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 Wherein prof.ebral and I discuss node referencing systems 
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Joined: Thu Dec 10, 2009 6:37 am
Posts: 335
Post Re: Wherein prof.ebral and I discuss node referencing systems
prof.ebral wrote:
Parent references work in a similar fashion. First they need a tree map sent to them.


What does that mean? "Sent"? by what? what is a "tree map"? All you have is a piece of text with an !#...#! embedded in it. It's by itself and nothing is coming from anywhere or being sent to it. What does the parser do with it?

It sounds like you're not explaining what !#....#! does but rather you're explaining how you decided to write eg. !#Details::Name#! in the first place.

prof.ebral wrote:
Then they find the map of the node that reference syntax is in. Then the software iterates between the two, slicing off the top of one of them. So to reference Name from Super Attacks you need !#Details::Name#! Here is why.

Name's Map looks like "Tabber::Abilities"
Super Attacks map looks like "Tabber::Special"

The software finds that Tabber are the same, but the maps differ at Abilities and special, so it cuts of Special and appends "Abilities::Name"

Understand now?


That's not what I want to know. I want to know how the parser gets from !#Details::Name#! to find the Name node. Also ... your example is very confusing. Did you say "Abilities" when you meant to say "Details" throughout?

Anyway I'll look at the code if I can find it. I am looking in traipse_dev but cannot find any reference to !# or !! It's not in gametree or chatwnd....?


Tue Jan 19, 2010 2:57 am
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Post Re: Wherein prof.ebral and I discuss node referencing systems
davidbyron wrote:
What does that mean? "Sent"? by what? what is a "tree map"? All you have is a piece of text with an !#...#! embedded in it. It's by itself and nothing is coming from anywhere or being sent to it. What does the parser do with it?

It sounds like you're not explaining what !#....#! does but rather you're explaining how you decided to write eg. !#Details::Name#! in the first place.


Sent ---- to the ParseParent fucntion i created.

Quote:
That's not what I want to know. I want to know how the parser gets from !#Details::Name#! to find the Name node. Also ... your example is very confusing. Did you say "Abilities" when you meant to say "Details" throughout?


Yes I did. Sorry, I will edit the post. Your confusion is really confusing me.

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Tue Jan 19, 2010 3:07 am
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Post Re: Wherein prof.ebral and I discuss node referencing systems
I have an up-to-date version of traipse_dev and I cannot find any ParseParent function. Where is it called from? What file is all this code in? Do I have the name of the assembla project right? Do you have a branch other than "default" you use?


Tue Jan 19, 2010 3:11 am
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Post Re: Wherein prof.ebral and I discuss node referencing systems
It's in the chatwnd.py (three questions answered)

yes .. I told you that before.

alpha and beta. I don't believe I have a default.

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Tue Jan 19, 2010 3:18 am
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Post Re: Wherein prof.ebral and I discuss node referencing systems
How do you even check out a branch?
Mercurial's documentation seems a bit reticent on the topic. Says you ought to use the default. Says you can use update command but then says nothing about it under update....

http://www.selenic.com/mercurial/hg.1.html#commit


Tue Jan 19, 2010 6:00 am
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Post Re: Wherein prof.ebral and I discuss node referencing systems
davidbyron wrote:
How do you even check out a branch?
Mercurial's documentation seems a bit reticent on the topic. Says you ought to use the default. Says you can use update command but then says nothing about it under update....

http://www.selenic.com/mercurial/hg.1.html#commit


How do YOU?

First you have to name the branch. hg branch 'branch name'

Then you push it with the name, or do whatever you want. Look for branch.

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Tue Jan 19, 2010 7:13 am
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Post Re: Wherein prof.ebral and I discuss node referencing systems
Right, if I wanted to push a branch but I want to pull from one. I guess I will figure it out eventually. I think I used to know.


Tue Jan 19, 2010 4:02 pm
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Post Re: Wherein prof.ebral and I discuss node referencing systems
hg update 'branch name'

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Tue Jan 19, 2010 6:21 pm
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Post Re: Wherein prof.ebral and I discuss node referencing systems
Alright I got the code and looks pretty nasty. This sort of code is very easy to get wrong and go all spaghetti-like.

Still I think I get more of an idea of what you are trying for. It all comes back to the locality thing again. You want the ability to have self-similar parts to your character sheet that operate like sub-sheets almost. I don't really like the idea but I can see people might like it. I really don't like the idea of having full character sheets inside other full character sheets as I have seen done with eg companion sheets inside PC sheets. I've blocked people specifying nested namespaces for the moment though the logic *might* work.

What you are after isn't as bad. Is this a 4e thing? these self-similar parts of the sheet could be done better IMO, but I can see that if you have a set of nodes to handle a skill then you don't want to have to use name mangling to get those leaf nodes working right.

As I say I don't think I like changing the !@...@! for !! or !# is the way to go... you might be able to just make it so that single word paths are always looked up locally. Currently I have them looked up within the namespace but they must be unique. In effect it would mean that any single word path would act as a sort of combination of your !! and the best of the !# thing. Anything else to be assumed to be a full path from the namespace root.


Wed Jan 20, 2010 3:04 am
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Post Re: Wherein prof.ebral and I discuss node referencing systems
Jesus Christ, David it is hard to get a message across to you. I did not replace !@ .. @! with !! .. !! or !# .. #!. I added !# .. #! and !! .. !! I mentioned that in previous posts.

Sure it may look nasty, but can you guys fix a bug before you start jabbing at how my code looks? How does your code operate? I hate this stupid idea that the clean code is the better code even if it operates incorrectly. You also my want to look at the remark that says #Could be cleaner. I added that part.

It's not just me that wanted the change, the users of the software wanted the change. Users want to be able to make a PC sheet that they can move around so their game tree is organized.

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Wed Jan 20, 2010 3:18 am
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