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<0> a client that wants C for their cgis? I think i like this guy. <1> i don't want to write a template engine and compile it in, if i can find one readily available. <2> i want to make money frmo home, w/o doing anything <1> ornge: porn. it has to be fast. <1> it's a traffic app <0> feti_, awesome. <3> haha <3> feti_, nice. :-) <1> PHP's not even an option at this point ;D <0> i do all my webstuff in cgi and people pick on me like "why don't you use php? or ruby on rails? etc." <1> plus, even though i love php, it just isn't suitable for this. <1> heh yeah <0> apple WebObjects is rather nice. <1> i'm porting my php framework to this now. <3> OrageTide, same here, I usually stick to C or even sh before going with PHP/Python or similar. <0> it used to cost money, i think it's free now.
<1> it's going pretty well, with the exception of config parsing and templating issue <0> sbahra, basically i already know C and am very good with it. why use something else? <1> ease i think for some things <1> for a complex app, php makes stuff fast. but it's like any argument. you sacrifice so much for it <0> oh no. you can't do maps in C. well i have code laying in my toolbox to do that. so it's no big deal <3> OrngeTide, because other languages can be more productive for specific situations, no matter how much you know C. :-P <1> if you have other devs that don't do C, you run into an issue using C <0> sbahra, it's not more productive for me to learn a new language just to do a handful of webpages though:) <0> if i were doing them for a living that would be totally different. <3> OrngeTide, indeed. <0> i met a guy who did his wiki in gforth. <3> I needed an excuse to learn Python though, next project will be completely Python (pretty big system too) <3> OrngeTide, heh <3> OrngeTide, a friend of mine is running his website with his own Haskell webserver. ;-) <0> nice <3> He has the code up somewhere if you want a look. <0> i was fiddling around with doing some stuff in lua. i like lua since it integrates with C so easily. <0> nah. i totally don't get haskell <4> mornings <3> OrngeTide, haven't worked with lua, BSDinstaller has been making use of it for a while now though. <0> lua is pretty simple and has a pretty nice syntax to it. i use to be a tcl fan, but lua has completely replaced it for me. (since it's faster, and has types and is easier to extend) <1> OrngeTide: do you intertwine your HTML into your C code directly or do you parse the HTML's and store them into memory and do your variable replacements in real-time? <1> cause i need a tiny templating engine to do all that, that supports conditions/loops <0> feti_, i interwine the HTML and use CSS to change the layout. <1> hrm ;( darn <1> that's an issue <3> feti_, well, *usually* you can just have a "top" and "bottom" template, open and print, but that is slow. <1> guess it's back to the drawing board for me. <0> it's faster to use CSS and more flexible. you make the client do all the heavy lifting instead of having to load and parse a template everytime you load a page. <1> right, i'm aware of all that. <1> but i'm talking about dynamic pages and replacement of variables inside the HTML <3> feti_, what I am doing for this project, since it's in Python, I don't want to deal with the overhead of system call switching (remember, a majority of data is cached), I will have a C daemon that will cache all appropriate templates/etc... <0> i have a config system where i can insert a string into the header. this holds any extra stuff i want (like favicon, extra stylesheets, etC) <3> feti_, yes, in that case, I just do a keyword search (strstr) and then on that point, output the replacement <1> hrm <0> i wrote a thing that replaced $foo$ with things. i had some hacks where you could repeat sections of html so you could generate tables and lists. <0> but i never use it anymore, now that CSS is mature. <1> well the thing is i want this to function more like PHP style, very basic though, but maybe compile the templates to C and anything inside <? or ?> would be C code, and anything outside would be HTML <1> that's not asking for too much <1> ;P <0> i was thinking of doing <? lua code ?> <0> you could write a parser that you feed it an html with <? c code ?> and it would output a C program <1> so generate C from the templates in real-time (when change occurs) and compile it in raltime <2> feti_: you'd want *interpreted* lang intermingled with html, not *compiled* language like C <1> the only worry i have with compiling in real-time is if you're in a chroot, you obviously do't want GCC in tehre <0> kind of like lexx/yacc/rpcgen and stuff that generate C from an input file <1> so that'd be impossible <5> hey OrngeTide :) <1> weird: that'd work too even. <0> feti_, you could put tcc in there and have it only compile .so files to load. <0> Gambit-, hio <1> tht's true <2> or use cint <5> OrngeTide, did you have any other comments re the schema? Do you think it'll support everything that might come up? <1> cint? <2> c/c+ intetrpreter <0> Gambit-, it doesn't support everything that might come up. <5> OrngeTide, Details details :) <1> weird: how do you hook into the main C app with that so you can use stuff in it <0> Gambit-, but i don't know what else might come up. so i don't have any recommendations <1> like a custom function
<0> Gambit-, but i can promise you that you will change it at least once. <5> OrngeTide, Well you've got a lot more mud experience then me, that's why I'm trying to get your perspective :) <0> the reason being: you haven't written out your requirements. <0> writing a schema without having hard set requirements is hard and you have to be willing to change the schema as your non-concrete requirements change <0> Gambit-, i'm not sure i understood your schema entirely. but it covered a bunch of things i didn't think of. so that's good. <5> OrageTide, s'true; really I don't know enough about the problem sphere to readily identify any gaps... <5> OrngeTide, basically it lets columns be created using generic names that are consistent between multiple tables so when you request a property of a given item you can ask for the same property name -- i.e. the same field name -- for any given item. <0> so this guy is actually going to pay you money to write a mud? <5> that's basically it <5> Not as such <5> but the projects gotten my interest <5> plus it gives me a good excuse to get out the mana-redux codebase and put some time and polish into it <5> maybe turn it into something real. <0> Gambit-, ehhe. fun <0> i wish i could work on it too <5> Yeah, basically :) <0> btw. "THAC0" is obsolete. <5> Well that's why I'm h***ling you for creative criticism :P <5> that's ok, I never understood it anyways :P <0> to hit armor cl*** 0 <5> Yeah, so you have to roll a 5 to hit armor cl*** 0, if you don't do you not do any damage at all? <1> WeirdMish: this may be a stupid question, but can cint compile the C script into bytecode stored into memory so it's only compiled on startup? <1> i've never used cint. don't bash me! ;D <1> i'm reading through some pages on it now though, trying to see how it works exactly <2> feti_: i think so <0> Gambit-, right. you miss <0> Gambit-, or you just bounce off their tough armor. <2> "Castrated Calif. molester seeks freedom ". District Attorney Tony Rackauckas says Reilly remains a ***ual predator who should remain incarcerated. <5> ahh eheh that ****s :) <0> lets say that you are attacking a dragon with a sausage. you have a THAC0 of 16 and the dragon has an AC of 10. you'd need to roll above a 26 on a 20-sided die to hit the dragon. :) <2> Can I attack Queen with a sausage ? <5> well anyways, can you give me any examples of things the schema might not work? Think of all the things you've ever seen in a game. <0> WeirdMish, yea. but a queen would have an AC of 90 in that case. unless she's a slut. <5> s/in a game/in a mud/ <5> I'm mostly looking for examples to stretch my perspectives, ne? <4> mud whoo <0> Gambit-, well one thing i don't like is that you shouldn't be dynamically creating tables. <0> i don't understand long_sword_item_table <5> The dynamic table creation isn't in-game, it's by-admin <0> yea. i don't think admins should be creating new tables. <5> Right, so the "long sword" is a category, and all objects that belong to the category of "long swords" will have a record in that table containing those stats. <0> why the extra level of indirection? <0> just have table objects <6> ya realy <0> which has everything, items, rooms, whatever. <5> because different categories have different attributes <6> with a type field and have 'long sword' as a type <0> then look up by a guid. if you use a key it will be fast since it's just a b+tree search <0> Gambit-, i would use dynamic attributes. <0> table attributes would have the attributes for every object, indexed by the object id <5> sure a linear table search is ultra fast, that's not the point.. the category split lets objects belong to multiple categories and derive characteristics or scripts from each one. <0> then you would look up all the attributes for an object in that table and get a list of results <5> oh so you have an attributes table with: obj_id : attrib_id : atrib_value? <0> Gambit-, i think you're trying to implement too high level of a concept ontop of SQL. <0> yes. <6> OrngeTide: i don't understand why you would do it any other way, isn't that the whole point of an rdbms in this kind of situation? :P <0> and probably some versioning information. <4> Gambit-: You're going to make a SQL backended MUD? <0> all the attribute that are common to every object would just be in the object table. (like name, owner, creation date, etc) <5> zid_, yeah, <4> sounds cool <5> zid_, yup <4> I'm a mudder if you ever get it loginable <4> **** I left my drink downstairs, brb <5> OrngeTide, Yup... 'course it's faster to pull single records instead of a bunch of records. <0> you could break it up into rooms, characters, items, users, npc_controllers, etc. <5> break it up into seperate tables? <4> I would <5> so you have rooms_attribs? <0> rather than just making everything an object. but then a world-wide id isn't really useful anymore, and you'd just use a type-based id like most muds (diku, rom, etc) <5> but basically you're approaching back what I'm thinking right now. <4> whoo ROM :P <4> I used to tinker with that
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