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#openttd IRC Logs for 2012-06-21

---Logopened Thu Jun 21 00:00:34 2012
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02:39<@Terkhen>good morning
02:43<NGC3982>people and hamburgers
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02:54<@Terkhen>hamburgers for breakfast?
02:55<NGC3982>and people
02:57<@Terkhen>there are less morally questionable options
03:05<NGC3982>soylent burgers!
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03:10<NGC3982>my god.
03:11<NGC3982>did i just paste a huge amount of text, or did my client stop it?
03:13<@Terkhen>I dont know if it was supposed to be bigger, but it was big enough to be annoying
03:14<NGC3982>ah, sorry.
03:14<NGC3982>alt+space is for some reason paste in this terminal
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04:04<Ammler> please, please add autodownload of missing bananas grfs :-)
04:05<cornishpasty>B a N a N a S
04:05<Ammler>could be a command switch
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04:57<Ammler>[BUNDLE] Constructing bundle
04:57<Ammler>cp: cannot stat `/home/openttd/svn-publicserver/docs/32bpp.txt': No such file or directory
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05:26<Frank-BTPRO>Hope someone can give me a hand here, if I have the following 2 lines in a function (to create a callback):
05:26<Frank-BTPRO> AI::BroadcastNewEvent(new ScriptEventOnHouseDestroyed(_current_company, t->index, hs->population));
05:26<Frank-BTPRO> Game::NewEvent(new ScriptEventOnHouseDestroyed(_current_company, t->index, hs->population));
05:27<Frank-BTPRO>how can I pass the last variable: hs->population to src/script/api/script_event_types.hpp
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05:35<@Terkhen>hi kamil and Frank-BTPRO
05:36<@Terkhen>Frank-BTPRO: sorry, I dont know abot scripting :)
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05:39<Frank-BTPRO>to bad Terkhen, thanks anyway for your anwer :-)
05:41<@Terkhen>you might want to check the revision log for changesets that add callbacks too, that could be a good starting point
05:43<Frank-BTPRO>I did that, and allready spend alot of time trying to figuring it out... so I thought, if I ask here maybe I have an answer right away :-)
05:44<Frank-BTPRO>for example: I studied on revision: 24290
05:45<Frank-BTPRO>which adds a callback, but there is no variable existing allready for any hs-> (which is a house function)
05:46<@Terkhen>I see :)
05:46<Frank-BTPRO>anyways, i'm patient and will try again to figure it out myself ;-)
05:46<Frank-BTPRO>thanks Terkhen ;-)
05:46<Frank-BTPRO>much appreciated
05:47<@Terkhen>You will have to wait then, none of the persons who know that code in depth seem to be around
05:47<Frank-BTPRO>no problem :-)
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06:33<V453000>hi, I have gotten an interesting situation. I have a 2way signal red with eol on, and if I use different (but compatible) railtype, the 2way eol breaks
06:33<V453000>interesting to say the least :)
06:36<@planetmaker>what's the interesting thing (I don't get what you try to illustrate)
06:37<V453000>why should 2way eol break
06:37<@planetmaker>signals gneerally don't care about railtypes
06:37<V453000>when the tracks are compatible
06:37<@planetmaker>track is track for signaling purposes
06:37<@planetmaker>or their state
06:37<V453000>that is what I though
06:37<@planetmaker>pathfinding otoh does care
06:37<V453000>why does it break then
06:37<@planetmaker>what does "break" mean?
06:38<V453000>obviously, 2way eol works in the former case, but not in the second
06:38<@planetmaker>sorry, what's the difference?
06:39<V453000>one piece of rail being mono/universal
06:39<V453000>apparently the piece where train decides where to go
06:40<V453000>both rail types are compatible, trains drive on them without any issues, so change in pathfinding is strange
06:40<@planetmaker>speed might be an issue
06:40<V453000>no speed limits
06:41<@planetmaker>but ofc also the other track state where trains might be able to go
06:41<V453000> this is the univ rail
06:42<V453000>the other track is the same in both cases
06:42<V453000>the only change is that one piece
06:43<@planetmaker>and the train's RT?
06:44<@planetmaker>and which RT has which graphics?
06:44<@planetmaker>RT = rail type
06:44<V453000>ah, the trains are monorail, shown as monorail, universal rail looks like normal rail
06:45<V453000>just tried, works vice versa too - if I make all tracks universal, with exception of that one decision point
06:46<@planetmaker>hm, maybe open a bug report. With savegame and maybe a transcript of this IRC to explain
06:46<V453000> :)
06:49<@peter1138>maybe it's a penalty thing?
06:50<V453000>cant be, it is 2way eol
07:05<szaman>hi all, some time ago there was a thread active on tt-forums about smooth curves ( anyone knows if something changed till now? any thoughts or progress? :-)
07:09<@peter1138>very unlikely
07:10<szaman>well, that's what i excepted, such change would have impact on whole engine and pathfinding algorithms?
07:13<Frank-BTPRO>is someone able to help me with a code issue? I have the following in a function of town_cmd.cpp:
07:13<Frank-BTPRO>AI::BroadcastNewEvent(new ScriptEventOnHouseDestroyed(_current_company, t->index, hs->population));
07:13<Frank-BTPRO>Game::NewEvent(new ScriptEventOnHouseDestroyed(_current_company, t->index, hs->population));
07:13<Frank-BTPRO>can someone maybe tell me how I can pass the variable of hs->population to the file: src/script/api/script_event_types.hpp
07:15<szaman>i'm not into openttd development but i know some c++ so if i could see the declarations of Game::NewEvent and class of hs then i might help
07:15<FLHerne>szaman: Some guy came up with a hack for it...
07:15*FLHerne looks for the thread
07:15<szaman>ok, good luck :]
07:17<FLHerne>Found it:
07:18<szaman>oh, i meant thread about rounded curves :P
07:18<szaman>oh, u meant thread about rounded curves :P
07:19<V453000>the rounded curving of CETS trains is interesting
07:20<V453000>rounded curves would backfire more than do any good imo
07:20<FLHerne>Proper support for rounded curves would be shiny, of course :-)
07:20<Frank-BTPRO>szaman, the game::newevent is build-in into the openttd code to send a event to (I think that's all it does) the NoAI and the No-Go functions
07:21<Frank-BTPRO>you can see how it added an event to the no-go and noai framework in revision: 24290
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07:28<szaman>where is ScriptEventOnHouseDestroyed defined?
07:38<@Terkhen>szaman: that's correct, such change would affect most parts of the game, and would also make them more complicated
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08:30<Frank-BTPRO>sorry for my late reply :-)
08:31<Frank-BTPRO>all function are being defined at: src/script/api/script_event_types.hpp
08:44<szaman>whete is no ScriptEventOnHouseDestroyed there
08:44<szaman>ok, i can ceckout repo and find by myself
08:46<szaman>hm, nowhere
08:46<Frank-BTPRO>I am creating this function myself
08:47<Frank-BTPRO>so offcourse it's not there
08:47<Frank-BTPRO>so, basically my question is how to create the function with hs->population
08:48<szaman>haha, okay
08:49<Frank-BTPRO>I can just copy over a function which is allready there offcourse, but no function is using the hs-> functions yet :(
08:49<szaman>if nothing uses it, why it should be there?
08:49<szaman>will you use this by oyrself?
08:51<Frank-BTPRO>yes, I will use this by myself
08:51<Frank-BTPRO>it's to detect when players are destroying houses in a town
08:51<szaman>this function creates an event of new-defined type
08:51<Frank-BTPRO>and set actions accordingly
08:51<@planetmaker>Frank-BTPRO: if it's about a house's population you can go via tile info. It gives you the info about what it produces (though not how much) and about how much it accepts
08:51<@planetmaker>iirc that's exposed to AI and GS
08:52<szaman>so Game doesn't know anything about this new type, only that it is an event.
08:52<Frank-BTPRO>planetmaker, i've set the event trigger in town_cmd.cpp in function: void ClearTownHouse(Town *t, TileIndex tile)
08:52<Frank-BTPRO>there is a variable there which states: ChangePopulation(t, -hs->population);
08:53<szaman>when you will later get this event from Game, you will have ScriptEvent or Event only, but not ScriptEventOnHouseDestroyed
08:53<Frank-BTPRO>so basically I thought that if a house is destoyed you can take the number of people in that house from hs->population right?
08:53<szaman>then you must ensure that this is in fact ScriptEventOnHouseDestroyed and cast to this type
08:54<Frank-BTPRO>szaman, did you study on revision: 24290 ?
08:54<szaman>but i don't know the source so i could be wrong
08:54<Frank-BTPRO>from SVN
08:54<szaman>yes, i've checked out this revision
08:54<szaman>but not studied it :P
08:54<Frank-BTPRO>in that revision they are doing EXACTLY what I want to do now
08:54<Frank-BTPRO>just create a trigger / event notification that if someone destroyed a house it gives the info which I request
08:55<Frank-BTPRO>which in this case is: ScriptEventOnHouseDestroyed(_current_company, t->index, hs->population))
08:55<szaman>so why you can't do it accordingly?
08:55<Frank-BTPRO>so, current company which is destroying the house, the tile index
08:55<@planetmaker>Frank-BTPRO: I rather think the better approach would be to trigger on the Bulldozer command and return which type of tile is being destroyed
08:55<@planetmaker>i.e. create a more general event
08:55<Frank-BTPRO>because... I don't know how to specify it in the file: script_event_types.hpp
08:55<Frank-BTPRO>how to define it
08:56<@planetmaker>maybe with the GS registering which tiles it wants notifications on
08:56<Frank-BTPRO>(only the hs->population)
08:56<Frank-BTPRO>^^ planetmaker, yeah :)
08:56<Frank-BTPRO>I can try that indeed...
08:56<szaman>you don't know the type of hs->population property?
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08:57<Frank-BTPRO>actually, I don't know how to define it... I will try to give you an example:
08:57<Frank-BTPRO>+ * Event Road Reconstruction, indicating that company triggered
08:57<Frank-BTPRO>+ * road reconstructions in a town.
08:57<Frank-BTPRO>+ * @api ai game
08:57<Frank-BTPRO>+ */
08:57<Frank-BTPRO>+class ScriptEventRoadReconstruction : public ScriptEventCompanyTown {
08:57<Frank-BTPRO>+ /**
08:57<Frank-BTPRO>+ * @param company The company.
08:57<Frank-BTPRO>+ * @param town The town.
08:57<Frank-BTPRO>+ */
08:57<@planetmaker>don't paste here!
08:57<Frank-BTPRO>+ ScriptEventRoadReconstruction(ScriptCompany::CompanyID company, TownID town) :
08:57<Frank-BTPRO>+ ScriptEventCompanyTown(ET_ROAD_RECONSTRUCTION, company, town)
08:57<Frank-BTPRO>+ {}
08:57<@planetmaker>use a paste bin
08:57<Frank-BTPRO>right, my bad
08:58<Frank-BTPRO>will do
08:58<@planetmaker>like or alike
08:59<szaman>Frank-BTPRO: your ScriptEventOnHouseDestroyed derives from what?
08:59<szaman>heh i;m just looking on that now :]
08:59<Frank-BTPRO>this is an example of a function which is created from src/script/api/script_event_types.hpp
09:00<szaman>do you also derives from ScriptEventCompanyTown ?
09:00<Frank-BTPRO>but this is not my function offcourse :-)
09:00<szaman>it's class, not function :]
09:00<Frank-BTPRO>uhm, no I guess :-S
09:00<szaman>if you want to know which company destroys you'd better derive from ScriptEventCompanyTown imho
09:01<szaman>and hs->population is of what type?
09:01<szaman>so, wait a minute
09:01<@planetmaker>could as well be typedef'ed
09:04<szaman>i don't know the purpose of Convert method so i will ignore this :P
09:07<szaman>and you must add ET_HOUSE_DESTROYED to the eventtype list
09:07<@planetmaker>szaman: all the openttd internal stuff needs to be interfaced to the script's VM in order to be accessible. that's - iirc - the purpose of the convert methods
09:08<szaman>and when you acquire this event later, you must cast this to ScriptEventOnHouseDestroyed, i don't know if there are special means for casting events
09:10<szaman>planetmaker: is Convert method used to implement polymorphism for events? i.e. when Frank-BTPRO want his population thingy should he use Convert(event) to acquire event if his new type?
09:10<@planetmaker>I'm not sure. I've not looked at that part of the code really
09:11<szaman>ok, well, me neither :P
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09:14<szaman>Frank-BTPRO: was my paste helpful? if population is typedef'ed you must change 'int' to correct type
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09:36<@Belugas>sir peter1138 :)
09:36<@Belugas>solved your sql problem with the stored proc or you found out why it behaved as such?
09:38<@peter1138>yes it did
09:38<@peter1138>takes 1s instead of 40s, so good result
09:41<@Belugas>nice to know
09:41<@Belugas>so i do not have a jealousy anymore about not having global values in SQl server :)
09:42<@Belugas>in Firebird/Interbase, that is
09:44<Frank-BTPRO>i'm sorry guys, had to do something, I am at work ^^^ :-)
09:44<Frank-BTPRO>I will check your paste szaman, thanks
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10:32<Eddi|zuHause>how well does godwins law apply to threads which are about nazis in the first place?
10:36<Rubidium>go to jail, do not pass start and you do not get 200 <currency unit>
10:36<Rubidium>oh darn, I'm already in jail ;)
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10:40<GreenFlash1986>hi guys
10:41<GreenFlash1986>two questions: how can i change email and password?
10:46<__ln___>imho that's only one question.
10:46<GreenFlash1986>yes, ok, you are right, but you can split it in two ;)
10:47<GreenFlash1986>so can you pls answer me one of them? or maybe two?
10:50<__ln___>i have no idea which email and password you are talking about, and even if i did, i probably wouldn't have an answer.
10:51<GreenFlash1986>öhm.. talking about the email-adresse for the bugs, wiki and all of this stuff, so lets say, the emailaddress of my profile
10:51<GreenFlash1986>and the password
10:54<__ln___>i'm quite sure there's someone else here who knows then answer
10:54<Rubidium>you're probably best off sending an email to for the email address. For the password I'm not sure whether TrueBrain implemented something to change those
10:54<GreenFlash1986>ok, mail will arrive shortly
10:55<Eddi|zuHause><Rubidium> go to jail, do not pass start and you do not get 200 <currency unit> <-- that was always 4000 in the german monopoly...
10:56<Rubidium>STR :{CURRENCY} SetDParam(0, 200); GetString(buff, str, lastof(buff))
11:06<GreenFlash1986>I will have a cigarette.. maybe TrueBrain will answer later...
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12:51<frosch123>hmm, nuts has no appropiate vehicle vor livestock
12:52<frosch123>shall i use the flatbed wagon, tanker or universal wagon?
12:53<frosch123>oh, the flatbad wagon refitted to a box van :)
12:54<@planetmaker>I recommed the PAX wagon. For monkeys :-P
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13:13<Eddi|zuHause>i don't recommend the reverse :p
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13:45<CIA-8>OpenTTD: translators * r24350 /trunk/src/lang/vietnamese.txt:
13:45<CIA-8>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-8>OpenTTD: vietnamese - 5 changes by nglekhoi
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14:01<NGC3982>you guys are a bit C#-savy, right?
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14:29<Eddi|zuHause>NGC3982: you know what a metaquestion is, right?
14:30<Warod>Can I as a question about metaquestions?
14:35<Zuu>NGC3982: I kind of like the feature in C# than you can make any basic datatype nullable as in a database. Eg you can create a bool that can also be null, giving a tri-state variable :-)
14:36<Zuu>Good if you want to modell 'unknown' as null.
14:36<Zuu>But I have no idea how (in)efficient it is with memory usage.
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14:39<Zuu>Does people outside of sweden have holliday this weekend even if you don't dance around a pole and sing about frogs?
14:39<NGC3982>Eddi|zuHause: ..yes?
14:39<NGC3982>Eddi|zuHause: im not asking to ask, im just interested in the thoughts on CE##.
14:40<Eddi|zuHause>Zuu: no clue what you're talking about...
14:40<NGC3982>Zuu: i see. im completely new to programing.
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14:40<NGC3982>im trying to create neat graphs between dialer and local statistics
14:40<Zuu>Eddi|zuHause: regarding C# or dancing around a pole?
14:40<NGC3982>and its bot a treat and pure hell.
14:40<Eddi|zuHause>Zuu: the latter
14:42<NGC3982>i find it rather amusing that we swedes are so keen on singing that frog anthem
14:43<NGC3982>specially when its a france vs. britain war song.
14:44<Eddi|zuHause>ah, right. no, that is not an official holiday
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14:44<NGC3982>its not even a "red day" in sweden.
14:44<NGC3982>(not anymore, at least)
14:45<@Alberth>your nick is red, does that count?
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14:45<Eddi|zuHause>and "poles" are usually set up in may (-> )
14:45<frosch123>you guys should more often mix wagons of different lengths within a consist
14:45<frosch123>then you would find more interesting bugs
14:45<NGC3982>Eddi|zuHause: germany and the netherlands?
14:46<Eddi|zuHause>NGC3982: i have nearly no knowledge about anything in the netherlands
14:46<@Alberth>frosch123: opengfx+ has very limited choice in length of wagons :)
14:47<NGC3982>the swedish midsummer festives are a bit odd, and strangely fun to attend
14:48<NGC3982>fermented fish, crayfish, silly hats, frog songs, folk costumes and elderberry liquor
14:49<NGC3982>and the god forsaken songs
14:51<frosch123>hmm, oh, actually there is no bug. the weird behaviour is correct :o
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16:04<@planetmaker>22:03 Alberth: [20:46:39] frosch123: opengfx+ has very limited choice in length of wagons :) <-- it has 8/8 and 7/8. And most probably very soon also 6/8 and the tenders are 4/8 ;-)
16:04<@Alberth>ah, choice is expanding thus ;)
16:05<frosch123>so, i should hurry up with my related features :)
16:05<@planetmaker>7/8 is actually nearly there since the beginning. The turbotrain uses it. And at one time or another one of the maglevs
16:06<@planetmaker>s/nearly there/there nearly/
16:06<@planetmaker>word order matters there :-)
16:09<NGC3982>i still dont understand how i convert string to int. :(
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16:10<Zuu>Is there anyone using gvim to edit remote files trough eg scp from windows?
16:11<Rubidium>might Zuu do that?
16:11<Rubidium>NGC3982: my eyes... what have you done?
16:11<@planetmaker>is there a difference between vi, vim and gvim? :-)
16:11<NGC3982>Rubidium: nothing, im just editing.
16:11<Rubidium>planetmaker: yes
16:11<NGC3982>Rubidium: and yes, im so (oh so) new to this.
16:12<frosch123>i am using geany or kate through sshfs from linux to linux or solaris, if that counts
16:12<Zuu>Rubidium: I'm trying, but gvim change ssh:// to ssh:\\ before trying to intreprete the file path as an URL and failing there.
16:12<Rubidium>planetmaker: vi, vim = vi improved, gvim = vi improved with mouse
16:12<@planetmaker>ah, I see.
16:12<frosch123>planetmaker: vi is 1960, vim is 1990, gvim is 2000 maybe
16:12<@planetmaker>I guess I use vim :-)
16:12<frosch123>maybe 1970
16:13<Rubidium>most of the time vi symlinks to vim, but not always...
16:13<@planetmaker>on my systems it does
16:13<Zuu>gvim on windows means more colors and easier to set a good font than running vim through putty or a cmd-window.
16:13<Rubidium>I doubt many people really like vi
16:13<@Alberth>planetmaker: gvim is so much nicer :)
16:13<Rubidium>if they say they do, they probably like vim and are unaware they're not using the actual vi
16:13<@planetmaker>Alberth: I only use vi for a short edit or via ssh. In the latter case... mouse is hardly available
16:14<Eddi|zuHause>NGC3982: i see an sql injection waiting to happen...
16:14<@Alberth>no X11 tunneling? :)
16:14<frosch123>i am quite sure i also used the real vi at some point
16:14<Eddi|zuHause>frosch123: on most systems i know, vi is just a symlink to vim
16:14<@planetmaker>Alberth: no, I nearly never do that. Too slow, I think. And... no need really
16:14<@planetmaker>Eddi|zuHause: is slow ;-)
16:14*Zuu had to use the real vi at a summer job
16:15<NGC3982>Eddi|zuHause: yes
16:15<Rubidium>Zuu: annoying, right?
16:15<@Alberth>Eddi|zuHause: try a BSD system :)
16:15<frosch123>Eddi|zuHause: did you try hpux on a machine from 1990?
16:15<@planetmaker>Alberth: they also have vim
16:15<NGC3982>Eddi|zuHause: im trying to make the outcome of the two sql questions to an integer, som i can add them together in a cell.
16:15<frosch123>or solaris on a machine from 2000 ?
16:15<Zuu>Rubidium: Yep.
16:15<NGC3982>Eddi|zuHause: and im so, terribly off track.
16:15<@Alberth>planetmaker: sure, but I doubt they call ir 'vi'
16:15<Zuu>Especially that you can't use backspace to erase text unless you just wrote it.
16:16<Eddi|zuHause>NGC3982: never ever ever EVER construct an sql command from "string" + variable + "string"
16:16<Rubidium>NGC3982: you should use prepared statements, then you can just request the return values by their proper type
16:16<NGC3982>Eddi|zuHause: i didnt. the guy who created the script did. and how's that? :)
16:16<Rubidium>and... prevent all kinds of crappy injects stuff as well
16:17<NGC3982>Rubidium: as in, creating an initial int from an sql query, and then simply add them together in the box?
16:17<@Alberth>NGC3982: fix it :)
16:17<NGC3982>speaking of which, i have no training what so ever in this. im just editing some documents to learn more about it
16:18<NGC3982>so dont blame me for that ..thing.
16:18<@Alberth>NGC3982: in that case, close your eyes now FAST, before you learn wrong things :)
16:18<NGC3982>Alberth: ;)
16:18<Rubidium>yay... I guessed the right xkcd comic ;)
16:19<Eddi|zuHause>NGC3982: you sound like "i have no formal training in handling TNT, i'm just trying to fiddle with this fuse"
16:19<Rubidium>whoever wrote that bit of code doesn't care about concurrency
16:20<Rubidium>would love to see the order and no being off-by-one due to executing it just at the right (or is that wrong?) time
16:21<NGC3982>Eddi|zuHause: this isnt TNT. i cant brake anything.
16:21<Eddi|zuHause>NGC3982: i feel it's my duty as a citizen to prevent you from leaving this code out in the public. it's a disaster waiting to happen
16:21<NGC3982>Eddi|zuHause: haha
16:21<Rubidium>and why convert something to string, then to int and then (implicitly) to string again?
16:21<Eddi|zuHause>no, honestly
16:21<NGC3982>Rubidium: since i dont know how to write sql syntax, im trying to take a shortcut.
16:22*NGC3982 waits for the fire.
16:22<NGC3982>Eddi|zuHause: so, what are my options? wait and let a developer do it for me?
16:22<Eddi|zuHause>NGC3982: learn some basic sql, then learn practices how to validate parameters to sql statements
16:23<@planetmaker>NGC3982: probably also the approach to quickly try to inform you on proper handling of these requests would work ;-)
16:23<Rubidium>look up SQL injection ;)
16:23<@Terkhen>doing it properly and be able to get feedbacks and comment, or hack it until it works and expect anyone else to avoid commenting on a hack :P
16:23<Eddi|zuHause>NGC3982: somewhere inbetween there you'll come across ways for converting database types to programming language types
16:23<NGC3982>Eddi|zuHause: i see.
16:25<NGC3982>planetmaker: ive got nothing better on my hands. experimenting with this can hardly create more problems then just leaving it.
16:26<Eddi|zuHause>on another note, am i the only person finding it weird to use "group by" if you don't use any aggregate functions?
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16:31<Eddi|zuHause>but this clearly is the kind of code quality i'd expect from someone who has "no formal training"
16:31<NGC3982>well, the thing is
16:32<NGC3982>all of this is made by someone who had to learn C# fast not to go bancrupt
16:32<NGC3982>and then left it to someone like me
16:32<NGC3982>my computer training reaches facebook.
16:34<Eddi|zuHause>so who prevents you from going to the nearest university and visiting some courses?
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16:35<NGC3982>im working full time, and stuff works without my coding (just not as good).
16:35<NGC3982>but yes, i have been thinking about studying it part-time.
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16:38<Eddi|zuHause>well, you can also get a book
16:42<Eddi|zuHause>by the way, there once was a "nerd pissing contest", where they fought vim vs. emacs, and sed won :)
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16:58<@Terkhen>good night
16:59<frosch123>sed is turing complete, not sure about vim and emacs
16:59<frosch123>emacs likely is
17:03<@Alberth>it uses lisp, so it should be :)
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17:12*Zuu found the missing glue. "set shellslash" and "let g:netrw_cygwin=1", then ":e scp://user@somehost/some/file" works :-)
17:12<Zuu>(given that cygwin scp is in PATH, which it is)
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17:13<Zuu>For some reason the putty solution suggested by the vim manual doesn't work for me.
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17:25*NGC3982 actually fixed it
17:25<NGC3982>simply removing everything and following a new sql syntax (with a small wiki entry to help) i managed to get all of that working with like ten rows of code.
17:25<NGC3982>instead of 236.
17:25<NGC3982>i have yet to understand everything i did, though.
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---Logclosed Fri Jun 22 00:00:34 2012