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From: Zarnick <p.z...@gm...> - 2006-05-08 23:43:35
|
Ok, so it's come into my mind that this project is...well...time consuming...and it will lead nowere, and since I've found this to:http://www.sixtyfourbit.org/3dshell.htm, wich is basicaly what I wanted to achieve at start, I'm shutting down this project...I'll leave the sourceforge account still till one week...if some of you wants to take on with this project...then please be my guest. It's been a heck of fun working with you guys...and I hope we can achieve some other things togheter eh? Thanks a lot for everything, I've learned a lot. Good bye, and thanks for all the fish :D -- Mateus "Zarnick" Interciso |
|
From: <bul...@gm...> - 2006-04-12 19:33:20
|
I agree, I just thought K&R was against spacing, I mean that's the entire
philosophy behind it: save screen space ;)
On Wednesday 12 April 2006 21:55, Alon Dakik wrote:
> Ya, but we are in 2006 now. You can put some spacing in your code and line
> breaks were needed.
>
> if(!blah){doSomething(); doSomethingelse();x++}else
> if(x<y;&&y>z||blah){bleh;}else{ blah; bleh blah;}
>
> is a lot harder to read than
>
> if ( !blah ) {
> doSomething();
> doSomethingelse();
> x++;
> } else if ( x<y && y>z || ! blah) {
> bleh;
> } else {
> blah;
> bleh;
> blah;
> }
>
> On 4/12/06, bul...@gm... <bul...@gm...> wrote:
> > well k&r is very keen on spacing. that's the whole idea behind it, not
> > use space:) it's the 70's 80x25 terminal style.
> >
> > On Wednesday 12 April 2006 21:35, Alon Dakik wrote:
> > > That is not the main point I was trying to bring up, but spacing in
> > > genearl.
> > >
> > >
> > > Errm........................
> > >
> > > On 4/12/06, bul...@gm... <bul...@gm...> wrote:
> > > > erm, is it just me or is that not K&R?
> > > >
> > > > I thought else statements were like this:
> > > >
> > > > }else{
> > > >
> > > > and not like
> > > >
> > > > }else
> > > > {
> > > >
> > > > anyways, doesn't matter I hate it:)
> > > >
> > > > On Wednesday 12 April 2006 07:46, Alon Dakik wrote:
> > > > > Okay, You guys need to put line spaces between statements. I
> >
> > found
> >
> > > > > several obvious bugs that you guys missed.
> > > > >
> > > > > Here is an exact copy of 2 sections in the code from main.c
> > > > >
> > > > >
> > > > >
> > > > > Your code:
> > > > >
> > > > > for(i=0;i<10;i++){
> > > > > Cubes[i].type = i;
> > > > > Cubes[i].size = i*100;
> > > > > Cubes[i].posx = 2+i;
> > > > > Cubes[i].posy = 0.0;
> > > > > Cubes[i].posz = i%3;
> > > > > Cubes[i].blend = TRUE;
> > > > > if(i%2==0){
> > > > > Cubes[i].roty = 1;
> > > > > Cubes[i].ang = ang;
> > > > > }
> > > > > else
> > > > > Cubes[i].blend=FALSE;
> > > > > Cubes[i].selected=FALSE;
> > > > > Cubes[i].id=i;
> > > > > }
> > > > > //Let's start the SDL
> > > > > mode = SDL_OPENGL|SDL_HWPALETTE;
> > > > > if(config.fscreen == TRUE)
> > > > > mode |= SDL_FULLSCREEN;
> > > > > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> > > > > if(FMSystem_initSDL(mode,config)!=SUCESS){
> > > > > FMError_perror("FMSystem");
> > > > > exit(errno);
> > > > > }
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > Here is what I think the above code should look like. Notice you
> > > > > missed brackets on the else statement.
> > > > >
> > > > >
> > > > > for (i=0; i<10; i++ ){
> > > > > Cubes[i].type = i;
> > > > > Cubes[i].size = i*100;
> > > > > Cubes[i].posx = 2+i;
> > > > > Cubes[i].posy = 0.0;
> > > > > Cubes[i].posz = i%3;
> > > > > Cubes[i].blend = TRUE;
> > > > >
> > > > > if ( i%2 == 0 ){
> > > > > Cubes[i].roty = 1;
> > > > > Cubes[i].ang = ang;
> > > > > }
> > > > > else {
> > > > > Cubes[i].blend=FALSE;
> > > > > Cubes[i].selected=FALSE;
> > > > > Cubes[i].id=i;
> > > > > }
> > > > >
> > > > > }
> > > > >
> > > > > //Let's start the SDL
> > > > > mode = SDL_OPENGL|SDL_HWPALETTE;
> > > > >
> > > > > if(config.fscreen == TRUE)
> > > > > mode |= SDL_FULLSCREEN;
> > > > >
> > > > > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> > > > >
> > > > > if(FMSystem_initSDL(mode,config)!=SUCESS){
> > > > > FMError_perror("FMSystem");
> > > > > exit(errno);
> > > > > }
> > > > >
> > > > >
> > > > >
> > > > > See how much cleaner that is? and how you missed { } on the else
> > > > > statement? You should write code just like you write your own
> > > > > language. With
> > > > > spaces and line breaks to make it more readable and easier to find
> > > > > bugs.
> > > > >
> > > > > Another example..
> > > > >
> > > > > Your code...
> > > > >
> > > > > while(SDL_PollEvent(&event)){
> > > > > if(event.type==SDL_QUIT)
> > > > > done = TRUE;
> > > > > if(event.type==SDL_KEYDOWN){
> > > > > if(event.key.keysym.sym==SDLK_ESCAPE)
> > > > > done = TRUE;
> > > > > }
> > > > > }
> > > > >
> > > > > Spaced out code:
> > > > >
> > > > >
> > > > > while ( SDL_PollEvent(&event) ) {
> > > > >
> > > > > if( event.type==SDL_QUIT )
> > > > > done = TRUE;
> > > > >
> > > > > if ( event.type==SDL_KEYDOWN ) {
> > > > > if ( event.key.keysym.sym == SDLK_ESCAPE )
> > > > > done = TRUE;
> > > > > }
> > > > > }
> > > > >
> > > > >
> > > > >
> > > > > That is a whole lot more readable than what is currently in main.c.
> > > > >
> > > > > I'm just trying to add functionality for someone to type in a
> > > > > directory and use my FMDir lib... but right now I have to clean up
> > > > > code :/
> > > >
> > > > -------------------------------------------------------
> > > > This SF.Net email is sponsored by xPML, a groundbreaking scripting
> > > > language
> > > > that extends applications into web and mobile media. Attend the live
> > > > webcast
> > > > and join the prime developer group breaking into this new coding
> > > > territory!
> >
> > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642
> >
> > > > _______________________________________________
> > > > Opengl3dwm-devel mailing list
> > > > Ope...@li...
> > > > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel
> >
> > -------------------------------------------------------
> > This SF.Net email is sponsored by xPML, a groundbreaking scripting
> > language
> > that extends applications into web and mobile media. Attend the live
> > webcast
> > and join the prime developer group breaking into this new coding
> > territory!
> > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642
> > _______________________________________________
> > Opengl3dwm-devel mailing list
> > Ope...@li...
> > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel
|
|
From: Alon D. <alo...@gm...> - 2006-04-12 18:55:27
|
Ya, but we are in 2006 now. You can put some spacing in your code and line
breaks were needed.
if(!blah){doSomething(); doSomethingelse();x++}else
if(x<y;&&y>z||blah){bleh;}else{ blah; bleh blah;}
is a lot harder to read than
if ( !blah ) {
doSomething();
doSomethingelse();
x++;
} else if ( x<y && y>z || ! blah) {
bleh;
} else {
blah;
bleh;
blah;
}
On 4/12/06, bul...@gm... <bul...@gm...> wrote:
>
> well k&r is very keen on spacing. that's the whole idea behind it, not us=
e
> space:) it's the 70's 80x25 terminal style.
>
> On Wednesday 12 April 2006 21:35, Alon Dakik wrote:
> > That is not the main point I was trying to bring up, but spacing in
> > genearl.
> >
> >
> > Errm........................
> >
> > On 4/12/06, bul...@gm... <bul...@gm...> wrote:
> > > erm, is it just me or is that not K&R?
> > >
> > > I thought else statements were like this:
> > >
> > > }else{
> > >
> > > and not like
> > >
> > > }else
> > > {
> > >
> > > anyways, doesn't matter I hate it:)
> > >
> > > On Wednesday 12 April 2006 07:46, Alon Dakik wrote:
> > > > Okay, You guys need to put line spaces between statements. I
> found
> > > > several obvious bugs that you guys missed.
> > > >
> > > > Here is an exact copy of 2 sections in the code from main.c
> > > >
> > > >
> > > >
> > > > Your code:
> > > >
> > > > for(i=3D0;i<10;i++){
> > > > Cubes[i].type =3D i;
> > > > Cubes[i].size =3D i*100;
> > > > Cubes[i].posx =3D 2+i;
> > > > Cubes[i].posy =3D 0.0;
> > > > Cubes[i].posz =3D i%3;
> > > > Cubes[i].blend =3D TRUE;
> > > > if(i%2=3D=3D0){
> > > > Cubes[i].roty =3D 1;
> > > > Cubes[i].ang =3D ang;
> > > > }
> > > > else
> > > > Cubes[i].blend=3DFALSE;
> > > > Cubes[i].selected=3DFALSE;
> > > > Cubes[i].id=3Di;
> > > > }
> > > > //Let's start the SDL
> > > > mode =3D SDL_OPENGL|SDL_HWPALETTE;
> > > > if(config.fscreen =3D=3D TRUE)
> > > > mode |=3D SDL_FULLSCREEN;
> > > > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> > > > if(FMSystem_initSDL(mode,config)!=3DSUCESS){
> > > > FMError_perror("FMSystem");
> > > > exit(errno);
> > > > }
> > > >
> > > >
> > > >
> > > >
> > > > Here is what I think the above code should look like. Notice you
> > > > missed brackets on the else statement.
> > > >
> > > >
> > > > for (i=3D0; i<10; i++ ){
> > > > Cubes[i].type =3D i;
> > > > Cubes[i].size =3D i*100;
> > > > Cubes[i].posx =3D 2+i;
> > > > Cubes[i].posy =3D 0.0;
> > > > Cubes[i].posz =3D i%3;
> > > > Cubes[i].blend =3D TRUE;
> > > >
> > > > if ( i%2 =3D=3D 0 ){
> > > > Cubes[i].roty =3D 1;
> > > > Cubes[i].ang =3D ang;
> > > > }
> > > > else {
> > > > Cubes[i].blend=3DFALSE;
> > > > Cubes[i].selected=3DFALSE;
> > > > Cubes[i].id=3Di;
> > > > }
> > > >
> > > > }
> > > >
> > > > //Let's start the SDL
> > > > mode =3D SDL_OPENGL|SDL_HWPALETTE;
> > > >
> > > > if(config.fscreen =3D=3D TRUE)
> > > > mode |=3D SDL_FULLSCREEN;
> > > >
> > > > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> > > >
> > > > if(FMSystem_initSDL(mode,config)!=3DSUCESS){
> > > > FMError_perror("FMSystem");
> > > > exit(errno);
> > > > }
> > > >
> > > >
> > > >
> > > > See how much cleaner that is? and how you missed { } on the else
> > > > statement? You should write code just like you write your own
> > > > language. With
> > > > spaces and line breaks to make it more readable and easier to find
> > > > bugs.
> > > >
> > > > Another example..
> > > >
> > > > Your code...
> > > >
> > > > while(SDL_PollEvent(&event)){
> > > > if(event.type=3D=3DSDL_QUIT)
> > > > done =3D TRUE;
> > > > if(event.type=3D=3DSDL_KEYDOWN){
> > > > if(event.key.keysym.sym=3D=3DSDLK_ESCAPE)
> > > > done =3D TRUE;
> > > > }
> > > > }
> > > >
> > > > Spaced out code:
> > > >
> > > >
> > > > while ( SDL_PollEvent(&event) ) {
> > > >
> > > > if( event.type=3D=3DSDL_QUIT )
> > > > done =3D TRUE;
> > > >
> > > > if ( event.type=3D=3DSDL_KEYDOWN ) {
> > > > if ( event.key.keysym.sym =3D=3D SDLK_ESCAPE )
> > > > done =3D TRUE;
> > > > }
> > > > }
> > > >
> > > >
> > > >
> > > > That is a whole lot more readable than what is currently in main.c.
> > > >
> > > > I'm just trying to add functionality for someone to type in a
> > > > directory and use my FMDir lib... but right now I have to clean up
> > > > code :/
> > >
> > > -------------------------------------------------------
> > > This SF.Net email is sponsored by xPML, a groundbreaking scripting
> > > language
> > > that extends applications into web and mobile media. Attend the live
> > > webcast
> > > and join the prime developer group breaking into this new coding
> > > territory!
> > >
> http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D110944&bid=3D241720&dat=
=3D121642
> > > _______________________________________________
> > > Opengl3dwm-devel mailing list
> > > Ope...@li...
> > > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel
>
>
> -------------------------------------------------------
> This SF.Net email is sponsored by xPML, a groundbreaking scripting
> language
> that extends applications into web and mobile media. Attend the live
> webcast
> and join the prime developer group breaking into this new coding
> territory!
> http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D110944&bid=3D241720&dat=
=3D121642
> _______________________________________________
> Opengl3dwm-devel mailing list
> Ope...@li...
> https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel
>
|
|
From: <bul...@gm...> - 2006-04-12 18:47:34
|
GTK?! gtk has a very twisted API. if we are ever to use any library for GUI that is Qt baby!:) I'll look into the links, nice find btw On Wednesday 12 April 2006 18:28, Alon Dakik wrote: > Hey guys, > > Well before i found out, i thought that to display a textbox inside the > openGL program we needed gtk or another kind of toolkit. > > I guess I was wrong after taking to some people in #openGL. It just seems > very hard to do in SDL. > > On 4/12/06, Zarnick Maelstorm <p.z...@gm...> wrote: > > Ok, so why do you want to use GTK? I mean, we can do everything we > > want by using fscanf() and events of the SDL, why add another kind of > > lib? We are already using SDL, do you really think It's necessary to > > use GTK? > > Also, yes, this file manager is nice, and has some ideas we share, > > (didn't look at the code tough, will do soon) but we can't forget the > > whole big thing, the Window Manager, of course we could use some of > > their ideias, I just don't see the point of using GTK, since we are > > already using SDL, please do enlight me. > > > > On 4/12/06, Alon Dakik <alo...@gm...> wrote: > > > I think we need to use GTK to get user input into the program. > > > > > > > > > I need to pickup a person's typing so I can change directories.... > > > > > > Also check out this URL, its a really good 3d File manager i found at > > > http://libsdl.org > > > > > > 3DCatalogViewer - program shows the directory contents in 3D scene, it > > > > uses > > > > > GTK too > > > http://mrg.risp.pl/jff/downloads.php > > > Contact: mrgjff wp.pl > > > > > > You drive in the file manager and change directories by driving into > > > folders. Very similar idea to what I had in mind. Also look at his code > > > structure, not nearly as complicated as our code base. > > > > > > > > > you need to install libsdl-image1.2-dev > > > > -- > > -==Zarnick==- |
|
From: <bul...@gm...> - 2006-04-12 18:39:20
|
well k&r is very keen on spacing. that's the whole idea behind it, not use
space:) it's the 70's 80x25 terminal style.
On Wednesday 12 April 2006 21:35, Alon Dakik wrote:
> That is not the main point I was trying to bring up, but spacing in
> genearl.
>
>
> Errm........................
>
> On 4/12/06, bul...@gm... <bul...@gm...> wrote:
> > erm, is it just me or is that not K&R?
> >
> > I thought else statements were like this:
> >
> > }else{
> >
> > and not like
> >
> > }else
> > {
> >
> > anyways, doesn't matter I hate it:)
> >
> > On Wednesday 12 April 2006 07:46, Alon Dakik wrote:
> > > Okay, You guys need to put line spaces between statements. I found
> > > several obvious bugs that you guys missed.
> > >
> > > Here is an exact copy of 2 sections in the code from main.c
> > >
> > >
> > >
> > > Your code:
> > >
> > > for(i=0;i<10;i++){
> > > Cubes[i].type = i;
> > > Cubes[i].size = i*100;
> > > Cubes[i].posx = 2+i;
> > > Cubes[i].posy = 0.0;
> > > Cubes[i].posz = i%3;
> > > Cubes[i].blend = TRUE;
> > > if(i%2==0){
> > > Cubes[i].roty = 1;
> > > Cubes[i].ang = ang;
> > > }
> > > else
> > > Cubes[i].blend=FALSE;
> > > Cubes[i].selected=FALSE;
> > > Cubes[i].id=i;
> > > }
> > > //Let's start the SDL
> > > mode = SDL_OPENGL|SDL_HWPALETTE;
> > > if(config.fscreen == TRUE)
> > > mode |= SDL_FULLSCREEN;
> > > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> > > if(FMSystem_initSDL(mode,config)!=SUCESS){
> > > FMError_perror("FMSystem");
> > > exit(errno);
> > > }
> > >
> > >
> > >
> > >
> > > Here is what I think the above code should look like. Notice you
> > > missed brackets on the else statement.
> > >
> > >
> > > for (i=0; i<10; i++ ){
> > > Cubes[i].type = i;
> > > Cubes[i].size = i*100;
> > > Cubes[i].posx = 2+i;
> > > Cubes[i].posy = 0.0;
> > > Cubes[i].posz = i%3;
> > > Cubes[i].blend = TRUE;
> > >
> > > if ( i%2 == 0 ){
> > > Cubes[i].roty = 1;
> > > Cubes[i].ang = ang;
> > > }
> > > else {
> > > Cubes[i].blend=FALSE;
> > > Cubes[i].selected=FALSE;
> > > Cubes[i].id=i;
> > > }
> > >
> > > }
> > >
> > > //Let's start the SDL
> > > mode = SDL_OPENGL|SDL_HWPALETTE;
> > >
> > > if(config.fscreen == TRUE)
> > > mode |= SDL_FULLSCREEN;
> > >
> > > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> > >
> > > if(FMSystem_initSDL(mode,config)!=SUCESS){
> > > FMError_perror("FMSystem");
> > > exit(errno);
> > > }
> > >
> > >
> > >
> > > See how much cleaner that is? and how you missed { } on the else
> > > statement? You should write code just like you write your own
> > > language. With
> > > spaces and line breaks to make it more readable and easier to find
> > > bugs.
> > >
> > > Another example..
> > >
> > > Your code...
> > >
> > > while(SDL_PollEvent(&event)){
> > > if(event.type==SDL_QUIT)
> > > done = TRUE;
> > > if(event.type==SDL_KEYDOWN){
> > > if(event.key.keysym.sym==SDLK_ESCAPE)
> > > done = TRUE;
> > > }
> > > }
> > >
> > > Spaced out code:
> > >
> > >
> > > while ( SDL_PollEvent(&event) ) {
> > >
> > > if( event.type==SDL_QUIT )
> > > done = TRUE;
> > >
> > > if ( event.type==SDL_KEYDOWN ) {
> > > if ( event.key.keysym.sym == SDLK_ESCAPE )
> > > done = TRUE;
> > > }
> > > }
> > >
> > >
> > >
> > > That is a whole lot more readable than what is currently in main.c.
> > >
> > > I'm just trying to add functionality for someone to type in a
> > > directory and use my FMDir lib... but right now I have to clean up
> > > code :/
> >
> > -------------------------------------------------------
> > This SF.Net email is sponsored by xPML, a groundbreaking scripting
> > language
> > that extends applications into web and mobile media. Attend the live
> > webcast
> > and join the prime developer group breaking into this new coding
> > territory!
> > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642
> > _______________________________________________
> > Opengl3dwm-devel mailing list
> > Ope...@li...
> > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel
|
|
From: Alon D. <alo...@gm...> - 2006-04-12 18:38:29
|
Errmmm.. BTW
"}else{" is not K & R according to what you typed before.
if (x < 0) {
printf("Negative");
negative(x);
} else {
printf("Positive");
positive(x);
}
That is K&R... Notice the spaces between braces? Cleaner, easier to read,
and is the standard. Spacing is needed for clarity and sanity.
On 4/12/06, Alon Dakik <alo...@gm...> wrote:
>
> That is not the main point I was trying to bring up, but spacing in
> genearl.
>
> Errm........................
>
>
> On 4/12/06, bul...@gm... <bul...@gm...> wrote:
> >
> > erm, is it just me or is that not K&R?
> >
> > I thought else statements were like this:
> >
> > }else{
> >
> > and not like
> >
> > }else
> > {
> >
> > anyways, doesn't matter I hate it:)
> > On Wednesday 12 April 2006 07:46, Alon Dakik wrote:
> > > Okay, You guys need to put line spaces between statements. I found
> > > several obvious bugs that you guys missed.
> > >
> > > Here is an exact copy of 2 sections in the code from main.c
> > >
> > >
> > >
> > > Your code:
> > >
> > > for(i=3D0;i<10;i++){
> > > Cubes[i].type =3D i;
> > > Cubes[i].size =3D i*100;
> > > Cubes[i].posx =3D 2+i;
> > > Cubes[i].posy =3D 0.0;
> > > Cubes[i].posz =3D i%3;
> > > Cubes[i].blend =3D TRUE;
> > > if(i%2=3D=3D0){
> > > Cubes[i].roty =3D 1;
> > > Cubes[i].ang =3D ang;
> > > }
> > > else
> > > Cubes[i].blend=3DFALSE;
> > > Cubes[i].selected=3DFALSE;
> > > Cubes[i].id=3Di;
> > > }
> > > //Let's start the SDL
> > > mode =3D SDL_OPENGL|SDL_HWPALETTE;
> > > if(config.fscreen =3D=3D TRUE)
> > > mode |=3D SDL_FULLSCREEN;
> > > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> > > if(FMSystem_initSDL(mode,config)!=3DSUCESS){
> > > FMError_perror("FMSystem");
> > > exit(errno);
> > > }
> > >
> > >
> > >
> > >
> > > Here is what I think the above code should look like. Notice you
> > > missed brackets on the else statement.
> > >
> > >
> > > for (i=3D0; i<10; i++ ){
> > > Cubes[i].type =3D i;
> > > Cubes[i].size =3D i*100;
> > > Cubes[i].posx =3D 2+i;
> > > Cubes[i].posy =3D 0.0;
> > > Cubes[i].posz =3D i%3;
> > > Cubes[i].blend =3D TRUE;
> > >
> > > if ( i%2 =3D=3D 0 ){
> > > Cubes[i].roty =3D 1;
> > > Cubes[i].ang =3D ang;
> > > }
> > > else {
> > > Cubes[i].blend=3DFALSE;
> > > Cubes[i].selected=3DFALSE;
> > > Cubes[i].id=3Di;
> > > }
> > >
> > > }
> > >
> > > //Let's start the SDL
> > > mode =3D SDL_OPENGL|SDL_HWPALETTE;
> > >
> > > if(config.fscreen =3D=3D TRUE)
> > > mode |=3D SDL_FULLSCREEN;
> > >
> > > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> > >
> > > if(FMSystem_initSDL(mode,config)!=3DSUCESS){
> > > FMError_perror("FMSystem");
> > > exit(errno);
> > > }
> > >
> > >
> > >
> > > See how much cleaner that is? and how you missed { } on the else
> > > statement? You should write code just like you write your own
> > > language. With
> > > spaces and line breaks to make it more readable and easier to find
> > bugs.
> > >
> > > Another example..
> > >
> > > Your code...
> > >
> > > while(SDL_PollEvent(&event)){
> > > if(event.type=3D=3DSDL_QUIT )
> > > done =3D TRUE;
> > > if(event.type=3D=3DSDL_KEYDOWN){
> > > if(event.key.keysym.sym=3D=3DSDLK_ESCAPE)
> > > done =3D TRUE;
> > > }
> > > }
> > >
> > > Spaced out code:
> > >
> > >
> > > while ( SDL_PollEvent(&event) ) {
> > >
> > > if( event.type=3D=3DSDL_QUIT )
> > > done =3D TRUE;
> > >
> > > if ( event.type=3D=3DSDL_KEYDOWN ) {
> > > if ( event.key.keysym.sym =3D=3D SDLK_ESCAPE )
> > > done =3D TRUE;
> > > }
> > > }
> > >
> > >
> > >
> > > That is a whole lot more readable than what is currently in main.c.
> > >
> > > I'm just trying to add functionality for someone to type in a
> > > directory and use my FMDir lib... but right now I have to clean up
> > > code :/
> >
> >
> > -------------------------------------------------------
> > This SF.Net email is sponsored by xPML, a groundbreaking scripting
> > language
> > that extends applications into web and mobile media. Attend the live
> > webcast
> > and join the prime developer group breaking into this new coding
> > territory!
> > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D110944&bid=3D241720&dat=
=3D121642
> > _______________________________________________
> > Opengl3dwm-devel mailing list
> > Ope...@li...
> > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel
> >
>
>
|
|
From: Alon D. <alo...@gm...> - 2006-04-12 18:35:48
|
That is not the main point I was trying to bring up, but spacing in genearl=
.
Errm........................
On 4/12/06, bul...@gm... <bul...@gm...> wrote:
>
> erm, is it just me or is that not K&R?
>
> I thought else statements were like this:
>
> }else{
>
> and not like
>
> }else
> {
>
> anyways, doesn't matter I hate it:)
> On Wednesday 12 April 2006 07:46, Alon Dakik wrote:
> > Okay, You guys need to put line spaces between statements. I found
> > several obvious bugs that you guys missed.
> >
> > Here is an exact copy of 2 sections in the code from main.c
> >
> >
> >
> > Your code:
> >
> > for(i=3D0;i<10;i++){
> > Cubes[i].type =3D i;
> > Cubes[i].size =3D i*100;
> > Cubes[i].posx =3D 2+i;
> > Cubes[i].posy =3D 0.0;
> > Cubes[i].posz =3D i%3;
> > Cubes[i].blend =3D TRUE;
> > if(i%2=3D=3D0){
> > Cubes[i].roty =3D 1;
> > Cubes[i].ang =3D ang;
> > }
> > else
> > Cubes[i].blend=3DFALSE;
> > Cubes[i].selected=3DFALSE;
> > Cubes[i].id=3Di;
> > }
> > //Let's start the SDL
> > mode =3D SDL_OPENGL|SDL_HWPALETTE;
> > if(config.fscreen =3D=3D TRUE)
> > mode |=3D SDL_FULLSCREEN;
> > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> > if(FMSystem_initSDL(mode,config)!=3DSUCESS){
> > FMError_perror("FMSystem");
> > exit(errno);
> > }
> >
> >
> >
> >
> > Here is what I think the above code should look like. Notice you
> > missed brackets on the else statement.
> >
> >
> > for (i=3D0; i<10; i++ ){
> > Cubes[i].type =3D i;
> > Cubes[i].size =3D i*100;
> > Cubes[i].posx =3D 2+i;
> > Cubes[i].posy =3D 0.0;
> > Cubes[i].posz =3D i%3;
> > Cubes[i].blend =3D TRUE;
> >
> > if ( i%2 =3D=3D 0 ){
> > Cubes[i].roty =3D 1;
> > Cubes[i].ang =3D ang;
> > }
> > else {
> > Cubes[i].blend=3DFALSE;
> > Cubes[i].selected=3DFALSE;
> > Cubes[i].id=3Di;
> > }
> >
> > }
> >
> > //Let's start the SDL
> > mode =3D SDL_OPENGL|SDL_HWPALETTE;
> >
> > if(config.fscreen =3D=3D TRUE)
> > mode |=3D SDL_FULLSCREEN;
> >
> > FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> >
> > if(FMSystem_initSDL(mode,config)!=3DSUCESS){
> > FMError_perror("FMSystem");
> > exit(errno);
> > }
> >
> >
> >
> > See how much cleaner that is? and how you missed { } on the else
> > statement? You should write code just like you write your own
> > language. With
> > spaces and line breaks to make it more readable and easier to find bugs=
.
> >
> > Another example..
> >
> > Your code...
> >
> > while(SDL_PollEvent(&event)){
> > if(event.type=3D=3DSDL_QUIT)
> > done =3D TRUE;
> > if(event.type=3D=3DSDL_KEYDOWN){
> > if(event.key.keysym.sym=3D=3DSDLK_ESCAPE)
> > done =3D TRUE;
> > }
> > }
> >
> > Spaced out code:
> >
> >
> > while ( SDL_PollEvent(&event) ) {
> >
> > if( event.type=3D=3DSDL_QUIT )
> > done =3D TRUE;
> >
> > if ( event.type=3D=3DSDL_KEYDOWN ) {
> > if ( event.key.keysym.sym =3D=3D SDLK_ESCAPE )
> > done =3D TRUE;
> > }
> > }
> >
> >
> >
> > That is a whole lot more readable than what is currently in main.c.
> >
> > I'm just trying to add functionality for someone to type in a
> > directory and use my FMDir lib... but right now I have to clean up
> > code :/
>
>
> -------------------------------------------------------
> This SF.Net email is sponsored by xPML, a groundbreaking scripting
> language
> that extends applications into web and mobile media. Attend the live
> webcast
> and join the prime developer group breaking into this new coding
> territory!
> http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D110944&bid=3D241720&dat=
=3D121642
> _______________________________________________
> Opengl3dwm-devel mailing list
> Ope...@li...
> https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel
>
|
|
From: <bul...@gm...> - 2006-04-12 18:25:42
|
erm, is it just me or is that not K&R?
I thought else statements were like this:
}else{
and not like
}else
{
anyways, doesn't matter I hate it:)
On Wednesday 12 April 2006 07:46, Alon Dakik wrote:
> Okay, You guys need to put line spaces between statements. I found
> several obvious bugs that you guys missed.
>
> Here is an exact copy of 2 sections in the code from main.c
>
>
>
> Your code:
>
> for(i=0;i<10;i++){
> Cubes[i].type = i;
> Cubes[i].size = i*100;
> Cubes[i].posx = 2+i;
> Cubes[i].posy = 0.0;
> Cubes[i].posz = i%3;
> Cubes[i].blend = TRUE;
> if(i%2==0){
> Cubes[i].roty = 1;
> Cubes[i].ang = ang;
> }
> else
> Cubes[i].blend=FALSE;
> Cubes[i].selected=FALSE;
> Cubes[i].id=i;
> }
> //Let's start the SDL
> mode = SDL_OPENGL|SDL_HWPALETTE;
> if(config.fscreen == TRUE)
> mode |= SDL_FULLSCREEN;
> FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
> if(FMSystem_initSDL(mode,config)!=SUCESS){
> FMError_perror("FMSystem");
> exit(errno);
> }
>
>
>
>
> Here is what I think the above code should look like. Notice you
> missed brackets on the else statement.
>
>
> for (i=0; i<10; i++ ){
> Cubes[i].type = i;
> Cubes[i].size = i*100;
> Cubes[i].posx = 2+i;
> Cubes[i].posy = 0.0;
> Cubes[i].posz = i%3;
> Cubes[i].blend = TRUE;
>
> if ( i%2 == 0 ){
> Cubes[i].roty = 1;
> Cubes[i].ang = ang;
> }
> else {
> Cubes[i].blend=FALSE;
> Cubes[i].selected=FALSE;
> Cubes[i].id=i;
> }
>
> }
>
> //Let's start the SDL
> mode = SDL_OPENGL|SDL_HWPALETTE;
>
> if(config.fscreen == TRUE)
> mode |= SDL_FULLSCREEN;
>
> FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
>
> if(FMSystem_initSDL(mode,config)!=SUCESS){
> FMError_perror("FMSystem");
> exit(errno);
> }
>
>
>
> See how much cleaner that is? and how you missed { } on the else
> statement? You should write code just like you write your own
> language. With
> spaces and line breaks to make it more readable and easier to find bugs.
>
> Another example..
>
> Your code...
>
> while(SDL_PollEvent(&event)){
> if(event.type==SDL_QUIT)
> done = TRUE;
> if(event.type==SDL_KEYDOWN){
> if(event.key.keysym.sym==SDLK_ESCAPE)
> done = TRUE;
> }
> }
>
> Spaced out code:
>
>
> while ( SDL_PollEvent(&event) ) {
>
> if( event.type==SDL_QUIT )
> done = TRUE;
>
> if ( event.type==SDL_KEYDOWN ) {
> if ( event.key.keysym.sym == SDLK_ESCAPE )
> done = TRUE;
> }
> }
>
>
>
> That is a whole lot more readable than what is currently in main.c.
>
> I'm just trying to add functionality for someone to type in a
> directory and use my FMDir lib... but right now I have to clean up
> code :/
|
|
From: Alon D. <alo...@gm...> - 2006-04-12 15:28:15
|
Hey guys, Well before i found out, i thought that to display a textbox inside the openGL program we needed gtk or another kind of toolkit. I guess I was wrong after taking to some people in #openGL. It just seems very hard to do in SDL. On 4/12/06, Zarnick Maelstorm <p.z...@gm...> wrote: > > Ok, so why do you want to use GTK? I mean, we can do everything we > want by using fscanf() and events of the SDL, why add another kind of > lib? We are already using SDL, do you really think It's necessary to > use GTK? > Also, yes, this file manager is nice, and has some ideas we share, > (didn't look at the code tough, will do soon) but we can't forget the > whole big thing, the Window Manager, of course we could use some of > their ideias, I just don't see the point of using GTK, since we are > already using SDL, please do enlight me. > > On 4/12/06, Alon Dakik <alo...@gm...> wrote: > > I think we need to use GTK to get user input into the program. > > > > > > I need to pickup a person's typing so I can change directories.... > > > > Also check out this URL, its a really good 3d File manager i found at > > http://libsdl.org > > > > 3DCatalogViewer - program shows the directory contents in 3D scene, it > uses > > GTK too > > http://mrg.risp.pl/jff/downloads.php > > Contact: mrgjff wp.pl > > > > You drive in the file manager and change directories by driving into > > folders. Very similar idea to what I had in mind. Also look at his code > > structure, not nearly as complicated as our code base. > > > > > > you need to install libsdl-image1.2-dev > > > > > -- > -=3D=3DZarnick=3D=3D- > |
|
From: Alon D. <alo...@gm...> - 2006-04-12 05:35:58
|
I think we need to use GTK to get user input into the program. I need to pickup a person's typing so I can change directories.... Also check out this URL, its a really good 3d File manager i found at http://libsdl.org *3DCatalogViewer* - program shows the directory contents in 3D scene, it uses GTK too http://mrg.risp.pl/jff/downloads.php Contact: mrgjff wp.pl You drive in the file manager and change directories by driving into folders. Very similar idea to what I had in mind. Also look at his code structure, not nearly as complicated as our code base. you need to install libsdl-image1.2-dev |
|
From: Alon D. <alo...@gm...> - 2006-04-12 04:46:59
|
Okay, You guys need to put line spaces between statements. I found
several obvious bugs that you guys missed.
Here is an exact copy of 2 sections in the code from main.c
Your code:
for(i=3D0;i<10;i++){
Cubes[i].type =3D i;
Cubes[i].size =3D i*100;
Cubes[i].posx =3D 2+i;
Cubes[i].posy =3D 0.0;
Cubes[i].posz =3D i%3;
Cubes[i].blend =3D TRUE;
if(i%2=3D=3D0){
Cubes[i].roty =3D 1;
Cubes[i].ang =3D ang;
}
else
Cubes[i].blend=3DFALSE;
Cubes[i].selected=3DFALSE;
Cubes[i].id=3Di;
}
//Let's start the SDL
mode =3D SDL_OPENGL|SDL_HWPALETTE;
if(config.fscreen =3D=3D TRUE)
mode |=3D SDL_FULLSCREEN;
FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
if(FMSystem_initSDL(mode,config)!=3DSUCESS){
FMError_perror("FMSystem");
exit(errno);
}
Here is what I think the above code should look like. Notice you
missed brackets on the else statement.
for (i=3D0; i<10; i++ ){
Cubes[i].type =3D i;
Cubes[i].size =3D i*100;
Cubes[i].posx =3D 2+i;
Cubes[i].posy =3D 0.0;
Cubes[i].posz =3D i%3;
Cubes[i].blend =3D TRUE;
if ( i%2 =3D=3D 0 ){
Cubes[i].roty =3D 1;
Cubes[i].ang =3D ang;
}
else {
Cubes[i].blend=3DFALSE;
Cubes[i].selected=3DFALSE;
Cubes[i].id=3Di;
}
}
//Let's start the SDL
mode =3D SDL_OPENGL|SDL_HWPALETTE;
if(config.fscreen =3D=3D TRUE)
mode |=3D SDL_FULLSCREEN;
FMLog_log("[I] Starting SDL.\n",LOGVERBOSE);
if(FMSystem_initSDL(mode,config)!=3DSUCESS){
FMError_perror("FMSystem");
exit(errno);
}
See how much cleaner that is? and how you missed { } on the else
statement? You should write code just like you write your own
language. With
spaces and line breaks to make it more readable and easier to find bugs.
Another example..
Your code...
while(SDL_PollEvent(&event)){
if(event.type=3D=3DSDL_QUIT)
=09done =3D TRUE;
if(event.type=3D=3DSDL_KEYDOWN){
=09if(event.key.keysym.sym=3D=3DSDLK_ESCAPE)
=09 done =3D TRUE;
}
}
Spaced out code:
while ( SDL_PollEvent(&event) ) {
if( event.type=3D=3DSDL_QUIT )
=09done =3D TRUE;
if ( event.type=3D=3DSDL_KEYDOWN ) {
=09 if ( event.key.keysym.sym =3D=3D SDLK_ESCAPE )
=09 done =3D TRUE;
}
}
That is a whole lot more readable than what is currently in main.c.
I'm just trying to add functionality for someone to type in a
directory and use my FMDir lib... but right now I have to clean up
code :/
|
|
From: Alon D. <alo...@gm...> - 2006-04-09 01:36:24
|
Are we going to move it so it becomes part of the FMSystem? I think we should worry about getting the backend to work before the pretty gui/opengl work... |
|
From: alonushhh <alo...@gm...> - 2006-04-07 05:54:04
|
Hola amigos! Sorry for being a ghost for the past week, but I'm BACK! Lets get some coding done! For some reason I'm not getting those emails forwarded to my gmail account, but I have to figure out what's going on. Hope to see you guys in the channel soon! |
|
From: Zarnick M. <p.z...@gm...> - 2006-04-02 14:51:05
|
Ok, so I've been reading on the literature bulibuta told us to read, and I do sugest we keep using the K&R ident style, plus I'm OK with Hungarian variables, we just have to make it correct, and we all must agree upon the notation, anyone has some ideias? Zarnick On 4/1/06, bul...@gm... <bul...@gm...> wrote: > On Friday 31 March 2006 04:01, Zarnick Maelstorm wrote: > > Ok, so the true/false sucess/failure pair is right seted now, plus I've > > made some modification on the FMSystem module, I've made one big includ= e > > to include all the defines and includes needed by the files, this way w= e > > don't have to change everything in all files. > > > > Also, I'm copying the e-mail of bulibuta, with coments: > > > > -----------------------------------------------------------------------= ---- > >----- Zarnick is sort of right on this issue, a successfull return code = is > > custom to > > be marked as 0. That's why I don't use/like TRUE-FALSE. And as you stat= ed, > > Alon, the errors are <0 and the different types of success results are = >=3D > > 0. > > > > So I suggest we use this scheme. > > -----------------------------------------------------------------------= ---- > >----- Ok, already done that and I happily agree with that > > > > Ok. So that subject is closed. > > > -----------------------------------------------------------------------= ---- > >----- As far as DEBUG switch that's a sane solution. And I'm all for it. > > -----------------------------------------------------------------------= ---- > >----- > > > > Well, if you thinkg, we already are debuggin, since we are compiling wi= th > > -ggdb -g3 options, but I think a DEBUG switch is a good way, just > > elaborate a little more what you are thinking. > > > > Yes, but we'll have to give away release builds too, and the end-user wil= l not > want a debug bloated binary. This is again a glance in the future:) > > > > -----------------------------------------------------------------------= ---- > >----- Another issue we should discuss is coding practice. I suggest the > > following rules: > > > > 1) At least on every 10 lines of code one comment must be found. This w= ill > > make for new devels and people how look at our code for bugs a much eas= ier > > job. > > -----------------------------------------------------------------------= ---- > >----- Ok for me > > Ok. I'm glad you find it good:) > > > -----------------------------------------------------------------------= ---- > >----- 2) We all use the same indention, code alingement, naming scheme e= tc. > > This will not only make the code more readable but will also easily out= line > > possible bugs or optimizations. > > -----------------------------------------------------------------------= ---- > >----- Also ok for me > > Ok then, we have to set some standard now. Here's a wikipedia link: > http://en.wikipedia.org/wiki/Indent_style > > I use BSD-style, check it out in the link above. There are other types. w= e > should decide on a single indention style and move on:) > > > We also should settle on variable naming convention. I suggest we follow > hungarian notation, in it's real sense, not the missunderstood MS one, wh= ere > it only means prefixing with default language types. Some links: > > http://www.joelonsoftware.com/articles/Wrong.html > > > > -----------------------------------------------------------------------= ---- > >----- 3) We try to keep everything magic numbers free, and as modular an= d > > simple as > > possible. Divide et impera!:) Whenever we have some problems with that = we > > mail each other and ask, better postpone a cool feature with magic numb= ers/ > > memory leaks/ poor design in it then go back later and try to figure ou= t > > what > > we did back there. > > -----------------------------------------------------------------------= ---- > >----- Also ok for me, just with one resalve...we should put a comment on= the > > piece that has the magic number/mem leak/seg.fault/etc. saying that it = has > > this, why it has this(or what were you thinking when you make this way = and > > it has this), the date, revision number you were working(if possible), = and > > if you have any ideia for correcting it. > > Yeah, that's correct. If something cryptic must be used, we should commen= t it > well so that a smarter person will be able to make it better at a later > time:) > > > -----------------------------------------------------------------------= ---- > >----- We should keep mail coming, so we can have it for reference to our > > selfs and > > others that will be interested at later times, if they will come:) > > -----------------------------------------------------------------------= ---- > >----- Ok by me, and already using it, this way we can also keep logs of = our > > ideias. > > -- > > Yeah. > > > -=3D=3DZarnick=3D=3D- > > > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by xPML, a groundbreaking scripting lang= uage > > that extends applications into web and mobile media. Attend the live > > webcast and join the prime developer group breaking into this new codin= g > > territory! > > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=110944&bid$1720&dat=12164= 2 > > _______________________________________________ > > Opengl3dwm-devel mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel > > > ------------------------------------------------------- > This SF.Net email is sponsored by xPML, a groundbreaking scripting langua= ge > that extends applications into web and mobile media. Attend the live webc= ast > and join the prime developer group breaking into this new coding territor= y! > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D110944&bid=3D241720&dat= =3D121642 > _______________________________________________ > Opengl3dwm-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel > -- -=3D=3DZarnick=3D=3D- |
|
From: <bul...@gm...> - 2006-04-01 18:09:39
|
On Saturday 01 April 2006 05:56, Zarnick Maelstorm wrote: > Ok, good news, and bad news. > Good news, I've started the FMDraw module. > Bad news, I hate pointers, and I'm having issues with blending. > Ok, so let me explain. > > 1)Pointers problem. > I was going to make the FMCube, in a way with pointers that it > wouldn't lose anything, it would create an internal array, and > manipulate it. Unfortunatly, it didn't hapened, I had some serious > issues with the pointers, so I've changed it to something much more > simple, but this way FMDraw has to manipulate all the cubes, don't > know wich way is bether really, but if someone want's to take a > shot... > I'll take a look at that and see what I can do. > 2)Blending. > Ok, so here starts the fun part, OpenGL, and as such I think either we > find an experienced OpenGL programer, or we all take lessons, or we > stick to uber basic stuffs. > I'm having some serious issues with blending, wich makes me going BACK > to my GL books/tutorials, and holding a little the development of the > FMCubes class, till I get this blending stuff done. > However if anyone finds an OpenGL programer(experienced), or even > manages to fix this, by all means, please be my guest. > That shouldn't stop us, that's why we're doing this, for fun and knowledge, right? We should start with easy stuff and build up on them. > Well, guess that this is it then. > > Good luck to us all. > -- > -==Zarnick==- > > > ------------------------------------------------------- > This SF.Net email is sponsored by xPML, a groundbreaking scripting language > that extends applications into web and mobile media. Attend the live > webcast and join the prime developer group breaking into this new coding > territory! > http://sel.as-us.falkag.net/sel?cmd=lnk&kid0944&bid$1720&dat1642 > _______________________________________________ > Opengl3dwm-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel |
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From: <bul...@gm...> - 2006-04-01 18:07:31
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On Friday 31 March 2006 04:01, Zarnick Maelstorm wrote: > Ok, so the true/false sucess/failure pair is right seted now, plus I've > made some modification on the FMSystem module, I've made one big include > to include all the defines and includes needed by the files, this way we > don't have to change everything in all files. > > Also, I'm copying the e-mail of bulibuta, with coments: > > --------------------------------------------------------------------------- >----- Zarnick is sort of right on this issue, a successfull return code is > custom to > be marked as 0. That's why I don't use/like TRUE-FALSE. And as you stated, > Alon, the errors are <0 and the different types of success results are >= > 0. > > So I suggest we use this scheme. > --------------------------------------------------------------------------- >----- Ok, already done that and I happily agree with that > Ok. So that subject is closed. > --------------------------------------------------------------------------- >----- As far as DEBUG switch that's a sane solution. And I'm all for it. > --------------------------------------------------------------------------- >----- > > Well, if you thinkg, we already are debuggin, since we are compiling with > -ggdb -g3 options, but I think a DEBUG switch is a good way, just > elaborate a little more what you are thinking. > Yes, but we'll have to give away release builds too, and the end-user will not want a debug bloated binary. This is again a glance in the future:) > --------------------------------------------------------------------------- >----- Another issue we should discuss is coding practice. I suggest the > following rules: > > 1) At least on every 10 lines of code one comment must be found. This will > make for new devels and people how look at our code for bugs a much easier > job. > --------------------------------------------------------------------------- >----- Ok for me Ok. I'm glad you find it good:) > --------------------------------------------------------------------------- >----- 2) We all use the same indention, code alingement, naming scheme etc. > This will not only make the code more readable but will also easily outline > possible bugs or optimizations. > --------------------------------------------------------------------------- >----- Also ok for me Ok then, we have to set some standard now. Here's a wikipedia link: http://en.wikipedia.org/wiki/Indent_style I use BSD-style, check it out in the link above. There are other types. we should decide on a single indention style and move on:) We also should settle on variable naming convention. I suggest we follow hungarian notation, in it's real sense, not the missunderstood MS one, where it only means prefixing with default language types. Some links: http://www.joelonsoftware.com/articles/Wrong.html > --------------------------------------------------------------------------- >----- 3) We try to keep everything magic numbers free, and as modular and > simple as > possible. Divide et impera!:) Whenever we have some problems with that we > mail each other and ask, better postpone a cool feature with magic numbers/ > memory leaks/ poor design in it then go back later and try to figure out > what > we did back there. > --------------------------------------------------------------------------- >----- Also ok for me, just with one resalve...we should put a comment on the > piece that has the magic number/mem leak/seg.fault/etc. saying that it has > this, why it has this(or what were you thinking when you make this way and > it has this), the date, revision number you were working(if possible), and > if you have any ideia for correcting it. Yeah, that's correct. If something cryptic must be used, we should comment it well so that a smarter person will be able to make it better at a later time:) > --------------------------------------------------------------------------- >----- We should keep mail coming, so we can have it for reference to our > selfs and > others that will be interested at later times, if they will come:) > --------------------------------------------------------------------------- >----- Ok by me, and already using it, this way we can also keep logs of our > ideias. > -- Yeah. > -==Zarnick==- > > > ------------------------------------------------------- > This SF.Net email is sponsored by xPML, a groundbreaking scripting language > that extends applications into web and mobile media. Attend the live > webcast and join the prime developer group breaking into this new coding > territory! > http://sel.as-us.falkag.net/sel?cmd=lnk&kid0944&bid$1720&dat1642 > _______________________________________________ > Opengl3dwm-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel |
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From: Zarnick M. <p.z...@gm...> - 2006-04-01 02:56:16
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Ok, good news, and bad news. Good news, I've started the FMDraw module. Bad news, I hate pointers, and I'm having issues with blending. Ok, so let me explain. 1)Pointers problem. I was going to make the FMCube, in a way with pointers that it wouldn't lose anything, it would create an internal array, and manipulate it. Unfortunatly, it didn't hapened, I had some serious issues with the pointers, so I've changed it to something much more simple, but this way FMDraw has to manipulate all the cubes, don't know wich way is bether really, but if someone want's to take a shot... 2)Blending. Ok, so here starts the fun part, OpenGL, and as such I think either we find an experienced OpenGL programer, or we all take lessons, or we stick to uber basic stuffs. I'm having some serious issues with blending, wich makes me going BACK to my GL books/tutorials, and holding a little the development of the FMCubes class, till I get this blending stuff done. However if anyone finds an OpenGL programer(experienced), or even manages to fix this, by all means, please be my guest. Well, guess that this is it then. Good luck to us all. -- -=3D=3DZarnick=3D=3D- |
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From: Zarnick M. <p.z...@gm...> - 2006-03-31 03:00:27
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Ok, so I've updated some minor changes on the subversion code. Now we have the includes corrected to the correct TRUE/FALSE SUCCES/PAIR boolean values(all of them), and they are being included only one time :) Also I've changed install.c so to correct a minor problem it had with fullscreen. Also I've made the main.c file to handle fullscreen correctly, this way we can test things at fullscreen. And...last but not least, I've added one option to the comand-line, the -cf or --config, so that when you pass this, the program will automaticly restart the install3dfm function, making you able to reconfigure the program(this was laking). We should make this (after, of course) a visual option. Also, buli, I didn't saw no error on turning it fullscreen...did you make it fullscreen by passing the SDL_FULLSCREEN option to mode on main.c?Like this: mode |=3D SDL_FULLSCREEN; it should work.... Anyway, think it's time to start the FMDraw module, maybe starting with the cube module, and then the fonts module, we should be doing this, I'll start tomorow with the FMCube module(with some luck), if anyone wants to make the FMCamera module, please be my guest, just remember to use frustum culling.....alas....here's a tutorial on the subject:http://www.lighthouse3d.com/opengl/viewfrustum/ Good luck to us all, and let the GUI start it's building.... Alon, have you corrected the FMDirs module? C ya. -- -=3D=3DZarnick=3D=3D- |
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From: Zarnick M. <p.z...@gm...> - 2006-03-31 02:48:22
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Ok, so the true/false sucess/failure pair is right seted now, plus I've made some modification on the FMSystem module, I've made one big include to include all the defines and includes needed by the files, this way we don't have to change everything in all files. Also, I'm copying the e-mail of bulibuta, with coments: ---------------------------------------------------------------------------= ----- Zarnick is sort of right on this issue, a successfull return code is custom to be marked as 0. That's why I don't use/like TRUE-FALSE. And as you stated, Alon, the errors are <0 and the different types of success results are >=3D 0. So I suggest we use this scheme. ---------------------------------------------------------------------------= ----- Ok, already done that and I happily agree with that ---------------------------------------------------------------------------= ----- As far as DEBUG switch that's a sane solution. And I'm all for it. ---------------------------------------------------------------------------= ----- Well, if you thinkg, we already are debuggin, since we are compiling with -ggdb -g3 options, but I think a DEBUG switch is a good way, just elaborate a little more what you are thinking. ---------------------------------------------------------------------------= ----- Another issue we should discuss is coding practice. I suggest the following rules: 1) At least on every 10 lines of code one comment must be found. This will make for new devels and people how look at our code for bugs a much easier job. ---------------------------------------------------------------------------= ----- Ok for me ---------------------------------------------------------------------------= ----- 2) We all use the same indention, code alingement, naming scheme etc. This will not only make the code more readable but will also easily outline possible bugs or optimizations. ---------------------------------------------------------------------------= ----- Also ok for me ---------------------------------------------------------------------------= ----- 3) We try to keep everything magic numbers free, and as modular and simple as possible. Divide et impera!:) Whenever we have some problems with that we mail each other and ask, better postpone a cool feature with magic numbers/ memory leaks/ poor design in it then go back later and try to figure out what we did back there. ---------------------------------------------------------------------------= ----- Also ok for me, just with one resalve...we should put a comment on the piece that has the magic number/mem leak/seg.fault/etc. saying that it has this, why it has this(or what were you thinking when you make this way and it has this), the date, revision number you were working(if possible), and if you have any ideia for correcting it. ---------------------------------------------------------------------------= ----- We should keep mail coming, so we can have it for reference to our selfs and others that will be interested at later times, if they will come:) ---------------------------------------------------------------------------= ----- Ok by me, and already using it, this way we can also keep logs of our ideias. -- -=3D=3DZarnick=3D=3D- |
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From: Zarnick <p.z...@gm...> - 2006-03-31 00:50:24
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Ok, so the true/false sucess/failure pair is right seted now, plus I've made some modification on the FMSystem module, I've made one big include to include all the defines and includes needed by the files, this way we don't have to change everything in all files. ;) Also, I'm copying the e-mail of bulibuta, with coments: -------------------------------------------------------------------------------- Zarnick is sort of right on this issue, a successfull return code is custom to be marked as 0. That's why I don't use/like TRUE-FALSE. And as you stated, Alon, the errors are <0 and the different types of success results are >= 0. So I suggest we use this scheme. -------------------------------------------------------------------------------- Ok, already done that ;) and I happily agree with that -------------------------------------------------------------------------------- As far as DEBUG switch that's a sane solution. And I'm all for it. -------------------------------------------------------------------------------- Well, if you thinkg, we already are debuggin, since we are compiling with -ggdb -g3 options, but I think a DEBUG switch is a good way, just elaborate a little more what you are thinking. :D -------------------------------------------------------------------------------- Another issue we should discuss is coding practice. I suggest the following rules: 1) At least on every 10 lines of code one comment must be found. This will make for new devels and people how look at our code for bugs a much easier job. -------------------------------------------------------------------------------- Ok for me -------------------------------------------------------------------------------- 2) We all use the same indention, code alingement, naming scheme etc. This will not only make the code more readable but will also easily outline possible bugs or optimizations. -------------------------------------------------------------------------------- Also ok for me -------------------------------------------------------------------------------- 3) We try to keep everything magic numbers free, and as modular and simple as possible. Divide et impera!:) Whenever we have some problems with that we mail each other and ask, better postpone a cool feature with magic numbers/ memory leaks/ poor design in it then go back later and try to figure out what we did back there. -------------------------------------------------------------------------------- Also ok for me, just with one resalve...we should put a comment on the piece that has the magic number/mem leak/seg.fault/etc. saying that it has this, why it has this(or what were you thinking when you make this way and it has this), the date, revision number you were working(if possible), and if you have any ideia for correcting it. -------------------------------------------------------------------------------- We should keep mail coming, so we can have it for reference to our selfs and others that will be interested at later times, if they will come:) -------------------------------------------------------------------------------- Ok by me, and already using it, this way we can also keep logs of our ideias. -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ |
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From: Zarnick <p.z...@gm...> - 2006-03-31 00:11:57
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Ok, so the true/false sucess/failure pair is right seted now, plus I've made some modification on the FMSystem module, I've made one big include to include all the defines and includes needed by the files, this way we don't have to change everything in all files. ;) Also, I'm copying the e-mail of bulibuta, with coments: -------------------------------------------------------------------------------- Zarnick is sort of right on this issue, a successfull return code is custom to be marked as 0. That's why I don't use/like TRUE-FALSE. And as you stated, Alon, the errors are <0 and the different types of success results are >= 0. So I suggest we use this scheme. -------------------------------------------------------------------------------- Ok, already done that ;) and I happily agree with that -------------------------------------------------------------------------------- As far as DEBUG switch that's a sane solution. And I'm all for it. -------------------------------------------------------------------------------- Well, if you thinkg, we already are debuggin, since we are compiling with -ggdb -g3 options, but I think a DEBUG switch is a good way, just elaborate a little more what you are thinking. :D -------------------------------------------------------------------------------- Another issue we should discuss is coding practice. I suggest the following rules: 1) At least on every 10 lines of code one comment must be found. This will make for new devels and people how look at our code for bugs a much easier job. -------------------------------------------------------------------------------- Ok for me -------------------------------------------------------------------------------- 2) We all use the same indention, code alingement, naming scheme etc. This will not only make the code more readable but will also easily outline possible bugs or optimizations. -------------------------------------------------------------------------------- Also ok for me -------------------------------------------------------------------------------- 3) We try to keep everything magic numbers free, and as modular and simple as possible. Divide et impera!:) Whenever we have some problems with that we mail each other and ask, better postpone a cool feature with magic numbers/ memory leaks/ poor design in it then go back later and try to figure out what we did back there. -------------------------------------------------------------------------------- Also ok for me, just with one resalve...we should put a comment on the piece that has the magic number/mem leak/seg.fault/etc. saying that it has this, why it has this(or what were you thinking when you make this way and it has this), the date, revision number you were working(if possible), and if you have any ideia for correcting it. -------------------------------------------------------------------------------- We should keep mail coming, so we can have it for reference to our selfs and others that will be interested at later times, if they will come:) -------------------------------------------------------------------------------- Ok by me, and already using it, this way we can also keep logs of our ideias. -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ |
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From: <bul...@gm...> - 2006-03-30 23:08:16
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On Friday 31 March 2006 00:19, you wrote: > Okay whatever you guys decide. > > On 3/30/06, bul...@gm... <bul...@gm...> wrote: > > On Thursday 30 March 2006 07:39, Alon Dakik wrote: > > > hey guys, > > > > > > are we going to have a DEBUG switch in our code if we want to turn on > > > debugging? > > > > > > we also have to talk about TRUE/FALSE. For me true is something greater > > > than 0 > > > cuz 0 == NULL, but in your code zarnick you have SUCCESS == 0 and > > > FAILURE == 1 > > > which are both wrong to me just TOO WRONG! > > > > > > I think hehe but maybe you can prove me your way is better. > > > > > > Everything in computer science uses true >= 1 and false <= 0 > > > > > > Machines, compilers, automata, logic, hardware, electricity all have 1 > > > > == > > > > > TRUE and 0 == FALSE. So we need to talk and decide how we should use > > > > return > > > > > values in our code. > > > > Zarnick is sort of right on this issue, a successfull return code is > > custom to > > be marked as 0. That's why I don't use/like TRUE-FALSE. And as you > > stated, Alon, the errors are <0 and the different types of success > > results are >= 0. > > > > So I suggest we use this scheme. > > > > As far as DEBUG switch that's a sane solution. And I'm all for it. > > > > Another issue we should discuss is coding practice. I suggest the > > following > > rules: > > > > 1) At least on every 10 lines of code one comment must be found. This > > will make for new devels and people how look at our code for bugs a much > > easier job. > > > > 2) We all use the same indention, code alingement, naming scheme etc. > > This will not only make the code more readable but will also easily > > outline possible bugs or optimizations. > > > > 3) We try to keep everything magic numbers free, and as modular and > > simple as > > possible. Divide et impera!:) Whenever we have some problems with that we > > mail each other and ask, better postpone a cool feature with magic > > numbers/ > > memory leaks/ poor design in it then go back later and try to figure out > > what > > we did back there. > > > > We should keep mail coming, so we can have it for reference to our selfs > > and > > others that will be interested at later times, if they will come:) Top posting sucks!:) |
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From: <bul...@gm...> - 2006-03-30 22:50:39
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On Friday 31 March 2006 00:19, you wrote: > Okay whatever you guys decide. > > On 3/30/06, bul...@gm... <bul...@gm...> wrote: > > On Thursday 30 March 2006 07:39, Alon Dakik wrote: > > > hey guys, > > > > > > are we going to have a DEBUG switch in our code if we want to turn on > > > debugging? > > > > > > we also have to talk about TRUE/FALSE. For me true is something greater > > > than 0 > > > cuz 0 == NULL, but in your code zarnick you have SUCCESS == 0 and > > > FAILURE == 1 > > > which are both wrong to me just TOO WRONG! > > > > > > I think hehe but maybe you can prove me your way is better. > > > > > > Everything in computer science uses true >= 1 and false <= 0 > > > > > > Machines, compilers, automata, logic, hardware, electricity all have 1 > > > > == > > > > > TRUE and 0 == FALSE. So we need to talk and decide how we should use > > > > return > > > > > values in our code. > > > > Zarnick is sort of right on this issue, a successfull return code is > > custom to > > be marked as 0. That's why I don't use/like TRUE-FALSE. And as you > > stated, Alon, the errors are <0 and the different types of success > > results are >= 0. > > > > So I suggest we use this scheme. > > > > As far as DEBUG switch that's a sane solution. And I'm all for it. > > > > Another issue we should discuss is coding practice. I suggest the > > following > > rules: > > > > 1) At least on every 10 lines of code one comment must be found. This > > will make for new devels and people how look at our code for bugs a much > > easier job. > > > > 2) We all use the same indention, code alingement, naming scheme etc. > > This will not only make the code more readable but will also easily > > outline possible bugs or optimizations. > > > > 3) We try to keep everything magic numbers free, and as modular and > > simple as > > possible. Divide et impera!:) Whenever we have some problems with that we > > mail each other and ask, better postpone a cool feature with magic > > numbers/ > > memory leaks/ poor design in it then go back later and try to figure out > > what > > we did back there. > > > > We should keep mail coming, so we can have it for reference to our selfs > > and > > others that will be interested at later times, if they will come:) Use bottom posting, top posting sucks!:) |
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From: alonushhh <alo...@gm...> - 2006-03-30 22:46:15
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