0:08Recap yesterday's graphics driver crash and determine to set up an external streaming system
0:08Recap yesterday's graphics driver crash and determine to set up an external streaming system
0:08Recap yesterday's graphics driver crash and determine to set up an external streaming system
4:20Invite questions and suggestions
4:20Invite questions and suggestions
4:20Invite questions and suggestions
6:38vaualbus How do you write a program that is graphics driver crash aware?
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6:38vaualbus How do you write a program that is graphics driver crash aware?
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6:38vaualbus How do you write a program that is graphics driver crash aware?
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8:36Install and run Process Explorer, and consider graphics driver crashes1
8:36Install and run Process Explorer, and consider graphics driver crashes1
8:36Install and run Process Explorer, and consider graphics driver crashes1
14:37Making your app graphics card crash proof: 1) Always check for valid contexts
14:37Making your app graphics card crash proof: 1) Always check for valid contexts
14:37Making your app graphics card crash proof: 1) Always check for valid contexts
15:45Making your app graphics card crash proof: 2) Use fault handlers
15:45Making your app graphics card crash proof: 2) Use fault handlers
15:45Making your app graphics card crash proof: 2) Use fault handlers
16:28How OBS could handle faults, just protect and flush the stream on crash
16:28How OBS could handle faults, just protect and flush the stream on crash
16:28How OBS could handle faults, just protect and flush the stream on crash
17:25Shutting down gracefully and relaunching your application
17:25Shutting down gracefully and relaunching your application
17:25Shutting down gracefully and relaunching your application
18:40crazy_coder456 How many episodes remaining, estimate?
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18:40crazy_coder456 How many episodes remaining, estimate?
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18:40crazy_coder456 How many episodes remaining, estimate?
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19:39sgtrumbi Do you use C++ features like templates? Do you use polymorphism in your own projects?
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19:39sgtrumbi Do you use C++ features like templates? Do you use polymorphism in your own projects?
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19:39sgtrumbi Do you use C++ features like templates? Do you use polymorphism in your own projects?
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22:47bpaf What do you think about the CRTP to do polymorphism?
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22:47bpaf What do you think about the CRTP to do polymorphism?
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22:47bpaf What do you think about the CRTP to do polymorphism?
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25:18crtp.cpp: Curiously recurring template pattern
25:18crtp.cpp: Curiously recurring template pattern
25:18crtp.cpp: Curiously recurring template pattern
27:28crtp.cpp: The template<struct Something> syntax
27:28crtp.cpp: The template<struct Something> syntax
27:28crtp.cpp: The template<struct Something> syntax
31:29Consider ramifications of templates
31:29Consider ramifications of templates
31:29Consider ramifications of templates
34:40crtp.cpp: Using a union in a parent struct to contain entity types
34:40crtp.cpp: Using a union in a parent struct to contain entity types
34:40crtp.cpp: Using a union in a parent struct to contain entity types
37:10crtp.cpp: C++'s "struct entity_ghost : public entity" inheritance syntax
37:10crtp.cpp: C++'s "struct entity_ghost : public entity" inheritance syntax
37:10crtp.cpp: C++'s "struct entity_ghost : public entity" inheritance syntax
40:59crtp.cpp: Consider ramifications of the inheritance model
40:59crtp.cpp: Consider ramifications of the inheritance model
40:59crtp.cpp: Consider ramifications of the inheritance model
45:42crtp.cpp: Making the derived class more primal
45:42crtp.cpp: Making the derived class more primal
45:42crtp.cpp: Making the derived class more primal
50:06Polymorphic copy construction, virtual functions and the copy constructor3
50:06Polymorphic copy construction, virtual functions and the copy constructor3
50:06Polymorphic copy construction, virtual functions and the copy constructor3
56:44crtp.cpp: Spec out our desired Clone() function, using a union in the parent shape struct to contain shape_rectangle and shape_circle, and a switch statement in Clone()
56:44crtp.cpp: Spec out our desired Clone() function, using a union in the parent shape struct to contain shape_rectangle and shape_circle, and a switch statement in Clone()
56:44crtp.cpp: Spec out our desired Clone() function, using a union in the parent shape struct to contain shape_rectangle and shape_circle, and a switch statement in Clone()
1:00:20crtp2.cpp: Attempt this in a C++ way
1:00:20crtp2.cpp: Attempt this in a C++ way
1:00:20crtp2.cpp: Attempt this in a C++ way
1:04:03crtp2.cpp: Run-time type information4
1:04:03crtp2.cpp: Run-time type information4
1:04:03crtp2.cpp: Run-time type information4
1:09:34crtp2.cpp: Virtual function call for Clone() in the structs
1:09:34crtp2.cpp: Virtual function call for Clone() in the structs
1:09:34crtp2.cpp: Virtual function call for Clone() in the structs
1:11:08crtp2.cpp: Base class containing a pure virtual function for cloning, and a shape_cloner templatised struct
1:11:08crtp2.cpp: Base class containing a pure virtual function for cloning, and a shape_cloner templatised struct
1:11:08crtp2.cpp: Base class containing a pure virtual function for cloning, and a shape_cloner templatised struct
1:14:57bpaf I didn't want to use virtual functions, so when I found this I was super happy
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1:14:57bpaf I didn't want to use virtual functions, so when I found this I was super happy
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1:14:57bpaf I didn't want to use virtual functions, so when I found this I was super happy
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1:15:46Polymorphic chaining5
1:15:46Polymorphic chaining5
1:15:46Polymorphic chaining5
1:20:18bpaf My use case is: I write a library, and I want users of the library to provide their own structs for me to do my library business on, so I need polymorphism one way or another and, since it's a simulation, I want to remove all of the runtime cost I can incur
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1:20:18bpaf My use case is: I write a library, and I want users of the library to provide their own structs for me to do my library business on, so I need polymorphism one way or another and, since it's a simulation, I want to remove all of the runtime cost I can incur
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1:20:18bpaf My use case is: I write a library, and I want users of the library to provide their own structs for me to do my library business on, so I need polymorphism one way or another and, since it's a simulation, I want to remove all of the runtime cost I can incur
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1:21:56bpaf You got it, I have to call them back
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1:21:56bpaf You got it, I have to call them back
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1:21:56bpaf You got it, I have to call them back
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1:22:17bpaf They define a game, and I define in the library a genetic programming framework to find players that play well at them
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1:22:17bpaf They define a game, and I define in the library a genetic programming framework to find players that play well at them
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1:22:17bpaf They define a game, and I define in the library a genetic programming framework to find players that play well at them
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1:23:27bpaf In particular I create trees (S-expressions) that contain terminals that are defined by the game, which operate on the game state, and then evaluate those games that contains IF, >, == etc, as well as the game terminals, and then make players out of random trees, and do tournaments between each other
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1:23:27bpaf In particular I create trees (S-expressions) that contain terminals that are defined by the game, which operate on the game state, and then evaluate those games that contains IF, >, == etc, as well as the game terminals, and then make players out of random trees, and do tournaments between each other
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1:23:27bpaf In particular I create trees (S-expressions) that contain terminals that are defined by the game, which operate on the game state, and then evaluate those games that contains IF, >, == etc, as well as the game terminals, and then make players out of random trees, and do tournaments between each other
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1:24:30crtp2.cpp: Spec out an idea for bpaf's library, using an operate_type enum with the library ops occupying the high values
1:24:30crtp2.cpp: Spec out an idea for bpaf's library, using an operate_type enum with the library ops occupying the high values
1:24:30crtp2.cpp: Spec out an idea for bpaf's library, using an operate_type enum with the library ops occupying the high values
1:28:27bpaf How would you pass the information needed to create random operations to the library, from the user, in this framework?
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1:28:27bpaf How would you pass the information needed to create random operations to the library, from the user, in this framework?
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1:28:27bpaf How would you pass the information needed to create random operations to the library, from the user, in this framework?
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1:28:43crtp2.cpp: Spec out CreateRandomOpCallback()
1:28:43crtp2.cpp: Spec out CreateRandomOpCallback()
1:28:43crtp2.cpp: Spec out CreateRandomOpCallback()
1:31:14Consider library design
1:31:14Consider library design
1:31:14Consider library design
1:36:12bpaf The thing I liked about the CRSP approach is that it makes somewhat clear what the "interface" is, you have to implement these methods, and have this data, and I can do the genetic tournament job
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1:36:12bpaf The thing I liked about the CRSP approach is that it makes somewhat clear what the "interface" is, you have to implement these methods, and have this data, and I can do the genetic tournament job
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1:36:12bpaf The thing I liked about the CRSP approach is that it makes somewhat clear what the "interface" is, you have to implement these methods, and have this data, and I can do the genetic tournament job
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1:38:17bpaf Your idea is interesting: you extend the enum. It's not that hard to understand
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1:38:17bpaf Your idea is interesting: you extend the enum. It's not that hard to understand
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1:38:17bpaf Your idea is interesting: you extend the enum. It's not that hard to understand
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1:39:46bpaf Here's a thing, if I want to generate trees for different choices, that need different languages, I use multiple template parameters
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1:39:46bpaf Here's a thing, if I want to generate trees for different choices, that need different languages, I use multiple template parameters
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1:39:46bpaf Here's a thing, if I want to generate trees for different choices, that need different languages, I use multiple template parameters
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1:40:31bpaf By different choices I mean, you could have two choices for a game turn, and you might want to have trees that use terminals that look at different aspects of the game
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1:40:31bpaf By different choices I mean, you could have two choices for a game turn, and you might want to have trees that use terminals that look at different aspects of the game
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1:40:31bpaf By different choices I mean, you could have two choices for a game turn, and you might want to have trees that use terminals that look at different aspects of the game
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1:41:05bpaf For example, imagine a game when you have the choice to play or pass, and if you decide to play you then have to make a move
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1:41:05bpaf For example, imagine a game when you have the choice to play or pass, and if you decide to play you then have to make a move
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1:41:05bpaf For example, imagine a game when you have the choice to play or pass, and if you decide to play you then have to make a move
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1:41:17crtp2.cpp: Spec out a GameStateAllowsMeToDoThese condition
1:41:17crtp2.cpp: Spec out a GameStateAllowsMeToDoThese condition
1:41:17crtp2.cpp: Spec out a GameStateAllowsMeToDoThese condition
1:42:47bpaf No, the player doesn't generate random operations, the library generates random trees, and evaluates them
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1:42:47bpaf No, the player doesn't generate random operations, the library generates random trees, and evaluates them
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1:42:47bpaf No, the player doesn't generate random operations, the library generates random trees, and evaluates them
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1:43:30bpaf Hehe, yeah, it's complicated
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1:43:30bpaf Hehe, yeah, it's complicated
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1:43:30bpaf Hehe, yeah, it's complicated
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1:43:57On picking the things that your library does and does not do
1:43:57On picking the things that your library does and does not do
1:43:57On picking the things that your library does and does not do
1:47:49Blackboard: Node Graph Disaster Zone
1:47:49Blackboard: Node Graph Disaster Zone
1:47:49Blackboard: Node Graph Disaster Zone