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IRC log for #minetest-dev, 2013-05-14

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Time Nick Message
00:10 ThreePac hello
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12:24 kahrl Pull Request of the day: #645 Math fractal mapgen with external lib (10+ fractals) -- https://github.com/minetest/minetest/pull/645
12:24 kahrl I think either this or https://github.com/minetest/minetest/pull/659 should be closed
12:26 kahrl assuming the technical issues get fixed (unrelated commits, merge commits, code style differences, json in minetest.conf) should the math mapgen be added to core?
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17:54 aracnus Hi! I'm needing a information about translating Minetest. This is the right channel?
17:55 Calinou yes
17:55 Calinou there's a weblate, aracnus
17:55 Calinou http://translate.minetest.ru/widgets/minetest/
17:55 PilzAdam aracnus, http://translate.minetest.ru/projects/minetest/core/
17:55 aracnus Yes, I used it to translate Minetest to pt-BR.
17:55 aracnus But I didn't find any items there.
17:55 Calinou :-O some lines in french are not translated, gonna translate them.
17:56 aracnus (tools, stones, weapons, etc...)
17:56 aracnus The interface is 100% translated, but I would like to translate itens too. Is it possible?
17:56 PilzAdam aracnus, yes, you cant translate them currently
17:57 Calinou with a mod, you can do that but it is server-side
17:58 aracnus That's something. I want to include Minetest on our educational distribution and it's very important that it is translated.
17:58 aracnus It will be use by children.  :-)
17:58 aracnus And what module, Calinou?
17:58 PilzAdam you can directly go into the init.lua of mods and translate it there
17:59 Calinou no, use intllib
17:59 Calinou http://forum.minetest.net/viewtopic.php?id=4929
17:59 Calinou it isn't in any module
17:59 Calinou you use .txt files to translate
17:59 Calinou but again, it is server-side
17:59 Calinou so it only works on singleplayer pretty much
18:00 sfan5 "yes, you cant translate them currently" <- what?
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18:00 aracnus But if I mount a server and other people access it, they'll see the translation, Calinou?
18:00 L4ndM1ne Calinou why did you kick me?
18:00 L4ndM1ne lol
18:00 sfan5 aracnus: yes
18:00 Calinou they will, but they will all see the same language
18:00 Calinou L4ndM1ne: for being an idiot and insulting people
18:00 Calinou how about you grow up?
18:01 L4ndM1ne i said nothing retard
18:01 aracnus Ok. That's what I want.  :-)
18:01 Calinou <L4ndM1ne> newphag
18:01 L4ndM1ne well he is
18:01 Jordach Calinou, kick him
18:01 L4ndM1ne and he started being smart first
18:01 aracnus Thank you for the help, Calinou.  :-)
18:01 L4ndM1ne jordach stfu albino fat fuck
18:01 Calinou nope, I can't here
18:01 sfan5 aracnus: you could also use my localisation mod, it uses .po files
18:01 sfan5 and can automatically generate templates for them
18:02 aracnus Hey, that would be great, sfan5. Where can I find it?
18:02 L4ndM1ne calinou you really didnt do anyhting
18:02 sfan5 aracnus: https://dl.dropboxusercontent.com/u/30267315/Minetest/localisationmod-mt.tar
18:02 L4ndM1ne im running on that HMA lol
18:02 L4ndM1ne i can get back in in 1 min
18:02 L4ndM1ne but i choose not too
18:02 PilzAdam thexyz, can you throw me +o?
18:03 aracnus Downloading it now. Thank you sfan5.
18:03 L4ndM1ne was kicked by thexyz: L4ndM1ne
18:03 celeron55 ...too slow 8)
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18:03 celeron55 only got myself identified by now
18:04 celeron55 thexyz: do you have privileges to give +o to people here?
18:04 celeron55 in chanserv
18:04 thexyz yes
18:04 Calinou you don't auto-identify? you can put your nickserv pass as server pass :P
18:04 celeron55 you could give to some active ones
18:04 thexyz i've given +ov to PilzAdam and Calinou
18:04 thexyz anybody else?
18:04 celeron55 Calinou: i don't see the point; i like anonymity
18:04 sfan5 aracnus: to use template-generating you need to create a <modfolder>/po directory and set a variable in init.lua, but make sure to set it to false after you're done
18:05 sfan5 aracnus: if you have questions ask me
18:05 sfan5 celeron55: /msg ChanServer access #minetest-dev list
18:05 sfan5 -er
18:07 aracnus sfan5: can I contact you by e-mail if I have questions? Or do you prefer here on IRC?
18:08 sfan5 aracnus: I can respond on IRC instantly
18:08 sfan5 IRC's better
18:09 aracnus Ok. I'll make some tests here and tomorrow maybe I have some results.
18:09 rubenwardy thexyz: #minetest-mods
18:09 Jordach why does anyone use minetest-mods
18:10 PilzAdam rubenwardy, minetest-mods is not registered IIRC
18:10 thexyz right
18:10 rubenwardy ah
18:10 rubenwardy so no kickban
18:11 PilzAdam /ignore should do the job
18:12 * sfan5 just tested http://www.exploit-db.com/exploits/25444/ -> kernel crashed
18:12 Calinou lol
18:13 sfan5 I shouldn't trust code that has "void sheep(uint32_t off) {" in it
18:13 hmmmm ummm
18:13 hmmmm do you realize what the point of that code is...
18:13 hmmmm why would you run it
18:15 sfan5 because ....
18:15 sfan5 that code is a local root exploit
18:15 PilzAdam you should always run code that you find in the internet
18:15 hmmmm are you not running amd64?
18:16 * sfan5 runs Linux 3.8.0-19-generic #30-Ubuntu SMP Wed May 1 16:35:23 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux
18:17 * Calinou runs Linux calinou-desktop 3.8.0-19-generic #30-Ubuntu SMP Wed May 1 16:35:23 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux
18:17 Calinou heh, it's a bit different
18:18 sfan5 its exactly the same, you just didn't remove your hostname from the output
18:18 Calinou ah
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18:42 aracnus sfan5: just downloaded your mod and untared it on mods/minetest. What do I do next?
18:42 sfan5 install all mods you want to have translated
18:42 sfan5 create a "po" folder in every mod folder
18:43 sfan5 set the appropiate language in init.lua of mods/minetest/localisation
18:43 sfan5 oh and make all mods depend on "localisation"
18:43 sfan5 also add "localisation" to games/common/mods/default/depends.txt
18:44 PilzAdam common mods cant depend on normally installed mods
18:45 aracnus Ok. How can I make all mods depend on "localisation"? (sorry but I'm very newbie on lua and minetest internals)
18:45 rubenwardy sfan5: You could add localisation to common_mods in game.conf, and it will be loaded first.
18:45 rubenwardy cant you?
18:45 sfan5 rubenwardy: you should be able to
18:45 sfan5 <rubenwardy> sfan5: You could add localisation to common_mods in game.conf, and it will be loaded first.
18:45 sfan5 ^ try this aracnus
18:46 rubenwardy You have to put  "localisation" into games/common
18:46 rubenwardy and "localisation" must be the first in the list of common mods
18:46 rubenwardy ie:
18:46 rubenwardy common_mods = localisation, default, bucket
18:47 aracnus Ok, I'll try it (but, in fact, I have any mods installed yet). One more question, sfan5, I saw a "translations.txt" file on your package. I'm guessing it is the "default" items of the game. Where do I put it? On mods/minetest? And it is automatically regenerated?
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18:48 sfan5 the translations.txt file is not important for you unless you want german translations
18:49 aracnus No, I don't want it.  :-)  So, how do I generate default (not mod) items translation?
18:49 sfan5 have you did what rubenwardy said?
18:49 sfan5 *done
18:50 aracnus Just a minute. I think I did something wrong here.
18:50 sfan5 ok
18:55 aracnus All right. Did it. I have to put this set on every "game", right? (build, minimal, survival, minetest_game)
18:56 aracnus (if I want to generate any of them, of course)
18:57 PilzAdam aracnus, sfan5, can you move this discussion to a different channel?
18:57 sfan5 ok
18:57 aracnus ok
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20:18 sapier https://github.com/minetest/minetest/pull/724 formspec based mainmenu feature complete and ready for final review
20:19 sfan5 thats a lot of commits
20:19 sapier I've done small changes most of time ... some are even bugfixes only
20:20 sapier as I mentioned I'm gonna squelch it once all remaining bugs are fixed
20:20 PilzAdam sapier, doc of tables should be in table format
20:21 PilzAdam i.e. {field1, field2} instead of table.field1; table.field2
20:22 sapier sorry don't understand what do you mean?
20:22 PilzAdam this https://github.com/minetest/minetest/pull/724/files#L2R26 should be like this:https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1882
20:23 sapier ok I'll change
20:23 PilzAdam it should generally be more like lua-api.txt
20:24 sapier I tried to use same style as lua-api.txt ;-)
20:25 sapier what do you think is not lua-api.txt like except the tables descriptions?
20:25 PilzAdam lemme change it to what I think it should be
20:26 sapier of course do what you like it to be :-)
20:27 sapier but plz don't forget to test functionality  ;-)
20:28 PilzAdam game.buttonhandler is not described at all
20:28 sapier it is
20:28 sapier line 19 ... but event_handler is missing
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20:30 PilzAdam sapier, is selected_world =  0 needed for client mode?
20:31 sapier I think so yes
20:31 sapier indices are lua style
20:31 PilzAdam it would be better if just adress ~= "" specifies if its a client or not
20:32 PilzAdam are there some kind of default values for gamedata?
20:32 sapier i did change as less as possible in main.cpp
20:32 sapier no there aren't
20:34 sapier I've added the missing event documentation
20:34 PilzAdam is game.set_clouds(true/false) for the menu clouds?
20:34 sapier yes
20:35 PilzAdam why not just pass the gamedata to game.start()?
20:36 sapier cause I would have to check what to set or not set in game.start then
20:37 sapier main.cpp already does some plausibility checking I didn't want to add same thing over and over again
20:37 PilzAdam whats the format of game.get_game()[gamemods_path]?
20:39 sapier get_game returns a detailed game description as descriped right below function description
20:39 PilzAdam is gamemods_path just a string?
20:40 sapier oh you mean the field ... yes it's a string but I don't have any idea what this string means
20:40 sapier it's just everything known about the game
20:46 PilzAdam whats the format of get_worlds()?
20:47 sapier just a string list to be used in world listboxes
20:47 PilzAdam is it ["name"] = gameid?
20:47 sapier no
20:48 sapier it returns exactly what you see in textlist
20:48 sapier at least atm
20:48 PilzAdam "returns list of worldnames including gameid"
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20:48 sapier I think about removing get_game and get_world and replace get_worlds by a table of detail informations
20:48 MinerOfLands you know that is useless calinou
20:48 MinerOfLands i can just come back
20:48 MinerOfLands :D
20:48 sapier yes "worldname <gameid>"
20:49 MinerOfLands Oh, come on. Everyone has thoughts like this; it's only fucked up if you actually do them. Like thinking up the perfect crime or the perfect murder. What's the most deliciously atrocious way way to torture or break someone? Take me: I imagine a father and his teenage daughter, preferably around age 14. Abduct and lock them in separate, sound-proofe
20:49 MinerOfLands d rooms. Tell the father that either he has sexual intercourse with his daughter - forcibly if necessary - or I torture her to death slowly in front of his eyes. I have given him sufficient pharmaceutical aid that his 'faculties' are unimpaired by his emotional state.
20:49 MinerOfLands was kicked by PilzAdam: MinerOfLands
20:49 sapier [ ] are not allowed for formspecs ;-)
20:50 sapier this is one of the differences to current mainmenu I can't fix
20:54 PilzAdam sapier, whats a listbox?
20:55 sapier hmm the irrlicht name of a "textlist" field ... naming should be consistent ture
20:55 sapier I'll fix this
20:58 PilzAdam is game.buttonhandler() called when a button is pressed?
20:58 sapier yes
20:59 PilzAdam without params?
20:59 sapier fields as in formspec handler but no form name
21:10 PilzAdam sapier, https://github.com/PilzAdam/minetest/commits/next_gen_main_menu
21:10 PilzAdam ummm, I suggest to not look at the diff but the actual file :-)
21:14 sapier I've fixed the last "listbox" occurence and pushed it
21:15 sapier thx for your help
21:22 PilzAdam sapier, I already get merge confilcts when rebasing against master :-(
21:23 sapier I'm not surprised rebasing multi commits did never work for me
21:23 sapier first this needs to be squelched to a single commit
21:24 sapier there are some reverted changes within this commit line too
21:24 PilzAdam it acutally doesnt matter how many commits there are
21:24 PilzAdam can you rebase it? Ill just fetch your branch again
21:24 sapier don't know what exactly is the reason it's just what I realized
21:25 sapier I'd prefere to have the fixes added prior squelching
21:25 PilzAdam well, if you rebase it now then we wont push any commits to master that effect the code you want to change
21:26 PilzAdam so a second rebase is not needed
21:26 sapier it's almost midnight ;-) wouldn't be a good idea to start now
21:27 PilzAdam its best working time now!
21:27 sapier not if you have to work tomorrow ;-P
21:27 PilzAdam hah! /me just finished his Abitur today
21:28 sapier congratulations ;-)
21:28 PilzAdam I have like 7 months free now :D
21:28 sapier ok there's a full game.cpp to be rewritten ;-)
21:29 sapier and of course doxygen documentation is missing almost everywhere ;-)
21:30 PilzAdam oh god, that will just bloat the code
21:30 PilzAdam its perfectly understandable as it is currently
21:30 sapier you're kidding?
21:31 PilzAdam no
21:32 sapier sorry pilzadam you may have a lot to learn about documentation yet ;-)
21:33 sapier documentation may seem to be additional work only ... but once you switch developers it's the only thing preventing the new ones from rewriting everything doing same mistakes again
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21:38 hmmmm doxygen comments bloat up the code
21:38 sapier I don't deny that
21:38 hmmmm i'd rather put all the comments in a separate place, or at least just document the things that really actually need documenting that aren't completely obvious
21:38 sapier that's why they only are added to headers
21:38 sapier lol
21:39 sapier separate documentation ...
21:39 sapier creating this is wasted work
21:39 hmmmm i'm not opposed to it if you put it in the headers only
21:39 sapier that's what I wanted to suggest
21:40 sapier full doxygen function and parameter description in headers
21:40 PilzAdam /* Sets the x value @param int the x value to be set @return nothing, since it only sets the x value */ void setx(int x);
21:41 sapier usefull descriptions pilzadam
21:42 sapier and yes for some functions this is redundant but those are normaly < 1/10th of all functions ... help provided by other 9 compensates additional work of those
21:43 PilzAdam docuemntation in a different place would be actually quite useful
21:43 sapier no it isn't
21:43 PilzAdam like a web interface or so
21:43 sapier separate documentation is always out of date
21:43 sapier and out of date documentation is useless
21:44 PilzAdam http://docs.oracle.com/javase/7/docs/api/
21:44 sapier is done with something at least doxygenlike
21:44 PilzAdam yea, but why need the docs in code _and_ in a web interface?
21:44 sapier and java api is quite stable ... a thing you can't tell about minetest api
21:45 sapier web doc is just rendered from code doc
21:45 PilzAdam you just say people are too lazy/stupid to keep the doc up to date
21:45 sapier they are but doxygen will tell you what's missing
21:46 sapier you don't get any assistance if your doc is separated from code
21:48 sapier it's just a suggestion ... currently there's no usable documentation at all once doxygen would be added doc could be automaticaly updated on each stable release
21:51 ShadowNinja Doxygen documentation would be nice. Seeing the comment reminds you to update it.
21:51 kahrl personally I noticed I don't gain much from doxygen-like comments
21:51 kahrl that's not to say they shouldn't be added
21:51 kahrl I gain more from stuff like this: http://c55.me/minetest2/wiki/doku.php?id=code:object_storage
21:51 sapier yes and could be autogenerated on each commit to showing commits not following conventions
21:52 sapier kahrl thats usefull too ... just it will be outdated and useless very soon ... and you can add comments like that wihin doxygen too
21:52 sapier and of course noone will ever find this without knowing it's there
21:53 kahrl well doxygen comments are more local than that I think
21:53 sapier everyone can create the doc on the fly and stable versions doc could be added to minetest website
21:54 sapier but of course I know about the amount of work to be done to get even near to finishing that task
21:54 kahrl why stable version? most people who work on the core will start from current git
21:55 sapier it's quite difficult to keep it actual if you don't want to update every day you have to define some intervals
21:55 kahrl just a cronjob that generates it daily
21:55 kahrl or would that add too much load?
21:55 sapier could be done too of course
21:56 sapier don't know how much load this would cause for full minetest documentation
21:57 sapier but if it's already checked for each pull request it shouldn't be a problem to update on commit too
21:57 ShadowNinja Every commit with a GitHub web hook and a limit.
21:57 ShadowNinja So a miximum of say once a day.
21:58 sapier yes but thats details if we really want to have this be aware that adding documentation (header only) is about 1 month of work (just a rough guess)
21:59 kahrl I would say add documentation while rewriting old stuff. Plus some documentation sprints perhaps
22:00 sapier forcing everyone adding new functions to add proper documentation prior merge ...
22:00 sapier hmm I think I have to do some work :-)
22:00 kahrl don't force it
22:00 sapier if it's not mandatory it's not done
22:00 kahrl doesn't make sense to doxygenize everything
22:01 sapier doesn't make sense to have any doxygen docu if it's not complete
22:01 sapier you'll lose lots of it's benefits
22:01 kahrl I dunno
22:01 kahrl there's a lot of simple function with arguments with self documenting names
22:02 kahrl functions*
22:02 sapier I know you can drive doxygen to insane levels but some minimum yet complete documentation is reducing overhead and is quite feasable
22:03 sapier I don't know how often I've been anoyed by functions like setX() not telling me what that damn X is
22:03 PilzAdam <sapier> doesn't make sense to have any doxygen docu if it's not complete <- this is exactly why I dont want to start with it
22:03 PilzAdam we will have exactly this: /* Sets the x value @param int the x value to be set @return nothing, since it only sets the x value */ void setx(int x);
22:04 sapier pilzadam it's just a matter of decision waste time over and over and over again searching what some function is doing or using a big bunch of time to fix it once for all times
22:04 kahrl if you force people they will document stuff in the way PilzAdam showed
22:04 kahrl and they will say "sets X" and not say what X is
22:04 sapier yes but at least they will
22:05 kahrl why is that good?
22:05 sapier it's up to those ppl adding the commits to ensure a reasonable documentation ... if core developers don't support doxygenizing code it'll fail
22:06 ShadowNinja Can't doxygen list those functions without having a comment?
22:06 sapier no
22:06 ShadowNinja Hmmm, that should be added.
22:06 kahrl I support doxygenizing complex functions but not trivial ones
22:06 sapier at least it will show an error for each of it ... having so much trivial errors you can't use the error log to find the real ones
22:07 ShadowNinja Self-explanatory ones shouldn't require comments, but I think they should be listed.
22:07 sapier it's same as memory leaks ... I had to fix most of it (lots of trivial ones) to finde the ones beeing realy critical
22:07 sapier you often don't realize what "self-explanatory" is and what not
22:08 kahrl if I don't realize I won't write good comments...
22:08 sapier the often cited setX() for example
22:08 sapier it's not that usefull you may think
22:09 ShadowNinja Well that would be obvious in the context of a object in 3D space.
22:09 sapier but at least you'll have to think about it increasing chance you'll realize by 100%
22:09 sapier no it wouldn't shadowninja
22:09 ShadowNinja (Although setPos() would be better)
22:10 sapier setX may be X part of acceleration, velocity, coordinate, extent
22:10 ShadowNinja Hmmm, well yes.
22:10 sapier it doesn't tell if x is absolute or relative
22:11 ShadowNinja Although IMO the function should just be renamed is that obscure.
22:11 sapier once you think about it you realize there often is some information that specifies more exact what a function does
22:12 sapier sometimes you prefere short function names to avoid having lines like:
22:12 kahrl then someone changes it from absolute to relative and forgets to update the doxygen :P
22:13 sapier bsdfbsdg.dsdds().hsadifghg.hsdigfhsaighaighdg.(gsadgusdu.(),ajbfjasd());
22:13 sapier kahrl of course you can always do mistakes ;-)
22:14 ShadowNinja Yes, some functions need documentation, but I don't think it should be mandatory.
22:14 sapier still it's just a suggestion if you don't like it I won't bother adding doxygen comments
22:14 sapier I still won't waste time if there's no chance to get some complete documentation anytime in future
22:15 kahrl well I'm not really a core dev, just happen to have push access
22:15 kahrl so my opinion doesn't really count
22:15 sapier I don't even have push access ;-)
22:15 kahrl maybe there should a poll for all core devs?
22:16 sapier good idea
22:16 kahrl s/should/should be/
22:16 sapier hopefully developers don't only see the additional work required to do so
22:17 PilzAdam sapier, no, we also see the file bloat
22:17 PilzAdam ;-)
22:17 sapier if you stopp writing 1k liner files there won't be a bloat ;-)
22:17 kahrl actually I'm listed as a core dev so I guess I am ;)
22:18 sapier and headers with >200 lines are crazy  adding 200 additional lines won't drive them even near to 1k
22:19 kahrl huh
22:19 kahrl C++ headers get larger than 200 lines quickly
22:19 sapier but I know it's a lot of additional work and requires developers to kick their own asses to do it ... it's same to me
22:20 sapier without documentation they don't ... if they do you're design most likely requires some rework
22:21 kahrl pathfinder.h is an example :P
22:21 sapier it's with complete documentation ;-)
22:22 kahrl ok fair enough :)
22:22 sapier and even with full documentation it's < 400 lines
22:22 sapier and 100 lines are debug code too ;-)
22:24 sapier and if you have a look at this file you may even realize worth of parameter documentation
22:24 kahrl but for example craftdef.h is 400 lines without documentation already
22:25 kahrl and I don't really see how it would be sanely made shorter
22:25 PilzAdam remove all "\n"? :-p
22:26 sapier craftdef.h is a collection of everything craft related ... you could argue about if this even should be all in same file
22:26 kahrl /** default constructor */  /** copy constructor */  /** assignment operator */ <-- I don't see the point of those
22:26 sapier makes sense once you have multiple constructors
22:26 kahrl but you can see what they are from the prototype
22:27 sapier no you can't
22:27 kahrl err
22:27 sapier e.g I don't have any idea what a IGameDef is
22:27 kahrl what does that have to do with anything?
22:27 sapier I just know it's a element for guiFormSpecMenu required for almost nothing
22:28 kahrl if you have a class called Class and you see Class(const Class&); you know it's a default constructor
22:28 kahrl copy*
22:28 sapier there are about 3 formspec fields requireing this so it seams to be optional in most cases ... adding a second constructor not requireing this parameter would show this oprionality
22:29 sapier it's just a matter of completeness
22:29 kahrl this is a case where I feel making it complete just adds bloat
22:30 sapier yes this is sometimes anoying ... but if you do something everytime chances you'll forget it will be less than if you happen to do it every once and then
22:30 kahrl I guess we'll have to agree to disagree about this
22:30 sapier have a look at my guiFormSpec cleanup ... especialy the parser functions ... header setting speaking names for parameters is completely redundant
22:30 sapier still it's way better to understand
22:31 sapier I even accept some performance penalty to do so as formspecs aren't generated thousands of times per second
22:32 sapier but lets ask others too what they think about it
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