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(Which is something I plan to foist on them at some point anyway. Computer literacy is a useful skill.)
Turns out that the main drop-down menu for "table" has an entry for just that. I don't know what it's called in English, but in German it's called "umwandeln".Raphael wrote: ↑Tue Oct 11, 2022 5:26 pm Libreoffice question:
If, in Libreoffice Writer, you have a large table with lots of rows, and each row contains some text - is there, then, some way to get the text out of all those rows in that table and turn it into a nice big chunk of non-table text divided into paragraphs?
"Convert, table to text", though I'm annoyingly unsure about the punctuation between those two pickable items. I didn't answer because I thought your rows were split into cells, whose highest level of separation would be tabs.Raphael wrote: ↑Sun Oct 16, 2022 1:07 amTurns out that the main drop-down menu for "table" has an entry for just that. I don't know what it's called in English, but in German it's called "umwandeln".Raphael wrote: ↑Tue Oct 11, 2022 5:26 pm Libreoffice question:
If, in Libreoffice Writer, you have a large table with lots of rows, and each row contains some text - is there, then, some way to get the text out of all those rows in that table and turn it into a nice big chunk of non-table text divided into paragraphs?
The thing is that PNG can be configured with different levels of details, levels of compression, etc. When you save a file, GIMP may not use the same settings: if it chooses to save the image with a higher level of detail, you will end up with a bigger file, even if you changed literally nothing. Try "Export as" if you want to choose the settings yourself. Now, why doesn't GIMP use the image's original settings as a default? I have no idea.malloc wrote: ↑Wed Oct 26, 2022 6:30 pm It seems that whenever I overwrite a PNG file in GIMP, the file increases in size even when my edits shift or even remove elements. In the current case, my drawing of an apartment floor plan bloated from 2.7 KB to 16.4 KB simply by flipping one door around. The drawing is set to gray-scale so colors are not the problem. Obviously this doesn't pose a problem for modern computers, but the sheer inelegance of one small edit bloating a file six-fold really annoys me. Any ideas on how to optimize my editing going forward or perhaps an image format without the bullshit that PNG seems to entail?
Seconded. With "Export as" in GIMP you can configure the compression settings for saving PNG files as you see fit, so as to optimize the generated PNG files for maximum compression.Ryusenshi wrote: ↑Thu Oct 27, 2022 8:50 amThe thing is that PNG can be configured with different levels of details, levels of compression, etc. When you save a file, GIMP may not use the same settings: if it chooses to save the image with a higher level of detail, you will end up with a bigger file, even if you changed literally nothing. Try "Export as" if you want to choose the settings yourself. Now, why doesn't GIMP use the image's original settings as a default? I have no idea.malloc wrote: ↑Wed Oct 26, 2022 6:30 pm It seems that whenever I overwrite a PNG file in GIMP, the file increases in size even when my edits shift or even remove elements. In the current case, my drawing of an apartment floor plan bloated from 2.7 KB to 16.4 KB simply by flipping one door around. The drawing is set to gray-scale so colors are not the problem. Obviously this doesn't pose a problem for modern computers, but the sheer inelegance of one small edit bloating a file six-fold really annoys me. Any ideas on how to optimize my editing going forward or perhaps an image format without the bullshit that PNG seems to entail?
I second Ryusenshi’s comment: C++ is a very difficult language with many subtle and intricate ways to crash your program. I would not begin by writing games in C++ unless you are really determined and happy to write a lot of stuff from scratch yourself.
I really like https://www.learncpp.com/. (And as a testament to the complexity of C++, its table of contents alone is 20 pages printed!) Additionally, when I have needed to use C++, I’ve found https://en.cppreference.com/ to be invaluable.Ryusenshi wrote: ↑Tue Nov 01, 2022 3:52 am I tried to program games myself during lockdown, and used C++; though it was really a way to learn the language in a fun way. I used the multi-platform SDL library, which is perfect for 2D sprite-based games. Here are my main resources. Unfortunately, I can't recommend you a general C++ tutorial, since I used French-language books. Though you can use cplusplus.com for reference.
I somehow don’t think that Forth is the best language for someone who’s just starting to learn gamew programming…Travis B. wrote: ↑Tue Nov 01, 2022 10:17 am For writing games I would probably go with a base layer of C (using SDL2), combined with Lua for scripting. Lua is lightweight, fast, and very extensible, something you will want when using it as an extension layer for a C base. C++ to me is far too heavyweight, with the downsides of both higher-level languages and C, for beginning to learn to program. It just gives you far too much rope, while at the same time not even letting you use half of it... I would recommend Forth plus assembly... (disclaimer: I am the author of a Forth implementation written with an assembly kernel)... but then you wouldn't get to easily tie it to libraries such as SDL2.
I was not serious there by any means.bradrn wrote: ↑Tue Nov 01, 2022 5:35 pmI somehow don’t think that Forth is the best language for someone who’s just starting to learn gamew programming…Travis B. wrote: ↑Tue Nov 01, 2022 10:17 am For writing games I would probably go with a base layer of C (using SDL2), combined with Lua for scripting. Lua is lightweight, fast, and very extensible, something you will want when using it as an extension layer for a C base. C++ to me is far too heavyweight, with the downsides of both higher-level languages and C, for beginning to learn to program. It just gives you far too much rope, while at the same time not even letting you use half of it... I would recommend Forth plus assembly... (disclaimer: I am the author of a Forth implementation written with an assembly kernel)... but then you wouldn't get to easily tie it to libraries such as SDL2.
The advantage to C is that it has low level library support such as SDL2, OpenGL, Vulkan, FreeType2, etc., as I mentioned, and it allows writing tight low-level code when needed, while being small enough that you can fit most of it in your head. (Forth has the disadvantage in this department of lacking library support.) Of course, C is not the greatest language to program non-trivial code in, especially for a beginner, so what I'd recommend doing is wrapping your code that directly interfaces with C libraries such that it can be called from Lua or Scheme, and doing most of your actual work in Lua or Scheme.
Code: Select all
oo import ok
simple-fat32 import ok
fat32-tools import ok
ok
<simple-fat32-fs> class-size buffer: my-fs ok
2 3 4 5 0 <simple-fat32-fs> my-fs init-object ok
my-fs current-fs! ok
ok
s" /FOO" create-dir ok
s" foo" s" /FOO/BAR.TXT" create-file ok
s" bar" s" /FOO/BAR.TXT" append-file ok
s" /" list-dir
FOO ok
s" /FOO" list-dir
.
..
BAR.TXT ok
s" /FOO/BAR.TXT" dump-file foobar ok
s" quux" s" /FOO/BAR.TXT" write-file ok
s" /FOO/BAR.TXT" dump-file quux ok
s" /FOO/BAR.TXT" s" BAZ.TXT" rename ok
s" /FOO" list-dir
.
..
BAZ.TXT ok
s" /FOO/BAZ.TXT" remove-file ok
s" /FOO" list-dir
.
.. ok
s" /FOO" remove-dir ok
s" /" list-dir ok