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[02:13:48] <LiquidNitrogen> https://twitter.com/JamieFord/status/974028696205119493
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[05:55:10] <recrown> Okay, weird problem: jvm crash occurs when I try to render a texture (or so it seems, honestly don't know for sure). Its fairly consistent (tried same code on different computers, still crashes, but with different error report), and other textures render properly. Crash log:
[05:55:10] <recrown> https://pastebin.com/LSqNSNkW
[05:57:27] <TEttinger> hi recrown
[05:58:20] <TEttinger> are you doing things with Threads?
[05:59:23] <TEttinger> there's a FileNotFoundException in there
[06:00:37] <nanodeath> via JNI, no less
[06:01:36] <TEttinger> and without code or even a line of where the exception was thrown this is much harder
[06:02:01] <TEttinger> if it was in JNI it may not have had the exception in your code, but that seems unlikely
[06:02:19] <recrown> yeah, it didn't throw an exception
[06:02:38] <recrown> just gave me the "jvm has crashed" message
[06:03:30] <TEttinger> you have two different JVMs involved
[06:04:09] <TEttinger> one is somewhere in C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u161
[06:04:37] <TEttinger> but the java exe running the app is C:\Program Files\Java\jre1.8.0_161\bin\javaw.exe
[06:05:45] <TEttinger> check your PATH environment variable for the build under C:\re\workspace , maybe also JAVA_HOME could be set differently than C:\Program Files\Java\jre1.8.0_161
[06:06:09] <TEttinger> they should probably all be the same, I can't see any benefits to mixing them
[06:07:20] <TEttinger> I'm guessing the cygwin build doesn't use the normal exception model that a win32 app uses, whcih a more typical OpenJDK or Oracle JVM would use as well
[06:08:02] <recrown> interesting, was unaware of this. give me a sec
[06:12:15] <recrown> im not finding a cygwin jvm... c:\re doesn't exist
[06:13:19] <recrown> I never intentionally installed cygwin
[06:15:40] <TEttinger> uhhhhhh whaaaaaa....
[06:15:59] <TEttinger> could the re have been from your find/replace for redacted?
[06:16:09] <recrown> yeah, didn't know cygwin existed till now tbh
[06:16:21] <TEttinger> it could have been a cygwin-built exe
[06:16:30] <TEttinger> you don't need cygwin installed to run one
[06:16:48] <recrown> nope. checking original log, shows c:\re
[06:16:55] <TEttinger> I mean, that's just... maybe something is trying to load that file and it doesn't exist
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[06:17:12] <TEttinger> do you have any 3rd party libs?
[06:17:22] <TEttinger> any of them use JNI (native code)?
[06:20:21] <recrown> I have apache commons math, jtransforms, and jaudiotagger
[06:20:34] <TEttinger> are you using javafx in any way?
[06:20:46] <TEttinger> https://bugs.openjdk.java.net/browse/JDK-8196011
[06:22:59] <recrown> nope
[06:24:10] <TEttinger> re seems to be what builds Oracle JDKs, so that's just where it was on their machine when they built the JDK binaries, huh
[06:24:57] <recrown> as for other dependencies, i've done testing and whenever I remove the call to the batch.draw, problem doesn't occur
[06:25:00] <recrown> oh
[06:25:08] <recrown> huh good to know
[06:27:33] <TEttinger> this guy had a similar issue https://stackoverflow.com/questions/41318182/java-and-libgdx-fatal-error-during-run-time
[06:29:08] <recrown> oh and when i said other dependencies, i meant in the off chance that theres a dependency I forgot that I have but yeah, the three I previously listed are the only ones that should be used
[06:29:52] <recrown> okay, gonna experiment with setting some things to null..
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[06:36:16] <SuckyNoob> https://www.youtube.com/watch?v=U5ZiqFfalGQ
[06:36:39] <SuckyNoob> lol this would make a sweet game
[06:39:19] <TEttinger> recrown: I think the main issue there was a box2d thing, but if you don't use box2d or bullet it won't matter
[06:41:04] <TEttinger> recrown: it looks like you're creating a PixMap from a FileHandle when it dies
[06:46:27] <TEttinger> so the error is in ntdll.dll , which is part of Windows and is probably how Java loads files in the first place.
[06:47:48] <recrown> so those stack overflow people were onto something
[06:48:05] <TEttinger> most likely, there's a typo in a filename where you load a pixmap
[06:48:19] <TEttinger> or you're loading a file with a filename that's null
[06:48:42] <recrown> I did some testing and found out the problem isn't as intricate as we think it is: its a case of java not properly throwing an exception, and instead, the whole jvm crashing
[06:48:48] <recrown> I don't even know if thats possible
[06:49:10] <TEttinger> huh
[06:49:29] <recrown> because after I set it to null, i realized I was still calling it after it was supposed to be disposed (yeah noob mistake, was thrown of by jvm crash instead of exception)
[06:49:38] <TEttinger> oh heh ok
[06:49:52] <TEttinger> yeah dispose is a "use with caution" thing
[06:50:12] <recrown> but for some weird reason, instead of giving the normal "your probably calling it after disposing (idiot)" warning, jvm just went up in flames.
[06:52:21] <recrown> how does that even happen? does that even happen? anyways, still not fully confirmed as now something else is happening and im too tired to test to see if it has anything to do with this problem. Can we just say that this problem is half-solved in case I was wrong? haha
[06:54:06] <recrown> anyways, thanks Tettinger for your help, that stackoverflow pointed out something obvious i definitely should've tried but was to naive and reliant on exceptions.
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[09:50:17] <[AD]Turbo> hi there
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[09:52:34] <ChaseWaylon> actor action duration in miliseconds. how?
[09:55:24] <ChaseWaylon> btnSTART.addAction(Actions.color(Color.RED,1));
[09:55:34] <ChaseWaylon> 1 is 1 second. how do i do 0.5 sec?
[09:56:12] <ChaseWaylon> oh nevermind. forgot to set float
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[11:22:36] <ChaseWaylon> what is the simplest way to add some black tint to my TextButton when it is pressed and take away the tint when it is released? i also want tint to transition smoothly over 0.1 sec or so
[11:23:39] <LiquidNitrogen> i think you can give it an action which changes its color
[11:24:15] <ChaseWaylon> thought so too, but colors act weird
[11:24:19] <ChaseWaylon> for example, btnSTART.addAction(Actions.color(Color.GREEN,0.1f));
[11:25:03] <LiquidNitrogen> do you understant how the color tint works? multiplicative
[11:25:12] <ChaseWaylon> it makes my button dark green. its like green color keeps some transparency and my dark button is still visible through that green
[11:26:23] <ChaseWaylon> and if instead of Color.GREEN i set New Color ()... with alpha. my whole button goes alpha, including the button label, not just btn background like with Color.GREEN
[11:26:30] <ChaseWaylon> so it confuses me
[11:27:16] <ChaseWaylon> why btnSTART.addAction(Actions.color(Color.GREEN,0.1f)); doesnt go to pure GREEN?
[11:27:27] <Tomski> 10:25 <LiquidNitrogen> do you understant how the color tint works? multiplicative
[11:27:42] <Tomski> You aren't setting a colour, you are tinting the existing colour
[11:28:16] <Tomski> If your button is black for example, tinting it will do nothing
[11:28:32] <LiquidNitrogen> tinting colors kind of only works 'as expected' if your source image is gray scale, otherwise its harder to tell what the tint result might be
[11:29:00] <ChaseWaylon> so Action.color is tinting?
[11:29:37] <LiquidNitrogen> yup
[11:30:08] <LiquidNitrogen> thats the only way color can work, it doesnt know how to completely recolor something to a specified color.
[11:30:28] <ChaseWaylon> only grayscale would get a pure specified color?
[11:30:36] <Tomski> no
[11:30:41] <Tomski> only pure white
[11:31:32] <Tomski> Tinting a grey colour will result in a darker version of your tint colour
[11:31:41] <Tomski> Anything but 1,1,1,1 will result in a different colour than your tint
[11:35:00] <LiquidNitrogen> using grayscale source image is an effective way to use it though
[11:35:16] <ChaseWaylon> why?
[11:35:33] <Tomski> Yes, its the only way to get decent results
[11:35:54] <ChaseWaylon> so with gray its still not pure color., but close?
[11:36:10] <LiquidNitrogen> the pure white part goes the color tint you specify, and the darker gray shades go darker, so you have details
[11:36:12] <Tomski> Do the math, if you have grey colour at 0.2, 0.2, 0.2, 1f
[11:36:28] <Tomski> Multiply those values by any other target colour, and you will get a darker version of your target colour
[11:40:16] <ChaseWaylon> ok with this new information I did what i wanted. on touchDown goes to little gray (btn gets darker), on touchUp goes to color white, which gives back the original untinted texture
[11:41:03] <LiquidNitrogen> sweet
[11:41:36] <LiquidNitrogen> trying to use color.green there probably was a good way to get confused
[11:41:56] <ChaseWaylon> actually it was LIME, now i checked GREEN, it gave me pure GREEN :)
[11:42:11] <ChaseWaylon> and LIME was dark green
[11:43:52] <ChaseWaylon> thanks
[11:44:41] <ChaseWaylon> ok, next goal is to make UI elements fly around
[11:44:49] <ChaseWaylon> i am making animated UI
[11:45:23] <ChaseWaylon> it's a word puzzle game, so entire game will be made out of moving UI parts
[11:45:25] <LiquidNitrogen> they will fly off the side of the screen and never come back
[11:46:14] <ChaseWaylon> it amazes me how I can make so much with so little knowledge and skill :)
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[11:46:40] <ChaseWaylon> whatever I want - google a little, ask here if i cant get it from google and BOOM - working :)
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[11:47:55] <ChaseWaylon> still no answer to my kerning issue https://github.com/libgdx/libgdx/issues/5124
[11:48:23] <ChaseWaylon> it is so weird - in all other libgdx games i see text with good kerning
[11:48:33] <ChaseWaylon> but doesn't work for me
[11:49:20] <LiquidNitrogen> have you tried other fonts? some fonts are badly aligned
[11:49:34] <ChaseWaylon> tried a few
[11:49:49] <ChaseWaylon> but i've seen same font look ok in other games (OpenSans-Semibold.ttf)
[11:50:00] <LiquidNitrogen> i havent used any drawn large enough to notice
[11:51:03] <LiquidNitrogen> although if i try to make a title in paintshop with a large font, almost every font needs the kerning modified for every letter or they look terrible
[11:59:47] <ChaseWaylon> also kerning parameter seems to work fine in desktop app, not in android app
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[12:53:38] <ChaseWaylon> is there a libgdx way to make a button that unpresses when after touchDown a pointer leaves the button? (when user taps and drags away)
[12:59:11] <ChaseWaylon> public void touchDragged(InputEvent event, float x, float y, int pointer) { if (x < 0 || x > btnSTART.getWidth() || y < 0 || y > btnSTART.getHeight()) { UNPRESS
[12:59:15] <ChaseWaylon> came up with this
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[13:52:54] <ChaseWaylon> when I have to use InputListener instead of ClickListener?
[13:57:55] <Tomski> ClickListener has extra utilities
[13:58:47] <Tomski> If you are dealing with buttons, or you care abut where exactly in the actor the events are happening, you use ClickListener
[14:00:20] <ChaseWaylon> understood
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[16:54:10] <Shockah> are there any known quirks regarding RoboVM?
[16:54:25] <Shockah> seems like i'm getting different results specifically on iOS builds
[16:54:38] <Shockah> both on device and in simulator
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[17:08:24] <Shockah> Basically I wrote a K-Means clustering algorithm, along with a nearest neighbor clustering (which I’m using for the initial K-Means seed); also I’m converting colors back and forth between RGB<->XYZ<->Lab color spaces
[17:08:48] <Shockah> With small inputs it seems to be okay
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[17:09:24] <Shockah> But at some point on iOS I’m getting weird results (getting less clusters than requested)
[17:09:45] <Shockah> And with even larger input I just get one cluster
[17:11:25] <Tomski> No
[17:14:22] <Tomski> unless you did it native?
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[17:16:43] <Shockah> nope
[17:16:46] <Shockah> it's all pure Java
[17:17:01] <Tomski> any dependencies?
[17:18:56] <Shockah> Retrolambda, StreamSupport, libgdx, FreeType (which shouldn't be related); other than that there are only my own dependencies which are all Java
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[17:59:39] <Shockah> tried working with it a little more - everything seems to be correct, other than i'm getting N clusters, but N-1 of them are empty and everything ends up in the last one
[18:01:55] <Shockah> so at least pinpointed it to the clustering
[18:02:55] <Tomski> Havve you run that on android?
[18:04:53] <Shockah> i don't have a micro USB cable nearby
[18:04:57] <Shockah> i don't know how that happened
[18:05:00] <Shockah> i just... don't
[18:05:06] <Shockah> otherwise i'd check hours ago
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[18:06:38] <Shockah> also i'm getting some NaNs which i'm not getting on desktop, slowly getting there
[18:06:47] <Shockah> that would explain a lot
[18:07:10] <Shockah> NaN colors -> NaN "distance" between them -> ending up in one cluster
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[18:17:24] <Shockah> Android simulator works fine btw
[18:18:27] <jayhost> Emulator?
[18:18:45] <jo_> It's actually a simulator.
[18:18:54] <jo_> It doesn't emulate the platform -- it simulates it.
[18:19:15] <Shockah> simulator, emulator, whatever
[18:19:42] <jo_> MacOSX (XCode) has an iOS emulator -- it emulates the system calls but the execution is on the machine. The Android SDK has an emulator, so it's actually physically emulating the hardware. That's why it's generally slow as balls.
[18:20:25] <jo_> But yeah.
[18:22:37] <jayhost> What is the simulator?
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[18:29:27] <Shockah> ok, the NaNs were here because i was averaging out the results for each cluster, but some of them were empty... total / collection.size() while size being 0 is a bad idea
[18:30:00] <Shockah> and i assume the clusters get empty because the initial seeds returned aren't unique
[18:30:41] <Shockah> now the question is why are they not unique - the code has no randomness in it
[18:33:12] <Shockah> now i wish i didn't move the clustering code to my library, would be so much easier to debug without proper debugging on iOS
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[19:12:03] <grim001> how many productive hours a day do most of you manage to code
[19:14:32] <grim001> I get annoyed at the productivity dropoff after about 4 hours
[19:14:51] <grim001> I could sit there and code for another 4 hours while getting only half as much done as the first 4
[19:15:01] <Shockah> It helps when your job is writing libgdx games
[19:15:07] <Shockah> And you get paid monthly
[19:16:17] <grim001> where did you manage to land that kind of job
[19:16:46] <grim001> I've seen some job postings for casino games written in libgdx
[19:18:38] <jo_> jayhost: Sorry. Missed your message. The android emulator (inappropriately named) is simulating the CPU. It's reading instructions and executing them, rather than executing them natively.
[19:18:52] <jo_> It also simulates radio and connectivity and cameras and such.
[19:19:03] <Shockah> I managed to land a job in iOS games
[19:19:11] <Shockah> But then I mentioned I know libgdx
[19:19:30] <Shockah> So I’m now a full-time libgdx dev
[19:19:44] <jo_> grim001: I striggle for an hour of focus time at work. For personal projects I try to get an hour or two of good work in mentally.
[19:19:57] <jo_> I usually fail because my attention span is crap.
[19:20:19] <grim001> how can you get anything done with only one hour of work a day
[19:20:35] <grim001> I am annoyed by how slow the progress is on my personal project with "only" 4 focus hours a day
[19:20:46] <jo_> I am annoted, too.
[19:21:31] <jayhost> Shockah thtat sounds pretty good!
[19:21:51] <jayhost> jo_ neat, do you happen to know much about GLsurfaceVieww
[19:22:06] <jo_> I'm talking one hour of focused dev effort, like time not spent browsing docs or designing. Just time spent developing and solving problems.
[19:22:17] <jo_> jayhost: Not more than a... Surface Level understanding. :V
[19:23:09] <jayhost> Oh okay, I'm trying to port Godot's glSurfaceView to a regular surfaceview that basically uses the GLsurfaceview code and it's giving me issue, maybe because I have gles version set wrong
[19:24:01] <jo_> Just to be clear, you've already read the Android doc on going from GLSurfaceView to SurfaceView?
[19:24:25] <jo_> This: https://source.android.com/devices/graphics/arch-sv-glsv
[19:24:36] <jo_> I assume as much, but figured I'd ask.
[19:33:22] <jayhost> I think I had, I'm guessing that either I don't understand the callback correctly or I'm overriding something important like Interface Renderer
[19:35:33] <jayhost> SystemProperties is part of hidden api so maybe I have to spoof that or make a seperate fake GLSurfaceView class
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[19:42:36] <royal_screwup21> I want to implement a screen that goes "3...2...1 Go!", spaced by a specific time interval. What methods/features should I be looking into with regards to the animation?
[19:43:42] <royal_screwup21> I'm thinking a simple sleep() might cut it, but I'm not sure if it's good practice
[19:47:06] <jo_> royal_screwup21: I have a specialized Tween class that will take a sequence of actions.
[19:47:20] <jo_> But my way is messy. You might have more luck with GDX's Action class.
[19:47:24] <jo_> (Not Actor, Action.)
[19:47:43] <jo_> I just really like lambdas and use them to fake coroutines.
[19:47:47] <[twisti]> sleep will not cut it, and sleep is a shocking bad practice no matter the circumstances
[19:48:14] <jo_> Sleep might work if your language supports coroutines or async. Are you using Java or Kotlin?
[19:48:20] <jo_> If Java, that won't do.
[19:49:22] <jo_> royal_screwup21: I think the simplest way would be a timer that you can set. "float timeToNextEvent = 1.0f; (in update:) timeToNextEvent -= deltaTime; if(timeToNextEvent < 0) { timeToNextEvent = 1.0f; /* do your other display thing. */ }"
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[19:51:17] <[twisti]> better than changing state every frame: record start time of the countdown, then every frame, display ((now - starttime) / 1000)
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[20:29:49] <jo_> Also a good option, but then if you want to trigger an even every second you need to see if you triggered it the timestep before.
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[21:32:18] <ChaseWaylon> why clicked() works if its the only method inside ClickListener, but if I add touchDown and more, everything works, except clicked()?
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[21:46:52] <Kruppi> Hey, I'm having a problem with exported libgdx projects not being able to locate a Main Class (in this case DesktopLauncher) on run. Anyone have a hint for me?
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[21:53:21] <Kruppi> Ah, I just solved it. For anyone who's interested: I switched from Java to Kotlin and forgot to adapt the package
[21:55:09] <ChaseWaylon> :)
[22:10:27] <Kruppi> Well, now I've got some other weird problem; the AndroidLauncher doesn't recognize part of the package anymore
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[23:22:52] <TEttinger> Shockah: are you doing color filtering type work?
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   March 16, 2018  
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