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Working on 2.42.0
EricL:
--- Quote ---Do you think it'd be possible to add the ability to concatenate and de-concatenate numbers?
--- End quote ---
Yes, certainly. BUT.....
Right now the stuff I'm doing isn't core. It's UI and bug fixes and trivial little additions and other superficial stuff I can do with the right brain while the left brain watches Stargate. To be honest, I don't feel, um... entitled to add new sysvars or impact the core design in any meaningful way just yet.
So, while it is within my skill set to write the code to do what you suggest, I am going to shy away from doing anything core like this for a few more weeks at which time if all goes well, everything that was supposed to work in the VB version will be working (reliabily) there will be no reason for anyone to run a 3.X version and Nums will be in a position to tell me whether it's worth my while adding new features to the VB fork or cutting over to the C++ code base... :)
shvarz:
Shame on you! Carlo Was, Carlo Is and Carlo Will Be forever.
He's the Supreme Being (look in Members) and all who run DBs must worship him (yes, it is in the user agreement).
Testlund:
Well, what can I say, Eric? Awesome work! All those things have been bugging me too. I can't wait to try the new version! :boing:
The thing you mension about data point calculation, maybe fixing that will speed up the program!
When it comes to the color graphs I've been using a workaround; the colors are allways assigned to the bots in a certain order, so I've set the colors of the bots close to the colors on the graphs. Works best if you load the graph before you load the sim. Hehe.
This program is starting to rock! :Headbang:
Numsgil:
Carlo was the original programmer. He was also italian and liked to code in italian, which caused me no small mess of headaches (and PY before me even more so I'm sure).
He had(has) a fairly good grasp on basic computer science it seems, from various algorithms he's implemented, but I have a feeling based on the original code architecture that it might have been his first large program (it's my first too, so I guess it takes one to know one) as it was incredibly scalable-unfriendly when I first found it (all the code was pretty much in Form1.) and generally had some program flow issues (incredibly dense and long functions for one).
2.4 was as much a code upgrade as a feature upgrade, as I tried to untangle many of the various functions that had been accumulating randomly from various updates.
EricL:
Well, I stand in awe of the Supreme Being and all others who have come before me on this code base. Some of the work here is amazing and the amount of hard core math in the code is quite phenominal. Wish there were more comments and fewer italian varible names, but all and all the code quality is quite high. That's saying something for a VB project of this size and I think I can perhaps claim some authority on the subject. I'm making 2.4 work, but really, I'm only completing the last 1% of a job that was 99% complete already.
That said, 2.42 is going to rock. Besides the fit and finish stuff and small feature tweaks, I've fixed of couple of really nasty core stabilty bugs, one of which was in the core species data structure and was the root of much evil and I hope, most of the overflows people hit in 2.4. Anyway, I'm 250,000 cycles into a huge sim on my latest build: largest field size possible, lots of mutation, complex bots using posion and venom and shots and ties. It routinly knocks up against the 5000 bot limit. I'll drop the release when I get to 1 million cycles and finish one or two more things. There will no doubt still be some paths that end in overflows, but I hope those will be fringe - canceling file load dialogs and that sort of thing. I think, I hope 2.42 is going to be very very stable at the core....
-E
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