Regular Brain: recursion
Big Brain: functions calling one another in a simple cycle
Exploding Brain: functions calling one another in a closed walk with repeated vertices
Regular Brain: recursion
Big Brain: functions calling one another in a simple cycle
Exploding Brain: functions calling one another in a closed walk with repeated vertices
Update from yesterday: she got a proof of concept working! https://twitter.com/mango_lychee/status/955590080596529153
Okay, it's seemingly distributed again. The shrinkiness is balanced onces again.
Thought the text squashing was a simple mistake I'd be able to find. But, it turns out to be a more complex interaction of what happens when a horizontal layout is in a vertical one or vice versa.
It's hard to explain, but basically it doesn't transfer the shrink queries down the hierarchy correctly. Shrinkiness … undistributed again until further notice???
The actual vertical layouts seem to work now? But text acts up when squashed from the top and bottom.
Feeling a bit unimpressed with it, for some reason. I think my eyes will light up once I start building actual menus with them tomorrow!
The other night I couldn't sleep and still had my retainer in. And I somehow got the skin under my tongue (sublingual frenulum) hooked onto the side of it.
And I, like, couldn't get it out of my mouth. I was afraid of ripping it and it took a couple minutes to get it unhooked.
Just—the weirdest way to hurt myself, I swear! Have a weird nub of healing skin under there now and I don't like it.
Anyhow, I'm adapting things to work with vertical layouts now.
It's interesting how right-to-left doesn't affect item order or justification in a vertical layout. But it DOES affect alignment, even though it doesn't when horizontal.
I think I have all the features I want for horizontal layouts working (including right-to-left ordering).
I mentioned before I was taking cues from flex containers in css. But one feature I'm dropping is "flex-wrap". I just don't think I'll use it and it complicates things a *lot*. Things have to be fit row by row and you have to decide whether it's better to shrink/grow an item or move it down a row.
One method to do this in C++ is by separating most of your code into a shared library (.so or .dll) that you check for changes and reload whenever a build finishes successfully.
Jessica's trying a method of literally turning off write protection for the executable in memory (!) and writing the changes directly to that.
It definitely looks more complicated, but it's interesting.
Hot-loading is basically where you don't have stop and re-run a program every time you make changes to code. It can just stay running and recompile and picks up your changes.
Jessica mak is doing a stream on hot-loading C++ executable code that's really cool! https://www.twitch.tv/jessicamak
I'm gonna read those more in detail later. I just thought I'd leave myself those links and anybody else who wants em.
It sounds like the "Intel bug" from yesterday is, like, a category of several exploits? Also, importantly it doesn't just affect Intel; it's ARM and AMD too.
Reports:
https://spectreattack.com/
https://googleprojectzero.blogspot.co.uk/2018/01/reading-privileged-memory-with-side.html
(Yeah, that was it)
The mouse pointer raycast/face intersection seems to break after faces get moved around a bunch, though—oh
Oh wait, I realised by typing that it's because I didn't tell it to update normals after a translation occurs. Oops.
Oh yeah, making edits now! It happened. It's good.
3D modeler prototype update:
Face selection is working! Translating/moving faces around is eminent. I ran out of time today before I have to leave, but it'll be in tomorrow, I'm sure.
Then I'll have the most basic of the basic modeling features.
1. import model
2. make an edit
3. export model
Had more trouble than I thought doing mouse raycasting against polygons, but it's pretty good now.
(Mouse cursor is where the white line is)
https://mastodon.social/media/xlGMC0VWQ5GH8MF3AD0
Export occurred! It's not good, but it's there.
I'm sleempy
Going to do .obj export next, which should be easier. Then I'll be able to take models back and forth between blender.
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