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<0> roryy yeah i can use with all, was meant for ints so x=[0]*y <0> np :P <1> kbrooks: all right, is _ something special or just common usage? <0> _ -> anything <2> roderyk: neither. _ is a legal identifier in python, and therefore can be used as a variable name <0> you just dont care about it <2> _ = 42 <0> ermm i was confusing with haskell :s <1> i see, I guess my initial concern (not necessarily with os.walk) would be if we have a very costly operation, but we only want to save part of the results <1> but I guess it doesn't make sense, since we're just p***ing pointers around <3> Grt? How to I ask if an object has a certain attribute or function, like obj.size() <4> hasattr(obj,'size') <5> what would be a good python compilier to use in debian linux shell ? to convert python to binary? <3> daeos: They can do that? <4> daeos: you can do something like python -c 'import mymodule' to generate mymodule.pyc <4> (there may be better methods)
<4> daeos: alternatively, just don't bother <5> ... so a .py file is a executeable? my co-worker made a python program and wants me to test it out on linux and im not sure how to run it <4> oh, i see <4> yes, just do python filename.py <5> ok <5> great <5> thanks <6> freakazoid: What do you think? :) <7> that is awesome <6> Thanks :) <7> I really think we ought to do 3d <6> freakazoid: Its much more fun with 2v2 and 3v3 :) <7> we could use soya <6> freakazoid: Well first I want to tackle the network thing I am making a generic network engine for games <7> ah cool <6> its very very very complicated though, much more than I thought it would be <7> you should check out py2play2 or whatever it became <6> I checked it out <6> its not good <6> :( <7> ah <7> I have generic serialization for Python that is secure <6> The engine I have in Pyun now is already better than that, and I have much more grandiose plans for the final engine <1> does wx.PySimpleApp() set a default size? I only have a input text field, but my fram is much bigger... <6> Cool, what is it? <7> I just adapted the ASPN recipe fo rti <7> for my own purposes <6> freakazoid: I wrote a "secure" serializer thingie too for the net engine <7> lemme paste it <7> it's pretty simple <6> cool, I'll also paste mine <6> http://deadbeefbabe.org/paste/264 <7> http://rafb.net/paste/results/GaM6Ay65.html <7> very similar :) <8> daeos: python file.py? <6> Ya, cool :) <8> daeos: you don't compile them first, it's an interpreted language. <6> freakazoid: I changed mine a bit to support serializing a specific type without type-encoding overhead, and it forced me to design it in a cool way that gave way for cool new things <7> well the type encoding overhead is only one byte <6> freakazoid: Yeah, but it can make a difference when you have O(n) such bytes.. (such as 25% less packet sizes) <7> that is true <6> freakazoid: Also, this allowed me to make composite marshallers <6> freakazoid: Like: SequenceMarshal(length_marshal, item_marshal) <6> length_marshal can be a FmtMarshal('B') # 0..256 supported only <7> I wasn't so concerned about packet size at the time <6> or it can be a ValueMarshal(5) # Can only marshal/unmarshal 5, meaning the sequence marshalled must be of length 5 and the length isn't even really written <7> I originally used it for a peer to peer social networking doodad <6> ValueMarshal(5).dumps(5) -> '' while ValueMarshal(5).dumps(6) -> raises error <7> so far I have written SIGMA-style key exchange with it <7> interesting <6> cool.. I am worried about packet size though because I saw how the packets look like in Pyun ... very redundant with type info ;) <7> I will need to worry about that for the 3d moo thingamajig <6> composite marshal cl***es you can also create are cool. though I need my ObjectMarshal that composites all the other type marshals to support a register/unregister like yours <9> can i let cl***es have 'static' variables? <6> timonator: I would guess you want cl*** attributes (rather than instance attributes) <7> timonator: yeah just define them in the cl*** and only use in-place operations on them so you don't override them in the instances <9> yes <7> cl*** Foo: <7> x = 1 <9> define them in the cl***? you mean outside of all functions? <9> aah, thanks
<6> freakazoid: Did you by any chance write doodad server-less p2p or via a server? <7> serverless <7> it will use a DHT to locate your friends <6> freakazoid: Is it like a game in the sense that they must all have a current-iteration that is in sync? <7> well they must speak the same protocol version <7> I plan to make the protocol extensible though <6> no I mean.. in Pyun all the hosts must see the exact same key presses on all worms at the same iterations <6> then you get problems like: What if someone disconnects after sending a packet to only some of the hosts but not all? <7> this is just a social networking app. It's not realtime at all <7> well, it will support chat <6> Those hosts will move to the next iteration while the rest will "halt" waiting for the previous packet they didn't get <7> but those are just messages <6> If latency is no concern, why server-less then? <7> control <7> I want the app to be completely uncontrolled <7> I am tired of MySpace or LJ or whatever owning my data <6> Ah <6> Well, do you use TCP or UDP? <7> UDP with fallback to TCP if you are behind a strict firewall and need to relay through someone else <7> UDP so I can support STUN <6> STUN? <7> Simple Traversal of UDP through NATs <6> Where would UDP succeed through a NAT when TCP fails? <7> basically the hosts discover they are attempting to communicate with one another via the DHT or mutual friends and then start sending hello packets to one another <7> UDP will work if both parties are behind nats as long as both parties initiate the connection outbound at the same time <7> that is only possible with TCP if you are somehow able to sit underneath the TCP stack and map between sequence numbers <10> does Py_Initialize() import site module? <6> freakazoid: How can it work with UDP if the NAT changes the port numbers? <6> freakazoid: You need to know to communicate with the translated port number <7> most NATs don't <7> but even if they do it's fine as long as they do it in the same way for connections coming from the same port <11> How can I tell where a device is mounted from a python script? <7> i.e. if I bind to port abc locally and that is translated to port xyz when I am talking to an unfirewalled host, as long as it's still translated to port xyz when I try to communicate with a firewalled host, I'm fine <6> freakazoid: Suppose A sends from port X->Y and its translated to Xtag->Y, if B sends back: Y->X, it won't work, even if Xtag is always the same to X, no? <7> that's coorect <7> but the port number that the third party communicates is the port number they see on my packets <6> freakazoid: But the packet is to B, who is also behind a firewall so he doesn't see them <7> that's why you need C to tell B to start sending <12> punkrockguy318: /etc/mtab <7> so their NAT will p*** through the packets <11> nyk2005: thanks <7> if your NAT uses a different port number for each communication, you're completely screwed <6> C tells A and B to send to each other but they fall on deaf ears because both send to port internalX when they need to send to externalX <6> NAT ****s :-( <7> no <7> there are no consumer NATs I'm aware of that do that <7> most consumer NATs are lazy <6> They change the port only if they must, you mean? <6> If two local entities use the same internal port behind the NAT? <7> right <7> anyway the third party only knows the external port numbers <6> Ah then I'm ok too <7> because you don't tell them your port number <7> they get it from looking at the packet <6> Oh, if the conversion from internalPort to externalPort works the same way accross connections to different hosts. Now I get what you tried to say before <7> yes <7> it doesn't ***ume your NAT will use the same port on the outside as the inside port, just that it will re-use the allocated port again for the same internal port number <6> Back to the net-engine thing.. It started out simple: Everyone has a current-iteration number, and they send their own current iteration commands to each other <7> do you resend packets if you drop them? <6> Then latency must be added because the packet arrival time is easily larger than the iteration, so each one sends what he does now and it affects iteration NOW+LATENCY <6> I actually send all unacknolwedged data to all hosts in every send which occurs at every iteration's start or whenever I'm hung waiting for someone <7> armagetron just predicts where you will be <6> I *hate* net game predictions <7> and then puts a latency triangle around you <6> I'd rather it hung every few seconds than predict once wrongly <7> well, with low latency human beings can't even notice <6> But they also dont notice the delay <6> (except in Pyun where its hard to p*** through holes that way :) <7> and armagetron also fudges the collision detection so that it's harder to crash <6> What would you rather happen: Slight delay in actions + Hanging when lag, or: Losing sync with "reality" and getting wrong predictions about what you do, that get even worse with lag? <7> I do like the feedback that the lag provides <7> well, the problem is if the lag is variable it screws people up <7> and if the lag is not variable it can't cope with variable latency <6> Well, auto-latency could be nice for that
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