Joined: 14 Jul 2015 Location: Underground Clone City
Posted: Wed Jul 03, 2019 3:18 pm Post subject:
*If you are immune to mind control, you are lucky.* _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. ï¿½:p .
I was having a programming discussion with a friend and just happened to run across a video while trawling the interwebblies as I do, and the next recommended video was this one. I was grinning through it because I seemed to have organically reached the same conclusions, having started in spaghetti programming in DOS, moving up through more interpretive languages later on.
I was encouraged more than once (forced?) to write in this new paradigm of sub-functioning my entire code in a QBasic class, when I had already 2yrs of programming in a similar language called ASIC. I tried to adopt it for the purposes of understanding, but it didn't take long to realize it was needlessly complicating my source, forcing me to jump around to see the linear flow of things.
By the time I had to use the Turing language (interpreted but had a compiler to link it with a JIT loader) I had already more or less settled on what I called "backbone and ribs" code structure. My sub-functions were small excursions from the main block because they were so highly specific they might as well be a blackbox, and no need of managing states or crosstalk.
TCL I think is where I had to start thinking in terms of states, specifically as they related to callbacks, because I was working with Eggdrops (IRC bot) but also making networking (ftp and http scripts) code where a halt in the logic waiting for data that may not come was lethal. I got into non-blocking tokenized states, where commands or network operations could be issued after timeouts, where network errors like randomly closed sockets wouldn't crash anything. This required more objectified code to match the handshake methodology of command-acceptance-data-acknowledgment, any of which could fail.
So I went through the whole gamut of programming types and understand where to use what selectively, just like this video suggests. You can still see my "backbone and ribs" in AICHECK, for example a rib would be a logging function.
Posted: Sun Aug 25, 2019 9:36 am Post subject:
C&C Generals IS A PERFECTLY BALANCED GAME WITH NO EXPLOITS
Deleted the thread I made for just this video and posting it in here instead:
I never knew C&C Generals (ZH) was this broken even tho I have modded the game for some years in the past, I have never tried either of the exploits mentioned/seen in this video.
This goes both for the Chinook thingy and the main thingy of the video. QUICK_EDIT
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
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