KindaABigDyl

joined 2 years ago
[–] KindaABigDyl@programming.dev 1 points 3 hours ago

Ah yes bc it says:

You may not impose any further restrictions on the exercise of the rights granted under this License.

[–] KindaABigDyl@programming.dev 1 points 3 hours ago

That was the context of the comment you replied to. Not sure why you're talking about something else

[–] KindaABigDyl@programming.dev 24 points 3 hours ago* (last edited 3 hours ago) (1 children)

I did it once

Used it for a month

Compilation never got faster

Miserable experience updating or installing new software

Never trying it again

Just use minimal binary distros like Arch

Or if you really want the control of Gentoo use Nix; it's just a better system for that since almost everything you need is prebuilt as well

[–] KindaABigDyl@programming.dev 2 points 3 hours ago* (last edited 3 hours ago) (1 children)

https://esolangs.org/ is a great place to find a ton of esolangs

I like clicking the "Random Page" button and surfing around on it

All those listed here are on there I believe as well as classics like Brainf**k, Malbodge, Piet, etc

Here are some of mine: https://esolangs.org/wiki/User:BlueOkiris

[–] KindaABigDyl@programming.dev 1 points 2 days ago* (last edited 2 days ago) (4 children)

Right. That's the idea. Since Cali has a dumb law, it would be illegal to download Ubuntu in California. Californians follow their law, Ubuntu has to change nothing.

But how is that a license violation on Canonical's part?

[–] KindaABigDyl@programming.dev 11 points 3 days ago* (last edited 3 days ago) (8 children)

Why? As long as they release the source, it should still be good. Californians will just have to build everything themselves and risk breaking the law

[–] KindaABigDyl@programming.dev 7 points 1 week ago (2 children)
[–] KindaABigDyl@programming.dev 9 points 2 weeks ago* (last edited 2 weeks ago)

Here is the grammar:

<json> ::=              <value> | <fn-def> <json>
<value> ::=             <object> | <array> | <string> | <number> | <bool>
                        | <fn-def> | <fn-app>
                        | "null"
<object> ::=            "{" [ <member> { "," <member> } ] "}"
<member> ::=            <string> ":" <value>
<string> ::=            "\"" { <char> } "\""
<char> ::=              (ASCII other than "\"", "\\", 0-31, 127-159)
                        | (Unicode other than ASCII)
                        | ( "\\" (
                            "\"" | "\\" | "/" | "b" | "f" | "n" | "r" | "t"
                            | "u" <hex> <hex> <hex> <hex>
                        )
<hex> ::=               /A-Fa-f0-9/
<array> ::=             "[" [ <value> { "," <value> } ] "]"
<number> ::=            <integer> [ <fraction> ] [ <exponent> ]
<integer> ::=           "0" | /[1-9]+/ | "-" <integer>
<fractional> ::=        "." /[0-9]+/
<exponent> ::=          ("E" | "e") [ "-" | "+" ] /[0-9]+/
<bool> ::=              "true" | "false"
<fn-def> ::=            "(" <ident> { <ident> }
                            ("->" <value> | ":" <string> <string>) ")"
<ident> ::=             <startc> { <identc> }
<startc> ::=            /A-Za-z_/ or non-ASCII Unicode
<identc> ::=            <startc> | /[0-9-]/
<fn-app> ::=            "(" <ident> { <value> } ")"
<var> ::=               "$" <ident>
[–] KindaABigDyl@programming.dev 24 points 2 weeks ago* (last edited 2 weeks ago) (2 children)

It’s basically just JSON that can generate itself !

You have inspired me.

I will make JSON with meta-programming

I will call it DyJSON, i.e. "Dynamic JSON" but pronounced "Die, Jason!"

It is JSON with meta-programming and the ability to call C functions from libraries

Example:

# This is a line comment

# Put your function definitions up here
(concat str_a str_b: "concat" "my-lib.so") # Import a function through a C ABI
(make-person first_name last_name email -> { # Define our own generative func
    "name": (concat (concat $first_name " ") $last_name),
    "email": $email
})

# And then the JSON part which uses them
[
    (make-person "Jenny" "Craig" "jenn.craig.420@hotmail.com"),
    (make-person "Parson" "Brown" null)
]

As you can see, it is also a LISP to some degree

Is there a need for this? A purpose? No. But some things simply should exist

Thank you for helping bring this language into existence

[–] KindaABigDyl@programming.dev 6 points 2 weeks ago

Common Niri W tho

 

Not sure if this is a good place to ask for help, but I have scoured the internet and no one has a solution, so hopefully this question helps me as well as others.

I'm trying to get my computer to run at its best when on Hyprland. I have an MSI Raider GE76 which has an Nvidia GTX 3080 Mobile and an Intel Tiger Lake CPU with integrated graphics.

I typically have an external display over display port, an Ultrawide 3440x1440@60Hz, and the internal laptop display is on eDP at 1920x1080@360Hz. Note tho that while I often have the dual screen setup, I do need to be able to go to just the Intel display. The Nvidia GPU drives all outputs (DP, HDMI, Thunderbolt) EXCEPT for the eDP which is connected to the Intel card.

On X11, I could use reverse prime sync to use the Nvidia card for everything and just have the Intel card draw whatever the Nvidia card renders. This worked well. Unfortunately there isn't anything like that for Wayland, and I don't have a hardware switch to put the eDP on the nvidia side of things.

This means that I have to use the default prime modes to run stuff on the nvidia card which makes the second screen incredibly laggy. Now, I can disable the i915 module and the external display becomes buttery smooth, but I can't use my built-in display (which means I also can't use the display when I'm not connected to the external monitor).

How can I get both to work well on Wayland?

Can I run the external display exclusively on Nvidia and the internal on Intel with Prime? That could work, but idk if that's possible.

What's the optimal way to set up an external display on Wayland with and Nvidia hybrid-graphics laptop? Bc right now I'm thinking of just going back to X11 and praying it gets enough support to live until I can get a decent Wayland config.

 

I created a little side project over the past few days, a new build system for C and C++: https://github.com/blueOkiris/acbs/

I've seen a lot of discourse over C build tools. None of them really seem solid except for (some) Makefiles (some Makefiles are atrocious; you just can't rely on people these days). Bazel, cmake - they're just not straight forward like a clean Makefile is, basically black magic, but setting up a Makefile from scratch is a skill. Many copy the same one over each time. Wouldn't it be nice if that Makefile didn't even need to be copied over?

Building C should be straight forward. Grab the C files and headers I want, set some flags, include some libraries, build, link. Instead project build systems are way way way overcomplicated! Like have you ever tried building any of Google's C projects? Nearly impossible to figure out and integrate with projects.

So I've designed a simplistic build system for C (also C++) that is basically set up to work like a normal Makefile with gcc but where you don't have to set it up each time. The only thing you are required to provide is the name of the binary (although you can override defaults for your project, and yes, not just binaries are possible but libs as well). It also includes things like delta building without needing to configure.

Now there is one thing I haven't added yet - parallel building. It should be as simple as adding separate threads when building files (right now it's a for loop). I know that's something a lot of people will care about, but it's not there yet. It's also really intended to only work with Linux rn, but it could probably pretty easily be adjusted to work with Windows.

Lay your project out like the minimal example, adjust the project layout, and get building! The project itself is actually bootstrapped and built using whatever the latest release is, so it's its own example haha.

It's dead simple and obvious to the point I would claim that if your project can't work with this, your project is wrong and grossly over-complicated in its design, and you should rework the build system. C is simple, and so should the build system you use with it!

So yeah. Check it out when y'all get a chance

 

I created a little side project over the past few days, a new build system for C and C++: https://github.com/blueOkiris/acbs/

I've seen a lot of discourse over C build tools. None of them really seem solid except for (some) Makefiles (some Makefiles are atrocious; you just can't rely on people these days). Bazel, cmake - they're just not straight forward like a clean Makefile is, basically black magic, but setting up a Makefile from scratch is a skill. Many copy the same one over each time. Wouldn't it be nice if that Makefile didn't even need to be copied over?

Building C should be straight forward. Grab the C files and headers I want, set some flags, include some libraries, build, link. Instead project build systems are way way way overcomplicated! Like have you ever tried building any of Google's C projects? Nearly impossible to figure out and integrate with projects.

So I've designed a simplistic build system for C (also C++) that is basically set up to work like a normal Makefile with gcc but where you don't have to set it up each time. The only thing you are required to provide is the name of the binary (although you can override defaults for your project, and yes, not just binaries are possible but libs as well). It also includes things like delta building without needing to configure.

Now there is one thing I haven't added yet - parallel building. It should be as simple as adding separate threads when building files (right now it's a for loop). I know that's something a lot of people will care about, but it's not there yet. It's also really intended to only work with Linux rn, but it could probably pretty easily be adjusted to work with Windows.

Lay your project out like the minimal example, adjust the project layout, and get building! The project itself is actually bootstrapped and built using whatever the latest release is, so it's its own example haha.

It's dead simple and obvious to the point I would claim that if your project can't work with this, your project is wrong and grossly over-complicated in its design, and you should rework the build system. C is simple, and so should the build system you use with it!

So yeah. Check it out when y'all get a chance

 
 

I'm making a game that takes heavy inspiration from Zelda games like Ocarina of Time, Wind Waker, and Twlight princess, i.e. OoT-lineage Zelda as opposed to BotW & TotK and games that stem from Link to the Past. It's not a fan game, of course, but if you like OoT/MM/WW/TP/SS, then you'll (hopefully) like my game.

One central aspect to nail is the camera system these games use. There's some variation, so I've picked one to "clone." I'm basing this camera off of Wind Waker's. It has a default mode where Link runs around the camera with left and right and pushes/pulls the camera with up and down. If you wait long enough, the camera will move to be behind him, and of course there's a Z-targeting mode that will force the camera to move behind him and let him strafe. Finally, there's a free camera mode that works like the camera in a lot of modern third person games.

In terms of movement, there's walking and running, but jumping is relegated to hopping across short gaps in these games, and I've implemented that system as well.

 
 

I have enabled the strongswan plugin for Network Manager via networking.networkmanager.enableStrongSwan.

I manually set up my work VPN using nm-applet, but obviously this won't come with me if I reinstall NixOS, so I'd like to set up the VPN using nix.

The problem is that networking.networkmanager doesn't seem to have any sort of vpn configuration system. How would I go about this?

 

I can achieve remapping using InputMap, config files, a virtual input system, and a bunch of other stuff, but it's kind of pain tbh. Not hard just a lot of code and layers.

Has anyone made a plugin that makes controller remapping simpler in Godot?

With how much work it is to implement, it makes it kinda low ROI for a project, but I feel bad for users bc it's basically the default for all games now to have remapping.

view more: next ›