Say $$$ indicates a div (it won't - but whatever)
$$$
A line
$$$
Becomes
<div>
A line
</div>
The first one opens a block, the third line closes. So the first line effects how the third is output. Hope this makes sense, it's been a long day.
Say $$$ indicates a div (it won't - but whatever)
$$$
A line
$$$
Becomes
<div>
A line
</div>
The first one opens a block, the third line closes. So the first line effects how the third is output. Hope this makes sense, it's been a long day.
Actually, I think you're right - I'll reword it as "The contents of a line cannot affect the output of any preceding line"
That applies to the output from the parser. Not the rendering. So the using equals / dashes thing on a subsequent line to change the output of the line before (add H1/H2 tags) is out.
Oh no - not given up yet - just taking it all in. Didn't realise I'd spawn this much interest - although including markdown was always going to be a red flag (which I've decided to ditch and fuck my life up and write my own goddamn specification - line-down )
A lot of what I'm reading is surprising, the cmd line access to reset a password is just pure skull fuckery. I'm genuinely hopeful of doing better in the tooling / admin / curating respect.
Currently the editor will be a live-preview of a line-down editor to various HTML renders. A secondary aspect may be switching the line-done editor for a simplified WYSIWYG control (at user choice).
If you go with Markdown, you're going to have the same Wikipedia problem where the only people who can tolerate/enjoy the process of editing an article
How so? I agree Wikipedia is a MESS - that's not Markdowns fault though surely? WikiMedias maybe...
Which is why I'd be using it... Simpler syntax, shorter learning curve, less complexity.
Sorry - wasn't ignoring it - trying to take it all in
The main audience is for people that want to be able to compose structured and organised content without worrying unduly about syntax.
The templating approach is a definite requirement, I want as much of the presentation to be determined by the structure around the article than the article itself (having said that article stereotypes will come in handy).
Markdowns role is limited to the rendering of the article content to an article HTML fragment.
Thanks for the headsup - had already planned on them being distinct, looks like a good choice.
The general notion is markdown -> html fragment (unstyled) -> template (introduces classes) + site layout (introduces stylesheets) = site page html.
Live preview is a must, and front / back end parsers MUST match.
I'd much rather use a markdown than a markup - I want the content writers and editors to be presentation agnostic (how realistic this is remains to be seen). Worst comes to worst the markdown components are well segmented and can be replaced - just can't see there's anything better.
For reasons I want to build my own markdown based wiki (maybe scratching a mongodb itch... maybe). One that doesn't suck and that people want to use.
It's still very early doors in the development - it's .NET based and released under a GPL license. Couple of in-progress screenshots below.
What I would like to know from the community is : "What makes a wiki suck?"
Don't think it'll be the row count - but some metadata certainly seems to be missing
Some disassembled source that might assist:
private static int GetMemberOrdinalFromReader(DbDataReader storeDataReader, EdmMember member, EdmType currentType, Dictionary<string, FunctionImportReturnTypeStructuralTypeColumnRenameMapping> renameList)
{
string renameForMember = ColumnMapFactory.GetRenameForMember(member, currentType, renameList);
int ordinal;
if (!ColumnMapFactory.TryGetColumnOrdinalFromReader(storeDataReader, renameForMember, out ordinal))
throw new EntityCommandExecutionException(System.Data.Entity.Resources.Strings.ADP_InvalidDataReaderMissingColumnForType((object) currentType.FullName, (object) member.Name));
else
return ordinal;
}
private static bool TryGetColumnOrdinalFromReader(DbDataReader storeDataReader, string columnName, out int ordinal)
{
if (storeDataReader.FieldCount == 0)
{
ordinal = 0;
return false;
}
else
{
try
{
ordinal = storeDataReader.GetOrdinal(columnName);
return true;
}
catch (IndexOutOfRangeException ex)
{
ordinal = 0;
return false;
}
}
}
The only bit stands out as possibly odd is :
if (storeDataReader.FieldCount == 0)
Unless of course the reader has no fields...
Like my 7 year old son. They think you're attacking them or something when you ask for clarification.
Phew. Not just me then.
Yup - that's exactly how I came to the whole SOLID thing - (Dependency injection is a concrete example of dependency inversion - the D in SOLID) - a group of stuff I was already doing.
Most of the experiments were conducted by tying a piece of food to a string and inserting it through the hole into St. Martin's stomach. Every few hours, Beaumont would remove the food and observe how well it had been digested.
That's my kind of science right there!
Completely blind it seems - some of the other gems from the "science" section on that site:
Are Travolta’s Gay Rumors Just a Cover-Up for His Role in the Chemtrails Conspiracy?
Are Deep-Sea Dinosaurs Living Proof of the Biblical Timeline?
AQUATRAILS: Harmless Backsplash or Deadly Chemtrails of the Sea?
Monsanto, Now Breeding Cows With Holes
That last one made me LOL so much I looked it up, apparently they're cannulated cows, a surgical process that allows access to the rumen for research purposes - a process that was developed in the 1920s
That's got to be the strangest article I've ever read... these people are so far behind the edge... it's just wow!
While this idea may sound far-fetched, it does explain cats’ wistful attitude towards Chemtrail planes.
No it's because they're a fucking cat, who aren't well known for their understanding of aviation or chemistry (much like the articles author).
The bit where they go - some people think cats are aliens, so they must be immune to chemtrails - had me on the floor.
That red arrow is pointing at 2424 messages, and I only held the button down for about 2-3 minutes.
That's dedication right there... I would've given up after 10 seconds... but 2-3 minutes, good job.
Drop the request, don't bother processing it, or delay sending the response to try and tar pit them.
You'd think they could find a happier stock photo for their "demo"
I tried to watch the demo - but damn they need my contact details before they can let me do that - guess I'll never know.
Hi algorythmics,
Sounds like you're trying to achieve a similar thing to myself. I'm building a god-sim-type-game (www.ungods.com) and have had an eye on extensibility from the outset. The scripting environment I'm trying to create allows the users scripts to react to game events, query world data, and perform predefined manipulations (using a specific scripting API). I wanted to avoid reinventing the wheel so have gone with a simple C# based scheme. Basically it goes as:
Script files are saved as files with the extension .ugscript and have to define two methods at a minimum:
// Called when the script starts
void Start()
{
}
// Called when the script stops
void Stop()
{
}
This script is loaded, tweaked a little to produce a class definition that looks like:
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
using Ungods.Scripting;
using NetRandom = System.Random;
using UnityRandom = UnityEngine.Random;
namespace Ungods.Scripting.Scripts
{
public class SayHello : ScriptBase
{
// Called when the script starts
protected override void Start()
{
}
// Called when the script stops
protected override void Stop()
{
}
}
}
This type is compiled into a .NET type that inherits from ScriptBase. The ScriptBase type defines some protected properties that are essentially the scripting API:
protected IScriptedGod Me { get; private set; }
protected IScriptedWorld World { get; private set; }
protected IScriptedUI UI { get; private set; }
protected CommandConsole CommandConsole { get; private set; }
As well as some methods for registering event handlers:
protected void RegisterEventHandler<T>(Action<T, IScriptedGameObject> handler) where T : GameEventArgs
protected void RegisterEventHandlerWithPredicate<T>(Func<T, IScriptedGameObject, bool> predicate, Action<T, IScriptedGameObject> handler) where T : GameEventArgs
So typical interactions with the API look like:
// Register to handle ALL living thing died events
RegisterEventHandler<LivingThingDiedEventArgs>((e,o)=>HandleLivingThingDied(e,o));
// explode the object
Me.Manipulate.Explode(id);
// stop it eating
Me.Toggle.CanEat.Off(id);
// selects the object
Me.Select(id);
// Write a line to the command console
CommandConsole.WriteLineOk(text);
// Animate a text label in the UI
UI.SmallAnimatedText(text);
// Find a game object
World.FindGameObjectById(id);
The problems with this approach (as you've identified) is that you're giving away the keys to your kingdom in that any script has (eventual) access to all parts of your game. Even with a well designed API, the little buggers have access to all your internals through reflection - But then again they already do... the process is already running on their hardware and under their OS - by providing the scripting environment we've not really given them anything new, just made it easier.
I've got a mind to try and isolate the loaded scripts in their own appdomain, and have it communicate back to the main game through the defined API - but that's something I'm putting on the back burner for now.
To get to where I am has taken a couple of weeks and a fair amount of effort, and this is with the luxury of a language I already know, an existing compiler, type system / etc. I hate to imagine how long it would take to roll your own, you're going to end up re-inventing a whole series of wheels along the way.
Howdy, long time lurker (been reading since it pretty much started) - posted once a long time ago (when the Daily WTF was the only place I could turn) - http://forums.thedailywtf.com/forums/p/4485/102686.aspx#102686. Since I'm not a massive forum user I've not emerged because of the Discourse debate - just because it's about time I actually started talking to people.
The biggest pains I had with XNA were:
Asset pipeline, getting the right bits of XNA tooling lined up. I followed the tutorials, many, painful times - after the 2nd reinstall of every .NET component I could lay my hands on it finally fell into place, still not 100% on what I did different / correct.
Having to try and write your own batch renderer and ending up crying in a ball, Unity has saved me that indignation (I still have a way to go with fully leveraging the dynamic batch render - but initial efforts have been good, you've got to sacrifice some material quality to get the most out of it - but not a problem for the style I'm aiming for)
Microsoft seem to have given up the ghost on it
After all these, and Unity Pros monthly subscription, it wasn't hard to switch over - and I still get to use VS for the bits that make sense - cutting code (major pain point with Unity - is, funnily enough, unit testing - you better be damn good at mocking).
For all these faults - it's still better than XNA. I'm working a lot faster and more effectively with Unity than I ever did with XNA - had 0 problems with VS / Unity integration - you can work around the annoying synching habit. I'm enjoying building my game (shameless plug - www.ungods.com - A more clockwork / awesome Populous) in Unity - the niggles are just that, niggles (at least for me - your mileage definitely varies)