Re: [dev] Suckless design in Games

2010-08-11 Thread lordkrandel
On 11/08/2010 2.09, Alex Hutton wrote: An idea I had the other day, and this is for dealing with data compartmentation in games, was to write a game in C and use sqlite for all the data. I've never used sqlite so I don't know how the performance would go, but it seems like a good idea to store al

Re: [dev] Suckless design in Games

2010-08-11 Thread Chidambaram Annamalai
On Wed, Aug 11, 2010 at 12:24 PM, Szabolcs Nagy wrote: > * Chidambaram Annamalai [2010-08-11 03:26:22 > +0530]: > > I didn't argue BGL was simple. But I'd certainly consider it elegant. Of > > no it's not elegant > > graph algorithms are too versatile to do elegantly what boost tries to do > (eg

Re: [dev] Suckless design in Games

2010-08-11 Thread Mate Nagy
On Tue, Aug 10, 2010 at 12:39:24PM -0700, Robert Ransom wrote: > This list is a subculture itself (as is the 9fans list). wait what? i thought this list *was* the 9fetish^wfans list M.

Re: [dev] Suckless design in Games

2010-08-11 Thread lordkrandel
I will, however, point out one consequence of that idea: the most noticeable difference between abstract art and abstract mathematics is that abstract mathematics has some aesthetic value. Abstract art can now consist of a canvas painted one color, or mere splatters of paint (or other substances)

Re: [dev] Suckless design in Games

2010-08-11 Thread Antoni Grzymala
Robert Ransom dixit (2010-08-10, 23:12): > > I like Mozart and Minimalism just as much as I like Dadaism or free > > Jazz, even if they have different forms and subjective functions. > > I hope you aren't suggesting that Mozart *is* minimalist. He most definitely is (along with Chopin, I'd argue

Re: [dev] sta.li - a few questions about it

2010-08-11 Thread Robert Ransom
On Tue, 10 Aug 2010 17:32:51 -0400 m...@distasis.com wrote: > I'd love to just find a stable, backward compatible Open Source system so I > can concentrate on what I like most, getting interesting and useful programs > to build and work on the system. Good luck with the sta.li project and if >

Re: [dev] Suckless design in Games

2010-08-11 Thread Robert Ransom
On Wed, 11 Aug 2010 10:16:07 +0200 lordkrandel wrote: > > I will, however, point out one consequence of that idea: the most > > noticeable difference between abstract art and abstract mathematics is > > that abstract mathematics has some aesthetic value. Abstract art can > > now consist of a can

Re: [dev] Suckless design in Games

2010-08-11 Thread lordkrandel
A computer game is a computer program whose creator intended primarily that human beings enjoy interacting with it. I was just arguing that the idea of "suckless design" may fit not so well in game programming. That's why at a certain point I answered a message in a private way but then the r

[dev] off topic - awk versions performance comparison

2010-08-11 Thread Joseph Xu
Hi everyone, I was playing around with awk and ran into some surprising data for the function match(s, r), which returns the position of the first match of regular expression r in string s. Here's the test I ran: $ yes | head -1 | tr -d '\n' >/tmp/big $ yes | head -100 | tr -d '\n' >/

Re: [dev] [wmii] Wmii breaks block selection in kicad

2010-08-11 Thread Kris Maglione
On Sun, Aug 08, 2010 at 05:42:57PM +0200, Daniel wrote: I use wmii excusively as my WM, but I encountered strange problem: block selection (left mouse click+drag) does not work in kicad under wnii. kicad is EDA software: http://iut-tice.ujf-grenoble.fr/kicad/ Im using version BZR R2356 (stable,

Re: [dev] Suckless design in Games

2010-08-11 Thread Robert Ransom
On Wed, 11 Aug 2010 11:19:37 +0200 lordkrandel wrote: > > A computer game is a computer program whose creator intended primarily > > that human beings enjoy interacting with it. > > I was just arguing that the idea of "suckless design" may fit not so > well in game programming. That depends on

Re: [dev] off topic - awk versions performance comparison

2010-08-11 Thread Kris Maglione
On Wed, Aug 11, 2010 at 06:14:55AM -0400, Joseph Xu wrote: Hi everyone, I was playing around with awk and ran into some surprising data for the function match(s, r), which returns the position of the first match of regular expression r in string s. Here's the test I ran: $ yes | head -1000

Re: [dev] off topic - awk versions performance comparison

2010-08-11 Thread Robert Ransom
On Wed, 11 Aug 2010 06:41:30 -0400 Kris Maglione wrote: > On Wed, Aug 11, 2010 at 06:14:55AM -0400, Joseph Xu wrote: > > Hi everyone, > > > > I was playing around with awk and ran into some surprising data for the > > function match(s, r), which returns the position of the first match of > >

Re: [dev] off topic - awk versions performance comparison

2010-08-11 Thread Kris Maglione
On Wed, Aug 11, 2010 at 04:01:27AM -0700, Robert Ransom wrote: On Wed, 11 Aug 2010 06:41:30 -0400 Kris Maglione wrote: On Wed, Aug 11, 2010 at 06:14:55AM -0400, Joseph Xu wrote: > Hi everyone, > > I was playing around with awk and ran into some surprising data for the > function match(s, r),

Re: [dev] Suckless design in Games

2010-08-11 Thread Szabolcs Nagy
* Chidambaram Annamalai [2010-08-11 13:12:46 +0530]: > Have you even bothered to look through the sources? You really have yes although it was a couple of years ago last time i used bgl > to decouple the storage schemes from the algorithms so that you can write > O(M + N) code to support O(M*N) t

Re: [dev] [patch] xmms like pattern matching for dmenu (update to hg tip)

2010-08-11 Thread Connor Lane Smith
> 4.2 should be released soon, yes. The code affected probably won't be > changed at all between now and then, so the patch shouldn't get > rejected. That was a lie. The patch fails as of r357. cls

Re: [dev] [patch] xmms like pattern matching for dmenu (update to hg tip)

2010-08-11 Thread StephenB
On 11 August 2010 14:25, Connor Lane Smith wrote: > > That was a lie. The patch fails as of r357. I'm sure it will be easy to fix, I'll have a look later tonight, as well as pushing it to the wiki. StephenB

Re: [dev] Suckless design in Games

2010-08-11 Thread Eivind Michael Skretting
On Wed, Aug 11, 2010 at 10:32:15AM +0200, Antoni Grzymala wrote: > > I hope you aren't suggesting that Mozart *is* minimalist. > > He most definitely is (along with Chopin, I'd argue) – at the opposite > end you'd find Bruckner, Wagner and Berlioz. Flame away, I'm on holiday. Mozart and Chopin re

Re: [dev] Suckless design in Games

2010-08-11 Thread Anh Hai Trinh
On Wed, Aug 11, 2010 at 9:13 PM, Eivind Michael Skretting wrote: > > Mozart and Chopin really have nothing to do with Minimalism. Some of Mozart's > pieces are maybe light (but not all of them, like Don Giovanni or Kyrie > Eleison from Requiem), and Chopin may be elegant, but Minimalism is a > sep

Re: [dev] Suckless design in Games

2010-08-11 Thread Connor Lane Smith
On 11 August 2010 15:35, Anh Hai Trinh wrote: > I think the essence of minimalism is that one take away as much as one > possibly can. > > It's interesting that in this meaning, minimalism is not just the > opposite of bloat, but also denotes some kind of balance. "The simplicity of wabi-sabi is

Re: [dev] Suckless design in Games

2010-08-11 Thread Connor Lane Smith
On 11 August 2010 05:28, Alex Hutton wrote: > Thanks, join looks very useful. Actually a while ago I was talking to > some web developer friends and I was talking about writing a CMS that > uses flat files and no databases, but they thought I was crazy... > don't know why I've started to conform t

Re: [dev] Suckless design in Games

2010-08-11 Thread David Tweed
On Wed, Aug 11, 2010 at 1:05 PM, Szabolcs Nagy wrote: > i experimented with various types of genericity for algorithms > here is one approach: > implement the algorithm in the simplest way for the most useful types > etc. then when you need it for a specific task then copy the code and > apply app

Re: [dev] Suckless design in Games

2010-08-11 Thread Connor Lane Smith
On 10 August 2010 22:56, Chidambaram Annamalai wrote: > I suppose you have browsed through the sources an don't find anything novel > in them. In which case, I certainly would like to know what you consider > elegant. Then, maybe I can learn to appreciate good design? I haven't even heard of Boos

Re: [dev] Suckless design in Games

2010-08-11 Thread Eivind Michael Skretting
On Wed, Aug 11, 2010 at 09:35:48PM +0700, Anh Hai Trinh wrote: > I think the essence of minimalism is that one take away as much as one > possibly can. > Then one should exclude Chopin from that definition. In regard to the "needless repetitions" of Reich and Glass, that is much of what the style

Re: [dev] Suckless design in Games

2010-08-11 Thread Anh Hai Trinh
On Wed, Aug 11, 2010 at 10:08 PM, Eivind Michael Skretting wrote: > On Wed, Aug 11, 2010 at 09:35:48PM +0700, Anh Hai Trinh wrote: >> I think the essence of minimalism is that one take away as much as one >> possibly can. >> > > Then one should exclude Chopin from that definition. What do you mea

Re: [dev] Suckless design in Games

2010-08-11 Thread Antoni Grzymala
Eivind Michael Skretting dixit (2010-08-11, 16:13): > > He most definitely is (along with Chopin, I'd argue) – at the opposite > > end you'd find Bruckner, Wagner and Berlioz. Flame away, I'm on holiday. > > Mozart and Chopin really have nothing to do with Minimalism. Some of Mozart's > pieces ar

Re: [dev] Suckless design in Games

2010-08-11 Thread Eivind Michael Skretting
On Wed, Aug 11, 2010 at 10:29:18PM +0700, Anh Hai Trinh wrote: > On Wed, Aug 11, 2010 at 10:08 PM, Eivind Michael Skretting > wrote: > > On Wed, Aug 11, 2010 at 09:35:48PM +0700, Anh Hai Trinh wrote: > >> I think the essence of minimalism is that one take away as much as one > >> possibly can. > >

[dev] three column layout / getting started writing patches

2010-08-11 Thread Jaime Villarreal
Hi there. I have a special project for which I'd like to patch dwm to function with a 3 column layout. I'd like to have one wide column in the center (ideally this would be the master column), and two skinnier columns to the right and left. The first three clients to open should occupy these three

Re: [dev] Suckless design in Games

2010-08-11 Thread Anh Hai Trinh
On Wed, Aug 11, 2010 at 11:20 PM, Eivind Michael Skretting wrote: >> >> What do you mean exactly? His A major Prelude is probably the shortest >> piece of music that exists (20~ seconds) and amongst the most >> beautiful. If that is not minimalistic, I don't know what is. > > Well, first of all, a

Re: [dev] Suckless design in Games

2010-08-11 Thread Anh Hai Trinh
On Wed, Aug 11, 2010 at 11:06 PM, Antoni Grzymala wrote: > > I would argue about that: the mid-sized Impromptus, Ballades, Fantaise > and Barcarolle (and the lateish-largish Mazurkas and Nocturnes) are > probably his best works, but the entire published (by him) body of > work is of such high qual

Re: [dev] Suckless design in Games

2010-08-11 Thread Eivind Michael Skretting
On Thu, Aug 12, 2010 at 12:08:13AM +0700, Anh Hai Trinh wrote: > On Wed, Aug 11, 2010 at 11:20 PM, Eivind Michael Skretting > wrote: > >> > >> What do you mean exactly? His A major Prelude is probably the shortest > >> piece of music that exists (20~ seconds) and amongst the most > >> beautiful. I

Re: [dev] Suckless design in Games

2010-08-11 Thread Chidambaram Annamalai
> > to decouple the storage schemes from the algorithms so that you can write > > O(M + N) code to support O(M*N) template instances. And there is no point > if > > this abstraction had a severe penalty on the runtime performance. BGL > > exactly knows which algorithm to use for a particular storag

Re: [dev] Suckless design in Games

2010-08-11 Thread Chidambaram Annamalai
On Wed, Aug 11, 2010 at 8:37 PM, Connor Lane Smith wrote: > On 10 August 2010 22:56, Chidambaram Annamalai > wrote: > > I suppose you have browsed through the sources an don't find anything > novel > > in them. In which case, I certainly would like to know what you consider > > elegant. Then, ma

Re: [dev] off topic - awk versions performance comparison

2010-08-11 Thread Joseph Xu
On 08/11/2010 07:10 AM, Kris Maglione wrote: > On Wed, Aug 11, 2010 at 04:01:27AM -0700, Robert Ransom wrote: >> On Wed, 11 Aug 2010 06:41:30 -0400 >> Kris Maglione wrote: >> >>> On Wed, Aug 11, 2010 at 06:14:55AM -0400, Joseph Xu wrote: Hi everyone, I was playing around with awk

Re: [dev] three column layout / getting started writing patches

2010-08-11 Thread Valentin
On Wed, Aug 11, 2010 at 11:59:06AM -0500, Jaime Villarreal wrote: > Hi there. > I have a special project for which I'd like to patch dwm to function with a > 3 column layout. > I'd like to have one wide column in the center (ideally this would be the > master column), and two skinnier columns to th

Re: [dev] three column layout / getting started writing patches

2010-08-11 Thread Valentin
Forgot attaching the file... void tcl(Monitor *m) { int x, h, w, mw; unsigned int i, n; Client *c; for(n = 0, c = nexttiled(m->clients); c; c = nexttiled(c->next), n++); if(n == 0) return; /* master */ c = nexttiled(m->clients); mw = m->mfact * m->ww; resize(c, n<3?m->wx:m->wx+(m->ww-mw

Re: [dev] three column layout / getting started writing patches

2010-08-11 Thread Jaime Villarreal
That works perfectly. Thanks! On Wed, Aug 11, 2010 at 7:07 PM, Valentin wrote: > Forgot attaching the file... >

[dev] Lexers and parsers 2

2010-08-11 Thread Maurí­cio CA
Hi, all, Some time ago, I asked your sugestions on what should be a parser we could use for shell scripting: http://lists.suckless.org/dev/0908/0822.html Now I would like to show you this tool I wrote. It does exactly what was discussed in those messages, i.e., it's something like yacc that c