done with it the type information is discarded 
Sun Oct 25 22:48:28 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. Its all done at compile time? So what happens if you try to use structs in distinct objects? 
Sun Oct 25 22:48:44 2009 [imud_code] Silenus@Dead Souls Dev: i am trying to tighten it up a bit and retain the type informatio internally 
Sun Oct 25 22:50:40 2009 [imud_code] Silenus@Dead Souls Dev: my suspicion is that you could do some wierd stuff with it which might be slightly counterintuitive but i havent tried it. 
Sun Oct 25 22:51:40 2009 [imud_code] Silenus@Dead Souls Dev: the issue for me is 
Sun Oct 25 22:52:26 2009 [imud_code] Silenus@Dead Souls Dev: how best to make structs a real type in the system 
Sun Oct 25 22:55:24 2009 [imud_code] Silenus@Dead Souls Dev: any thoughts? :D 
Sun Oct 25 22:57:02 2009 [imud_code] Silenus@Dead Souls Dev: meh :D 
Sun Oct 25 23:02:11 2009 [imud_code] Wodan@Discworld: could add a field to the array used for classes to point to some unique class description 
Sun Oct 25 23:02:29 2009 [imud_code] Wodan@Discworld: and figure them out that way 
Sun Oct 25 23:02:45 2009 [imud_code] Wodan@Discworld: sounds like quite a bit of work though 
Sun Oct 25 23:07:26 2009 [imud_code] Silenus@Dead Souls Dev: well my main concern is what happens if you have a name clash? 
Sun Oct 25 23:08:09 2009 [imud_code] Wodan@Discworld: who cares? keep them strictly by the types that are in there :) 
Sun Oct 25 23:09:18 2009 [imud_code] Silenus@Dead Souls Dev: do you think the types should be ordered or not (based on the order of declaration)? 
Sun Oct 25 23:10:05 2009 [imud_code] Silenus@Dead Souls Dev: i guess i could retain the field names 
Sun Oct 25 23:10:23 2009 [imud_code] Wodan@Discworld: yes, that'll make it easier to match types that are the actually the same 
Sun Oct 25 23:10:24 2009 [imud_code] Silenus@Dead Souls Dev: hmm thanks wodan :) 
Sun Oct 25 23:10:50 2009 [imud_code] Wodan@Discworld: how is the new parser doing? 
Sun Oct 25 23:11:19 2009 [imud_code] Silenus@Dead Souls Dev: the parser = finished (for my driver) a long time ago 
Sun Oct 25 23:11:32 2009 [imud_code] Silenus@Dead Souls Dev: it's the code generation and vm stuff i am working on 
Sun Oct 25 23:11:35 2009 [imud_code] Wodan@Discworld: ah, just vm details then? 
Sun Oct 25 23:11:44 2009 [imud_code] Wodan@Discworld: right :) 
Sun Oct 25 23:12:00 2009 [imud_code] Silenus@Dead Souls Dev: the vm stuff is easier the code generation is the tricky bit 
Sun Oct 25 23:12:21 2009 [imud_code] Wodan@Discworld: can't generate code if you don't know the vm though :) 
Sun Oct 25 23:13:00 2009 [imud_code] Silenus@Dead Souls Dev: well LLVM takes care of a lot of that for me 
Sun Oct 25 23:13:41 2009 [imud_code] Silenus@Dead Souls Dev: so the runtime system becomes pretty easy to build (except for the memory management) 
Sun Oct 25 23:14:41 2009 [imud_code] Silenus@Dead Souls Dev: have about 2 weeks b4 new job starts maybe a little more we will see how far i get. 
Sun Oct 25 23:15:14 2009 [imud_code] Wodan@Discworld: don't let it mess up the start of the new job :) 
Sun Oct 25 23:15:27 2009 [imud_code] Kalinash@Fire and Ice: hey now, what's more important here? 
Sun Oct 25 23:16:25 2009 [imud_code] Silenus@Dead Souls Dev: :P 
Sun Oct 25 23:16:29 2009 [imud_code] Silenus@Dead Souls Dev: I wont :) 
Sun Oct 25 23:16:50 2009 [imud_code] Silenus@Dead Souls Dev: just fiddling with it when i need to relax a bit :) 
Sun Oct 25 23:18:09 2009 [imud_code] Wodan@Discworld: yeah, nice and relaxing :D time to sleep, afk! 
Mon Oct 26 18:40:25 2009 [imud_code] Ideysus@ShadowMUDii: c++/java style variable declarations (wherever you want, not just before any function calls) would probably make fluffos irresistable... 
Mon Oct 26 18:40:53 2009 [imud_code] Silenus@Dead Souls Dev: ldmud supports that 
Mon Oct 26 18:41:10 2009 [imud_code] Ideysus@ShadowMUDii: ld is far too different though. :-( 
Mon Oct 26 18:41:32 2009 [imud_code] Silenus@Dead Souls Dev: how come? 
Mon Oct 26 18:41:51 2009 [imud_code] Ideysus@ShadowMUDii: I assumed porting to ld would be a pretty huge undertaking. 
Mon Oct 26 18:42:33 2009 [imud_code] Ideysus@ShadowMUDii: I think they don't support the same closure syntax, I'm pretty sure that the whole socket thing is different... I don't remember what else... but I thought there was a lot more 
Mon Oct 26 18:42:45 2009 [imud_code] Silenus@Dead Souls Dev: depends on what you are porting 
Mon Oct 26 18:43:04 2009 [imud_code] Silenus@Dead Souls Dev: ld supports the (: :) stuff now as well 
Mon Oct 26 18:43:14 2009 [imud_code] Silenus@Dead Souls Dev: and real closures 
Mon Oct 26 18:43:35 2009 [imud_code] Ideysus@ShadowMUDii: ... real closures? So you don't need the $() for local variables? 
Mon Oct 26 18:43:39 2009 [imud_code] Silenus@Dead Souls Dev: that might be a problem though for certain types of code since it doesnt support $() 
Mon Oct 26 18:43:50 2009 [imud_code] Silenus@Dead Souls Dev: right 
Mon Oct 26 18:45:11 2009 [imud_code] Ideysus@ShadowMUDii: Bah. In an ideal world I think closures would use (::) syntax and support local variables directly and bound with $() 
Mon Oct 26 18:45:28 2009 [imud_code] Ideysus@ShadowMUDii: But hey, I'm in no position to complain because I don't see myself driver hacking any time soon :-) 
Mon Oct 26 18:47:59 2009 [imud_code] Silenus@Dead Souls Dev: I considered implementing closures at one point 
Mon Oct 26 18:48:11 2009 [imud_code] Silenus@Dead Souls Dev: for my driver project 
Mon Oct 26 18:48:32 2009 [imud_code] Silenus@Dead Souls Dev: but i decided i would leave it for later 
Mon Oct 26 18:48:58 2009 [imud_code] Silenus@Dead Souls Dev: i think implementing closure type support requires i do custom frame management 
Mon Oct 26 18:49:18 2009 [imud_code] Silenus@Dead Souls Dev: which is quite a lot of work since LLVM comes with stack frames for free so to speak 
Mon Oct 26 18:50:12 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. I don't know anything about your VM, but the $() hack doesn't need stack frames to hang around. 
Mon Oct 26 18:50:21 2009 [imud_code] Kalinash@Fire and Ice: i'll frame your stack! 
Mon Oct 26 18:50:24 2009 [imud_code] Silenus@Dead Souls Dev: sure but closures do 
Mon Oct 26 18:50:36 2009 [imud_code] Ideysus@ShadowMUDii: I wonder if true closures can be done without keeping stack frames around too... 
Mon Oct 26 18:50:48 2009 [imud_code] Silenus@Dead Souls Dev: well they are no longer stack frames 
Mon Oct 26 18:50:59 2009 [imud_code] Silenus@Dead Souls Dev: the easy way to do it is to stick frames on the heap 
Mon Oct 26 18:51:05 2009 [imud_code] Ideysus@ShadowMUDii: I mean, could the compiler detect variables used in closures and ... yeah 
Mon Oct 26 18:51:31 2009 [imud_code] Ideysus@ShadowMUDii: I mean, I simulate closures in mudos by using a single element array 
Mon Oct 26 18:51:50 2009 [imud_code] Silenus@Dead Souls Dev: the complex way 
Mon Oct 26 18:51:58 2009 [imud_code] Silenus@Dead Souls Dev: is to do detection 
Mon Oct 26 18:52:08 2009 [imud_code] Silenus@Dead Souls Dev: kal don't frame my stack :P 
Mon Oct 26 18:52:26 2009 [imud_code] Silenus@Dead Souls Dev: it's quite innocent :D 
Mon Oct 26 18:54:27 2009 [imud_code] Silenus@Dead Souls Dev: well just trying to clean up the driver code i have atm and post it somewhere 
Mon Oct 26 18:59:05 2009 [imud_code] Silenus@Dead Souls Dev: anyhow supporting declare vars anywhere with proper scoping is quite easy with LLVM. I actualy had it in my prototype. 
Mon Oct 26 18:59:32 2009 [imud_code] Ideysus@ShadowMUDii: What exactly is your project? 
Mon Oct 26 19:00:04 2009 [imud_code] Silenus@Dead Souls Dev: mudos compat driver (probably minimalistic) with JIT support 
Mon Oct 26 19:00:34 2009 [imud_code] Cratylus@Dead Souls Dev: jit happens 
Mon Oct 26 19:01:00 2009 [imud_code] Silenus@Dead Souls Dev: only sometimes 
Mon Oct 26 19:04:17 2009 [imud_code] Ideysus@ShadowMUDii: Nulls in strings? I've wanted that for a while. :-) 
Mon Oct 26 19:04:45 2009 [imud_code] Ideysus@ShadowMUDii: The comma operator thing is an interesting choice...? 
Mon Oct 26 19:05:14 2009 [imud_code] Silenus@Dead Souls Dev: well i might preserve the comma operator 
Mon Oct 26 19:05:26 2009 [imud_code] Silenus@Dead Souls Dev: since it seems like no one likes tuples :D 
Mon Oct 26 19:06:31 2009 [imud_code] Silenus@Dead Souls Dev: most of the language specifics are easy to hack in or out 
Mon Oct 26 19:06:53 2009 [imud_code] Silenus@Dead Souls Dev: the code generation is the tricky bit 
Mon Oct 26 19:07:51 2009 [imud_code] Silenus@Dead Souls Dev: was thinking of merging the buffer/string types and having pascal strings 
Mon Oct 26 19:07:58 2009 [imud_code] Silenus@Dead Souls Dev: but i am not sure yet 
Mon Oct 26 19:08:23 2009 [imud_code] Silenus@Dead Souls Dev: internally it will be length + char array but no idea what the interface will be 
Mon Oct 26 19:20:50 2009 [imud_code] Silenus@Dead Souls Dev: not sure which project page you are looking at but a lot of idea are probably out of sync with what i am doing now. I suspect the more aggressive semantic changes are out. 
Mon Oct 26 19:21:53 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. It was hosted by google 
Mon Oct 26 19:22:26 2009 [imud_code] Silenus@Dead Souls Dev: LPC on LLVM is probably where i will stick the code 
Mon Oct 26 19:22:43 2009 [imud_code] Silenus@Dead Souls Dev: but it might take me months to finish it 
Mon Oct 26 19:23:09 2009 [imud_code] Silenus@Dead Souls Dev: since my free time will be disappearing with the new job. 
Mon Oct 26 19:24:09 2009 [imud_code] Kalinash@Fire and Ice: you have free time when you sleep 
Mon Oct 26 19:24:15 2009 [imud_code] Kalinash@Fire and Ice: where's that work ethic? 
Mon Oct 26 19:25:07 2009 [imud_code] Silenus@Dead Souls Dev: :D 
Mon Oct 26 19:25:28 2009 [imud_code] Silenus@Dead Souls Dev: good old asian work ethic :P 
Mon Oct 26 19:25:39 2009 [imud_code] Kalinash@Fire and Ice: yeah 
Mon Oct 26 19:26:18 2009 [imud_code] Silenus@Dead Souls Dev: :D 
Mon Oct 26 19:27:02 2009 [imud_code] Kalinash@Fire and Ice: you should be, at the same time, earning 2 PHDs as well as writing a mud driver, mudlib and running a game 
Mon Oct 26 19:27:10 2009 [imud_code] Kalinash@Fire and Ice: so quit slacking 
Mon Oct 26 19:27:21 2009 [imud_code] Silenus@Dead Souls Dev: lol :D 
Mon Oct 26 19:36:04 2009 [imud_code] Detah@Dead Souls Dev: "whatcha mean you only got one job?" "And don't give me any o' dat 'I'm only three years old crap.'" 
Mon Oct 26 19:36:54 2009 [imud_code] Silenus@Dead Souls Dev: I am only two 
Mon Oct 26 19:37:12 2009 [imud_code] Silenus@Dead Souls Dev: so there :P 
Mon Oct 26 19:38:29 2009 [imud_code] Wodan@Discworld: should have at least two jobs then! 
Mon Oct 26 19:38:56 2009 [imud_code] Silenus@Dead Souls Dev: eating and sleeping! 
Mon Oct 26 19:39:06 2009 [imud_code] Wodan@Discworld: it's a start :) 
Mon Oct 26 23:28:58 2009 [imud_code] Ideysus@ShadowMUDii: Anybody got any interesting ideas on object referencing? Old nightmare uses something like set_id("hat", "red hat") and so on. The driver parser uses a system of nouns and adjectives (I forget, perhaps something like set_nouns("hat") set_adjectives("red") ). Are there any better alternatives? 
Sat Oct 31 11:05:04 2009 [imud_code] Hemjold@Consua: weee 
Sat Oct 31 11:05:18 2009 [imud_code] Hemjold@Consua: SERVICES are disabled anyway 
Sat Oct 31 11:05:32 2009 [imud_code] Hemjold@Consua: I just left it just in case you turn it on 
Sun Nov  1 16:23:13 2009 [imud_code] Ideysus@ShadowMUDii: Have any LPCers ever used something like markdown? 
Sun Nov  1 16:24:06 2009 [imud_code] Ideysus@ShadowMUDii: I'm thinking about help files and I wonder if something like markdown or perhaps dokuwiki syntax might be a nice way to handle such text. 
Sun Nov  1 16:25:11 2009 [imud_code] Ideysus@ShadowMUDii: It would make transformation to html easier and would allow for some nicer formatting on the mud. Perhaps links could be presented in something like mxp or whatever too. 
Sun Nov  1 16:38:44 2009 [imud_code] Kejope@Cookie Dough: I do like the idea.  When I researched some possibilities a while back, I concluded that they all still have one flaw I didn't feel like dealing with:  They all have some -- different -- method for marking, which would need to be learned (yet another 'language' to learn) in order to be useful.  I may not mind dealing with that, but don't want to fight with colaborators not using it.  In the end, I concluded that, unless I am working in some giant project, sanity requires me to not invest the time in that direction.  I mostly use "line position" to indicate meaning, sort of like the format of a man page:  First line is always the name and a brief description, Second line is always the synopsis, or syntax of the function, Next lines are always the individual parameters and descriptions (one per line, no matter how long the line length), then a RETURNS line, after which the next lines describe any useful return values, then a NOTES line, followed by any other information that seems useful. 
Sun Nov  1 16:41:33 2009 [imud_code] Ideysus@ShadowMUDii: Yeah, I see that differing syntaxes is an issue. 
Sun Nov  1 16:42:48 2009 [imud_code] Kejope@Cookie Dough: To me, my method seems easily parsable, when and if I ever have a need to HTML-ize it.  Any formatting could be applied by an interpreter, so that, for example, the parameter name (i.e., --version) is recognizable at the start of the line, and could be bolded easily. 
Sun Nov  1 16:42:50 2009 [imud_code] Ideysus@ShadowMUDii: I'm going to think about either an lpc based dokuwiki/markdown syntax parser though 
Sun Nov  1 16:44:02 2009 [imud_code] Kejope@Cookie Dough: .. and I would be happy to consider it when it is ready, for certain definitions of "ready." :) 
Sun Nov  1 16:45:19 2009 [imud_code] Woom@Discworld: Discworld helpfiles use nroff syntax. 
Sun Nov  1 16:45:35 2009 [imud_code] Ideysus@ShadowMUDii: Oooh. Let me look it up. 
Sun Nov  1 16:46:53 2009 [imud_code] Ideysus@ShadowMUDii: Interesting. nroff seems to be more about formatting plain text, rather than a way of identifying semantics of text. 
Sun Nov  1 16:52:48 2009 [imud_code] Ideysus@ShadowMUDii: Maybe I'm wrong... I see htmlised nroff output... 
Sun Nov  1 16:53:39 2009 [imud_code] Ideysus@ShadowMUDii: I'm tending away from the thought of nroff though. It looks more complicated, though my initial perception may be incorrect. 
Sun Nov  1 16:54:48 2009 [imud_code] Kejope@Cookie Dough: See?  There's that fighting I was talking about. hehe 
Sun Nov  1 16:56:16 2009 [imud_code] Ideysus@ShadowMUDii: Thats my motivation for something like markdown. It looks reeeeally easy. And in the worst case if somebody just writes plain text I assume they'll just get plain text output. 
Sun Nov  1 16:59:01 2009 [imud_code] Kejope@Cookie Dough: I agree.  Markdown was going to be it for me if anything were to be it. :) 
Sun Nov  1 17:04:31 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. I'm now tending towards a markdown subset. Markdown seems html specific. 
Thu Nov  5 14:42:38 2009 [imud_code] Silenus@Dead Souls Dev: how is javascript different from most OO languages? 
Thu Nov  5 15:04:20 2009 [imud_code] Kalinash@Fire and Ice: it's prototype based 
Thu Nov  5 15:05:03 2009 [imud_code] Kalinash@Fire and Ice: but you can still do data hiding and inheritance and polymorphism so it can be used as an OO language 
Thu Nov  5 15:05:12 2009 [imud_code] Kalinash@Fire and Ice: i can send you some good links when i get to the office 
Sun Nov  8 00:25:02 2009 [imud_code] Ideysus@ShadowMUDii: Shouldn't parse_command(...) refuse to compile if __PACKAGE_PARSER__ isn't defined? 
Sun Nov  8 00:58:33 2009 [imud_code] Kalinash@Fire and Ice: what do you mean by refuse to compile? 
Sun Nov  8 00:59:19 2009 [imud_code] Ideysus@ShadowMUDii: Err, a call to it. Looks like it isn't part of the package. 
Sun Nov  8 01:45:02 2009 [imud_code] Ideysus@ShadowMUDii: Challenge: What is the most elegant way to remove duplicate items from an array in mudos? 
Sun Nov  8 01:45:44 2009 [imud_code] Ideysus@ShadowMUDii: Since I can do things like A|B I'd expected the duplicates in A or B would be removed, but apparently not... 
Sun Nov  8 01:46:04 2009 [imud_code] Ideysus@ShadowMUDii: no sefuns allowed. :-) 
Sun Nov  8 01:46:35 2009 [imud_code] Icewolfz@ShadowMUDii: unique_array  (efun ;)) 
Sun Nov  8 01:46:55 2009 [imud_code] Ideysus@ShadowMUDii: Are you sure thats what it does? 
Sun Nov  8 01:47:01 2009 [imud_code] Icewolfz@ShadowMUDii: not a clue 
Sun Nov  8 01:47:11 2009 [imud_code] Icewolfz@ShadowMUDii: just sounded close 
Sun Nov  8 01:47:19 2009 [imud_code] Taffyd@Discworld: exec return ({ 1, 2, 3, 1, 2, 1 }) - ({ 1 }) 
Sun Nov  8 01:47:34 2009 [imud_code] Taffyd@Discworld: that's as close as you can get :p 
Sun Nov  8 01:47:38 2009 [imud_code] Ideysus@ShadowMUDii: Oooh, well done. 
Sun Nov  8 01:47:45 2009 [imud_code] Baal@RoD: isn't the question similar to "what's the most elegant sort algorithm?" 
Sun Nov  8 01:47:50 2009 [imud_code] Taffyd@Discworld: Not quite "duplicateS", as it's removing everything 
Sun Nov  8 01:48:13 2009 [imud_code] Presto@Discworld: keys(allocate_mapping(arr, 1)) 
Sun Nov  8 01:48:24 2009 [imud_code] Presto@Discworld: which is what our uniq_array sefun does :-b 
Sun Nov  8 01:49:00 2009 [imud_code] Ideysus@ShadowMUDii: I didn't think I'd win with: return implode( ({ ({}) }) +({2,3,3}), (:$1|=({$2}):)) 
Sun Nov  8 01:49:43 2009 [imud_code] Ideysus@ShadowMUDii: Err, wait, Taffyd's doesn't do what I thought. :-P 
Sun Nov  8 01:49:52 2009 [imud_code] Taffyd@Discworld: I did qualify! 
Sun Nov  8 01:53:12 2009 [imud_code] Ideysus@ShadowMUDii: Huh. Best I can come up with for unique_array isn't too pretty: return map(unique_array( ({1,2,3,3,4}), (:$1:)), (:$1[0]:)) 
Sun Nov  8 01:53:58 2009 [imud_code] Presto@Discworld: needs more (: :)s 
Sun Nov  8 01:54:09 2009 [imud_code] Kalinash@Fire and Ice: sudo rm -rf * 
Sun Nov  8 01:54:13 2009 [imud_code] Kalinash@Fire and Ice: works everytime 
Sun Nov  8 01:54:34 2009 [imud_code] Ideysus@ShadowMUDii: Wait... Presto just gave the answer... 
Sun Nov  8 01:54:43 2009 [imud_code] Ideysus@ShadowMUDii: Everything needs more (::)s. 
Sun Nov  8 01:56:23 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. The documentation I'm reading for allocate_mapping doesn't work like that. 
Sun Nov  8 01:56:43 2009 [imud_code] Ideysus@ShadowMUDii: I'm keeping your prize. 
Sun Nov  8 01:57:05 2009 [imud_code] Presto@Discworld: says here it does 
Sun Nov  8 01:57:48 2009 [imud_code] Ideysus@ShadowMUDii: Are there some better docs out there? I think the ones we have are the most recent ones that were available from mudos.org 
Sun Nov  8 01:58:15 2009 [imud_code] Presto@Discworld: oh, well this is FluffOS, so who knows 
Sun Nov  8 01:58:37 2009 [imud_code] Icewolfz@ShadowMUDii: well fluffos is just a fork off mudos so may or may not apply to mudos 
Sun Nov  8 22:00:18 2009 [imud_code] Benedick@WWC-west: Anyone started "Dragon Age: Origins" yet? 
Sun Nov  8 22:01:12 2009 [imud_code] Benedick@WWC-west: Of course you haven't.  If you had, you'd be busy playing it and not be on a MUD. 
Sun Nov  8 22:16:40 2009 [imud_code] Mecha@UOSSMUD: ... why are you asking on Icode? 
Sun Nov  8 23:24:06 2009 [imud_code] Kalinash@Fire and Ice: i started playing it 
Mon Nov  9 21:03:53 2009 [imud_code] Ideysus@ShadowMUDii: How do people handle attribute overrides? For example, an item that increases a stat, changes an item ID, adjusts the short description? 
Mon Nov  9 21:09:15 2009 [imud_code] Ideysus@ShadowMUDii: I'm thinking one way to do it could be invisible objects and then relevant functions in the modified object check for invisible overriding objects. 
Mon Nov  9 21:09:34 2009 [imud_code] Ideysus@ShadowMUDii: Kind of like shadows, but not. 
Mon Nov  9 21:12:02 2009 [imud_code] Detah@Dead Souls Dev: inv obs are patches for preexisting muds, which never considered having something like that to begin with. If you are starting from scratch, why not do something a little more elegant like have Strength be a mapping Strength=(["basevalue":15, "modifiedvalue": 21, "giant strength enhancement":5, "bracers of ogre power bonus": 3]) then have functions in the player object modify that mapping. 
Mon Nov  9 21:12:27 2009 [imud_code] Detah@Dead Souls Dev: er "modifiedvalue":23 
Mon Nov  9 21:12:33 2009 [imud_code] Ideysus@ShadowMUDii: We are an existing nm3 mud though :-P 
Mon Nov  9 21:12:48 2009 [imud_code] Cratylus@Dead Souls Dev: what's wrong with shadows? 
Mon Nov  9 21:12:57 2009 [imud_code] Ideysus@ShadowMUDii: Do shadows even stack? 
Mon Nov  9 21:12:58 2009 [imud_code] Kalinash@Fire and Ice: they're hard to see at night 
Mon Nov  9 21:13:14 2009 [imud_code] Cratylus@Dead Souls Dev: you'd need to code a system for managing them 
Mon Nov  9 21:13:20 2009 [imud_code] Cratylus@Dead Souls Dev: but sure, they could 
Mon Nov  9 21:14:26 2009 [imud_code] Cratylus@Dead Souls Dev: the main drawback to shadows is that the driver doesnt have very fine control over removing existing ones. you can add one, or remove all, if you rely on the existing efuns 
Mon Nov  9 21:14:27 2009 [imud_code] Ideysus@ShadowMUDii: I was thinking maybe there could be a list of overrides like mapping Overrides=([ "/std/some_override":(["strength"-2"])  ]) 
Mon Nov  9 21:15:03 2009 [imud_code] Ideysus@ShadowMUDii: Huh. Are you sure? I really did think they were one per object. 
Mon Nov  9 21:15:26 2009 [imud_code] Cratylus@Dead Souls Dev: you can have multiple shadows per object 
Mon Nov  9 21:15:39 2009 [imud_code] Ideysus@ShadowMUDii: But we have to do something. This place has got waaaaay too many specific hacks. 
Mon Nov  9 21:15:50 2009 [imud_code] Kalinash@Fire and Ice: Lil 
Mon Nov  9 21:19:23 2009 [imud_code] Cratylus@Dead Souls Dev: anyway i think that normally people either use shadows or objects with hooks 
Mon Nov  9 21:19:51 2009 [imud_code] Cratylus@Dead Souls Dev: i personally think that the invisible object with hooks method is a little too clunky 
Mon Nov  9 21:19:58 2009 [imud_code] Cratylus@Dead Souls Dev: but that's a preference thing 
Mon Nov  9 21:20:03 2009 [imud_code] Ideysus@ShadowMUDii: I was thinking hooks were the way to go, but I'd always dismissed shadows beause I didn't know you could have multiple ones. 
Mon Nov  9 21:20:52 2009 [imud_code] Qwer@Archipelago: discworld has an "effects" system that keeps the state of things like this.  it's handy since it handles things like players logging out/back in and stuff 
Mon Nov  9 21:21:08 2009 [imud_code] Cratylus@Dead Souls Dev: ah yes thats where shadows fail you 
Mon Nov  9 21:21:17 2009 [imud_code] Qwer@Archipelago: if they were shadows then you'd have to handle ones with negative effects somehow 
Mon Nov  9 21:21:25 2009 [imud_code] Cozminsky@EotL: I think shadows get a bit messy if they're shadowing the same function on the same object 
Mon Nov  9 21:22:07 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. Is there anywhere I can read about the DW effects? 
Mon Nov  9 21:22:14 2009 [imud_code] Detah@Dead Souls Dev: isnt the invis ob method inferior to the vanilla call_out variable alteration that I described, since the ob method involved creating and destroying an obj? 
Mon Nov  9 21:22:43 2009 [imud_code] Cratylus@Dead Souls Dev: inferior is a loaded term 
Mon Nov  9 21:23:11 2009 [imud_code] Cratylus@Dead Souls Dev: in any case, if the effect has a function to evaluate, the function has to live in a n object somewhere 
Mon Nov  9 21:23:24 2009 [imud_code] Detah@Dead Souls Dev: Im talking about efficiency of resources. creating and destroying an obj is more resource intensive than altering a variable with callout. is that not true? 
Mon Nov  9 21:23:58 2009 [imud_code] Cratylus@Dead Souls Dev: the resource utilization in this case is a trivial concern. a nightmare 3 mud does nothing efficiently anyway 
Mon Nov  9 21:24:01 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. I think I've got a privilegeless object somewhere to bind() function to anyway 
Mon Nov  9 21:24:02 2009 [imud_code] Detah@Dead Souls Dev: in my example, the funs would reside in player.c or body.c as the case required. 
Mon Nov  9 21:24:29 2009 [imud_code] Cratylus@Dead Souls Dev: yeas but detah, consider 
Mon Nov  9 21:24:41 2009 [imud_code] Cratylus@Dead Souls Dev: a temporary effect added to a player 
Mon Nov  9 21:24:46 2009 [imud_code] Cratylus@Dead Souls Dev: which modifies strength 
Mon Nov  9 21:24:51 2009 [imud_code] Cratylus@Dead Souls Dev: based on time of day 
Mon Nov  9 21:25:08 2009 [imud_code] Cratylus@Dead Souls Dev: this is an effect that has to be evaluated every time it is called, it's not just an integer 
Mon Nov  9 21:25:11 2009 [imud_code] Cratylus@Dead Souls Dev: it's a function 
Mon Nov  9 21:25:26 2009 [imud_code] Ideysus@ShadowMUDii: You can do that with or without an invis object 
Mon Nov  9 21:25:27 2009 [imud_code] Cratylus@Dead Souls Dev: you *can* add a function to evalute to a player in the form of a mapping element 
Mon Nov  9 21:25:36 2009 [imud_code] Cratylus@Dead Souls Dev: but if they quit, the function goes away 
Mon Nov  9 21:25:45 2009 [imud_code] Cratylus@Dead Souls Dev: because functions are not saved 
Mon Nov  9 21:25:54 2009 [imud_code] Cratylus@Dead Souls Dev: or rather, not restored 
Mon Nov  9 21:26:20 2009 [imud_code] Cratylus@Dead Souls Dev: so you wind up with a system that might suit you aesthetically, but relies on players not realizing they can quit to get rid of their curses 
Mon Nov  9 21:27:12 2009 [imud_code] Cozminsky@EotL: why not make the "curse" a closure that can be saved in the player body as one of its vital statistics? 
Mon Nov  9 21:27:17 2009 [imud_code] Ideysus@ShadowMUDii: Bah. DW don't seem to put their creator docs online. 
Mon Nov  9 21:27:28 2009 [imud_code] Detah@Dead Souls Dev: my statement to Ideysus was that the invis ob method uses all the mechanics of the call_out+var method, but it also creates and destroys a brand new object. And therefore, it is less efficient. That is all I was suggesting. I am not yet sure what is the optimal method for doing temporary enhancements. 
Mon Nov  9 21:27:31 2009 [imud_code] Cratylus@Dead Souls Dev: in mudos they dont save 
Mon Nov  9 21:27:53 2009 [imud_code] Ideysus@ShadowMUDii: I can see an appeal to persistence. 
Mon Nov  9 21:28:50 2009 [imud_code] Ideysus@ShadowMUDii: Another way that could be done is by storing a path for a list of overrides rather than a function 
Mon Nov  9 21:29:06 2009 [imud_code] Cratylus@Dead Souls Dev: you mean like a daemon to track em 
Mon Nov  9 21:29:10 2009 [imud_code] Detah@Dead Souls Dev: I just started working on reworking all the stds last night. So I shall be tackling that very thing very soon. 
Mon Nov  9 21:29:41 2009 [imud_code] Cratylus@Dead Souls Dev: an effects daemon makes sense, assuming the effects tend to be briefer than your reboot cycle 
Mon Nov  9 21:29:46 2009 [imud_code] Ideysus@ShadowMUDii: So, what if we had:   __Overrides=([  "faeriespeed":(["path":"/std/effects/faeriespeed", "timeout":11111])   ]) 
Mon Nov  9 21:29:59 2009 [imud_code] Cratylus@Dead Souls Dev: ah 
Mon Nov  9 21:30:21 2009 [imud_code] Cratylus@Dead Souls Dev: makes sense 
Mon Nov  9 21:30:38 2009 [imud_code] Ideysus@ShadowMUDii: Then any call to an overridable function is makes a call to /std/effects/faeriespeed->override(...) 
Mon Nov  9 21:31:05 2009 [imud_code] Kalinash@Fire and Ice: security hole! 
Mon Nov  9 21:31:17 2009 [imud_code] Kalinash@Fire and Ice: you might as well allow ActiveX! 
Mon Nov  9 21:31:26 2009 [imud_code] Ideysus@ShadowMUDii: Alias as_master   (eval return evaluate(bind(function(){$*;}, master()))) 
Mon Nov  9 21:31:48 2009 [imud_code] Ideysus@ShadowMUDii: Basically imming people is a security hole here. :-P 
Mon Nov  9 21:31:52 2009 [imud_code] Kalinash@Fire and Ice: MADNESS! 
Mon Nov  9 21:32:46 2009 [imud_code] Ideysus@ShadowMUDii: Really, is that actually a security hole? 
Mon Nov  9 21:33:03 2009 [imud_code] Kalinash@Fire and Ice: potentially 
Mon Nov  9 21:33:11 2009 [imud_code] Ideysus@ShadowMUDii: In what sense? 
Mon Nov  9 21:33:45 2009 [imud_code] Kalinash@Fire and Ice: eval this_player()->AddOverride("foo", "/my/wiz/dir/somethign_evil.c"); 
Mon Nov  9 21:34:24 2009 [imud_code] Ideysus@ShadowMUDii: I don't see how thats a problem. :-P 
Mon Nov  9 21:34:32 2009 [imud_code] Kalinash@Fire and Ice wibbles. 
Mon Nov  9 21:34:37 2009 [imud_code] Cozminsky@EotL: if you're allowing a priveleged function to be overridden 
Mon Nov  9 21:35:04 2009 [imud_code] Ideysus@ShadowMUDii: But we aren't. The overridable things are just stuff like stats, skills, ids 
Mon Nov  9 21:35:25 2009 [imud_code] Kalinash@Fire and Ice: the potential hole is if you allow an unvalidated object to be called 
Mon Nov  9 21:35:42 2009 [imud_code] Kalinash@Fire and Ice: you'd probably want to lock it down to objects in /std/effects where you ahve some access control 
Mon Nov  9 21:36:13 2009 [imud_code] Ideysus@ShadowMUDii: But the override objects shouldn't be able to do anything. 
Mon Nov  9 21:36:59 2009 [imud_code] Kalinash@Fire and Ice: i could put anything in the overrid() function you're calling :) 
Mon Nov  9 21:37:10 2009 [imud_code] Ideysus@ShadowMUDii: So? 
Mon Nov  9 21:37:45 2009 [imud_code] Qwer@Archipelago: i'll try and dig out some docs for DW effects in a while 
Mon Nov  9 21:37:46 2009 [imud_code] Kalinash@Fire and Ice: heh, you really don't see the potential for evil there? 
Mon Nov  9 21:37:49 2009 [imud_code] Ideysus@ShadowMUDii: Its an ordinary object so it should be subject to the same security as everything else 
Mon Nov  9 21:38:57 2009 [imud_code] Ideysus@ShadowMUDii: Not really. I mean, if I were to actually get around to adding some kind of stack inspection system then the override object is subject to security just like everything else. It isn't able to somehow execute with the permissions of the user object 
Mon Nov  9 21:39:26 2009 [imud_code] Ideysus@ShadowMUDii: Though the single user object is a bit of an issue. :-) 
Mon Nov  9 21:40:17 2009 [imud_code] Ideysus@ShadowMUDii: I'd be interested in any info you have, Qwer. Stealing DW concepts is always a good move. 
Mon Nov  9 21:42:41 2009 [imud_code] Cratylus@Dead Souls Dev: had to afk 
Mon Nov  9 21:42:57 2009 [imud_code] Cratylus@Dead Souls Dev: ya i'd suggest locking it down to "only stuff in /effects" that sort of thing 
Mon Nov  9 21:43:36 2009 [imud_code] Ideysus@ShadowMUDii: I don't see how that provides any extra security 
Mon Nov  9 21:46:04 2009 [imud_code] Ideysus@ShadowMUDii: Is discworld-cre in use? 
Mon Nov  9 21:52:31 2009 [imud_code] Ideysus@ShadowMUDii: I found query_effects on dw. 
Mon Nov  9 22:19:39 2009 [imud_code] Qwer@Archipelago: the help page i'm thinking of is pages worth 
Mon Nov  9 22:20:09 2009 [imud_code] Qwer@Archipelago: in short, effects are a way of keeping the running state of things that affect objects/rooms/etc 
Mon Nov  9 22:20:47 2009 [imud_code] Qwer@Archipelago: it has things that reapply the shadow when logging back on, automatically removing it on player death by default 
Mon Nov  9 22:21:29 2009 [imud_code] Qwer@Archipelago: it has effect timers which is based on call_out which gets readded when logging back in 
Mon Nov  9 22:22:29 2009 [imud_code] Qwer@Archipelago: shadows aren't mandatory - some effects here just call a function when its added and calls another function when it gets removed 
Tue Nov 10 03:09:50 2009 [imud_code] Ideysus@ShadowMUDii: Huh. Lame. There isn't a BNF form of markdown... maybe I should choose another markup language after all :-) 
Wed Nov 18 00:49:38 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. Is there a way to put a comment in a bash script between a line continuation? 
Wed Nov 18 00:50:10 2009 [imud_code] Ideysus@ShadowMUDii: So: echo test\NEWLINE /*blah*/ test2 
Thu Nov 19 02:54:08 2009 [imud_code] Ideysus@shadowmuddevdev: True:  return regexp("a\n", "[^x]\n") 
Thu Nov 19 02:54:18 2009 [imud_code] Ideysus@shadowmuddevdev: False: return regexp(" n", "[^x]\n") 
Thu Nov 19 02:54:25 2009 [imud_code] Ideysus@shadowmuddevdev: Why? 
Thu Nov 19 02:54:41 2009 [imud_code] Ideysus@shadowmuddevdev: Uhh... my slash went...? 
Thu Nov 19 02:56:00 2009 [imud_code] Ideysus@shadowmuddevdev: Okay... that was nested in the bottom of a regexp composed out of a bunch of variables... and it was a client escaping issue. 
Thu Nov 19 02:59:34 2009 [imud_code] Kalinash@Fire and Ice: because regexp is a tool of the devil 
Thu Nov 19 03:03:39 2009 [imud_code] Ideysus@shadowmuddevdev sighs. 
Thu Nov 19 03:04:12 2009 [imud_code] Ideysus@shadowmuddevdev: If I could do stuff like {} then things wouldn't be so complex. 
Thu Nov 19 03:04:27 2009 [imud_code] Ideysus@shadowmuddevdev: But anyway, I reduced the above right down 
Thu Nov 19 03:12:42 2009 [imud_code] Silenus@Dead Souls Dev: wot is {}? 
Thu Nov 19 03:13:41 2009 [imud_code] Ideysus@ShadowMUDii: Its like + or * but with a numeric range. So something like:   x{2,3} matches xx and xxx 
Thu Nov 19 03:13:50 2009 [imud_code] Silenus@Dead Souls Dev: oh that 
Thu Nov 19 03:13:55 2009 [imud_code] Silenus@Dead Souls Dev: k 
Thu Nov 19 03:14:07 2009 [imud_code] Silenus@Dead Souls Dev: install pcre :P 
Thu Nov 19 03:14:16 2009 [imud_code] Ideysus@ShadowMUDii: I guess I could macro it... 
Thu Nov 19 03:14:24 2009 [imud_code] Ideysus@ShadowMUDii: Backport it to mudos. :-P 
Thu Nov 19 03:14:59 2009 [imud_code] Silenus@Dead Souls Dev: should be easy actually I am sure someone has done it :P 
Thu Nov 19 03:15:21 2009 [imud_code] Silenus@Dead Souls Dev: main issue is you cannot distribute the binaries i suppose 
Thu Nov 19 03:15:40 2009 [imud_code] Ideysus@ShadowMUDii: You can't? Oh... Hmm... gpl? 
Thu Nov 19 03:16:05 2009 [imud_code] Ideysus@ShadowMUDii: If so I assume there is the same issue with fuffos? 
Thu Nov 19 03:16:27 2009 [imud_code] Silenus@Dead Souls Dev: hmm 
Thu Nov 19 03:16:32 2009 [imud_code] Silenus@Dead Souls Dev: maybe it's not gpl 
Thu Nov 19 03:16:36 2009 [imud_code] Silenus@Dead Souls Dev: i thought it was 
Thu Nov 19 03:17:17 2009 [imud_code] Ideysus@ShadowMUDii: Now there is a thought... gpl 'distribution' doesn't apply within an organisation does it? That is, if we use a gpl app in a workplace and modify it then only external distribution needs to include source? 
Thu Nov 19 03:17:23 2009 [imud_code] Icewolfz@ShadowMUDii: doesnt mudos have its own licence 
Thu Nov 19 03:17:42 2009 [imud_code] Ideysus@ShadowMUDii: 'Non commercial use only'. Not GPL compatible. 
Thu Nov 19 03:18:04 2009 [imud_code] Silenus@Dead Souls Dev: pcre is BSD i guess 
Thu Nov 19 03:18:05 2009 [imud_code] Icewolfz@ShadowMUDii: and fluff uses the same i beleave 
Thu Nov 19 03:18:38 2009 [imud_code] Silenus@Dead Souls Dev: I thought gpl = cannot distribute teh binaries period? 
Thu Nov 19 03:19:00 2009 [imud_code] Silenus@Dead Souls Dev: when you have incompatible licences like that. 
Thu Nov 19 03:19:07 2009 [imud_code] Ideysus@ShadowMUDii: Nah. You can distribute compiled forms as long as you make the source code available 
Thu Nov 19 03:19:18 2009 [imud_code] Silenus@Dead Souls Dev: i know that 
Thu Nov 19 03:19:22 2009 [imud_code] Ideysus@ShadowMUDii: Yeah, incompatible license code is different I beleve 
Thu Nov 19 03:19:44 2009 [imud_code] Silenus@Dead Souls Dev: so internal or no you cannot do it. 
Thu Nov 19 03:20:07 2009 [imud_code] Silenus@Dead Souls Dev: but since it's bsd it can be done :-) 
Thu Nov 19 04:45:35 2009 [imud_code] Ideysus@ShadowMUDii: Ick. That 'A|B always chooses A if possible, even if B matches more' thing in sscanf also applies to reg_assoc. 
Thu Nov 19 04:47:18 2009 [imud_code] Silenus@Dead Souls Dev: well it is the same regexp library 
Thu Nov 19 04:47:38 2009 [imud_code] Silenus@Dead Souls Dev: afaik a lot of tools do match like that. 
Thu Nov 19 04:49:01 2009 [imud_code] Ideysus@ShadowMUDii: *whine* 
Thu Nov 19 04:52:55 2009 [imud_code] Kalinash@Fire and Ice: short circuit evaluation? 
Thu Nov 19 20:21:50 2009 [imud_code] Ideysus@ShadowMUDii: This isn't particularly mud related but I guess it comes under 'code': I have a lot of files which I am told contain audio. They are all 15728640 bytes. The files aren't entirely random - they contain some regions which I suspect are headers which contain characters such as '.E...I$.E...I$.@' (. is non-printable). Does anybody have an idea what the format may be? 
Thu Nov 19 20:24:34 2009 [imud_code] Detah@Dead Souls Dev: if you are not sure of the contents. do not open it. update your virusscan software with the latest defs and scan it/them. file extention? 
Thu Nov 19 20:26:29 2009 [imud_code] Ideysus@ShadowMUDii: Let me try to explain better. I'm trying to access the audio data dumped on a NAS server by a phone recording system. I just don't want to deal with the nasty proprietary interface 
Thu Nov 19 20:34:08 2009 [imud_code] Icewolfz@ShadowMUDii: there are apps can that can be ran to get the info 
Thu Nov 19 20:35:49 2009 [imud_code] Ideysus@ShadowMUDii: I don't know if it is that easy. I'm suspecting some form of container due to the fixed filesize. 
Thu Nov 19 20:36:48 2009 [imud_code] Icewolfz@ShadowMUDii: most apps can figure it out nowadays 
Thu Nov 19 20:37:26 2009 [imud_code] Icewolfz@ShadowMUDii: know the name of the app or software that created them? 
Thu Nov 19 21:00:05 2009 [imud_code] Aidil@Way of the Force: not to mention.. the unix 'file' command might very well be able to give you a hint about the format of those files. 
Thu Nov 19 21:00:50 2009 [imud_code] Aidil@Way of the Force: don't have it? maybe now is the time to install linux.. or cygwin if you really don't feel like the first and better option :) 
Thu Nov 19 21:01:19 2009 [imud_code] Icewolfz@ShadowMUDii: he has linux 
Thu Nov 19 21:07:43 2009 [imud_code] Aidil@Way of the Force: well, then he should file <name of file> 
Thu Nov 19 21:11:39 2009 [imud_code] Aidil@Way of the Force: at any rate.. if its recordings from a phone system, chances are there is ulaw or alaw 'compressed' audio in there. 
Thu Nov 19 21:13:34 2009 [imud_code] Ideysus@ShadowMUDii: Yeah, I tried file... then I ended up donig something like:  'head -c1024 /dev/urandom|file -'  in a loop to see if there was much difference. :-P 
Thu Nov 19 21:16:10 2009 [imud_code] Ideysus@ShadowMUDii: The problem seems to be one of stitching fragments of audio together. I think multiple calls end up in each 16M file. 
Thu Nov 19 21:16:31 2009 [imud_code] Aidil@Way of the Force: very likely 
Thu Nov 19 21:16:56 2009 [imud_code] Ideysus@ShadowMUDii: The database (what is stored in what files) seems to be stored in some kind of commercial license-only database. I've decided its going to be too much effort. :-) 
Thu Nov 19 21:19:00 2009 [imud_code] Aidil@Way of the Force: well, then you are stuck with the proprietary 'crappy' interface :P 
Thu Nov 19 21:19:42 2009 [imud_code] Ideysus@ShadowMUDii nods 
Fri Nov 20 17:33:45 2009 [imud_code] Ideysus@ShadowMUDii: Okay. I have a bazillion byte file. I want to truncate it to half a bazillion bytes. Can I do it in place? Linux. 
Fri Nov 20 17:34:07 2009 [imud_code] Cratylus@Dead Souls Dev: man split 
Fri Nov 20 17:34:52 2009 [imud_code] Ideysus@ShadowMUDii: Hmm. Are you sure that is in place? 
Fri Nov 20 17:35:05 2009 [imud_code] Cratylus@Dead Souls Dev: clarify "in place". without changing inode? 
Fri Nov 20 17:35:49 2009 [imud_code] Ideysus@ShadowMUDii: Presumably. Just top off the end of the file. 
Fri Nov 20 17:36:25 2009 [imud_code] Ideysus@ShadowMUDii: Oh. Hmm. 'truncate'. 
Fri Nov 20 17:36:32 2009 [imud_code] Ideysus@ShadowMUDii: *cough* 
Fri Nov 20 17:36:36 2009 [imud_code] Cratylus@Dead Souls Dev: test first, but use split to split it, then overwrite bigfile with little file 
Fri Nov 20 17:37:02 2009 [imud_code] Cratylus@Dead Souls Dev: i dont have the truncate comannd 
Fri Nov 20 17:37:18 2009 [imud_code] Kalinash@Fire and Ice: his sores are more open than yours 
Fri Nov 20 17:37:40 2009 [imud_code] Cratylus@Dead Souls Dev: and by overwrite i dont mean "cp" i mean cat 
Fri Nov 20 17:41:45 2009 [imud_code] Ideysus@ShadowMUDii: Gah. Looks like the machine in question lacks the truncate command. 
Fri Nov 20 17:41:55 2009 [imud_code] Ideysus@ShadowMUDii: New addition to coreutils I think 
Fri Nov 20 17:42:21 2009 [imud_code] Ideysus@ShadowMUDii: I'm just going to 'head' it. :-) 
Fri Nov 20 17:42:38 2009 [imud_code] Cratylus@Dead Souls Dev: the "in place" thing would make me test first 
Fri Nov 20 17:42:40 2009 [imud_code] Detah@Dead Souls Dev: isnt head just 10 lines? 
Fri Nov 20 17:42:53 2009 [imud_code] Cratylus@Dead Souls Dev: ls -i to find out the inode on some test file 
Fri Nov 20 17:42:58 2009 [imud_code] Cratylus@Dead Souls Dev: do your trick on the test file 
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