#pentagram@irc.freenode.net logs for 23 Jan 2004 (GMT)

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[09:49:46] --- Topic for #pentagram is: http://pentagram.sf.net/ - There Is No Anvil. There Is No Elevator, Either. Spoons, well... we're not sure about.
[09:49:46] --- Topic for #pentagram set by Darke at Mon Jan 12 12:49:58 2004
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[13:45:47] <Colourless> hi
[13:46:52] <Darke> Nanoo.
[13:47:00] <Colourless> oh no, so we lost (temporarily) all these last few months of 'hard work'
[13:47:34] <Darke> Eh? Hardwork? Lost? Whowhatwhere?
[13:47:57] <Colourless> :-)
[13:48:10] * Darke would like to know who, precicely, was supposed to be doing that hard work... so he can stop him from doing any more. *noddle* It's ruining our image!
[13:48:59] <Colourless> wjp both agree on this, we need to know why you'd actually want a console pentagram app that uses processes
[13:49:17] <Colourless> e.g. the usecode compiler!
[13:51:49] <Colourless> now I know using a process is useful to allow the tool\applet to timeslice if running in pentagram itself
[13:52:27] <Darke> There was a reason, way back when everything wasn't so tightly coupled that stripping out the graphis stuff wasn't too much work, but now it seems a little pointless.
[13:53:48] <Darke> (Reason was so you could save time/code and have a simple wrapper around a CompilerProcess, so you could run the compiler 'in game', and have a stand alone one.)
[13:53:52] <Colourless> having the ability to wrap a console app in a process is useful, but IMO that should be something separate. So you'd have a UsecodeCompilerApp as a command line too and a UsecodeCompilerProcess that could be invoked within pentagram
[13:54:13] <Colourless> s/too/tool/
[13:54:41] <Darke> At the moment it'd be about the same effort to brute force more of the 'App' stuff into it's own class specifically for the compiler, rather then just as a generic commandline thing.
[13:54:48] <Colourless> looking at the compiler, the process class itself mostly acts as a sort of program loop
[13:54:57] <Darke> Yup.
[13:55:34] <Darke> Not that I've had much time to do much code, with work and this four semesters of CISCO training squished into one. *grin*
[13:57:05] <Colourless> :-)
[13:58:57] <Darke> Not that I'm doing *either* of such at the moment anyway... just reading gamespy's "most anticipated in 2004" to find all these games I haven't heard of and wouldn't be anticpating if I had.
[14:04:17] <wjp> hi Colourless, Darke
[14:05:55] <SB-X> hi everybody
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[14:21:31] <wjp> I refactored enough of the Font stuff last night to have been able to remove the RenderSurface::printText functions
[14:21:45] <Colourless> great
[14:21:52] <wjp> the simplest (and only, currently ;-) ) text drawing looks like:
[14:22:05] <wjp> font->renderText(text)->draw(surface, x, y);
[14:22:24] <wjp> I just moved some code around, so it still has the same hacky line-breaking
[14:22:34] <Colourless> :-)
[14:22:44] <Colourless> now, are you freeing the renderedText after :-)
[14:22:49] <wjp> no :-)
[14:22:59] <Colourless> or are you introducing 'n' memory leaks for every 'n' instances you are replacing
[14:23:58] <wjp> currently, yes :-)
[14:24:11] <wjp> btw, PrintText was used a total of two times
[14:24:12] <Colourless> :-)
[14:24:20] <Colourless> oooh
[14:24:27] <wjp> one in SimpleTextWidget, one in SliderGump
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[15:09:54] * wjp has to go
[15:09:56] <wjp> bye
[15:11:42] <Darke> Bye!
[15:17:19] <Colourless> cya
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[19:29:56] <ragzter> hi
[19:31:07] <Colourless> hi
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