Camelia, the Perl 6 bug

IRC log for #padre, 2010-06-19

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All times shown according to UTC.

Time Nick Message
00:17 teejay joined #padre
02:14 Hyppolit svn: r11690 | adamk++ | http://padre.perlide.org/trac/changeset/11690
02:14 Hyppolit Skip on Win32, the Abort/Retry/Ignore box never goes away
02:14 Hyppolit trunk/Padre/xt/
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04:22 Hyppolit svn: r11691 | adamk++ | http://padre.perlide.org/trac/changeset/11691
04:22 Hyppolit When doing a directory tree refresh, only do an intermediate ->clear when we are changing projects or root paths.
04:22 Hyppolit trunk/Padre/lib/Padre/Wx/
04:22 Alias joined #padre
04:54 kthakore Alias: \o/
04:54 kthakore http://yapc2010.com/yn2010/talk/2669
04:54 kthakore Alias: it is happening!
04:54 kthakore :)
04:59 kaare joined #padre
05:12 Alias neat
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06:38 Hyppolit svn: r11692 | adamk++ | http://padre.perlide.org/trac/changeset/11692
06:38 Hyppolit Adding a cache module that provides a place to keep gui-support data with centralised cleanup when the project or document goes away
06:38 Hyppolit trunk/Padre/lib/Padre/
06:41 Hyppolit svn: r11693 | adamk++ | http://padre.perlide.org/trac/changeset/11693
06:41 Hyppolit Noting the addition of PPI::Cache
06:41 Hyppolit trunk/Padre/
06:44 Alias Crap... I've built it wrong
06:55 Hyppolit svn: r11694 | adamk++ | http://padre.perlide.org/trac/changeset/11694
06:55 Hyppolit Refactored the cache to use a single HASH, with all resource types sharing a single keyspace. This prevents the need to pass objects to sub-routines in the object's own destructors, at the slight risk of some corruption of the cache in future.
06:55 Hyppolit
06:55 Hyppolit For now, as the only cache keys have unique filesystem paths that don't collide (project dir + document filename) this isn't a problem.
06:55 Hyppolit trunk/Padre/lib/Padre/
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12:03 Hyppolit svn: r11695 | eilara++ | http://padre.perlide.org/trac/changeset/11695
12:03 Hyppolit Merged all syntax paths into 1 huge Graph object- all normal motion commands
12:03 Hyppolit Now need to turn it into a fast matcher function to be used at run-time
12:03 Hyppolit trunk/Padre-Plugin-Vi/research/ trunk/Padre-Plugin-Vi/research/lib/Vimper/ trunk/Padre-Plugin-Vi/research/lib/Vimper/Command/ trunk/Padre-Plugin-Vi/researc​h/lib/Vimper/Command/Normal/ trunk/Padre-Plugin-Vi/rese​arch/lib/Vimper/SyntaxDag/ trunk/Padre-Plugin-Vi/resea​rch/lib/Vimper/SyntaxPath/ trunk/Padre-Plugin-Vi/researc​h/lib/Vimper/SyntaxPath/Node/
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15:42 SentiniX help-me
15:43 SentiniX i need help
16:12 eilara try me
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16:37 Sewi SentiniX: Hi
16:38 Sewi Please ask your question
16:38 SentiniX one moment
16:39 SentiniX http://paste.dprogramming.com/dpledpfp
16:39 SentiniX Strawberry Perl 5.10.1.1 README
16:40 SentiniX PAR PAR::Packer PAR::Dist and Tk installed
16:40 SentiniX a tk.pl is a one simple print hello
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16:45 Sewi Sorry, no idea.
16:46 rindolf Hi all.
16:46 Sewi Seems to be a Strawberry-related problem but no Padre problem so you might want to ask in #win32...
16:46 Sewi Hi rindolf
16:48 rindolf Sewi: what's up?
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20:17 kthakore hey eilara fix you connection
20:20 eilara joined #padre
20:29 Getty someone here has a hint about how to get process informations by the process id?
20:30 Getty i dont find anything really beside Win32 and BSD solutions, but nothing for linux or anything general beside Proc::ProcessTable which does much much more
20:47 tgape On Linux, the process info is generally stored in /proc/$pid/
20:48 tgape However, I don't know of a smaller module to gather that info than Proc::ProcessTable
20:54 Getty ok...
20:54 tgape Considering all the info available under Linux, I'd expect a Linux-specific process module to actually be larger.
20:54 tgape Well, at least, a mature Linux-specific process module - everything starts out relatively small, after al.
20:54 tgape Err, all.
21:44 kthakore Getty: guess waht \o/
21:45 Getty i got crossfire?
21:45 kthakore Getty: new sprite API for SDLx!
21:45 kthakore Getty: getting closer
21:45 Getty pfff :) no crossfire!
21:45 kthakore Getty: http://github.com/kthakore/SDLx-W​idgets/blob/master/examples/04.pl
21:45 kthakore Getty: it is all in an effort to get you Games::CrossFire
21:46 kthakore :D
21:46 Getty hehe yes
21:46 Getty that sprite API is 50% of the job
21:46 Getty now you just need sprite collision detection concept on top
21:46 Getty and you are done with some lines of logic
21:49 kthakore Getty: Collision detection is done
21:49 kthakore Getty: Collision::2D
21:49 kthakore Getty: I am going to bring ODE to the game
21:50 Getty if you want to spice the game
21:50 Getty make it 3D ;)
21:50 Getty LOL
21:50 kthakore Getty: hah make me specs and test I might do it
21:50 Getty 6 keys for the direction, shift for fire
21:50 Getty you know crossfire specs
21:50 Getty just add a dimension
21:50 Getty ;)
21:51 kthakore I don't even have crossfire specs
22:20 kaare left #padre
22:27 Getty told you download it for c64 emulator, but i can explain it to you again, or you wwatch a video
22:27 Getty cause its one screen and it doesnt change in anyway its totally stupid

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