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14 Oct 2026 00:15:25 EDT (-0400)
  LOL'd at myself (Message 1 to 29 of 29)  
From: Kyle
Subject: LOL'd at myself
Date: 8 May 2009 09:13:55
Message: <4a043013$1@news.povray.org>
I laughed at myself when I recognized this text art right away.  It's 
been a few years...



         #         #
      ##             ##
    ##                 ##
   ###                 ###
   ##                   ##
   ##                   ##
   ###                 ###
   ###      #####     ####
    ####     ###     ####
     ###################
       ###############
          #########
             ###
             ###
             ###
              #


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From: Invisible
Subject: Re: LOL'd at myself
Date: 8 May 2009 09:23:02
Message: <4a043236$1@news.povray.org>
Kyle wrote:

> 
>         #         #
>      ##             ##
>    ##                 ##
>   ###                 ###
>   ##                   ##
>   ##                   ##
>   ###                 ###
>   ###      #####     ####
>    ####     ###     ####
>     ###################
>       ###############
>          #########
>             ###
>             ###
>             ###
>              #

Heh, nice.

I've only ever played Q2, so... ;-)

    ____  ____
    \   \ \###\
     \   \ \###\
      \   \ \###\
       \   \ \###\  ______________
        \   \ \###\ \_____________|
         \   \ \###\
         /   / /####\  ___________
        /   / /######\ \__________|
       /   / /###/\###\
      /   / /###/  \###\
     /   / /###/    \###\
    /___/ /###/      \###\


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From: nemesis
Subject: Re: LOL'd at myself
Date: 8 May 2009 16:20:38
Message: <4a049416@news.povray.org>
Invisible escreveu:
> Kyle wrote:
> 
>>
>>         #         #
>>      ##             ##
>>    ##                 ##
>>   ###                 ###
>>   ##                   ##
>>   ##                   ##
>>   ###                 ###
>>   ###      #####     ####
>>    ####     ###     ####
>>     ###################
>>       ###############
>>          #########
>>             ###
>>             ###
>>             ###
>>              #
> 
> Heh, nice.
> 
> I've only ever played Q2, so... ;-)
> 
>    ____  ____
>    \   \ \###\
>     \   \ \###\
>      \   \ \###\
>       \   \ \###\  ______________
>        \   \ \###\ \_____________|
>         \   \ \###\
>         /   / /####\  ___________
>        /   / /######\ \__________|
>       /   / /###/\###\
>      /   / /###/  \###\
>     /   / /###/    \###\
>    /___/ /###/      \###\


quake >>= haskell

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: Invisible
Subject: Re: LOL'd at myself
Date: 11 May 2009 04:15:58
Message: <4a07debe@news.povray.org>
nemesis wrote:

> quake >>= haskell

How about Quake implemented *in* Haskell? ;-)


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From: Mike Raiford
Subject: Re: LOL'd at myself
Date: 11 May 2009 07:51:32
Message: <4a081144$1@news.povray.org>
Invisible wrote:

> How about Quake implemented *in* Haskell? ;-)

I could go grab a sandwich while it renders the next frame. Awesome!

-- 
~Mike


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From: Invisible
Subject: Re: LOL'd at myself
Date: 11 May 2009 07:58:01
Message: <4a0812c9$1@news.povray.org>
>> How about Quake implemented *in* Haskell? ;-)
> 
> I could go grab a sandwich while it renders the next frame. Awesome!

Really? And what makes you think that? OpenGL with hardware acceleration 
is equally fast if you call it from C or Haskell. :-P


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From: Mike Raiford
Subject: Re: LOL'd at myself
Date: 11 May 2009 08:17:33
Message: <4a08175d$1@news.povray.org>
Invisible wrote:

> Really? And what makes you think that? OpenGL with hardware acceleration 
> is equally fast if you call it from C or Haskell. :-P

The original quake was not OpenGL... :) Though, they did release GLQuake.

And, isn't Haskell like an order of magnitude slower than ... just about 
everything else?

-- 
~Mike


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From: Invisible
Subject: Re: LOL'd at myself
Date: 11 May 2009 08:26:03
Message: <4a08195b$1@news.povray.org>
>> Really? And what makes you think that? OpenGL with hardware 
>> acceleration is equally fast if you call it from C or Haskell. :-P
> 
> The original quake was not OpenGL... :) Though, they did release GLQuake.

You're probably right. I never saw it. (I only saw Quake II. For that 
matter, I've never seen Quake III, although I'm told it exists.)

Of course, nobody has ever implemented Quake in Haskell. But they *have* 
successfully implemented Doom. (And it loads original Doom "WAD" files.)

> And, isn't Haskell like an order of magnitude slower than ... just about 
> everything else?

I actually can't decide whether you're being serious or not...


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From: Mike Raiford
Subject: Re: LOL'd at myself
Date: 11 May 2009 09:49:53
Message: <4a082d01$1@news.povray.org>
Invisible wrote:

> Of course, nobody has ever implemented Quake in Haskell. But they *have* 
> successfully implemented Doom. (And it loads original Doom "WAD" files.)

Wow.. heh

I think they implemented Quake in C++.net at one point.

>> And, isn't Haskell like an order of magnitude slower than ... just 
>> about everything else?
> 
> I actually can't decide whether you're being serious or not...

Mmm, mostly not serious. :D

-- 
~Mike


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From: Warp
Subject: Re: LOL'd at myself
Date: 11 May 2009 11:17:48
Message: <4a08419c@news.povray.org>
Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> I think they implemented Quake in C++.net at one point.

  Given that Quake was already implemented in C++, what would the .net
part bring to it?

-- 
                                                          - Warp


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From: Darren New
Subject: Re: LOL'd at myself
Date: 11 May 2009 11:18:10
Message: <4a0841b2$1@news.povray.org>
Mike Raiford wrote:
> I think they implemented Quake in C++.net at one point.

Since the original was in C, it was just a few hours porting it to C++ and 
fixing the incompatibilities between C and C++, and then a couple hours 
adding something (radar, IIRC) to prove it could be done.

C++.net is probably more compatible with straight C++ than C is.

-- 
   Darren New, San Diego CA, USA (PST)
   There's no CD like OCD, there's no CD I knoooow!


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From: Mike Raiford
Subject: Re: LOL'd at myself
Date: 11 May 2009 11:23:27
Message: <4a0842ef$1@news.povray.org>
Warp wrote:

>   Given that Quake was already implemented in C++, what would the .net
> part bring to it?

Just to prove that quake could run under the .net platform.

-- 
~Mike


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From: Warp
Subject: Re: LOL'd at myself
Date: 11 May 2009 13:29:59
Message: <4a086097@news.povray.org>
Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> Warp wrote:

> >   Given that Quake was already implemented in C++, what would the .net
> > part bring to it?

> Just to prove that quake could run under the .net platform.

  I still fail to see the relevant difference.

-- 
                                                          - Warp


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From: Darren New
Subject: Re: LOL'd at myself
Date: 11 May 2009 13:35:52
Message: <4a0861f8$1@news.povray.org>
Warp wrote:
>   I still fail to see the relevant difference.

First, quake was C, not C++, so that had to be ported. Second, it means you 
can interact with other .NET libraries to add stuff to the game.

http://www.codeproject.com/KB/mcpp/quake2.aspx

I think the exercise was more along the lines of "take a big C project and 
port it to .NET C++ and see what the incompatibilities are and how to work 
around them."

-- 
   Darren New, San Diego CA, USA (PST)
   There's no CD like OCD, there's no CD I knoooow!


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From: Warp
Subject: Re: LOL'd at myself
Date: 11 May 2009 13:42:05
Message: <4a08636d@news.povray.org>
Darren New <dne### [at] sanrrcom> wrote:
> Warp wrote:
> >   I still fail to see the relevant difference.

> First, quake was C, not C++, so that had to be ported.

  There are only a few incompatibilities between C and C++, and it's really
rare for a C program to use something which would make it illegal C++
(although, admittedly, using a variable named eg. "class" in a C program
might not be unheard of, but I still think it's rare).

> Second, it means you 
> can interact with other .NET libraries to add stuff to the game.

  You *can*, but you don't *have to*. I fail to see how compiling a C (or
C++) program as a C++.net program would be difficult. Maybe the startup
routines (the main function, launching the main window...) might need to
be different, but it doesn't sound very drastic.

  On the contrary: The *less* you add .net code to the program, the *easier*
it will be to compile as a C++.net program.

  (One thing which I don't really understand is what's the point: If you
already have a working C/C++ program, why deliberately make it C++.net?
The only thing you will achieve is that you will be forcing people who
want to use the program to install the necessary .net libraries. And no,
they don't always come with Windows by default, especially if you use
a newer version of .net than 1.x.)

-- 
                                                          - Warp


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From: Darren New
Subject: Re: LOL'd at myself
Date: 11 May 2009 14:18:10
Message: <4a086be2$1@news.povray.org>
Warp wrote:
>   There are only a few incompatibilities between C and C++,

I think you'd need to read that link, where they list the incompatibilities.

> and it's really
> rare for a C program to use something which would make it illegal C++
> (although, admittedly, using a variable named eg. "class" in a C program
> might not be unheard of, but I still think it's rare).

Read the link. It's not long. There are a bunch of things about types that 
changed.

>> Second, it means you 
>> can interact with other .NET libraries to add stuff to the game.
> 
>   You *can*, but you don't *have to*. I fail to see how compiling a C (or
> C++) program as a C++.net program would be difficult.

It wasn't. That was the point. It took them about a week to port it, with 
more than half the time being porting from C to C++.

>   On the contrary: The *less* you add .net code to the program, the *easier*
> it will be to compile as a C++.net program.

Most likely true, yes.

>   (One thing which I don't really understand is what's the point: If you
> already have a working C/C++ program, why deliberately make it C++.net?

I think it was done as an experiment, not as an end in itself. For one 
thing, they were testing the difference in speed, as an example.

> The only thing you will achieve is that you will be forcing people who
> want to use the program to install the necessary .net libraries. And no,
> they don't always come with Windows by default, especially if you use
> a newer version of .net than 1.x.)

I don't think they envisioned the new version as an improvement over the old 
version per se.  Again, read the link.

-- 
   Darren New, San Diego CA, USA (PST)
   There's no CD like OCD, there's no CD I knoooow!


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From: Mike Raiford
Subject: Re: LOL'd at myself
Date: 11 May 2009 15:13:59
Message: <4a0878f7$1@news.povray.org>
Darren New wrote:

> 
> I don't think they envisioned the new version as an improvement over the 
> old version per se.  Again, read the link.
> 

Right.

Warp, this wasn't a practical idea in and of itself. Just a "Lets do 
this and see if it can be done" kind of thing. It gives no benefit, 
except to say "See? The .NET runtime is fast enough to run Quake!"

That's all. :)

-- 
~Mike


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From: nemesis
Subject: Re: LOL'd at myself
Date: 11 May 2009 15:29:27
Message: <4a087c97$1@news.povray.org>
Mike Raiford escreveu:
> Invisible wrote:
> 
>> Really? And what makes you think that? OpenGL with hardware 
>> acceleration is equally fast if you call it from C or Haskell. :-P
> 
> The original quake was not OpenGL... :) Though, they did release GLQuake.
> 
> And, isn't Haskell like an order of magnitude slower than ... just about 
> everything else?

No.  Everything else means everything besides C/C++, and hardly any 
language is able to go against it head-on.

see for yourself, against C++:
http://shootout.alioth.debian.org/u32/benchmark.php?test=all&lang=gpp&lang2=ghc&box=1

pretty much on par with OCaml against C++:
http://shootout.alioth.debian.org/u32/benchmark.php?test=all&lang=gpp&lang2=ocaml&box=1

which is pretty much like Pascal vs C++:
http://shootout.alioth.debian.org/u32/benchmark.php?test=all&lang=gpp&lang2=fpascal&box=1

compare then to hip but slow scripting language like Python, against C++:
http://shootout.alioth.debian.org/u32/benchmark.php?test=all&lang=gpp&lang2=python&box=1

or Lua (with JIT) against C++:
http://shootout.alioth.debian.org/u32/benchmark.php?test=all&lang=gpp&lang2=luajit&box=1

it's amusing to see C++ using so much more memory than higher level 
languages in the mandelbrot benchmark BTW...

Fact is:  GCH provides as solid and fast implementation for a very high 
level language as possible, without getting down to low-level machinery. 
  3 times as slow as C++ at worse is not something to be ashamed of.

well, OTOH, there seems to be quite some "low-level tuning" in the 
Haskell version of fannkuch:
http://shootout.alioth.debian.org/u32/benchmark.php?test=fannkuch&lang=ghc&id=5
the source is pretty much about as large and complicated as that of C++:
http://shootout.alioth.debian.org/u32/benchmark.php?test=fannkuch&lang=gpp&box=1

compare to the much cleaner, though much slower, Scheme version:
http://shootout.alioth.debian.org/u32/benchmark.php?test=fannkuch&lang=mzscheme&box=1

The GCC C++ fannkuch runs in 51.16 secs (1.092 KB of memory use), 
Fortran Intel at 52.26 (408 KB) Pascal at 58.79 (48 KB!!), OCaml 61.40 
(648 KB), java 6 -server 83.25 (11MB), Common Lisp SBCL 72.87 (4MB), 
Haskell 153.13 secs (4MB) and Lua with JIT at 282.69 secs (952 KB).

The rest of the tests in the benchmark, including other, non-optimized 
implementations in java, OCaml, Haskell and scripting languages, all go 
above 9 minutes of runtime!!  Including the clean code from Scheme I 
mentioned... :P  Ruby/Python/Perl take about 1 hour!

http://shootout.alioth.debian.org/u32/benchmark.php?test=fannkuch&lang=all

The slow version in Haskell is beautiful though:
http://shootout.alioth.debian.org/u32/benchmark.php?test=fannkuch&lang=ghc&id=3

This java version is horridly verbose and very slow:
http://shootout.alioth.debian.org/u32/benchmark.php?test=fannkuch&lang=javaxint&id=1

man, I love the shootout... ^_^


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From: Warp
Subject: Re: LOL'd at myself
Date: 11 May 2009 16:29:47
Message: <4a088abb@news.povray.org>
Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> Warp, this wasn't a practical idea in and of itself. Just a "Lets do 
> this and see if it can be done" kind of thing.

  If that was the goal, it's kind of a stupid goal. Of course it can be
done. Why couldn't it be done? Does C++.net impose some limitations that
would stop it from working?

  AFAIK C++.net purely *adds* to the language. It doesn't remove anything.
So why couldn't it be done?

> It gives no benefit, 
> except to say "See? The .NET runtime is fast enough to run Quake!"

  It's not the .net runtime which is running the program. The program is
calling the .net runtime for some things (most artificially, without any
real good reason, for all I can see).

-- 
                                                          - Warp


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From: Warp
Subject: Re: LOL'd at myself
Date: 11 May 2009 16:36:03
Message: <4a088c33@news.povray.org>
nemesis <nam### [at] gmailcom> wrote:
> http://shootout.alioth.debian.org/u32/benchmark.php?test=fannkuch&lang=all

  I wonder why there's no C++ version compiled with the Intel compiler.
It should beat gcc 3.x in optimizations.

-- 
                                                          - Warp


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From: Darren New
Subject: Re: LOL'd at myself
Date: 11 May 2009 16:38:10
Message: <4a088cb2@news.povray.org>
Warp wrote:
>   It's not the .net runtime which is running the program. 

You really, really ought to read the article I linked to, where they 
actually describe what they did.

Answer: No. If you compile C++.NET to CIL, then it's the .NET runtime 
running the code. If you don't compile it to CIL, then you get none of the 
advantages of .NET such as the ability to link to other functions that are 
compiled to the CIL such as those written in C#. You can of course compile 
some to CIL and some to native instructions, so this is a bit simplified.

You also lose some features of C++ that aren't supported by the CLR.

Otherwise, why would you have a 15% speed penalty?

-- 
   Darren New, San Diego CA, USA (PST)
   There's no CD like OCD, there's no CD I knoooow!


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From: nemesis
Subject: Re: LOL'd at myself
Date: 11 May 2009 16:59:19
Message: <4a0891a7$1@news.povray.org>
Warp escreveu:
> nemesis <nam### [at] gmailcom> wrote:
>> http://shootout.alioth.debian.org/u32/benchmark.php?test=fannkuch&lang=all
> 
>   I wonder why there's no C++ version compiled with the Intel compiler.
> It should beat gcc 3.x in optimizations.

Yes, but the compiler can't optimize algorithms.  A naive algorithm led 
to g++-compiled code to be about as slow as everyone else. ;)

OTOH, Intel FORTRAN was still slower than g++.

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: Orchid XP v8
Subject: Re: LOL'd at myself
Date: 11 May 2009 17:02:37
Message: <4a08926d@news.povray.org>
Warp wrote:

>   I wonder why there's no C++ version compiled with the Intel compiler.
> It should beat gcc 3.x in optimizations.

I'm pretty sure that on one or other of the benchmarks, there was. I 
might, however, be mistaken...

(There's something like four or five different target machines the 
benchmarks have been run on. I think one included Intel C and Intel C++.)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Chambers
Subject: Re: LOL'd at myself
Date: 11 May 2009 23:07:20
Message: <4a08e7e8$1@news.povray.org>
On 5/11/2009 5:14 AM, Mike Raiford wrote:
> And, isn't Haskell like an order of magnitude slower than ... just about
> everything else?

Not Java.

-- 
...Chambers
www.pacificwebguy.com


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From: Chambers
Subject: Re: LOL'd at myself
Date: 11 May 2009 23:08:17
Message: <4a08e821$1@news.povray.org>
On 5/11/2009 5:26 AM, Invisible wrote:
>>> Really? And what makes you think that? OpenGL with hardware
>>> acceleration is equally fast if you call it from C or Haskell. :-P
>>
>> The original quake was not OpenGL... :) Though, they did release GLQuake.
>
> You're probably right. I never saw it. (I only saw Quake II. For that
> matter, I've never seen Quake III, although I'm told it exists.)

Quake 3 only existed in multiplayer format, as "Quake 3: Arena" and 
"Quake 3: Team Arena".  These were a direct response to the sudden 
popularity of the original Unreal Tournament.

-- 
...Chambers
www.pacificwebguy.com


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From: nemesis
Subject: Re: LOL'd at myself
Date: 12 May 2009 02:25:30
Message: <4a09165a$1@news.povray.org>
Chambers wrote:
> On 5/11/2009 5:14 AM, Mike Raiford wrote:
>> And, isn't Haskell like an order of magnitude slower than ... just about
>> everything else?
> 
> Not Java.

You guys perceptions clearly haven't got updated in years.


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From: Chambers
Subject: Re: LOL'd at myself
Date: 12 May 2009 02:29:16
Message: <4a09173c$1@news.povray.org>
On 5/11/2009 11:37 PM, nemesis wrote:
> Chambers wrote:
>> On 5/11/2009 5:14 AM, Mike Raiford wrote:
>>> And, isn't Haskell like an order of magnitude slower than ... just about
>>> everything else?
>>
>> Not Java.
>
> You guys perceptions clearly haven't got updated in years.

Sorry.

Not Java ;)

That better?  Sometimes I forget the emoticons :)

-- 
...Chambers
www.pacificwebguy.com


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From: Eero Ahonen
Subject: Re: LOL'd at myself
Date: 17 May 2009 15:08:50
Message: <4a1060c2$1@news.povray.org>
Invisible wrote:
>
> I've only ever played Q2, so... ;-)
> 
>    ____  ____
>    \   \ \###\
>     \   \ \###\
>      \   \ \###\
>       \   \ \###\  ______________
>        \   \ \###\ \_____________|
>         \   \ \###\
>         /   / /####\  ___________
>        /   / /######\ \__________|
>       /   / /###/\###\
>      /   / /###/  \###\
>     /   / /###/    \###\
>    /___/ /###/      \###\

That's Half-wife, not Q2.

-Aero


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From: Jim Henderson
Subject: Re: LOL'd at myself
Date: 17 May 2009 15:39:38
Message: <4a1067fa@news.povray.org>
On Sun, 17 May 2009 22:02:28 +0300, Eero Ahonen wrote:

> Half-wife

Maybe half-husband?

<scnr>

Jim


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