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