Well, nvm then. but thanks.

 
Ornelaz: Ha, i mean bump mapping is hardly a new technique that pushes gpu limits

Ornelaz: The hard part for you would be getting, uh, a bump map for the sprites

Vandermay: Tcsc, it was in 1999 on a tile-based portable system

Ornelaz: You mean the gameboy’s gpi

Noseff: Written in ***embly for an instruction set that doesn’t even have multiplication

Ornelaz: That’s an entirely different story.

Mantione: Doubly true for an emulator. am I talking about the thing in the hardware I’m emulating, or the hardware it’s running on :

Samperi: The two hardest problems in programming are cache invalidation, naming things, and off by one errors.

Shahinian: Havvy: I prefer that version

Konopacki: Havvy: Learned hard problems.

Gausman: Lol; it’s funnier, but not easy to explain to clients :

Baell: Though I never get off by one errors, since I always count from 0. “slice me beers 0, 1, please!”

Ornelaz: I usually do if it’s stuff like the tile map rendering i described before

Ornelaz: E.g. is Math.floorminCameraX/tileWidth . Math.ceilmaxCameraX/tileWidth inclusive or exclusive?

Blas: I avoid using and = and and = comparisons with ranges personally.

Ornelaz: I’m not sure how, but even if you can i dont think that avoids the issue

Leggs: Tcsc: I can avoid it by writing functions that *only* deal with the range. Like map/filter/reduce/etc. for lists.

Ornelaz: You still need to be certain what the range needs to be, which is most of the time that i find i get that kind of bug

Gull: Make range types that handle that

Gull: DateRange::fromStartDateAndLength, DateRange::fromFirstDateAndLastDate

Sollenberger: Mermaid has a Range type, and I don’t think it solves the problem.

Vories: DateRange::fromStartDateAndSquirrelLength?

Hohnstein: MinCameraX / tileWidth floor . maxCameraX / tileWidth ceil each: { i is this even correct? }

Nypaver: That’s actually perfectly valid code in Mermaid, btw

Gull: Dolby: where . creates the range? that doesn’t state what each operand means

Ornelaz: Looks ***uely like forth until the end there

Ornelaz: Maybe just the floor an ceil coming after

Bashir: Gull: “.” is a message on numbers that creates an inclusive range.

Eis: Doing my first bit of neo4j reading

Hunkele: The JS equivalent would be: minCameraX.divtileWidth.floor.inclusiveRangemaxCameraX.divtileWidth.ceil.eachfunctioni{ return is.this.even.correct$QM }

Vories: You should provide a console for mermaid sorellita

Hillsman: Vories: it’s going to have something like IPython Notebooks http://ipython.org/notebook.html

Gull: InclusiveRangeMath.floorminCameraX / tileWidth, Math.ceilmaxCameraX / tileWidth.eachi = is.this_.even.correct$QM

Flickner: That’s functionally equivalent only if you’re using floats :

Grudzien: Hey guys, I’m really struggling to understand inheritence in JS even after reading the MDN article on it

Konopacki: BigJono: http://robotlolita.me/2011/10/09/understanding-javascript-oop.html summarizes Object Oriented Programming in Javascript, using concepts from ECMAScript 5, and relating them back to older paradigms from ECMAScript 3

Meinershagen: Thanks, I’ll check that one out

Gove: Leverson: you around?

Serratore: Remember that bonehead from last night? some junk about an array between functions

Pennington: I’ve never had Leverson. But I have had hummus. They’re both chickpea foods, right?

Soorus: Http://jsfiddle.net/vinex08/sf33z88e/1/ right now, only INPUT are working. how can i add SELECT?

Rambo: This idjit stumbled upon the basic concept of an ***ociative array

Belski: Well, nvm then. but thanks for the help anyways