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<phschafft>
somehow I feel like yellow on blue are the colours of the 90s.
<phschafft>
specifically with microsoft's products blue background was very common.
<coolcoder613>
mmm, primary colors
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<phschafft>
yellow and blue are specifically high contrast on the optic nerve.
<phschafft>
maybe that's the reason.
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<Skipp_OSX>
light blue background color was technically introduced in Windows 2000 and Me around 2000 so not quite 90's
<Skipp_OSX>
Be was ahead of the game on light blue bg, but yeah it does look a bit dated now with full-color backgrounds being all the rage
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<FreeFull>
Windows 95 and 98 used a teal background
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<Skipp_OSX>
yeah
<Monni>
The issue with full-color backgrounds is pretty much that it makes icons and icon texts less readable with certain color combinations...
<Skipp_OSX>
we could put a semi-transparent box around the icons like other OS's do
<Skipp_OSX>
other than that yeah we'd have to carefully pick a bg that doesn't clash with icons
<Monni>
Haiku could do a lot of things.... But... It doesn't have to look like desktop of every other operating system...
<Monni>
Back when I was using Zeta, I had quite hilarious desktop background...
<Skipp_OSX>
I'd settle for a dozen background options, dozen color options
<Monni>
Some carefully selected background images might actually look good...
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<Begasus>
g'morning peeps
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<Molnija>
:o
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<Monni>
Good morning Begasus
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<Begasus>
Good morning Monni
<Monni>
Still watching the discussion on ICU pull request ;)
<Begasus>
ah :)
<Begasus>
doing a build with latest commit to recreate the patchset, that way I know what we can leave out if this gets merged before ICU76 is released :)
<Begasus>
it's a bit weird that U_QNX etc is uesd while elswhere (platform.h) they are declared as U_PF_QNX etc ..
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<Begasus>
and PLATFORM vs U_PLATFORM
<Monni>
Some things don't seem consistent... Some variables are set, but not used anywhere...
<Monni>
Almost like they are supposed to be used by something that has ICU as dependency...
<Monni>
I had to clone the repository so I could grep through the files where "platform" is substituted to see if it is actually used or not...
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<Begasus>
been grep'n like crazy yesterday :)
<Monni>
Like I mentioned in the PR, I only saw it used in one file...
<Begasus>
yeah, looked at it just earlier
<Begasus>
but that's related to make version (and a check for ifeq ($(PLATFORM),OS390))
<Monni>
Pretty much grep'd either @platform@ or $(platform) .. latter either all lowercase, or all uppercase...
<Begasus>
k, let's see if this actually buiilds now :)
<Begasus>
install: cannot stat './../LICENSE': No such file or directory
<Begasus>
lol, seen that before I think (broken link)
<Begasus>
just cp the one from 75.1 for now
<Begasus>
atleast didn't brake it :P grabbing icu76-76.1~git-1-x86_64.hpkg and moving it to /Opslag/haikuports/packages/icu76-76.1~git-1-x86_64.hpkg
<Begasus>
*Note* some errors are data-loading related. If the data used is not the
<Begasus>
that is for the tests, probably expected as I used the data archive from 75.1 (as there is no release yet for 76.1)
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<Monni>
Begasus: Should look at what directory it is when it tries to find LICENSE... Then it should be easy to figure out what is the clean fix...
<Monni>
Most of the time I use command-line applications, so not much need for it...
<Begasus>
why does it have to be that big :)
<Monni>
Most of the applications I use nowadays are around 50MB when compiled, 20GB when building ;)
<Monni>
Static linking makes things really big...
<Begasus>
yeah, saves missing things though :)
<Monni>
Some programs or libraries also embed a lot of data, so that will increase the binary size...
<Begasus>
it only adds up to the binary
<Begasus>
+ is that you don't depend on third party libraries
<Begasus>
downside, if you want to keep up with upstream libraries you still need to rebuild
<Monni>
I mostly use static linking for command-line binaries... I barely keep up with upstream as those don't usually like older compilers...
<Begasus>
like with current cmake PR, now using system libraries vs internal ones
<Begasus>
got you, for cli binaries it's not that bad mostly
<Monni>
Still using gcc 6.5 as gcc 7.5 didn't work and gcc 8 wasn't available when I started...
<Begasus>
whoot! gcc14 around the corner I think on Haiku :)
<Monni>
I have gcc 15 and clang 20 here...
<Begasus>
done with LLVM for a while here :P
<Monni>
clang and llvm usually work better than gcc even though they share some dependencies...
<Begasus>
never really (knowinly) used clang here
<Monni>
With every new gcc release, I need to fix some of the include lines...
<Monni>
clang 13 was the oldest that really worked... before that I got weird errors when trying to compile as it didn't recognize the target architecture correctly ;)
<Begasus>
did some suggestions on that for 32bit on latest one (also when adding the jit compiler)
<Monni>
I'm scared to even try gcc 9 or newer on old Xeon at work... Might not even support all the instructions...
<Begasus>
maybe they should update the instructions then?
<Monni>
Some people just laugh when I say I'm running Ubuntu 18.04 on old Xeon... They assume every company buys brand new hardware...
<Begasus>
heh, latest Ubuntu I ran was 20.04 I think
<Monni>
I have Debian 13 and latest development version of Ubuntu...
<Begasus>
bare installs only Windows and Haiku, and Windows barely boots here
<Monni>
Also FreeBSD 13, 14 and 15... Going to install NetBSD 10 later this week...
<phschafft>
morning Begasus. :)
<dovsienko>
FreeBSD 15 has not been releases, and not even planned yet
<dovsienko>
s/releases/released/
<Begasus>
Morning phschafft dovsienko
<dovsienko>
morning
<phschafft>
mau dovsienko :)
<Begasus>
biab
<dovsienko>
(as well as GCC 15 and Clang 20)
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<Monni>
dovsienko: You can still download and boot it... People said same about Debian 13 when I downloaded it...
<dovsienko>
that's a branch name, which means "here will be FreeBSD 15", it is not FreeBSD 15
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<dovsienko>
it will become one after all the changes that constitute it are made and remade a hundred times, and there is a release -- something that isn't a moving target
<dovsienko>
until then it is a snapshot of a branch, and its properties change with each new commit
<Monni>
it's snapshot of FreeBSD 15 development branch ;)
<Monni>
I can use it to test nothing breaks on my own builds... But it's pretty much useless for average John or Jane Doe...
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<Begasus>
...
<Monni>
the infamous three dots ;)
<Begasus>
can't create the hamburgermenu :)
<Monni>
Too old to remember what hamburgermenu was ;)...
<Anarchos>
Monni the menu whose icon is 'three horizontal superposed' as in Android phones. The three lines are supposed to be the three layers of a hamburger (bread, meat, bread).
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<phschafft>
Monni: I'm sorry to hear about your memory loss.
<phschafft>
however I must say that I have seen the symbol for menus... for a long time.
<Monni>
phschafft: I've been developer for 41 years... So I guess that was expected...
<phschafft>
I'm very sure some DOS programms used it as well.
<phschafft>
I think Turbo C++ was one of them.
<Monni>
I only used Turbo Pascal ;)
<phschafft>
I'm sorry for your loss.
<Begasus>
now you can use Lazarus :P
<Monni>
I tried using BePascal a long time ago ;)
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<Begasus>
it's good enough for me to keep CudaText uptodate :)
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<Monni>
Might take a while before I remember all the Pascal stuff again...
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<Peppersawce>
Wesnoth works now :D
<Anarchos>
Peppersawce but zsdx (Zelda Mystery of Solarus) still not :(
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<Peppersawce>
Aw :(
<Peppersawce>
Well, one at a time
<Anarchos>
Peppersawce it works with revision from 09/09/2024
<Anarchos>
so something broken.
<Anarchos>
But i hadn't time to find which revision broke.
<Peppersawce>
Eh well, at least last version is recent enough
<Anarchos>
sure
<Anarchos>
but it is a pain to reboot in a previous state, just to play a little zelda :)
<Peppersawce>
I can imagine, but sooner or later somebody will fix it I'm sure :)
<Anarchos>
game launch, but after 2s, it freezes. No idea where to investigate. Surely something to do with timers in lua , but it is far beyond my skills .
<Begasus>
k, 1.86.0 boost needs more patching :(
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<Begasus>
Hello Peppersawce
<Peppersawce>
Hi Begasus, Wesnoth works
<Begasus>
Anarchos it is?
<Begasus>
yeah just saw you mentioning it :)
<Peppersawce>
:D
<Begasus>
want to see if the ICU checkout works building boost1.83
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<Begasus>
Anarchos, should check that out, Solarus doesn't want to launch anything else here too
<Begasus>
no info in Terminal/syslog
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<Begasus>
Peppersawce " issue was with -fPIE" and the build didn't complain about it?
<Begasus>
mostly I see an error with "recompile with -fPIC" :)
<Begasus>
err ... boost1.85 also fails to build on the same place as the new one?
<Begasus>
error: invalid application of 'sizeof' to incomplete type 'char []'
<Begasus>
checking with ICU74
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<nephele>
pretty sure the hamburger menu is older than the menubar design :)
<Peppersawce>
Begasus, the bin said "bad data", I looked around and saw a discussion with Cell on the Haiku site about it
<Peppersawce>
I have a similar bad data error with devilution and that one says "recompile with -fPIC" as well
<Peppersawce>
In fact ima try and see if devilutionx works without -fPIE later
<Peppersawce>
So yeah I think that's an issue in your case as well
<nephele>
Begasus: do we have some command to list all active moutnpoints?
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<Begasus>
Monni, nothing changed in ICU or boost, wondering why it errors now?
<Peppersawce>
I'm having some progress on devilutionx :)
<Begasus>
trying boost1.83
<Begasus>
atleast one of us is Peppersawce :D
<Monni>
I'm assuming it comes from dirent's d_name field, which has loose definition... Might be that some version changed it to flexible array like with similar struct members...
<Peppersawce>
the binary works now but it doesn't find the data
<Begasus>
same error
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<Peppersawce>
But 1.2.0 had none of the data either so I'm confused
<Peppersawce>
tho tbf this version's source is triple the size
<Begasus>
Monni boost1.83/1.85 have been around for a bit
<Begasus>
ICU73/74/75 also, no combination works
<Monni>
Begasus: It's not change in Boost, it's in change in package that defines dirent structure...
<Begasus>
and which one would that be?
<Begasus>
posix/dirent.h probably?
<Monni>
Begasus: Part of C library...
<Monni>
In Linux that would be libc6-dev, but not sure about other operating systems...
<Begasus>
k, out of my hands, lacking skills to fix this
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<Monni>
I can check dirent.h later when I finish compiling gcc-14
<Begasus>
Peppersawce: lib:libssl$secondaryArchSuffix >= 3 in BUILD_REQUIRES? that should be devel:libssl$secondaryArchSuffix >= 3
<Monni>
Begasus: Easy hack is to replace the sizeof() call with constant 256... It shouldn't need more than that...
<Begasus>
Peppersawce: libgettextlib shouldn't be needed, just add cmd's msgfmt and msgmerge in BUILD_PREREQUIRES
<Begasus>
thanks Monni and dovsienko, I'll see if I can still tackle it :)
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<dovsienko>
the fix depends on the use case, sometimes the sizeof() is equivalent to NAME_MAX (double-check if it requires one more byte for the NUL termination)
<Begasus>
just going with boost1.83 first, that has been proven for a while already
<coolcoder613_32>
Web+ gives SSE2 message
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<Monni>
Yup... NAME_MAX is usually defined as something like 256 like I mentioned...
<Begasus>
ps coolcoder613_32, was mostly teasing, it's one of those things you hear "I need youtube!" :)
<coolcoder613_32>
I know ;)
<coolcoder613_32>
installing qmplay2 now
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<Begasus>
bbl
<Monni>
YouTube and Stack Overflow... Two places where demented developers refresh their skills ;)
<Anarchos>
what is that : failed to commit transaction: Failed to change the package activation in packagefs: Name in use
<cocobean>
Sidenote: BASIC+ / Pascal (PDP-11 needed memory upgrade to run C)... then Borland came out with Turbo C/Turbo Pascal/Turbo C++ for micros.. so mags like Byte and Commodore pushed that if you didn;t go the Apple route with Obj-C stuff.
<cocobean>
Assembly was the thing - but they started pushing C for standardization and portability... the days before RoHS push for de-leading of electronic stuff (and other things).
<Monni>
I still write some stuff in Assembly...
<cocobean>
;)
<Monni>
Even though C has intrinsic functions to use optimized functions, some compiler versions are known to have bugs in them... so using Assembly is the only reliable way to write fast code...
<zard>
Funny, I take the attitude that the compiler can probably write better assembly than I can
<zard>
I've heard of some of the optimizations that compilers can do for you. Still, I wonder, who writes faster code
<zard>
Someone proficient in assembly, or the compiler
<gordonjcp>
it depends what you're trying to do
<gordonjcp>
I've noticed that avr-gcc does everything "correctly" like zeroes out unused bytes in a result for example if it's doing a 32-bit multiply
<Monni>
Compilers can optimize a lot, but bit-level optimizations are their bottleneck... horizontal add has been slow with most compilers and it's often used in compression libraries...
<cocobean>
Depends... but back then.... you had to review and tweak the output to get best results (and use profilers (if you could afford it 9hundreds of dollars for compiler and profiler (amd you paid additional for the debugger and profiler - unless you had a nice boss).
<gordonjcp>
but maybe I don't care about that, maybe I only care about one byte of the result and can just ignore the rest
<gordonjcp>
I've just saved myself like 17 clocks
<Monni>
People at Microsoft cried at me when something was few milliseconds slower ;)
<gordonjcp>
I grew up in the ZX81/ZX Spectrum era when you timed loops to fit exactly into a particular number of scan lines
<nephele>
zard: most people write slower code than the compiler can ;) though some specific people can be faster too
* zard
adds it to the reading list :)
<Monni>
Anarchos: There is no bugs, just undocumented features ;)
<zard>
nephele: yeah, I suppose if you actually know what you're doing, you can write faster code in assembly (and there are some nice examples of that given above)
<zard>
Otherwise, may as well save yourself some time and portability and write the code in C
<Monni>
Code can be fast with one processor, but damn slow with another...
<Monni>
I've had code that was 50% faster on AMD processor than on equivalent Intel processor...
<Peppersawce>
new devilutionx works :)
<Peppersawce>
time to bug Begasus with a new pr :D
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<Monni>
Begasus needs a break from computers to fill all the holes his dogs dig... lol...
<Peppersawce>
lol
<cocobean>
ha
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<cocobean>
CP/M... had a C128.. i think CP/M 2.2/3.0 was on it....
<Monni>
Husky is a dog breed that likes to dig holes... I have a dog that doesn't dig holes, but likes to go to them instead...
<cocobean>
Fun era
<Monni>
I didn't have the CP/M disk for Z80 even though it did run on it...
<Monni>
I did however use CP/M in school...
<Peppersawce>
can I include FindDirectory.h in a c++ file and then use the haiku dir variables in it?
<Peppersawce>
#ifdef __HAIKU__ #include <FindDirectory.h> etc.
<Peppersawce>
does that work?
<Monni>
should work...
<Peppersawce>
cool
<Monni>
linker might remind if you forget to link against correct library ;)
<cocobean>
I foudn a lot of the apps were in compiled BASIC.. but the cost of the compiler part was a few hundred back then (cost of a tellie).
<Peppersawce>
we'll see :)
<cocobean>
even on CP/M
<cocobean>
Nice you could learn a specific console platforms.. instead of a "family of chips" - all with their own undocumented register features as well (haha) and trying to get the SDKs.
<coolcoder613_32>
Trying to use QMPlay2
<cocobean>
ever changing SDKs...
<Peppersawce>
warning: offset '1015' outside bounds of constant string [-Warray-bounds=]
<Anarchos>
Monni ok , so compcert has no undocumented features.
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<Peppersawce>
ah icic
<Peppersawce>
ty :D
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<Peppersawce>
It's getting too complicated, ima just sed the path in the recipe
<coolcoder613_32>
I have tto manually use yt-dlp, and I get ~1fps, but it works
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<Monni>
Just reading the Haiku API documentation gives me furballs...
<Peppersawce>
I'm too used to easier languages than c++, I assumed find_directory was like finddir
<Peppersawce>
But it wants like 4 arguments and I only have 1 ngl
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<Monni>
Peppersawce: Finding good example of how to use find_directory() is like trying to find needle in a haystack...
<Peppersawce>
true that
<Monni>
Peppersawce: As I understand it, you create BPath object and pass pointer to it as second parameter, it will be the returned path... You can use BPath to append any subdirectory to the path...
<Monni>
The last two parameters are optional, the defaults should be safe...
<Monni>
if it returns B_OK, then the second parameter should have been updated...
<Peppersawce>
If I knew just a little bit more about coding I think I could make use of that info and make a slightly cleaner port
<Peppersawce>
Alternative solution "Just Works" so...
<Peppersawce>
but thanks for the help anyway :)
<Monni>
BPath::Path() converts it back to C-style string...
<Monni>
lol... that gets converted to smiley here.... BPath's Path() ;)
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<Peppersawce>
hahaha
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<Monni>
It's been quite long time since I've used the Haiku API ;)
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<JulianTheFox>
Hello everyone back again
<JulianTheFox>
Does anyone know how to change from the "master" to "r1beta5"?
<nephele>
hello
<nephele>
you need to change the repository urls in repository preferences or on the commandline with pkgman and then run SoftwareUpdater, or on the commandline "pkgman full-sync"
<zard>
Hello nephele :-)
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<nephele>
hi zard
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<JulianTheFox>
Thanks nephele, it did work
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<Begasus>
grabbing boost1.83-1.83.0-3-x86_64.hpkg and moving it to /Opslag/haikuports/packages/boost1.83-1.83.0-3-x86_64.hpkg
<Begasus>
a bit hackish maybe, but atleast it builds :)
<dovsienko>
sen: that's exactly how it used to be in BeOS
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<dovsienko>
my theory is this is either because early versions of the filesystem were unstable and kept losing data, or because the project consumed vast amounts of cash
<sen>
Ahh, TIL it comes from BeOS! And that was my guess, that it was from early days of something when putting data in was like putting it in a shredder. Been there :)
<sen>
Begasus: awwww beautiful doggos!
<Begasus>
thanks sen :) will be the 5th generation :)
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<nosycat>
I'd have guessed someone way back in the day was a big TMNT fan.
<HaikuUser>
Hi there!
<nosycat>
Hello!
<erysdren>
hi
<sen>
hi!
<Begasus>
low!
<HaikuUser>
Trying Haiku for the first time in a VM and so far so good, its responsivenes is impresive!
<nosycat>
:)
<Begasus>
jikes, a day not looking at the forum and already behind :)
<Begasus>
+1
<Begasus>
HaikuUser, you can change your nick in vision also :)
<Begasus>
just "/nick new_nick"
<Begasus>
nick as in nickname* :)
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<zopeck>
Well then! now I am Zopeck!
<erysdren>
well hello zopeck!
<erysdren>
im glad you're enjoying haiku
<zopeck>
Really, it is mind blowing!
<Begasus>
better, hello zopeck
<zopeck>
I just saw a youtuber folk video showing Haiku's capabilities and wow!
<dovsienko>
perhaps it would be a useful feature to add a first-time pop-up window to Vision so it told people how to change the nick. or a modal pop-up window with a prompt for the username
<zopeck>
It's a pity that this platform does not have a huge suppor, including commercial support like others.
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<erysdren>
yes, it is unfortunate
<Peppersawce>
if it had hw acceleration I'd never leave ngl
<erysdren>
yeah that's a huge thing for me, also ZFS support
<erysdren>
i've been meaning to try and port ZFS myself, but it's a gigantic undertaking
<Peppersawce>
Someday
<zopeck>
For all of you out there working on it, I salute you! Its a... well... I do not have enough words to say how beatutiful, big and good work you are doing. Thanks a lot.
<erysdren>
<3
<cocobean>
Haiku APIs are a. bit easier to follow than the days of MFC and even ActiveX.
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<erysdren>
Haiku would run so incredibly smooth if it could use HW accel for anything (since it's already pretty smooth without it...)
<zopeck>
You are telling me that this magnificent responsiveness is WITHOUT HW accel?
<Peppersawce>
lol yeah
<zopeck>
:O
<Peppersawce>
shows you how messed up windows is
<bjorkintosh>
zopeck: xwindows, and windows are not the only thing. beos was ahead of its time and all its successors.
<zopeck>
You can bet on it
<erysdren>
as far as i know, the only thing Haiku can use a GPU for is video-mode-setting
<erysdren>
no 3D accel or anything else
<Peppersawce>
the other thing I like a lot is that usually a program crashing doesn't affect the rest... or the system
<erysdren>
hmm, that reminds me, i really should figure out what causes SDL2 programs to crash on exit in Haiku
<erysdren>
it bugs me
<zopeck>
What architecture does the system use? Is it say e.g. "microkernel" or whatever? I am curious.
<Peppersawce>
Only some of them, right? I have a bunch here that don't crash
<erysdren>
zopeck: i think it's a monolithic kernel? someone please correct me if i am wrong.
<cocobean>
Vendors can help with that... info is there... but some things must com
<cocobean>
Come in binary form.
<Peppersawce>
iirc it's the opposite acually, it's a small core that then loads add-ons as needed
<cocobean>
Non-open source formalities.
<Peppersawce>
monolithic would be linux
<zopeck>
Is Haiku Opensource?
<Peppersawce>
Under MIT
<erysdren>
yes, haiku is open source
<zopeck>
Well guys, thank you for your time. It's time for me to leave. Have a great day. And again, thank you for this magnificent work. Keep it up please.
<cocobean>
That was a GNU req that distributed work provide open source code.
<erysdren>
have a good day
<cocobean>
See U.
<Peppersawce>
cya zopeck, I'm just a porter though :D
<cocobean>
Free Softwzre Foundation people.
<zopeck>
;)
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<Peppersawce>
About the SDL2 crash on exit thing, are you on B5? gcc2?
<erysdren>
B5, but it's been happening for over a year on random programs
<erysdren>
B5 x86_64
<erysdren>
for example, two games i ported, Quakespasm and Ken's Labyrinth, both exhibit this if i recall correctly
<erysdren>
both use SDL2
<Peppersawce>
It's possible the apps just need to be recompiled, I'm building a bunch of SDL apps myself and haven't noticed it so far
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<Peppersawce>
newer libs etc.
<erysdren>
fair, but i remember Begasus saying something about it being a known issue, something to do with BeGL
<Peppersawce>
no clue about that, he probably knows more
* Begasus
knows nothing ...
<erysdren>
damn
<Begasus>
haven't touched SDL2 sources for a while now
<Peppersawce>
well, time to test it out a bunch then
<Peppersawce>
with all the new sdl2 ports I put into those prs :D
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<Peppersawce>
tl:dr; GemRB is ready, DevilutionX might need a check for recipe syntax or smth, Dune Legacy is sorta done
<Peppersawce>
libxml++ I have no clue, Wesnoth is gonna take a lot more time to sort
<Peppersawce>
@Begasus trying to lighten your review load :D
<nekobot>
[haiku/haiku] 1c64d7a913f8 - virtio_pci: poll device status after resetting the device
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<GregCrain>
I have some code updates to contribuite. It looks like I upload and submit in Gerrit. Do I have to clone the repository in order to use git and push the changes?
<Peppersawce>
To the system? waddlesplash or some other dev should be able to answer that
<waddlesplash>
GregCrain: how did you make the changes without cloning the repository in the first place?
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<GregCrain>
Yes, Looks like it's time to learn Gerrit. I have to learn it for work soon anyway
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<waddlesplash>
just see the SubmittingPatches page
<waddlesplash>
on Trac
<GregCrain>
It's on an old respository. I should update it
<OscarL>
Begasus[m]: just to clarify... current cmake also uses system libs. my PR just tried to make sure it uses it in all cases (but I might neeed to change that for cppdap/zlib to avoid existing circular dependencies at build time).
<OscarL>
hsp, from what I can see in conky's recipe, only the text interface is compiled in.
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<Peppersawce>
Thanks Oscar, I figured a similar solution out :)
<jmairboeck>
OscarL: I think for zlib it would be best to switch that away from cmake to use the configure script instead
<OscarL>
given the size of zlib... pulling cmake in just for that seems a bit too much, no? :-) (BTW, hi jmairboeck!)
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<jmairboeck>
I will try changing zlib next weekend so that it doesn't require cmake any more.
<OscarL>
+1
<jmairboeck>
if nobody else does it before :)
<OscarL>
I'm waiting for the ambient temperatures to come down a bit, before attempting more cmake builds :-/
<OscarL>
seems that the zlib recipe has been using cmake since at least 2010.
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<Peppersawce>
Wesnoth is more painful, 40 mins for a single build
<Peppersawce>
I mean, maybe, probably there's no comparison
<OscarL>
my fastest hardware is from 2009, so... I'm gladd Begasus can check some of that stuff :-P
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* OscarL
takes notes... stay away from wesnoth.
<OscarL>
Peppersawce: to make it public... always nice to see people getting involved in .recipe work! Thanks for your work and interest! Much appreciated!
<Peppersawce>
yeah, best if you don't touch it, this laptop isn't all that good but it's still a 4x core i7
<dovsienko>
I liked playing Wesnoth a while (10 or more years) ago
<Peppersawce>
The core game hasn't changed much, they added a new faction, a bunch of new campaigns
<Peppersawce>
A survival mode too it seems
<Peppersawce>
yw OscarL :)
<dovsienko>
it is difficult to remember, but the way I remember it I played it when "heir to the throne" became available as the first long campaign, and then after a while one or two other campaigns became available and I played those
<Peppersawce>
A new campaign for every new release or something like that
<dovsienko>
certainly one with gnomes or dwarves fighting their way through the caves
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<Peppersawce>
There's a lot of them now but quality varies as some of the old ones feel barebones iirc
<dovsienko>
I wonder if network game is going to have any issues on Haiku
<Peppersawce>
can't get the server to work but the client seems to work alright
<dovsienko>
Peppersawce: Wesnoth would be a good game to support, and a good use case to chase any bugs that get in the way
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<dovsienko>
to chase out, that is
<OscarL>
I'm poor AF, but really would buy a beer to whomever fixes that hiddeous "waiting for build package zlib_devel-1.3.1-4 to be activated" bug for good.
<nephele_xmpp>
Pretty sure that bug is already tracked on haikuporter
<OscarL>
kallisti5[m]: while you're here... and before I make my yearly "Ping!" update to https://github.com/haiku/infrastructure/issues/76 ... just bringing that up for your consideration :-) (BTW, kallisti5[m], thanks for your work man).
* OscarL
writes a note to himself: remember you're dumb, and need to quadruple check things out.
<OscarL>
finally got zlib to build without cmake :-)
<OscarL>
welp... except for that darn "waiting for build package zlib-1.3.1-4 to be deactivated" message, sigh.
<dovsienko>
kallisti5[m]: do you know if using some pre-beta5 revision would work around the problem? for my purposes the VM does not need to be super recent
<kallisti5[m]>
r1/beta4 should work
<dovsienko>
in fact, maybe even beta4 would do, if it still exists there
<mmlr>
kallisti5[m]: and this isn't fixed already in the nightlies by one of the other virtio changes? only the basic one was cherry-picked for r1beta5, not the ones noticing the timeouts, although that shouldn't make too much of a difference
<OscarL>
waddlesplash: any chance you could allocate part of your contract time to look into that "waiting for build package" bug? I do not donate to haiku (wish I could), but that bug really, drives me insane, and limits the few bits I can contribute back.
<waddlesplash>
does it still happen after my recent changes to packagefs?
<waddlesplash>
i.e. the locking ones, on master after beta5 was branched
<OscarL>
running +116 ATM.
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<OscarL>
let me check for updates.
<OscarL>
updating to +117, not much hope. In any case, for whatever reason, I have been hiting this bug quite more frequently lately.
<OscarL>
for example, I have just rebooted, run "hp -c zlib && hp zlib", and hit it again :-(
<OscarL>
Peppersawce: maybe the same reason as to why many porter software fails to mkdir -p
<Peppersawce>
nah that's not it, the game creates that folder on its own, it's probably another case of some folders returning read only I have to track
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<mmlr>
OscarL: are you seeing "node monitoring created event for already known entry" in the syslog when it happens?
<OscarL>
bloody hell "waiting for build package zlib-1.3.1-4 to be activated". I can't run nightlies all tthe time, as I need a setup closer to what buildmaster have :-(
<OscarL>
lol at the "HELL YEAH TIME TO DOWNLOAD SOME RAM" commment there :-D
<waddlesplash>
OscarL: the changes in packagefs I was referring to were added after beta5 was branched, i.e. they're on master only
<OscarL>
waddlesplash: undestood, sadly, I can't use master most of the time as I need to minimize difference on setup with buildmasters.
<waddlesplash>
the buildmasters are running with master branch kernels
<waddlesplash>
and beta5 package sets
<waddlesplash>
for the chroots
<OscarL>
is that how it was before beta5?
<OscarL>
in any case, my weak brain has a hard time keeping up with stuff (and avoiding introducing my own mistakes), thus why I stick to running plain betas.
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<OscarL>
on beta4 at least, we had a few issues with code that would build ok on master, but not on betas, and vice-versa.
<OscarL>
or buildmasters running too old beta4 kernels.
<OscarL>
(or rather... too old set of packages, maybe?)