1. Post #3121
    Gold Member
    Eric95's Avatar
    January 2009
    5,031 Posts
    Because it has such a bad reputation what with all the "lul i maek gaem" people, I imagine. I don't think anyone hates Game Maker itself, though.

    It's probably a good way to start game development, though, seeing as a lot of the stuff seems to be taken care of for you.
    Yeah, there are some really good games made with it such as Runman: Race around the world and An Untitled Story.
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  2. Post #3122
    strata8's Avatar
    September 2009
    228 Posts
    Even at they're max size they're a few tiny jpegs that you are downloading to keep.

    I have a basic data plan, 100 mb/mo; that's like a trillion of those icons (I don't want to bother looking up how big those jpegs are, but it definitely aint much)
    Small (1KB):


    Medium (2KB):


    Full (10KB):


    I don't think it really matters, to be honest. Even if you have 100 friends that's only 1MB with the full avatar.
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  3. Post #3123
    Gold Member
    r4nk_'s Avatar
    April 2005
    2,023 Posts
    Hey peeps I have a C# question

    class ListFilter<T> 
    {
    	private IList<T> sourceList;
    	private IList<T> appliedFiltersList;
    	private List<IFilter<T>> filters = new List<IFilter<T>>();
    
    	public void applyFilters()
    	{
    		//Make a copy of the source list object so I can choose
    		//which elements I want to remain in the list...
    		//????
    	}
    }
    
    SomeDerivedList list1 = new SomeDerivedList();
    listFilter.source = list1 //blah blah
    
    SomeDerivedList list2 = (SomeDerivedList) listFilter.appliedFiltersList;

    I want to make a list filterer that takes an IList and filters it down and returns you the filtered list as a copy (but not a deep copy) of the original....

    What is the best C# way of copying/cloning the sourceList so that I can safely cast to the known list type again at the end. IList doesn't seem to support Clone()

    Im thinking the best way might be to just include the list type at a template parameter for ListFilter instead of using IList

    Edit:

    This is what I came up with:

    public class ListFilter<TList, T> 
    		where TList : IList<T>, new ()
    {
    	private TList sourceList;
    	private TList filteredList;
    
    	private List<IFilter<T>> filters = new List<IFilter<T>>();
    
    	public void applyFilters()
    	{
    		//Copy the source list so we can feed back the filtered list to the user
    		filteredList = new TList();
    		foreach (T obj in sourceList)
    		{
    			//uses OR combining for multiple filters
    			foreach (IFilter<T> f in filters)
    			{
    				if (f.isValid(obj))
    				{
    					filteredList.Add(obj);
    					break;
    				}
    			}
    		}
    	}
    }
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  4. Post #3124
    strata8's Avatar
    September 2009
    228 Posts
    Takes 20 seconds to generate the tiled terrain for half the map.


    (Click for full size, 24mb)
    Awesome, but I can't even view it. Maybe you could split it up into tiles and load it using Seadragon.

    Like this:
    http://tarts.x10.mx/renders/tiletest/
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  5. Post #3125
    garry's Avatar
    September 2001
    12,434 Posts
    Try this:
    class MyBase
    {
    public:
    
        typedef void ( MyBase::*Function )( int );
    };
    
    class Derived : public MyBase
    {
    public:
    
        void Print( const char* any, int old, bool crap  ) {}
        void Test (int) {}
    };
    
    void main()
    {
        MyBase::Function f1 = static_cast<Derived::Function>(&Derived::Print); // Compiler error
        MyBase::Function f2 = static_cast<Derived::Function>(&Derived::Test); // Ok
    }

    Although I recommed using std::bind (or boost:bind) like rank said.
    This nailed it! I love you!
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  6. Post #3126
    Dennab
    February 2011
    732 Posts
    Hey peeps I have a C# question

    class ListFilter<T> 
    {
    	private IList<T> sourceList;
    	private IList<T> appliedFiltersList;
    	private List<IFilter<T>> filters = new List<IFilter<T>>();
    
    	public void applyFilters()
    	{
    		//Make a copy of the source list object so I can choose
    		//which elements I want to remain in the list...
    		//????
    	}
    }
    
    SomeDerivedList list1 = new SomeDerivedList();
    listFilter.source = list1 //blah blah
    
    SomeDerivedList list2 = (SomeDerivedList) listFilter.appliedFiltersList;

    I want to make a list filterer that takes an IList and filters it down and returns you the filtered list as a copy (but not a deep copy) of the original....

    What is the best C# way of copying/cloning the sourceList so that I can safely cast to the known list type again at the end. IList doesn't seem to support Clone()

    Im thinking the best way might be to just include the list type at a template parameter for ListFilter instead of using IList

    Edit:

    This is what I came up with:

    public class ListFilter<TList, T> 
    		where TList : IList<T>, new ()
    {
    	private TList sourceList;
    	private TList filteredList;
    
    	private List<IFilter<T>> filters = new List<IFilter<T>>();
    
    	public void applyFilters()
    	{
    		//Copy the source list so we can feed back the filtered list to the user
    		filteredList = new TList();
    		foreach (T obj in sourceList)
    		{
    			//uses OR combining for multiple filters
    			foreach (IFilter<T> f in filters)
    			{
    				if (f.isValid(obj))
    				{
    					filteredList.Add(obj);
    					break;
    				}
    			}
    		}
    	}
    }
    Use LINQ:

    filteredList = sourceList.Where(x => filters.Any(p => p.isValid(x))).ToList()
    

    Code:
    csharp> Func<int, bool>[] filters = { n => n < 0, n => n > 10 };        
    csharp> int[] numbers = { -2, -1, 0, 2, 5, 7, 11, 12, 13 };
    csharp> int[] filteredList = numbers.Where(x => filters.Any(p => p(x))).ToArray();
    csharp> foreach(var n in filteredList) Console.WriteLine(n);
    -2
    -1
    11
    12
    13
    csharp>
    Obviously you have an IList of filter objects where I have an array of predicates, but the general concept is the same.
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  7. Post #3127
    Gold Member
    r4nk_'s Avatar
    April 2005
    2,023 Posts
    Oh that is awesome
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  8. Post #3128
    Hates php
    high's Avatar
    May 2006
    2,415 Posts
    Awesome, but I can't even view it. Maybe you could split it up into tiles and load it using Seadragon.

    Like this:
    http://tarts.x10.mx/renders/tiletest/
    If your browser can't load it then you can just download it. Probably better to download it too. I don't know about other browsers but firefox's image zoom sucks.
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  9. Post #3129
    Gold Member
    ForcedDj's Avatar
    May 2007
    2,335 Posts
    Working on a proper Steam app for Android. My plan is to use all the robust Android features, such as the account sync manager, to correctly manage all the information.

    Oh and the plan is to include chat using all the kick-ass information SteamRE has discovered.

    Here's a screenshot of my actual contacts list which right now includes my Steam friends list

    If this happens, this will be the first thing I get when I get a Droid phone. It would be badass if Valve supported this as well.
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  10. Post #3130
    Gold Member
    Orki's Avatar
    February 2005
    1,849 Posts

    big image !


    Fixed the healthbar pos
    Widescreen fix for terraria :)

    You can pass -x1920 -y1080 or whatever to the client through steam to activate it

    Btw garry can i release this exe if all the copy protection is still there ?

    edit:
    What happened to media tags :(

    wth no img_thumb either w/e click the LINKS :D
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  11. Post #3131
    voodooattack's Avatar
    October 2009
    1,994 Posts
    What theme is that? :buddy:
    Shine 2.0
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  12. Post #3132
    Gold Member
    Dennab
    June 2009
    6,256 Posts


    HeroEngine(The engine that Star Wars The Old Republic is based on)

    Ultimately I know I'm going to stop working on it but I'm trying to make a "sandbox MMO" to my liking(Like Pre-CU Galaxies or Ultima Online). I'm not an artist or a mapper so it makes life extremely difficult.
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  13. Post #3133
    Gold Member

    March 2005
    3,028 Posts
    Back-EMF sensing brushless DC motor driver:


    Doesn't work just yet, the software is still acting funky. I fixed one major bug, though. It uses a bigass (1k) table of commutation timings for a blind startup, which the compiler decided to load into SRAM (512 bytes). I knew from the beginning it would have to stay in the 8kB flash memory, but I forgot to make the necessary provisions in my code.

    The chip had no idea WTF to do and was acting erratically.
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  14. Post #3134
    garry's Avatar
    September 2001
    12,434 Posts
    Widescreen fix for terraria :)

    You can pass -x1920 -y1080 or whatever to the client through steam to activate it

    Btw garry can i release this exe if all the copy protection is still there ?

    edit:
    What happened to media tags :(

    wth no img_thumb either w/e click the LINKS :D
    You can release whatever you want
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  15. Post #3135
    ryadztu's Avatar
    February 2011
    83 Posts
    Oh god.... Ooooh god....


    Why!?
    C# ?

    Edit: nevermind for some reason I thought terraria was java
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  16. Post #3136
    Gold Member
    Darwin226's Avatar
    January 2009
    4,157 Posts
    Of course it is.

    On-topic:
    Working on a GLSL debugging helper. It's just a form with a textbox for code and a compile button that gets errors if they exist along with on what line they are.
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  17. Post #3137
    Gold Member
    pebkac's Avatar
    January 2009
    2,645 Posts
    That and noise are not enough to make it look real, but whatever.
    You could render a higher resolution version of the screenshot, with subpixels being separated and black space between them, like this:
    http://upload.wikimedia.org/wikipedi...y_01_Pengo.jpg
    Then project that image into a camera's perspective. That would make it look much more authentic.
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  18. Post #3138
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    Does anyone else with Chrome have problems with viewing the frames in the news node subforum? They show up and when I scroll in them the scrollbar moves, but aside from the moving flash elements the page isn't redrawn.
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  19. Post #3139
    Gold Member
    r4nk_'s Avatar
    April 2005
    2,023 Posts
    Man, I fucking love C#

    Unfortunately I don't get to use it that often
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  20. Post #3140
    Frugle's Avatar
    June 2010
    487 Posts
    Does anyone else with Chrome have problems with viewing the frames in the news node subforum? They show up and when I scroll in them the scrollbar moves, but aside from the moving flash elements the page isn't redrawn.
    Yes. I've had this for about two weeks now. Using latest beta build.
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  21. Post #3141
    Gold Member
    r4nk_'s Avatar
    April 2005
    2,023 Posts
    I cant see anything wrong for me on the latest (I assume) non-bet.
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  22. Post #3142
    Everyone has a $1 title
    Skipcast's Avatar
    November 2008
    7,081 Posts
    Does anyone else with Chrome have problems with viewing the frames in the news node subforum? They show up and when I scroll in them the scrollbar moves, but aside from the moving flash elements the page isn't redrawn.
    Try disabling GPU acceleration, that fixed it for me.
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  23. Post #3143
    Gold Member
    Sc00by22's Avatar
    August 2007
    1,253 Posts
    Does anyone else with Chrome have problems with viewing the frames in the news node subforum? They show up and when I scroll in them the scrollbar moves, but aside from the moving flash elements the page isn't redrawn.
    I get that, I also have a similar problem with Flash elements, when I scroll sometimes they go out of position and I have to rescroll to fix it.
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  24. Post #3144
    garry's Avatar
    September 2001
    12,434 Posts
    I can't praise premake enough.

    http://code.google.com/p/gwen/source...wen%2FProjects

    Check that out, and the tree on the left, the project directories.. that's what it generated. Well worth the extra effort.
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  25. Post #3145
    Gold Member
    Robber's Avatar
    January 2006
    6,201 Posts
    I rewrote the whole rendering part of the simulation now and used pure OpenGL (probably deprecated though, it's the first time I used OpenGL) instead of Slick. It's running at 60FPS now and I can simulate much denser clothes:
    This time it's finally my unoptimized physics calculations slowing it down as I expected from the beginning.

    Since I'm new to OpenGL I hope someone can tell me just how terribly wrong my render method is:
    ByteBuffer vbb = ByteBuffer.allocateDirect(lines.size() * 2 * 2 * 4);
    vbb.order(ByteOrder.nativeOrder());
    FloatBuffer vertexBuffer = vbb.asFloatBuffer();
    
    ByteBuffer ibb = ByteBuffer.allocateDirect(lines.size() * 2 * 2);
    ibb.order(ByteOrder.nativeOrder());
    ShortBuffer indexBuffer = ibb.asShortBuffer();
    
    float[] vertices = new float[lines.size() * 4];
    short[] indices = new short[lines.size() * 2];
    
    for (int i = 0; i < lines.size(); i++) {
    	Spring s = lines.get(i);
    	vertices[i * 4] = s.getPoint1().getX();
    	vertices[i * 4 + 1] = s.getPoint1().getY();
    	vertices[i * 4 + 2] = s.getPoint2().getX();
    	vertices[i * 4 + 3] = s.getPoint2().getY();
    
    	indices[i * 2] = (short) (i * 2);
    	indices[i * 2 + 1] = (short) (i * 2 + 1);
    }
    
    vertexBuffer.put(vertices);
    indexBuffer.put(indices);
    
    vertexBuffer.position(0);
    indexBuffer.position(0);
    
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
    
    gl.glDrawElements(GL10.GL_LINES, indices.length,
    GL10.GL_UNSIGNED_SHORT, indexBuffer);
    
    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

    I have a feeling I shouldn't allocate two new ByteBuffers every single frame, but it's extremely fast (0.1ms+1ms filling it) and I don't know how else I could do it.
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  26. Post #3146
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    I rewrote the whole rendering part of the simulation now and used pure OpenGL (probably deprecated though, it's the first time I used OpenGL) instead of Slick. It's running at 60FPS now and I can simulate much denser clothes:
    This time it's finally my unoptimized physics calculations slowing it down as I expected from the beginning.

    Since I'm new to OpenGL I hope someone can tell me just how terribly wrong my render method is:
    code;

    I have a feeling I shouldn't allocate two new ByteBuffers every single frame, but it's extremely fast (0.1ms+1ms filling it) and I don't know how else I could do it.
    You should start by allocating the float and ByteBuffers only once and store them as members of your class. Also, toggling clientside states is relatively slow, so you should remove the call to glDisableClientState from your render method and move the call to glEnableClientState to your initialization function.

    That's all I can think of right now.
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  27. Post #3147
    Gold Member
    Robber's Avatar
    January 2006
    6,201 Posts
    You should start by allocating the float and ByteBuffers only once and store them as members of your class. Also, toggling clientside states is relatively slow, so you should remove the call to glDisableClientState from your render method and move the call to glEnableClientState to your initialization function.

    That's all I can think of right now.
    Thanks!

    Can I use glDrawArrays instead of glDrawElements so I don't have to create the indexBuffer? I tried it and it seems to work, but I'm not sure if it's faster.
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  28. Post #3148
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    Thanks!

    Can I use glDrawArrays instead of glDrawElements so I don't have to create the indexBuffer? I tried it and it seems to work, but I'm not sure if it's faster.
    glDrawElements is usually used to get around memory constraints and glDrawArrays may be slightly faster, but there shouldn't be a huge difference.
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  29. Post #3149
    Narkaleptic's Avatar
    March 2007
    54 Posts
    Here's a question..

    class MyBase
    {
    	public:
    
    		typedef void ( MyBase::*Function )( int );
    };
    
    class Derived : public MyBase
    {
    	public:
    
    		void Print( int i );
    };
    
    void main()
    {
    	MyBase::Function f = &Derived::Print;
    }
    

    Would output

    Code:
    1>.(190) : error C2440: 'initializing' : cannot convert from 'void (__thiscall Derived::* )(int)' to 'MyBase::Function'
    1>        Cast from base to derived requires dynamic_cast or static_cast
    To get it to work you'd have to do

    void main()
    {
    	MyBase::Function f = (MyBase::Function)&Derived::Print;
    }

    But by casting you're getting yourself in trouble because you could provide any old function and it'd still work..

    class MyBase
    {
    	public:
    
    		typedef void ( MyBase::*Function )( int );
    };
    
    class Derived : public MyBase
    {
    	public:
    
    		void Print( const char* any, int old, bool crap  );
    };
    
    void main()
    {
    	MyBase::Function f = (MyBase::Function)&Derived::Print;
    }

    Any way to do it without casting - and have it throw an error at compile time if the function isn't of the right format?
    You need to include a calling convention (for instance methods, you need __thiscall, which include the class instance in the parameter list automagically), or make the call static and use __stdcall or something. Nothing wrong with that method.
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  30. Post #3150
    SupahVee's Avatar
    December 2007
    1,114 Posts
    Widescreen fix for terraria :)

    You can pass -x1920 -y1080 or whatever to the client through steam to activate it

    Btw garry can i release this exe if all the copy protection is still there ?

    edit:
    What happened to media tags :(

    wth no img_thumb either w/e click the LINKS :D
    release
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  31. Post #3151
    ColdFusion's Avatar
    December 2009
    2,227 Posts
    I suppose you decompiled the source-code, is there any chance you can pm me the code/project and save me some time?
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  32. Post #3152
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,071 Posts
    Really, am I the only one using firefox here?
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  33. Post #3153
    King Flawless's Avatar
    July 2010
    1,625 Posts
    Really, am I the only one using firefox here?
    No, your just the only one who fails to see the many other Firefox icons in this thread.
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  34. Post #3154
    RyanDv3's Avatar
    May 2008
    999 Posts
    I think I just miraculously avoided pulling my hair out; My project's model loader was mapping the texture of the second test asset backwards, and the third completely fucked up. My bafflement and blood pressure began to rise but was able to intuit that the reason the second was backwards was because the textures need to be upside down.

    For some reason, the hardest part about this project so far has been trying to build assets, I keep running into annoying format problems
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  35. Post #3155
    Gold Member
    Orki's Avatar
    February 2005
    1,849 Posts
    Sure,
    I'll throw in the Source too because there are still some bugs that may need fixing but mostly it's something like a array was declared with a variable before the variable was set then you get a indexoutofbounds

    One bug, you can't mouse hover over health / mana to see a text :( going to fix that if i feel like it, ( Fixed this ! and the Jointeam window to always be in the right spot ! http://filesmelt.com/dl/Main1.cs just rename , replace and recompile)

    To run it though steam just replace the exe in the steam terraria map,
    to use launch options do -x1024 -y768 etc, there is a customconfig.cfg where you can set different resolutions too but this is not nessesary,
    Remember to backup your characters and worlds (Nothing has happened to me yet but i like to be on the safeside)

    http://filesmelt.com/dl/Terraria1.01_1.7z

    Enjoy!
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  36. Post #3156
    Dotmister's Avatar
    May 2008
    898 Posts
    Back-EMF sensing brushless DC motor driver:


    Doesn't work just yet, the software is still acting funky. I fixed one major bug, though. It uses a bigass (1k) table of commutation timings for a blind startup, which the compiler decided to load into SRAM (512 bytes). I knew from the beginning it would have to stay in the 8kB flash memory, but I forgot to make the necessary provisions in my code.

    The chip had no idea WTF to do and was acting erratically.
    Obligatory artistic rating as I'm not entirely sure what is going on...
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  37. Post #3157
    Fox-Face's Avatar
    June 2008
    244 Posts
    Sure,
    I'll throw in the Source too because there are still some bugs that may need fixing but mostly it's something like a array was declared with a variable before the variable was set then you get a indexoutofbounds

    One bug, you can't mouse hover over health / mana to see a text :( going to fix that if i feel like it, ( Fixed this ! and the Jointeam window to always be in the right spot ! http://filesmelt.com/dl/Main1.cs just rename , replace and recompile)

    To run it though steam just replace the exe in the steam terraria map,
    to use launch options do -x1024 -y768 etc, there is a customconfig.cfg where you can set different resolutions too but this is not nessesary,
    Remember to backup your characters and worlds (Nothing has happened to me yet but i like to be on the safeside)

    http://filesmelt.com/dl/Terraria1.01_1.7z

    Enjoy!
    CRC error on all the files on the zip.
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  38. Post #3158
    iNova's Avatar
    November 2008
    1,045 Posts
    Just a random question: When, in your opinion, a person 'knows' a programming language? Surely people don't master the entire language and all of its extents, yet they still are said to know it.
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  39. Post #3159
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,071 Posts
    No, your just the only one who fails to see the many other Firefox icons in this thread.
    Well, theres ALOT of Chromes, and almost no Firefoxes.
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  40. Post #3160
    Gold Member

    March 2005
    3,028 Posts
    Just a random question: When, in your opinion, a person 'knows' a programming language? Surely people don't master the entire language and all of its extents, yet they still are said to know it.
    People put too much emphasis on the language, rather than general programming theory or problem solving skills.
    I really think that most good programmers can pick up new syntax in a week or less.
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