Config
Log for #openttd on 11th October 2010:
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00:01:49  <trebuchet> good night
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00:07:58  <Eddi|zuHause> "the date is 2005. it must be wrong" is a genious thought :)
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00:49:36  <mattfury> hi
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00:51:14  <mattfury> will you be adding any new trains/planes into ottd?
00:52:29  <trebuchet> No but we got a lot of new cars.
00:52:54  <mattfury> trucks always sucked.. .wasted too much money
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00:56:41  <mattfury> trebuchet, did you come from freenode?
00:57:08  <trebuchet> hell yeah
00:57:17  <trebuchet> why
00:57:36  <mattfury> im still there on a couple of channels that dont want to move :|
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03:17:14  <Xrufuian> What is a "feeder system"?
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06:33:36  <Terkhen> good morning
06:41:27  <Rubidium> moi
06:42:06  <mattfury> moo
06:51:16  <heffer> baaaaahh
06:51:32  <Terkhen> yaaaaaawn
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07:06:02  <heffer> Rubidium: any idea which version number GRFCodec + merged nforenum will have?
07:06:31  <heffer> i'm trying to do something like BuildRequires: grfcodec >= 1.0.1 or something the like
07:07:56  <Rubidium> I'm planning 5.0.0-ish, but it's not set in stone yet
07:08:22  <heffer> okay
07:08:28  <planetmaker> moin
07:08:39  <heffer> moin planetmaker
07:17:31  <Terkhen> hi planetmaker
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07:52:35  <dihedral> morning
07:52:47  <planetmaker> moin dihedral
07:52:53  <dihedral> :-)
07:52:58  <dihedral> had a nice weekend?
07:54:27  <planetmaker> yup :-)
07:54:34  <planetmaker> I hope you, too
07:54:58  <planetmaker> I obsoleted 'old wagon new cargos' ;-)
07:56:39  <dihedral> hehe
07:57:44  <dihedral> had a meeting all weekend
07:57:55  <dihedral> 'ausschuss sitzung' ... yumm?
07:58:16  <dihedral> i was really tired when i got back home, but then slept for 12 hours straight which was nice :-D
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08:35:42  <heffer> Rubidium: can you comprehend what's going on here: https://bugzilla.redhat.com/show_bug.cgi?id=641622 ?
08:35:50  <heffer> i can't :D
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08:52:57  <peter1138> heffer, it crashed.
08:53:34  <heffer> that far i got as well, but now i'm investigating why
08:54:26  <peter1138> It was checking for a road depot on a non-road tile.
08:54:41  <Rubidium> yeah, from TileLoop_Road
08:55:22  <Rubidium> which is quite interesting: a road tile not being a road tile
08:55:50  <Rubidium> and that smells of corrupt memory
08:55:55  <peter1138> Yup.
08:56:25  <heffer> okay so it's not a bug in ottd?
08:57:28  <peter1138> No.
08:57:47  <heffer> No it's not, or No it is?
08:58:09  <heffer> i hate double negations :) but that one was my fault :D
08:58:18  <peter1138> No it's not.
08:58:45  <peter1138> It's either a faulty compilter optimisation, or faulty hardware; could be memory, CPU or motherboard.
08:59:02  <peter1138> Not enough tin-foil hats, I reckon.
08:59:31  <heffer> :) thanks a lot for this short analysis
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10:03:33  <mattfury> o_0
10:03:37  <mattfury> hi TomyLobo :)
10:04:36  <mattfury> Didn't know you came to OFTC ...
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13:14:38  <xiong> Hm. I removed some track, intending to replace its route with track elsewhere; but the new track didn't function as expected. So, a couple trains went down the wrong track to a dead end and couldn't get out, due to the one-way signals. Then, I couldn't build track because the signals were in the way. So, I deleted the signals and had a cornfield meet. Now there are two wrecked trains on that track. What now?
13:15:02  <SpComb> wait
13:15:06  <SpComb> and the trains dissapear
13:15:24  <SpComb> ideally clone replacement trains for them before they expire
13:15:50  * xiong tries
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13:17:30  <xiong> Um, I smell an issue coming up. Until I finally get that track in place and signaled, perhaps I don't want to run any trains around there. Is there an 'all trains stop' button? Or must I stop each individually?
13:18:19  <xiong> NM, found it.
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13:30:08  <dihedral> xiong, an idea is to setup the new route before deleting the old route ;-)
13:31:11  <xiong> Oh, I did that. But the new route just didn't work.
13:31:51  <xiong> I know; you're going to say, wait until a train actually runs over the new route, perhaps wait until several trains go over that way and test out the interlocking. Good idea.
13:32:30  <xiong> Now, I have two trains deadlocked, both fouling the mainline.
13:34:07  <planetmaker> a common mistake is a piece of unelectrified tracks ...
13:34:24  <xiong> I'm starting to think that my whole setup was a Bad Idea. See, I have a mainline running between two towns -- not from one to the other but from a distant town to another distant town; both of these local towns branch off the mainline about the same place. The interlocking is horrible as trains try to get across the mainline -- not down the mainline but across it.
13:35:29  <xiong> It looks vaguely like an old-fashioned division sign, with a local loop on either side of the mainline. Except that there needs to be some way to get from local loop to local loop without going right around the whole map.
13:35:52  <planetmaker> best I can do is read. But that's often not worthwhile concerning track layouts when there's as screenshot function at hand ;-)
13:36:06  <xiong> I guess this is a case of "nearest is farthest". I should have attached the local loops somehow to the mainline at widely-spaced points.
13:36:20  <planetmaker> yeah.
13:36:31  <planetmaker> Each local line needs a good hub to the main line
13:36:35  <planetmaker> without ugly shortcuts
13:36:40  <planetmaker> Then most trouble can be avoided
13:36:52  <xiong> Oh yeh, well, I'll post a shot, just so you can see how badly I've screwed up.
13:37:16  <planetmaker> don't worry really :-)
13:37:25  <planetmaker> You seem to have a solution, if I got you right
13:38:41  <planetmaker> I also tend to measure by building standards not everyone here agrees to ;-)
13:40:27  <planetmaker> what are your signals doing, btw?
13:41:37  <xiong> I got into this mess because of my crappy signal layout.
13:42:28  <xiong> The cornfield meet was even worse; I deleted some signals from a line where two trains were lost -- near the current deadlock area -- without stopping all trains. Live and learn.
13:42:51  <xiong> (http://img839.imageshack.us/img839/1204/prr19590806.png) -- of the deadlock, not the meet.
13:42:58  <planetmaker> re-constructing with stopping trains is boring ;-)
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13:43:22  <xiong> The two crossovers are not redundant but are very, very badly placed.
13:43:51  <planetmaker> the deadlock is of course due to wrong signal usage: only place a path signal where there's a _save_ waiting location without blocking any path
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13:44:34  <xiong> Perhaps you can see what led me to that placement. I'd have rather put the Butler-to-Harrisburg crossover towards the northwest but the road is in the way.
13:45:05  <xiong> That would be more sensible, getting the Butler-to-Harrisburg traffic off the mainline as quickly as possible.
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13:45:31  <xiong> I can think of a dozen ways to solve this, of course; but as it happens, I chose the worst.
13:45:36  <planetmaker> of course. It has no business on the ML
13:45:47  <planetmaker> just bridge it
13:46:03  <xiong> Oh, and yes, planetmaker, you're right. I have too many signals entirely, so trains are waiting in bad places.
13:46:54  <xiong> Bridge? I have not yet built a bridge. That's a fancy solution. Hey, if I build enough bridges, I hardly have to think about interlocking at all.
13:47:25  <xiong> The map will start to look like a freeway cloverleaf.
13:47:48  <planetmaker> cloverleafs also deadlock ;-)
13:47:56  <xiong> I didn't know I could bridge track anyway. Don't I have to have a difference of grade?
13:47:57  <planetmaker> they have joins before split
13:48:29  <xiong> Time to study up on bridges.
13:48:37  <planetmaker> or build tunnels ;-)
13:48:51  <mattfury> why cant we make two or more story bridges? ;P
13:49:13  <planetmaker> you didn't code that extension yet, mattfury
13:49:50  <mattfury> not sure if i want to try. :P
13:50:02  <planetmaker> so were obviously all others
13:50:15  <planetmaker> there you have your answer: no one bother(s/ed)
13:51:41  <planetmaker> at least not enough to start an effort coding anything close to that
13:52:08  <mattfury> nah it'd just be a pain in the ass feature..
13:52:19  <planetmaker> why?
13:52:39  <mattfury> first off you have x,y .. then you need to add z coordinates..
13:52:53  <planetmaker> you have that... kinda
13:53:18  <mattfury> zx = complex algorithim divided by zero kinda stuff
13:53:20  <planetmaker> the problem is to make it look good
13:53:26  <planetmaker> eh?
13:53:32  <xiong> Oh, that would be semi-hideous. Which way would the tracks go at either end? I have enough trouble carefully placing tracks diagonal to the grid on the correct diagonal.
13:54:05  <mattfury> i say we make ottd hexagonal like civ5 :P
13:54:11  <planetmaker> xiong: you don't drag your tracks?
13:54:12  <xiong> So, the deal with bridging grade is... no special deal, you just do it, eh?
13:54:57  * mattfury runs..
13:55:14  <xiong> planetmaker, Sometimes. But for the complex stuff, which to me, means anything except a straight, I have to dabble in the short bits or they go in funny. More old eyesight, I guess, aggravated by jiggly fingers.
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13:56:51  <xiong> Hm! Study-up on bridges led to canals, locks, and aqueducts. I had no idea this game was so detailed. This puts an entirely different face on sea power.
13:58:01  <mattfury> xiong, do you use the multitool?
13:58:29  <planetmaker> whatever 'multitool' is...
13:58:40  <planetmaker> that's as bad a naming as 'multipool'
13:58:45  <planetmaker> both don't exist ;-)
13:58:48  <xiong> mattfury, You mean the road/rail building tools that can go in any direction? Sometimes. I like the security of laying down exactly one section, exactly as I want it to go.
13:59:27  <planetmaker> click - click - click. One direction will be correct ;-)
14:00:06  <mattfury> maybe if you use a ps2 trackball mouse...
14:00:08  <xiong> I'm happy with the road/rail building tools as a set. I get it done. At first, I didn't understand the distinction between demolish and bulldoze but I'm fine, now. I successfully removed an entire crossover from the mainline without disturbing ML at all.
14:00:30  <planetmaker> yeah, bulldozer is nice :-)
14:00:44  <planetmaker> and you even don't need it, if you know how to use the ctrl key ;-)
14:01:03  <planetmaker> build + ctrl = remove
14:03:53  <xiong> Ah, the sweet smell of properly running machinery! I successfully broke the deadlock without doing anything too weird, by sending all trains to depot and turning them around at need.
14:04:45  <xiong> Turning around is *displayed* non-realistically but it's completely realistic to run a train for miles in reverse. Quite acceptable.
14:05:32  <planetmaker> it cannot be easily done realistically.
14:05:36  <xiong> We have a lot of commuter lines in US that never loop; they run all the way from suburb to city in reverse. The 'last' car on the train has a secondary cab in it.
14:06:00  <planetmaker> It can be done via newgrf extension for certain types of trains
14:06:18  <planetmaker> it's the choice (and the effort and skill) of the newgrf coder
14:06:34  <planetmaker> unfortunately normal trains don't.
14:06:35  <xiong> I'm not fussy. I know it's not as weird as right-angle turns.
14:06:53  <planetmaker> right-angle - is it meanwhile forbidden by default?
14:07:05  <xiong> You notice that I have tried to avoid these in my layout.
14:07:30  <planetmaker> I only notice when they're present ;-)
14:07:35  <xiong> Um, dunno if I turned that on or left it. I figured to buy myself some insurance in case I did bad.
14:08:10  <xiong> Now, let me try to build a bridge over the ML.
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14:13:37  <xiong> Oh, I have so shafted myself! I can't build a road bridge -- obviously the first task -- because the road tees right there; and I can't demolish the depot without selling the bus in it.
14:13:52  <xiong> Proper planning prevents problems, eh?
14:16:27  <xiong> Still disaster! The bridge hops the ML but runs right into the Butler loop. I have a burning desire to start over but I will manfully stay the course.
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14:21:04  <xiong> Okay, success with the road bridge. I dunno if I will rail bridge Butler-Harrisburg or no. Perhaps I should just redesign the interlocking. Anyway, it's time for Beddy with Teddy; big day tomorrow. Thanks all.
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16:14:59  <KouDy> evening all
16:16:58  <planetmaker> howdy
16:19:43  <davis> what newgrf is that industry from? http://www.tt-forums.net/download/file.php?id=101366
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16:22:29  <planetmaker> I'd bet on ECS
16:23:00  <davis> thanks :)
16:28:30  <KouDy> planetmaker: thanks for your replies on the forum regarding the enhanced tunnels...
16:28:39  <KouDy> tho i don't really understand your last one :D
16:30:04  <KouDy> but i guess it means something like : sucks to be you dude, you would have to code it on your own
16:30:21  <planetmaker> basically that's it, yes
16:30:30  <KouDy> yea... i know only Tcl...
16:30:41  <KouDy> and with that i am no expert either
16:30:45  <KouDy> so meh...
16:30:50  <planetmaker> you'd need to dive into C/C++
16:30:55  <planetmaker> which can be learnt :-)
16:31:03  <KouDy> for sure it can...
16:31:27  <KouDy> but well... rather than that i had other idea today (what a fruitfull day it was!)
16:31:49  <KouDy> getting dedicated server running on ARM CPU based device (quite a few NAS drives)
16:32:00  <KouDy> that should be easier task
16:32:10  <planetmaker> do you think that makes sense?
16:32:25  <planetmaker> a server usually wants to be the fastest CPU
16:32:32  <planetmaker> so that the game lags not because of it
16:32:42  <planetmaker> (though technically clients need to be ~20% faster)
16:32:48  <planetmaker> practically ^
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16:32:52  <KouDy> yea i was thinking about this aspect too...
16:33:26  <KouDy> it's hard to determine actually... how powerfull CPU one needs
16:34:08  <planetmaker> it strongly depends on the game(s)
16:35:06  <KouDy> no i mean, like everyone has powerfull CPU (for game like OTTD)
16:35:25  <planetmaker> oh, I can give you games your CPU will sweat on, no worry
16:35:34  <planetmaker> we regularily have some which I cannot join anymore
16:36:00  <KouDy> ahhh
16:36:06  <KouDy> ok thanks for input
16:37:24  <planetmaker> those games are then like 512^2 @ 1500 trains
16:37:51  <KouDy> then it's time to play :D
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16:38:00  <KouDy> oh yea
16:38:05  <KouDy> wanted to try out firs
16:40:53  <planetmaker> make sure you report back in the FIRS development thread :-)
16:41:00  <planetmaker> and use the newest FIRS 0.5
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16:44:25  <davis> ECS is pretty good just the sand pit does not quite fit ;P
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16:51:05  <KouDy> yea
16:51:10  <KouDy> have install it first
16:51:46  <planetmaker> well... ingame download and activation is not that difficult :-)
16:53:10  <KouDy> ingame? i just looked and is it there?
16:53:16  <KouDy> am i blind again? :)
16:53:44  <planetmaker> online content
16:53:50  <planetmaker> find that button in the main menu?
16:54:22  <planetmaker> but don't think of activating an industry set on an existing map :-)
16:54:37  <KouDy> yes yes i know new map is needed
16:54:58  <KouDy> and surprisingly i also found hereinbefore mentioned button
16:55:39  <KouDy> but finding FIRS there... O.o
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16:57:16  <Rubidium> yeah, that's at least three keystrokes more before you found that
16:58:14  <KouDy> no, sorry, i am totally blind or something... manual installation worked simply faster
17:01:11  <Rubidium> ah, so FIRS isn't available for 1.0.x
17:01:30  * Rubidium blames the uploader for that
17:01:43  <KouDy> :)
17:02:00  <KouDy> i am happy to find out i might not be blind after all
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17:31:36  <planetmaker> hm... I guess I shall fix that
17:32:07  <planetmaker> andy can bash me, if it will be wrong, but he complained about insufficient feedback ;-)
17:36:50  <planetmaker> KouDy: changed. Now you can download it with stable
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17:37:07  <planetmaker> There are some small reasons to forbid that, but the limitations or minor
17:44:22  <CIA-2> OpenTTD: translators * r20915 /trunk/src/lang/ (hungarian.txt irish.txt):
17:44:22  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:44:22  <CIA-2> OpenTTD: hungarian - 1 changes by norbert79
17:44:22  <CIA-2> OpenTTD: irish - 7 changes by tem
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17:44:47  <planetmaker> that saves the nightly ;-)
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17:53:20  <KouDy> yea
17:53:23  <KouDy> i can see it now
17:53:37  <KouDy> tho i ventured into something else for a bit
17:55:42  <KouDy> i'm trying to put together some kind of table (or database) which can be used as cross reference for what on earth should belong to where (read as cargo123 is to be delivered into plant456)
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18:08:52  <planetmaker> you should play with nightly. It has a in-built cargo graphcs
18:11:46  <KouDy> if lumber yard
18:11:51  <KouDy> accepts 2 cargos
18:11:57  <KouDy> and produces 2 cargos
18:12:05  <KouDy> how exactly does that one work?
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18:12:31  <frosch123> planetmaker: "Allows to set compatibility." still sounds broken
18:12:56  <KouDy> what if only one type of cargo is delivered, how then is determined which output will be created by the plant (if any)
18:13:20  <planetmaker> frosch123: do you have a better proposal?
18:13:29  <planetmaker> Maybe just... 'disable default waggons'
18:14:14  <planetmaker> KouDy: only the quantity of input counts wrt ouput. Which is equally distributed among types
18:14:29  <KouDy> i see
18:14:32  <KouDy> ufff
18:14:38  <KouDy> that makes things easier i guess
18:16:03  <frosch123> what does the setting actually do?
18:16:33  <frosch123> set climate to 0 for all wagons?
18:17:42  <frosch123> maybe "Disable this setting to keep the default non-refittable single-cargo wagons. You should especially disable this setting, if you have already built such wagons."
18:17:59  <frosch123> But then i would suggest to rename the setting to "Keep default wagons"
18:18:12  <frosch123> so there are less duplicate negations :p
18:19:01  <planetmaker> yes, it sets climate to 0 for all default wagons
18:19:09  <planetmaker> (well, those which are not needed)
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18:35:38  <Zuu> Hmm, interesting IP I got, 2.x.y.z Never seen that I had a such low initial number before. :-)
18:36:27  <Zuu> (I haven't got broadband yet in my new apartment so it is just a 3G-connection)
18:39:39  <Zuu> Oh, and if someone though that Visual Basic or some other language sucks, they should try to program in VAP. XD. Very limited set of built in functions, no posibility to define your own functions - only subroutines. Subroutines can't take arguments nor pass results and there are no local variables - only global vars. At least you don't need to deal with multi-threading. :-p
18:40:10  <Zuu> Eg. max, min, abs or mod do not exist in that language.
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18:41:51  <__ln__> Is that a real-world language? (Versus academic or joke.)
18:42:06  <Zuu> It is used to program traffic signals in VisSim.
18:43:02  <Zuu> VisSim is the defacto professional traffic simulation software out there.
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18:45:27  <SmatZ> Zuu: such a language is fine by me :)
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18:46:03  <SmatZ> you can always use global variables to simulate the stack
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18:46:40  <SmatZ> each thread can use its separate stack
18:47:14  <SmatZ> just it seems to me using an ASM would be easier :)
18:47:22  <Zuu> hehe
18:49:49  <Zuu> There is also a COM-interface for VisSim so you could use a more modern language instead. The only problem would be finding time to get into it. :-)
18:50:03  <SmatZ> :)
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19:07:19  <planetmaker> hm... invading the romulan empire with Dragon class baseships seems wrong ;-)
19:08:12  <__ln__> is that a federation class or what?
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19:14:33  <planetmaker> Dragon class base ships are from the Cylons ;-)
19:14:47  <planetmaker> you know... those mother ships hunting the Galactica
19:15:18  <__ln__> ah
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19:15:53  <planetmaker> But then... I eliminated the Borg already :-P
19:16:46  <__ln__> busy day
19:19:24  <planetmaker> actually... that game is running since mid 2007 ;-)
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19:20:37  <planetmaker> with ~1.5 turns a week it takes time
19:22:54  * andythenorth_ ponders
19:22:55  <andythenorth_> :P
19:23:22  <planetmaker> hehe
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20:03:46  <KouDy> hmmm some cargo types can be produced in more than one industry type
20:03:49  <KouDy> interesting :)
20:05:39  <KouDy> planetmaker: waste is not impleneted yet?
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20:19:46  * SmatZ wastes KouDy
20:20:33  <Priski> Hmmmm
20:20:48  * Priski just makes a random appearance
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23:30:59  <peter1138> Okay, so...
23:31:27  <peter1138> Why does my non-blocking code no longer work after a reboot (and a long overdue kernel upgrade)
23:31:48  <FauxFaux> Because it wasn't defined before but happened to work? :)
23:32:20  <peter1138> ... defined?
23:32:36  <peter1138> It worked perfectly, now I get send: Resource temporarily unavailable.
23:33:26  <FauxFaux> As in, the code was wrong but happened to work.  i.e. the way that int *p=new int; delete p; *p=5; normally works.
23:34:42  <peter1138> Yerrrsss...
23:34:47  <glx> shouldn't work :)
23:34:56  <glx> blame the compiler if it accepts it ;)
23:35:51  <FauxFaux> Fails to fail on both debug C++ implementations I have to hand.
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23:59:32  <SpComb> peter1138: SOCK_WAIT!
23:59:45  <SpComb> or what was it

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