/dpt/ - Daily Programming Thread

What are you working on, Jow Forums?

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moddb.com/games/chaosesqueanthology
cs.utexas.edu/~EWD/transcriptions/EWD03xx/EWD340.html
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I have no knowledge of coding but I want to learn
I have only one thing I need to learn for, I want it to help me analyse forex data (backtesting)

so I need to make a program that can take data from metatrader5 and turn it into giant spreadsheets in a txt document I can convert to excel to determine how effective certain strategies are
I know I can do this manually but the main problems are a) I will not be very accurate and b) it will take literally thousands of hours to fully backtest everything I need to

in the distant future once this is complete maybe I can make a program that will make orders for me with my money based on the rules I set derived from the results of my tests

mt5 looks to be made with a specialised version of C++, so based on that fact alone I have started learning the basics of C++ but I realised I should probably ask some people who know more about this to make sure i'm not wasting my time

the question: which coding language? and the fastest way to learn, to achieve this task?

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Checked and thank you for using an anime image.

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Lisp is the most powerful programming language.

There are books about making trading systems and you should read them if you want to have any hope of success given your starting point.

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nope

>the question: which coding language? and the fastest way to learn, to achieve this task?
If you're only writing a program to achieve one specific end, that you expect to make a return on anyway, you should just pay someone else to do it.

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good OP, good pic, good numbers

Still working on plugy stash reader.

Is this just about downloading the data from some website and formatting it to something that Excel can read?
That's called webscraping, and it can be done efficiently with script languages like Python or Perl. Parse your download with regular expressions, and output your findings in CSV (comma separated values) format, literally text files with each line corresponding to a spreadsheet row and the columns separated by either a comma or a semicolon.

moddb.com/games/chaosesqueanthology

200 weapons, 100 maps, city generation (with interiors), buildable buildings, etc.

People say "it's shit" "sucks", but for some reason I like all the features in it..

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Python.

why arent you permabanned yet

Is this written by a schizophrenic pinoy who thinks he's Jewish?

Does my libre vidya game suck Jow Forums?
Why? I get alot of joy from it

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i wrote a program in go that scraped stock exchange history and emitted it as comma-separated values. a trivial task. don't bother with excel's format, it's probably a nightmare.

I have an hours on this sunny Sunday afternoon - give me a philosophically inclined piece on computer science.

just because you enjoyed making it doesn't mean it's good

>Is this written by a schizophrenic pinoy who thinks he's Jewish?

Why do you dislike the game, user, what has it failed to do for you?

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reflections on trusting trust

>just because you enjoyed making it doesn't mean it's good

Does it mean it's bad?

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I found these challenges, I'm trying to find a video or some follow along tutorial on how to make a download manger in java, any recommendations? I don't just want to copy and paste a line of code, and figure it out from there.

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Looks like the throwaway kind of trash noone wants to play. On a side note this is why I don't even want to try to get into gamedev: The entry barrier to make something that isn't complete poop is insane.

What makes my game "suck" Jow Forums, tell me.

Why do you not want 200+ weapons, 100+ maps, citygeneration with buildings that have interiors, buildable buildings, etc etc?

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well it certainly looks like garbage so im not gonna play it to find out
"200 weapons" is not a selling point, that's 90s tier marketing
quality over quantity

>Looks like the throwaway kind of trash noone wants to play. On a side note this is why I don't even want to try to get into gamedev: The entry barrier to make something that isn't complete poop is insane.

Why do you say "it looks like throwaway trash". What does that mean. You words are negative but they do not inform me of what is wrong with the game. Please be more verbose and specific.

Do you understand that the game has 200+ weapons, 100+ maps, citygeneration with buildings that have interiors, buildable buildings, etc etc?

Can you show me one other game with that. One.

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Looks like shit faggot

Because those things don't make a game good

It's not that hard if you have an ounce of self-awareness

Looks like trash. Kill yourself

>well it certainly looks like garbage so im not gonna play it to find out
>"200 weapons" is not a selling point, that's 90s tier marketing
>quality over quantity

Explain what makes it "look like garbage". Are you admitting that you do not have the stamina to make an expansive game as I? So you say "meh, I'm building a marble statue of perfection, not a simulated world"

IE: sour grapes.

Because NONE of you have made a game as expansive as I have.

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>CEA is a first-person shooter forked of Xonotic which is forked from Nexuiz which is based on Forest Hale's DarkPlaces engine.
I've never heard of any of this shit. Why would I play this instead of UT3/2004?

I've made a much more expansive game than you, but that's beside the point
the artwork is terrible
It looks like something out of a CAD program from decades ago, it's not something people want to see

>Looks like shit faggot

How does it "look like shit". Quantify your opinion. I am a superior programmer to you. Prove me wrong.

>Looks like trash. Kill yourself
Sorry, I am a superior programmer to you: you do not have an expansive game. I do. You do not create 3d worlds. I do.

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Nigger here's some tips to make it look a bit better:
* Fix the trash skyboxes and add some fog and weather effects to make it more climatic and make it mask the rest of the game looking like shit.
* Fix your glass and reflections.
* Fix your hideous HUD placement and textures and fonts.
* Fix your shitty lightning.

As it is it's no different than Valve Source Game #34234234234.

Download manager for what. There's no one size fits all solution

>I've made a much more expansive game than you, but that's beside the point
>the artwork is terrible
>It looks like something out of a CAD program from decades ago, it's not something people want to see

No you have not. Show me one other game with over 200 weapons. Show me your game. I am a superior programmer to you. All my models have interiors and can be explored in-depth. You are an inferior wage slave.

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Show us your game.

>As it is it's no different than Valve Source Game #34234234234.

It's opensource and has over 200 weapons and over 100 maps. You wish you had that: but you can't be bothered to do the work.

I am a superior programmer to you.

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>Does my libre vidya game suck Jow Forums?
Yes, it doesn't work on Serenity so it automatically sucks.

I'm not going to personally identify myself on Jow Forums, but I'll tell you again, 200 weapons does not make a game good. Quality makes a game good, not quantity. You keep arguing with people telling you your game is bad, yet you keep asking for opinions, so how about you be a better man and take criticism instead of whining about it like a baby

games do not need to look realistic

anything, I just want to learn.

I'm hearing all these critics, but when I ask them for their 200+ weapon game all I hear is crickets.

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Can jannies do their job for once and ban this obnoxious faggot?

>As it is it's no different than Valve Source Game #34234234234.
It's literally made with a variant of the Quake 3 engine. This pleb didn't even write his own engine.

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>Why do you say "it looks like throwaway trash". What does that mean. You words are negative but they do not inform me of what is wrong with the game. Please be more verbose and specific.
The obvious thing is that the assets are super low quality. About on par with Quake 2. I didn't play it (and you couldn't even pay me to do it) so I cannot comment on the rest, but this foreshadows that the rest of the assets this game is made of are of equally poor quality.

>Do you understand that the game has 200+ weapons, 100+ maps, citygeneration with buildings that have interiors, buildable buildings, etc etc?
I don't care. Noone cares. 200 weapons and 100 maps? I bet you can't even remember half of them.
Mark my fucking words kiddo: A huge pile of shit is not better than a tiny turd.

>Can you show me one other game with that. One.
These are not the qualities people look for in a game. I am sure an FPS could be excellent even with just 3 weapons.

So shitty knockoff Borderlands?

>I'm not going to personally identify myself on Jow Forums, but I'll tell you again, 200 weapons does not make a game good. Quality makes a game good, not quantity. You keep arguing with people telling you your game is bad, yet you keep asking for opinions, so how about you be a better man and take criticism instead of whining about it like a baby

Sorry, come back when you have an expansive game with many weapons, not just "8 weapon game number 1 billion".

If you can't even put a great number of weapons in your game it shows you lack passion and drive. You're no Stalin.

>games do not need to look realistic
Jow Forums disagrees. Jow Forums believes that games must use infinite polys to render a flat surface.

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I could copy and paste my weapon definitions a few times to get 200 weapons but that wouldn't make it a better game, because weapon count doesn't make a game good
were you dropped on your head as a child
nobody cares

>I don't care. Noone cares. 200 weapons and 100 maps? I bet you can't even remember half of them.
>Mark my fucking words kiddo: A huge pile of shit is not better than a tiny turd.

Still waiting for your 200+ weapon game. I'm sure everyone loves the 2 maps they get to play on your game: they're POOLLISSHHEDDD

>It's literally made with a variant of the Quake 3 engine. This pleb didn't even write his own engine.

What a fool. It's a Quake 1 engine! Why reinvent the wheel when John Carmack allready obsoleted any other engine before you all were born.

However it does support Quake3 map format, and Doom3 texture formats (normal, bump, colored spectral) and shaders (all you really need). It can do anything your modern rehashes do.

The issue isn't that it doesn't look realistic, it's that it looks like ass.
Look at this shit . This would look bad even in a game from 2004. It's bad to the point that itl ooks like a parody.

>I could copy and paste my weapon definitions a few times to get 200 weapons but that wouldn't make it a better game, because weapon count doesn't make a game good
>were you dropped on your head as a child
>nobody cares

Yea, that's all you could do. You couldn't add 200 individual weapons, each different. Because you lack the drive.

I am a superior programmer to you.

My free game is better than your paid trash with 2 maps.

it's pretty much just the quake 1 engine though

I could, but most games don't have room for 200 weapons in their design, you run out of meaningful differentations unless its some grindy MMO or Borderlands
I doubt your 200 weapons are very distinct

Not him, but that's a graphic design issue, not a programming one.

>The issue isn't that it doesn't look realistic, it's that it looks like ass.

Describe what "looks like ass", if you have the vocabulary to do so.

A grunt "amirite" is not sufficent, lesser-wageslave programmer.

200+ weapons 100+ maps, city generation (with insides), behemoth weighing in. Better than all your faggot american crap combined.

This shitty game poster has not posted anything programming related and is shitting up the thread with what is basically advertising.

Can't say I was impressed, but thx.
Was only a 3 pages speech, though.

>I am a superior programmer to you.
Pajeet detected.

Why is it always pajeets that always make this kind of garbage software and then put something fucking pointless like 200 weapons and 100 maps and think that people give a fuck. Surely you're baiting, I hope for your sake you aren't actually this autistic.

Extremely bad lighting and no shadowing
Bad color composition
If you fixed those it would move from terrible to just bad, the artistic quality of the assets is just low overall

>Why reinvent the wheel when John Carmack allready obsoleted any other engine before you all were born.
Does it even have a weighted skeletal system, animation graphs, inverse kinematics, etc? Does it even have a physics system that isn't just box collision?

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darkplaces does, yes

it doesnt

>I could, but most games don't have room for 200 weapons in their design, you run out of meaningful differentations unless its some grindy MMO or Borderlands
>I doubt your 200 weapons are very distinct

Oh sure, and I COULD become the Pope (at which time I'd issue a decree to slay the heretics).

Thing is: you """"could"""".... I: DID.

Second thing is you're obviously a gun-shy faggot. Otherwise you would know there are loads of differentiation between even different fire arms.

They jam at differing rates, penetrate to different depths, have different reload times and extended magazines available, have different velocities, have different handeling characteristics: some are semi-auto, some are double-action (which is different and handled in my game), some are pump action (so primary to fire, then secondary to pump), others are bolt action (primary to fire, secondary to pull back and lock open, secondary again to push forward and lock closed), some accept suppressors, etc.

And that is just for the 20th century weapons alone. Not to mention the early modern (powder comes into play here and ignition lag, and problems with rain and wet for some of them), medieval (lots of variation), and futuristic: all which my game has.

Then there are considerations such as glass-spalling: which your commercial games do not physically model (you only graphically model it at best), while my game does.

Then there are your poor penetration physics models: if you bother to add that at all.

My game has more. You cannot compete: even though you are paid to do so.

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i know xonotic (the engine of which is just a slightly modified darkplaces) has skeletons, animation blending and collision meshes

some of the above features are shit anyway because they encourage the production of cinematic games

Ever heard of Darkplaces?

I have a game with about 100 guns because it's a gun-focused RPG, that is pushing the limits for meaningless complexity, 200 is super redundant

Shows what wageslaves know.

Dedicated OSS with BTFO your commercial crap every time.

You are correct.

The features exist, they're used, and they do not bring even one more ounce of joy to the gameplay.

Is this game another one of God's holy temples?

What do you even do in your game user? Like do you just run around pointlessly inside of 1 of 100 maps with 200 guns? I'm sure you're a superior programmer to everybody as you keep saying but is your game any fun besides surface level bullshit like the number of guns.

>The features exist, they're used, and they do not bring even one more ounce of joy to the gameplay.
Kind of sounds like your autistic amount of guns, doesn't it?

>For some reason, programmers love to learn new stuff, as long as it's not syntax.
What do you think about this?

>CG charlie brown
retarded

cs.utexas.edu/~EWD/transcriptions/EWD03xx/EWD340.html

>444
4 + 4 + 4 = 12
12 reversed = 21
2019 - 21 = 1998
java was released in 1998. this is it. we shall all program in java today.

Thank your for using an anime image.

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menhera-chan a cute
A CUTE

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Definitely true. If you know the syntax you just feel like you're more in control, even if it's a foreign concept.

>For some reason, people love to learn new stuff, as long as it's not extra letters of the alphabet.
bæſed ut redƿilt

>I have a game with about 100 guns because it's a gun-focused RPG, that is pushing the limits for meaningless complexity, 200 is super redundant

That just means you don't do enough gun research and don't know how they actually operate, and don't model their operation.

In my game, the different gun mechanics show the advantages and disadvantages IRL of each type of gunlock (gun action for you gunshy homosexual wageslaves who hate lolis). In your games everything is a full auto weapon (hold down and it keeps on firing).

And guns is not all my game does. It does bows, swords, crossbows, torches, knives, staves, flamethrowers, japanese weapons, energy weapons, you name it.

Also nice things like jets of flame/steam/acid/water/frost and ways to retrofit these into any existing map (in addition to adding them to new maps as you wish).

I also have auto-cad like features such as radial arrays (and 3d box arrays, and arcs)for spawing any object. You can spawn a whole city in one entity definition. These entities can be nested so you can procedurally generate a city or whatever you want with a few definitions.


How's it feel to be BTFO from the void (an OSS game you didn't even know existed)

I'm retarded can someone help me with this:
void
factor (long number)
{
for (long i = 2; i

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clojure shills making excuses for clojure not being as popular as X.

>What do you even do in your game user? Like do you just run around pointlessly inside of 1 of 100 maps with 200 guns? I'm sure you're a superior programmer to everybody as you keep saying but is your game any fun besides surface level bullshit like the number of guns.

I build maps. Then I enjoy them in the game.

>Kind of sounds like your autistic amount of guns, doesn't it?
Sour grapes from you. The thing is Darkplaces has the features you claimed it didn't and were the domain of your commercial crapware only.

The reverse is not true for variety of detail-aware programming of vast collections of weapons our OSS game has.

If i give it 8 for example it should print:
2
2
2
but it only prints:
2
2

I have semi-auto, auto, bolt action, pump, i have it keep track of every round in the magazine so you can load eight different types of shotgun shell into a shotgun and fire them all off one after the other, and complete state tracking on the reload so you can resume after being interrupted

Wrong.

for (long i = 2; i

Number = 8
i

>I have semi-auto, auto, bolt action, pump, i have it keep track of every round in the magazine so you can load eight different types of shotgun shell into a shotgun and fire them all off one after the other, and complete state tracking on the reload so you can resume after being interrupted

Tell me how your semi-auto, auto, bolt action, and pump differ control wise.

I suspect the semi-auto, bolt, and pump are the same: one button press.

Crapware.

Just a different animation.

With my game semi, double-action, single action, pump, and bolt are all different control and feel wise.

Oh and I have over 200 weapons, and you don't

thanks guys

>I build maps. Then I enjoy them in the game.
Sounds like compelling gameplay to me user, care to share what there even is to enjoy?

>Sour grapes from you
This doesn't even make sense. How would it be sour grapes exactly? I'm telling you that your game looks boring as shit despite how many guns or maps it has. I'm sure you really enjoyed making the game, but it certainly doesn't look enjoyable to play.

>Is this game another one of God's holy temples?
Darkhold has some temples in it. Try it using the medeval fantasy quest preset.

Implementating SNE, Symmetric SNE, t-SNE from scratch

...

kys

Stop

posting

like

this

faggot

>Sounds like compelling gameplay to me user, care to share what there even is to enjoy?

Only creative people and architects would understand. Not stupid wagefags like yourself.

If I need to explain it; your mind is not ready for it.

200+ guns, 100+ maps checking in. BTFO out of you retarded crapware programmers.

any bash script experts? i have a line in my script that is longer than 80 characters, how could i break into multiple lines?

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>200+

my line is too \
long

>any bash script experts? i have a line in my script that is longer than 80 characters, how could i break into multiple lines?

I know a few things, But I don't help wagies, since they don't like my game (even though they haven't played it) and don't like lolis.

Think escape sequences...