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Author Topic: will the one responsible please step forth  (Read 4712 times)

LiteralKa

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Re: will the one responsible please step forth
« Reply #45 on: June 03, 2009, 12:51:59 pm »

Did you just answer the same question twice on different days?
Technically, yes. Though, one answer was giving a time(ish), whereas the second was stating that the errors were being fixed.
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Rezan

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Re: will the one responsible please step forth
« Reply #46 on: June 03, 2009, 12:53:03 pm »

I think there's an edit function for that.
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LiteralKa

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Re: will the one responsible please step forth
« Reply #47 on: June 03, 2009, 12:54:21 pm »

I think there's an edit function for that.
Meh, sometimes I forget.
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EuchreJack

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Re: will the one responsible please step forth
« Reply #48 on: June 03, 2009, 06:18:30 pm »

I think there's an edit function for that.
Meh, sometimes I forget.

Edit function just isn't as much fun...

LiteralKa

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Re: will the one responsible please step forth
« Reply #49 on: June 03, 2009, 11:52:37 pm »

I think there's an edit function for that.
Meh, sometimes I forget.

Edit function just isn't as much fun...
Well, that too. :D
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Jonathan S. Fox

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Re: will the one responsible please step forth
« Reply #50 on: June 05, 2009, 02:26:30 am »

I'm currently fixing as many compile errors as I can get to in the code right now, because I want to work on something.

I think some of these are from LiteralKa's description changes, however... specifically, it looks like you're using a lot of undeclared variables, strings mainly. Are you used to another language besides C/C++?

Edit: 40 minutes later, it compiles, at least...

Edit 2: I'm doing a hand-merge of a large number of changes (features and bug fixes) that I added earlier, but have vanished from the current build.

I've noticed a lot of areas where the indentation has been somewhat mauled, making it difficult to track some errors. For reference, I use three space soft tabs (the editor inserts spaces instead of tabs when I hit tab) when editing LCS code. While it's not absolutely required, matching these settings in your editor when working on LCS will help the code's readability substantially.

There are several places where assignment and equality operators are conflated.

In C++, this is an assignment:
Code: [Select]
a=b; // a takes the value of b; the value of the statement is the value of b
This is a comparison:
Code: [Select]
a==b; // a is unmodified; the value of the statement is 1 (true) if a is equal to b, else the value of the statement is 0 (false)
This is particularly dangerous if you're not careful:
Code: [Select]
if(a=b) // assignment, not comparison -- instead of testing equality,
        // you're changing the value of the thing you're trying to test!



Edit 3: Merge mostly completed. I ran into some newline conflicts between my old changes and the latest version, but all cases where this conflicted with compile have been fixed. Fixed a few non-compile-error bugs (the compile errors should already be gone). Added the Stalinist Comrade Squad to the initial setup prompt, but haven't finished implementing that option. Enabling it should run the full the Stalinist Comrade Squad mod, but disabling it won't yet work fully.
« Last Edit: June 05, 2009, 05:53:22 am by Jonathan S. Fox »
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LiteralKa

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Re: will the one responsible please step forth
« Reply #51 on: June 05, 2009, 08:04:40 am »

I'm currently fixing as many compile errors as I can get to in the code right now, because I want to work on something.

I think some of these are from LiteralKa's description changes, however... specifically, it looks like you're using a lot of undeclared variables, strings mainly. Are you used to another language besides C/C++?

Edit: 40 minutes later, it compiles, at least...

Edit 2: I'm doing a hand-merge of a large number of changes (features and bug fixes) that I added earlier, but have vanished from the current build.

I've noticed a lot of areas where the indentation has been somewhat mauled, making it difficult to track some errors. For reference, I use three space soft tabs (the editor inserts spaces instead of tabs when I hit tab) when editing LCS code. While it's not absolutely required, matching these settings in your editor when working on LCS will help the code's readability substantially.

There are several places where assignment and equality operators are conflated.

In C++, this is an assignment:
Code: [Select]
a=b; // a takes the value of b; the value of the statement is the value of b
This is a comparison:
Code: [Select]
a==b; // a is unmodified; the value of the statement is 1 (true) if a is equal to b, else the value of the statement is 0 (false)
This is particularly dangerous if you're not careful:
Code: [Select]
if(a=b) // assignment, not comparison -- instead of testing equality,
        // you're changing the value of the thing you're trying to test!



Edit 3: Merge mostly completed. I ran into some newline conflicts between my old changes and the latest version, but all cases where this conflicted with compile have been fixed. Fixed a few non-compile-error bugs (the compile errors should already be gone). Added the Stalinist Comrade Squad to the initial setup prompt, but haven't finished implementing that option. Enabling it should run the full the Stalinist Comrade Squad mod, but disabling it won't yet work fully.
Yeah, perl mostly.  :-\ But I'm trying to remember my days with C++.
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LCS developer, insomniac, writer.
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