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It's official: Go sucks, ABSTRACT BULLSHITE FTW

Name: Anonymous 2014-06-29 18:17

Name: Anonymous 2014-07-01 18:32

>>40
The problem is that modern functional programming languages are going the enterprise reddit way, see haskal

Name: Anonymous 2014-07-01 18:35

>>41
And if they didn't, you would say that the problem is that no one uses them. Fuck you. There's nothing bad in popularity per se, provided that popularity it based on merit and not on aggressive marketing.

Name: Anonymous 2014-07-01 18:46

>>40
Wrong! Worse is better.

Name: Anonymous 2014-07-01 18:51

>>42
I said nothing about popularity, you headless creature

Name: Anonymous 2014-07-01 19:04

>>41
All popular languages do that. It's a symptom of the fact that the enterprise segment not just the largest segment, it's the overwhelming majority. Even open source is full of enterprise nowadays.

Put another way, people are currently being paid to write code in all of the languages listed in this thread. For each language, someone was hired by some visible corporation within the past three months and someone will be hired within the next three. They're all enterprise.

Name: Anonymous 2014-07-01 19:25

>>40

In the future there will be no such thing like libraries or 3rd party support
that is one grim future

Name: Anonymous 2014-07-01 22:18

Name: Anonymous 2014-07-01 22:30

Alright guys, for school we have to make a portfoloi project showing off our coding abilities. I decided to kill two birds with one stone and create Mirage++. This one will be coded a lot better then the old version. Now that i have a year of college under my belt i actually know how to do things possibly. All networking is handled by Raknet a industry standard. The graphics are directx. All the editors are external so it wont slow the client down. This post is mainly just to manage my updates when i make them. Not a lot to look at at the moment.

I have only put 4 days of work into this so far as i just started. But in my final quarter i will be pouring my time into this. If i do not return home for the current 2 week break then i will be working on it a ton aswell.

Audio and Graphics:
I currently have a proffessional audio student creating custom free to use audio for the engine and the games created with it. I hope to get a graphics artist to do the same.

Map Editor:
I am currently using the OGMO map editor. It is open source and provides the tools i need. Once Eclipse++ is done i may make my own map editor. But this manages everything i need allowing me to spend more time on the actual engine. Tilesheets appear in a seperate window so you can dual monitor map.

Any sized maps. The map will start to scroll if it wont fit on the screen.
Giant maps! want 4000 tile maps? No problems.
Only loads the relevant tiles. Have a 10000 tileset but only use 100 on the map? Only 100 are loaded.
Maps are loaded Via XML so any map editor will work if a switch is needed.
Maps will then be converted to binary to reduce file size.

Name: Anonymous 2014-07-01 22:31

>>48

Main is as clean as it can be with a state manager that will manage the entire game. I am trying to keep the code as simple as i can so that everyone will understand it.

//====================================================================================================
// Includes
//====================================================================================================

#include <SGE.h>
#include "BaseState.h"
#include "GameStates.h"
#include "FrontEnd.h"
#include "GamePlay.h"
#include "Raknet.h"

using namespace SGE;

//====================================================================================================
// Globals
//====================================================================================================

bool gQuit = false;
BaseState* gCurrentState = NULL;
GameState::Type gNextState = GameState::FrontEnd;
SGE_Cursor gCursor;
Raknet gRaknet;

void SGE_Initialize()
{
gCursor.Load("cursor.png");
}

void SGE_Terminate()
{

}

bool SGE_Update(float deltaTime)
{
// Update Cursor Position
gCursor.Update(deltaTime);

// check if we need to change state
if (gNextState != GameState::Invalid)
{
if(gCurrentState != NULL)
{
gCurrentState->Unload();
delete gCurrentState;
}
//switch states
switch(gNextState)
{
case GameState::FrontEnd:
gCurrentState = new FrontEnd(gRaknet);
break;
case GameState::Gameplay:
gCurrentState = new GamePlay(gRaknet);
break;
}

// enter the new state
if(gCurrentState != NULL)
{
gCurrentState->Load();
}
}
// update current state
gNextState = static_cast<GameState::Type>(gCurrentState->Update(deltaTime));

if (gNextState == GameState::Quit)
{
gRaknet.Disconnect();
gQuit = true;
}

return gQuit;
}

void SGE_Render()
{
gCurrentState->Render();
gCursor.Render();
}


Well as i said not much to see yet. But stay tuned for updates and show your support to keep me motivated

Name: Anonymous 2014-07-01 22:46

>>49
you could just #include "void.h"

Name: Anonymous 2014-07-01 22:56

>>47
Now we'll spend most of our time waiting for the fucking compiler to complete. Everybody raves about how awesome dependent types will be but everybody seems to forget that type checking and type inference are a pain in the ass with that crap.

Name: Anonymous 2014-07-01 23:24

typechecking is NP-hard

Name: Anonymous 2014-07-02 5:25

>>52
Proving an invariant is undecidable via the halting problem. Typechecking a program with dependent types reduces to proving invariants.

Name: Anonymous 2014-07-02 6:10

>>53
So how's your bachelors in computer science from your no-name unicollege going, faggot?

Name: Anonymous 2014-07-02 8:11

>>54
I will not confirm or deny my having or not having a bachelors in computer science, but if I did have one, it wouldn't be going anywhere.

Name: Anonymous 2014-07-02 10:49

Typechecking a program with dependent types reduces to proving invariants.

In case anyone is falling for this, typechecking dependent types is just automated proof checking. >>53 is trying to tell you that it's the same as automated proving, which it isn't. Supplying the proofs is the programmer's responsibility.

Name: Anonymous 2014-07-02 11:04

>>53

If you are so smart, why are you so poor?

Name: Anonymous 2014-07-02 11:27

>>57
Select one:
1) Sure, he is smart but is he Abelson smart?
2) Sure, he is poor but is he Abelson poor?

Name: Anonymous 2014-07-02 16:55

>>38
Because English the best language in the world. In fact, I think everyone should program in it. Since that's not a reality, the most practical language is C.

All great programmers always program in C and that will always be the case. Real programmers shouldn't have to worry about any advancement from mathematics. That kind of stuff is impractical because computers and programming obviously have neither relations nor origin to such a discipline. And I do not care to learn or believe otherwise! Please continue to argue with me.

Name: Anonymous 2014-07-02 18:26

>>59
Wrong, Hangugmal is the best language. English is a terrible! mashup of a bunch of euroshit.

Name: Anonymous 2014-07-02 18:41

>>60
euroshit
Back to the jungle for you, feces-loving ape.

Name: Anonymous 2014-07-02 19:18

>>60

<丶`∀´>

Name: Anonymous 2014-07-02 19:43

The best language of all is loglan, no discuss.

Name: Anonymous 2014-07-02 19:54

>>60
I've never heard of this Hangugmal. And I won't look it up, which makes it already inferior to Haskell. This leaves English as the most superior language and C as the best programming language.

Name: Anonymous 2014-07-03 2:09

>>60
cheonsung samsung jeonyang hyun daenida kekekeke

Name: Anonymous 2014-07-03 10:20

>>13
Writing code in something like Haskell isn't necessarily harder, in fact I think it's easier if you approach it tabula rasa
Bullshit.
Lazy evaluation makes reasoning about performance really hard for no practical gains. I'd argue that learning Haskell has your first language is practically impossible.

Name: Anonymous 2014-07-03 11:14

>>64
This leaves English as the most superior language
Bullshit.
Homophones make reasoning about word selection really hard for no practical gains. I'd argue that learning English as your first language is practically impossible.

Name: Anonymous 2014-07-03 11:22

>>67
Totally the same thing.

Name: Anonymous 2014-07-03 11:25

>>68
What is the same thing as what? And do they speak English there?

Name: Anonymous 2014-07-03 11:32

>>69
Homophones and lazy evaluation.

Name: Gay phones 2014-07-03 11:55

Gay phones

Name: Anonymous 2014-07-03 12:02

English is a homophone=fag communication. It was created to allow international communication of fags.

Name: Anonymous 2014-07-03 12:03

>>66
The practical gain is that computation is deferred to when it's strictly needed and that the logic to achieve this behavior is trivial to write and that you can get powerful results from a tiny amount of logic. Yes, this level of abstraction makes it opaque to try and reason its logic for the sake of performance. I take opinion that the higher level abstract logic makes it easier for the compiler to apply higher levels of optimization to the abstract code. I think this is the difference between using a declarative language like Haskell where the compiler is supposed to be powerful and all knowing and using an imperative language like C where programmers are supposed to instruct the compiler because the compiler doesn't understand the programmer's high level intent.

Name: Anonymous 2014-07-03 12:59

>>67

I'm bored with this thread. These were my troll posts.
>>37
>>59
>>64
/poe's law

Anyone who posts similarly silly arguments and actually believe them are self-deluded and not worth your time. I applaud those who ignored these posts.

Name: Anonymous 2014-07-03 13:16

>>73
If you don't know when to schedule a computation, you've done your analysis wrong.

Name: Anonymous 2014-07-03 14:51

>>66
You can read about the advantages of laziness here:
http://augustss.blogspot.ru/2011/05/more-points-for-lazy-evaluation-in.html

The key advantage may be seen in this baby:
any :: (a -> Bool) -> [a] -> Bool
any p = or . map p


Here, lazy evaluation gives both performance advantages and stylistic advantages.

Name: Anonymous 2014-07-03 15:00

>>74
Optimize your quotes, failtroll.

Name: Anonymous 2014-07-03 15:06

>>74
Where the fun in ignoring troll poasts? That's the main reason I come here.

Name: Anonymous 2014-07-03 16:50

>>73
I think this is the difference between using a declarative language like Haskell where the compiler is supposed to be powerful and all knowing and using an imperative language like C where programmers are supposed to instruct the compiler because the compiler doesn't understand the programmer's high level intent.

And which is Lisp?

Name: Anonymous 2014-07-03 16:55

>>79
The stillborn useless one/

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