Session Start: Mon Apr 01 00:00:00 2013
Session Ident: #glitchpc
[00:00] * Now talking in #glitchpc
[00:00] * Topic is 'Welcome to #glitchpc chat. Profanity, trolls, and impersonation are not welcome here. Street1 has become a Silent Keyboard. http://www.legacy.com/obituaries/savannah/obituary.aspx?page=lifestory&pid=139870551'
[00:00] * Set by jacky on Tue Mar 02 11:03:23
[00:03]<@BC_Programming> HAHA! First try... BAM... /newarena <name> now generates a new world, builds a bedrock border, and plonks chests down!
[00:07]<@BC_Programming> will disable cave gen, though, if possible
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[02:35]<+Tux2> Hey BC_Programming, you there?
[02:35]<@BC_Programming> ooh you caught me just as I was starting Just Cause 2 there :D
[02:35]<+Tux2> lol...
[02:35]<@BC_Programming> yes
[02:36]<+Tux2> Well, users have been complaining about the BlockFromToEvent taking too much cpu...
[02:36]<+Tux2> So I added in some optimizations
[02:36]<+Tux2> Before: BlockFromToEvent Time: 1544599453 Count: 84174 Avg: 18350
[02:36]<+Tux2> After: BlockFromToEvent Time: 1251213231 Count: 349116 Avg: 3583
[02:37]<+Tux2> I don't think my optimizations worked... ;)
[02:37]<@BC_Programming> heh
[02:38]<+Tux2> Remember how we were going to store protections per chunk?
[02:38]<+Tux2> in our personal protection plugin we were building?
[02:38]<@BC_Programming> oh wow that was ages ago, lol
[02:38]<+Tux2> lol, yeah
[02:39]<+Tux2> GriefPrevention loops through every protection until it finds that it's either gone too far out, or it hits the right one
[02:39]<+Tux2> with thousands of protections, that could hog up the CPU quite a bit...
[02:40]<@BC_Programming> wasn't the method we had indexed by the Chunk Hash or something using a HashMap
[02:40]<+Tux2> Yes, we stored all the protections in a chunk
[02:40]<+Tux2> In a hash map indexed per chunk I think
[02:40]<@BC_Programming> sounds familiar
[02:41]<@BC_Programming> I'm surprised that GriefPrevention would just use a sequential search basically...
[02:41]<+Tux2> I took that idea and applied it to grief prevention, so instead of looking through 300+ claims, it only has to look through 5 max
[02:41]<+Tux2> lol, it did...
[02:41]<+Tux2> I was quite surprised when I saw that code
[02:43]<+Tux2> On extremely small servers the optimizations probably won't do anything, but on huge servers...
[02:43]<@BC_Programming> I'm looking at onBlockFromTo now :P
[02:44]<@BC_Programming> I thought it was generally not a good idea to use things like Player instances or World instances as keys to a HashMap or HashSet? I even changed my plugin to use the string names instead for all the HashMaps I could find that did
[02:45]<+Tux2> That's not my code
[02:45]<@BC_Programming> yeah I know
[02:46]<+Tux2> There's also plugins that hook into the API, so I have to be careful about breaking things
[02:46]<@BC_Programming> ahh yeah
[02:46]<+Tux2> I unintentionally broke the dynmap plugin with the build I released... lol...
[02:47]<@BC_Programming> oops :P
[02:50]<+Tux2> lol, yeah, they fixed it rather quickly though. :D
[02:51]<+Tux2> Oh, I hate bukkitforge: http://dev.bukkit.org/server-mods/grief-prevention/tickets/70-what-about-to-make-compatible-for-ftb/
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[02:52]<@BC_Programming> haha... isn't that ironic? make it compatible with this other API that is supposed to perfectly emulate the bukkit API?
[02:52]<@BC_Programming> I mean, if you have to change it to get it working on it, I would imagine the first thing to point at would be bukkitforge
[02:54]<@BC_Programming> I've been busy myself :D http://bc-programming.com/misc/builtarena.png
[02:55]<@BC_Programming> now it can build a quick arena of sorts out of a random map and plonk those little chest platforms and walls about
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[03:08]<+Tux2> lol, cool BC_Programming
[03:11]<+Tux2> BC_Programming: here's something that makes me rage:
[03:11]<+Tux2> http://dev.bukkit.org/server-mods/grief-prevention/?comment=4427
[03:11]<+Tux2> http://dev.bukkit.org/server-mods/grief-prevention/?comment=4431
[03:12]<+Tux2> http://dev.bukkit.org/server-mods/grief-prevention/?comment=4437
[03:17]<+Tux2> The user was basically insisting I support this poorly coded excuse for a bukkit API by adding hacky code
[03:27]<+Tux2> Oh, BC_Programming, I just added an official statement: I have heard reports on this plugin working fairly reasonably on Tekkit Lite/Feed the Beast servers, however, this is entirely unsupported due to large holes in the way mods are coded and the incomplete nature of the BukkitForge mod. If you choose to use it you do it at your own risk! There are plenty of things that bypass GriefPrevention in the mods, which means you will need to disable qui
[03:27]<+Tux2> te a bit, including MystCraft, as the way GriefPrevention is coded it makes it incompatible with MystCraft without breaking the GriefPrevention API terribly and the need to totally overhaul of the design of the plugin.
[04:03]<@BC_Programming> I'd say since he seems to know how to fix it, he is perfectly free to fork it and maintain the fork himself!
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[08:36]<@BC_Programming> hmm... this will be easier if I simply use the worldedit API instead of trying to build things manually through code
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[09:04]<@Mulreay> I was about to say that
[09:05]<@jacky>
[09:05]<@jacky> that
[09:05]<@jacky>
[09:18]<@Mulreay> indeedy jacky :p
[09:19]<@Mulreay> BC_Programming you still in?
[09:19]<@BC_Programming> yes
[09:19]<@Mulreay> hi
[09:19]<@jacky> heh
[09:20]<@Mulreay> I made it onto Krytens blog.. well not technically Kryten but the next best thing http://llewblog.squarespace.com/books/2013/3/23/the-year-2000-as-seen-from-1894.html
[09:20]<@Mulreay> I'm at the end
[09:21]<@BC_Programming> cool, saved the best for last
[09:21]<@BC_Programming> heh
[09:21]<@Mulreay> heh
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[10:46]<Spark01> so uh, i was told that this would be a good place to ask about c++ coding, so
[10:46]<Spark01> how does one delete a variable?
[10:46]<Spark01> this is my code so far: http://mibpaste.com/WOzxvJ
[10:46]<@Mulreay> The guy to ask would be BC_Programming but not sure if he's still active at the moment
[10:46]<Spark01> oh okay
[10:49]<Spark01> so uhh i guess i should search elsewhere then? Xd
[10:49]<@BC_Programming> what do you mean delete a variable
[10:49]<@Mulreay> You can or hang about for a bit.. there ya go
[10:51]<Spark01> oh
[10:51]<Spark01> well uh
[10:51]<Spark01> im kinda new to C++, but that variable would just keep using up memory right?
[10:52]<@BC_Programming> no
[10:52]<Spark01> and i only need to use it that once to check if the player is ready
[10:52]<@BC_Programming> the string instances are local. They will be deleted once they are out of scope
[10:52]<@BC_Programming> it's only if you are dealing with dynamically allocated instances and pointers that you have to worry about freeing them
[10:53]<Spark01> oh
[10:53]<Spark01> at the moment, though, im making the entire game be in main
[10:53]<Spark01> just because of my general lack of understanding
[10:54]<Spark01> will that still work?
[10:54]<@BC_Programming> they will be deallocated as main returns
[10:55]<Spark01> ugh this is so confusing xD but i think i understand that at least
[10:55]<@BC_Programming> before that they will stay in memory, consuming nearly a dozen bytes out of several billion available
[10:56]<@BC_Programming> you could set it to an empty string after that check or something, if you really wanted too
[10:56]<Spark01> so if i want the game to proceed without saving that variable, i make another function that just returns the name?
[10:56]<@BC_Programming> you could move the variable into a inner scope
[10:57]<Spark01> uhhh... i dont really know what that means xD sorry!
[10:57]<@BC_Programming> http://pastebin.com/zGUtqKpB
[10:58]<@BC_Programming> you could think of scope as applying to any braces {}
[10:58]<Spark01> ah okay
[10:58]<Spark01> thanks very much :)
[10:58]<@BC_Programming> so if you declare the variables inside the do loop, they will be cleaned up when the loop finishes
[10:59]<Spark01> makes sense
[11:00]<Spark01> ...but then it says "error: "ready" was not declared within this scope"
[11:01]<@BC_Programming> you might have to move that one outside, since it's used for the termination condition
[11:01]<@BC_Programming> You could even do something completely unexpected like not worry about a few dozen extra bytes over a single program run :P
[11:02]<Spark01> haha sorry, I'm really new to this as you can prolly tell xD
[11:07]<Spark01> one more thing: how would i set a variable to just be black
[11:07]<Spark01> *blank
[11:08]<@BC_Programming> you could set it to the empty string ""
[11:09]<Spark01> oh wow, i cant believe i didn't think of that >< thanks for putting up with my ignorance
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[11:58]<+camerongray> I remember my FP lecuterer saying "Premature optimisation is the root of all evil" - Don't worry about a few bytes of memory and instead work on getting the code to actually work, you can always clean it up later
[11:59]<+camerongray> That's not saying to write horribly inefficient code but for small bits of data you'll be fine
[11:59]<@BC_Programming> That wasn't your FP lecturer... That was Knuth :P
[11:59]<+camerongray> Ahh, well he said it anyway :P
[11:59]<Spark01> that sounds like good advice, thanks :P
[11:59]<Spark01> woah triple :P combo
[11:59]<Spark01> (and now quadruple)
[12:00]<+camerongray> Although this was the same guy who had us shouting out how to swtich the sound on on his computer
[12:01]<+camerongray> Dr Don Sannella, I love that guy!
[12:04]<+camerongray> Had a huge influence in ML and haskell
[12:07]<@BC_Programming> whew well that's loading schematics finished; should release the latest version of my Survival Plugin, now that it can actually generate arenas
[12:30]<Spark01> quick question, i want to start programming in C++ with graphics- what library should i start with?
[12:31]<Spark01> tried allegro but couldnt find any updated tutorials
[12:31]<@Mulreay> Cool BC_Programming
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[12:55]<Spark01> anybody know of a good tutorial for opengl..?
[13:02]<+Tux2> Spark01: I'm a java developer, so I can't really help you with the c++ tutorials
[13:02]<Spark01> ah
[13:09]<@Mulreay> Somebody here has a really loud name.. I mean REALLY loud
[13:12]<@Mulreay> Anyway need to run to the shop for some more Irn-Bru.. just keep an eye on the shouty name guy
[13:31]<@Mulreay> Tux2 you still around?
[13:33]<@Mulreay> If you are in a bit let me know if you have time for a quick skype chat about your hosting
[13:35]<@Mulreay> MC that is
[14:03]<+Tux2> Mulreay: I'm here
[14:08]<@Mulreay> PM Tux2?
[14:17]<+Tux2> sure Mulreay
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[17:43]<+Tux2> BC_Programming: you there?
[17:43]<Erika> hi
[17:43]<Erika> if they dont show u can talk 2 me :p
[17:45]<lucifer> Anyone see youtube' joke
[17:47]<+Tux2> lol, hey Erika
[17:48]<Erika> hello o.o
[19:04]<+Craig> We hope to trial the glass bottom technology with other Virgin airlines in time and have asked other Virgin companies to support this innovative trial and launch our new domestic Scottish route. This really is a team effort from all corners of Virgin.
[19:04]<+Craig> http://www.virgin.com/richard-branson/blog/virgin-atlantic-launches-worlds-first-ever-glass-bottomed-plane
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[20:10]<Erika> o.o
[20:11]<lucifer_> ....blame wifi
[20:13]<@BC_Programming> hey peeps
[20:14]<lucifer_> Hi BC_Programming
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[22:42]<+Craig> Hey Guys
[22:42]<@BC_Programming> ahoy
[22:42]<+Craig> You ever check out the S4 ?
[22:42]<+Craig> Or Planet Explorers?
[22:42]<@BC_Programming> no