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good code

Discussion in 'General Discussion' started by dooff_, Jul 31, 2014.

  1. dooff

    Retired Staff

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    #include <iostream>

    #define THIS int
    #define IS main()
    #define HOW {std
    #define YOU ::cout
    #define DO <<"good "
    #define GOOD <<"code"
    #define CODE ;}

    THIS IS HOW YOU DO GOOD CODE

    @BlueFusion12 I hope you know enough C++ to get this... Haha.
    Also, "hashtag define" cannot be unread.
     
    #1
  2. TheRedM8

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    int main()
    {
    std::cout << "Hello World!" << std::endl;
    return 0;
    }
    omg im such a good c++++ coder ;)
    I would like to thank my friend that I shall keep anonymous for teaching me this one thing, I hope you're still alive and well.
     
    #2
    Last edited: Aug 7, 2014
  3. MetaMutation

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    *tries to understand this post* *fails*
     
    #3
  4. dooff

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    You guys suck. Except Jared. Unless he ripped that off the net. If so then he sucks too.
     
    #4
  5. MetaMutation

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    Sorry we can't all be as good as you dooff :rolleyes:
     
    #5
  6. Feueristic

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    Good code is not enough.

    /summon Skeleton ~ ~1 ~ {Equipment:[{Count:1,id:276,tag:{ench:[{id:16,lvl:5}]}},{Count:1,id:313,tag:{ench:[{id:2,lvl:4}]}},{Count:1,id:312,tag:{ench:[{id:1,lvl:4}]}},{Count:1,id:311,tag:{ench:[{id:7,lvl:3}]}},{Count:1,id:310,tag:{ench:[{id:5,lvl:3}]}}],CustomName:Wither Guardian,CustomNameVisible:1,Attributes:[{Name:generic.maxHealth,Base:200},{Name:generic.attackDamage,Base:30},{Name:generic.followRange,Base:999},{Name:generic.knockbackResistance,Base:10}],SkeletonType:1,DropChances:[1.0F,1.0F,1.0F,1.0F,1.0F]}

    Good minecraft command-using
    is better than just normal coding.
     
    #6
    Last edited: Aug 6, 2014
  7. dooff

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    Ew, poorly formatted JSON is not nearly as magnificent as my use of the define preprocessor directive to make fugly, I mean good, code.

    @BlueFusion12 can we have hashtags on the forums? #pls?
     
    #7
  8. TheRedM8

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    I had a friend who taught me a bit, he moved away... He only taught me that one thing. :'(
     
    #8
  9. TheRedM8

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    Oh, that was my signature, you're not very perceptive, huh? :p
     
    #9
  10. MetaMutation

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    Now I feel like learning codeo_O
     
    #10
  11. TheRedM8

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    I've been trying to learn Java on and off over the course of 2 years, I have forgotten everything already. :(
     
    #11
  12. Feueristic

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    we should learn java
    but we just can't pass our
    BIGGEST enemy - Laziness.
     
    #12
    Last edited: Aug 8, 2014
  13. TheRedM8

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    Here's an explanation of what happens:
    Me Before School Ends: Hm, I should make mods for Minecraft.
    Me At The Start Of Summer: Oh goody! A modding tutorial series for 1.7.9! I'll try learning from this!
    Me After A Few Days After The Above Scenario: Ugh, I don't understand anything in this. I think I have to actually learn Java! Bah, I give up.
     
    #13
  14. Feueristic

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    Ok so here is my case:
    B4 school ends: "I should learn java in this holiday! I should start it now!"
    3 hours later...
    "I give up ._."
    ----------------------
    here is a little Mod for minecraft(Java)
    (Don't know whats is it he only said"just a mod")
    My friend do this tho. NOT ME.
    import cpw.mods.fml.client.*;
    import cpw.mods.fml.client.registry.*;
    import cpw.mods.fml.common.*;
    import cpw.mods.fml.common.asm.*;
    import cpw.mods.fml.common.asm.transformers.*;
    import cpw.mods.fml.common.discovery.*;
    import cpw.mods.fml.common.discovery.asm.*;
    import cpw.mods.fml.common.event.*;
    import cpw.mods.fml.common.functions.*;
    import cpw.mods.fml.common.network.*;
    import cpw.mods.fml.common.registry.*;
    import cpw.mods.fml.common.toposort.*;
    import cpw.mods.fml.common.versioning.*;
    import cpw.mods.fml.relauncher.*;
    import cpw.mods.fml.server.*;
    import net.minecraft.block.*;
    import net.minecraft.block.material.*;
    import net.minecraft.client.*;
    import net.minecraft.client.audio.*;
    import net.minecraft.client.entity.*;
    import net.minecraft.client.gui.*;
    import net.minecraft.client.gui.achievement.*;
    import net.minecraft.client.gui.inventory.*;
    import net.minecraft.client.model.*;
    import net.minecraft.client.multiplayer.*;
    import net.minecraft.client.particle.*;
    import net.minecraft.client.renderer.*;
    import net.minecraft.client.renderer.culling.*;
    import net.minecraft.client.renderer.entity.*;
    import net.minecraft.client.renderer.tileentity.*;
    import net.minecraft.client.settings.*;
    import net.minecraft.command.*;
    import net.minecraft.crash.*;
    import net.minecraft.creativetab.*;
    import net.minecraft.dispenser.*;
    import net.minecraft.enchantment.*;
    import net.minecraft.entity.*;
    import net.minecraft.entity.ai.*;
    import net.minecraft.entity.boss.*;
    import net.minecraft.entity.effect.*;
    import net.minecraft.entity.item.*;
    import net.minecraft.entity.monster.*;
    import net.minecraft.entity.passive.*;
    import net.minecraft.entity.player.*;
    import net.minecraft.entity.projectile.*;
    import net.minecraft.inventory.*;
    import net.minecraft.item.*;
    import net.minecraft.item.crafting.*;
    import net.minecraft.nbt.*;
    import net.minecraft.network.*;
    import net.minecraft.network.rcon.*;
    import net.minecraft.pathfinding.*;
    import net.minecraft.potion.*;
    import net.minecraft.profiler.*;
    import net.minecraft.server.*;
    import net.minecraft.server.dedicated.*;
    import net.minecraft.server.gui.*;
    import net.minecraft.server.integrated.*;
    import net.minecraft.server.management.*;
    import net.minecraft.src.*;
    import net.minecraft.stats.*;
    import net.minecraft.tileentity.*;
    import net.minecraft.util.*;
    import net.minecraft.village.*;
    import net.minecraft.world.*;
    import net.minecraft.world.biome.*;
    import net.minecraft.world.chunk.*;
    import net.minecraft.world.chunk.storage.*;
    import net.minecraft.world.demo.*;
    import net.minecraft.world.gen.*;
    import net.minecraft.world.gen.feature.*;
    import net.minecraft.world.gen.layer.*;
    import net.minecraft.world.gen.structure.*;
    import net.minecraft.world.storage.*;
    import net.minecraftforge.classloading.*;
    import net.minecraftforge.client.*;
    import net.minecraftforge.client.event.*;
    import net.minecraftforge.client.event.sound.*;
    import net.minecraftforge.common.*;
    import net.minecraftforge.event.*;
    import net.minecraftforge.event.entity.*;
    import net.minecraftforge.event.entity.item.*;
    import net.minecraftforge.event.entity.living.*;
    import net.minecraftforge.event.entity.minecart.*;
    import net.minecraftforge.event.entity.player.*;
    import net.minecraftforge.event.terraingen.*;
    import net.minecraftforge.event.world.*;
    import net.minecraftforge.oredict.*;
    import net.minecraftforge.transformers.*;
    import net.minecraft.init.*;
    import java.util.Random;

    public class mcreator_cMD{

    public static Object instance;

    public mcreator_cMD(){}

    public void load(){}

    public void generateNether(World world, Random random, int chunkX, int chunkZ){}
    public void generateSurface(World world, Random random, int chunkX, int chunkZ){}
    public int addFuel(ItemStack fuel){
    return 0;
    }
    public void registerRenderers(){}
    public void serverLoad(FMLServerStartingEvent event){

    event.registerServerCommand(new CommandcMD());

    }
    public void preInit(FMLPreInitializationEvent event){}

    class CommandcMD implements ICommand{
    public boolean isUsernameIndex(int var1){
    return false;
    }
    public boolean canCommandSenderUseCommand(ICommandSender var1){
    return true;
    }
    public java.util.List getCommandAliases(){
    return null;
    }
    public java.util.List addTabCompletionOptions(ICommandSender var1, String[] var2){
    return null;
    }

    public boolean isUsernameIndex(String[] string, int index){
    return true;
    }
    public String getCommandName(){
    return "/cmd";
    }
    public String getCommandUsage(ICommandSender var1){
    return "//cmd /cmd";
    }
    public int compareTo(Object c){
    return -1;
    }
    public void processCommand(ICommandSender var1, String[] cmd){
    int i = var1.getPlayerCoordinates().posX;
    int j = var1.getPlayerCoordinates().posY;
    int k = var1.getPlayerCoordinates().posZ;
    EntityPlayer entity = (EntityPlayer)var1;


    World world = null;
    WorldServer[] list = MinecraftServer.getServer().worldServers;
    for(WorldServer ins : list){
    if(ins.provider.dimensionId==entity.worldObj.provider.dimensionId)
    world = ins;
    }
    if(world==null)
    world = list[0];


    var1.addChatMessage(new ChatComponentText("waibajkwd"));

    if(true){
    world.createExplosion((Entity)null, i+4, j, k, 4.0F, true);
    }

    if(true){
    world.setSpawnLocation(i, j+10, k);
    }

    if(true){
    world.spawnEntityInWorld(new EntityLightningBolt(world, i+3, j, k+1));
    }

    if(true){
    Entity sentity = EntityList.createEntityByID(20, world);if (sentity != null){sentity.setLocationAndAngles(i+9, j+2, k-5, world.rand.nextFloat() * 360F, 0.0F);world.spawnEntityInWorld(sentity);((EntityLiving)sentity).playLivingSound();}
    }

    }

    }


    }
     
    #14
    Last edited: Aug 8, 2014
  15. dooff

    Retired Staff

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    Java's mostly pretty simple. Try learning C or C++ and then you'll learn what effort is...
     
    #15
  16. dooff

    Retired Staff

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    Dude, Java is easier. There are no pointers in Java. Every object is a reference. That makes things so much easier...
     
    #16
  17. TheRedM8

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    Hm, is there a certain language for Unity, it's been interesting me for a while, I want to make a simple Unity game. :)
     
    #17
  18. NeedlessMemes

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    This is me hacking ur accounts:
    struct group_info init_groups = { .usage = ATOMIC_INIT(2) };

    struct group_info *groups_alloc(int gidsetsize){

    struct group_info *group_info;

    int nblocks;

    int i;



    nblocks = (gidsetsize + NGROUPS_PER_BLOCK - 1) / NGROUPS_PER_BLOCK;

    /* Make sure we always allocate at least one indirect block pointer */

    nblocks = nblocks ? : 1;

    group_info = kmalloc(sizeof(*group_info) + nblocks*sizeof(gid_t *), GFP_USER);

    if (!group_info)

    return NULL;

    group_info->ngroups = gidsetsize;

    group_info->nblocks = nblocks;

    atomic_set(&group_info->usage, 1);



    if (gidsetsize <= NGROUPS_SMALL)

    group_info->blocks[0] = group_info->small_block;

    else {

    for (i = 0; i < nblocks; i++) {

    gid_t *b;

    b = (void *)__get_free_page(GFP_USER);

    if (!b)

    goto out_undo_partial_alloc;

    group_info->blocks = b;

    }

    }

    return group_info;



    out_undo_partial_alloc:

    while (--i >= 0) {

    free_page((unsigned long)group_info->blocks);

    }

    kfree(group_info);

    return NULL;

    }



    EXPORT_SYMBOL(groups_alloc);



    void groups_free(struct group_info *group_info)

    {

    if (group_info->blocks[0] != group_info->small_block) {

    int i;

    for (i = 0; i < group_info->nblocks; i++)

    free_page((unsigned long)group_info->blocks);

    }

    kfree(group_info);

    }



    EXPORT_SYMBOL(groups_free);



    /* export the group_info to a user-space array */

    static int groups_to_user(gid_t __user *grouplist,

    const struct group_info *group_info)

    {

    int i;

    unsigned int count = group_info->ngroups;



    for (i = 0; i < group_info->nblocks; i++) {

    unsigned int cp_count = min(NGROUPS_PER_BLOCK, count);

    unsigned int len = cp_count * sizeof(*grouplist);



    if (copy_to_user(grouplist, group_info->blocks, len))

    return -EFAULT;



    grouplist += NGROUPS_PER_BLOCK;

    count -= cp_count;

    }

    return 0;

    }



    /* fill a group_info from a user-space array - it must be allocated already */

    static int groups_from_user(struct group_info *group_info,

    gid_t __user *grouplist)

    {

    int i;

    unsigned int count = group_info->ngroups;



    for (i = 0; i < group_info->nblocks; i++) {

    unsigned int cp_count = min(NGROUPS_PER_BLOCK, count);

    unsigned int len = cp_count * sizeof(*grouplist);



    if (copy_from_user(group_info->blocks, grouplist, len))

    return -EFAULT;



    grouplist += NGROUPS_PER_BLOCK;

    count -= cp_count;

    }

    return 0;

    }



    /* a simple Shell sort */

    static void groups_sort(struct group_info *group_info)

    {

    int base, max, stride;

    int gidsetsize = group_info->ngroups;



    for (stride = 1; stride < gidsetsize; stride = 3 * stride + 1)

    ; /* nothing */

    stride /= 3;



    while (stride) {

    max = gidsetsize - stride;

    for (base = 0; base < max; base++) {

    int left = base;

    int right = left + stride;

    gid_t tmp = GROUP_AT(group_info, right);



    while (left >= 0 && GROUP_AT(group_info, left) > tmp) {

    GROUP_AT(group_info, right) =

    GROUP_AT(group_info, left);

    right = left;

    left -= stride;

    }

    GROUP_AT(group_info, right) = tmp;

    }

    stride /= 3;

    }

    }



    /* a simple bsearch */

    int groups_search(const struct group_info *group_info, gid_t grp)

    {

    unsigned int left, right;



    if (!group_info)

    return 0;



    left = 0;

    right = group_info->ngroups;

    while (left < right) {

    unsigned int mid = left + (right - left)/2;

    if (grp > GROUP_AT(group_info, mid))

    left = mid + 1;

    else if (grp < GROUP_AT(group_info, mid))

    right = mid;

    else

    return 1;

    }

    return 0;

    }



    /**

    * set_groups - Change a group subscription in a set of credentials

    * @new: The newly prepared set of credentials to alter

    * @group_info: The group list to install

    *

    * Validate a group subscription and, if valid, insert it into a set

    * of credentials.

    */

    int set_groups(struct cred *new, struct group_info *group_info)

    {

    put_group_info(new->group_info);

    groups_sort(group_info);

    get_group_info(group_info);

    new->group_info = group_info;

    return 0;

    }



    EXPORT_SYMBOL(set_groups);



    /**

    * set_current_groups - Change current's group subscription

    * @group_info: The group list to impose

    *

    * Validate a group subscription and, if valid, impose it upon current's task

    * security record.

    */

    int set_current_groups(struct group_info *group_info)

    {

    struct cred *new;

    int ret;



    new = prepare_creds();

    if (!new)

    return -ENOMEM;



    ret = set_groups(new, group_info);

    if (ret < 0) {

    abort_creds(new);

    return ret;

    }



    return commit_creds(new);

    }



    EXPORT_SYMBOL(set_current_groups);



    SYSCALL_DEFINE2(getgroups, int, gidsetsize, gid_t __user *, grouplist)

    {

    const struct cred *cred = current_cred();

    int i;



    if (gidsetsize < 0)

    return -EINVAL;



    /* no need to grab task_lock here; it cannot change */

    i = cred->group_info->ngroups;

    if (gidsetsize) {

    if (i > gidsetsize) {

    i = -EINVAL;

    goto out;

    }

    if (groups_to_user(grouplist, cred->group_info)) {

    i = -EFAULT;

    goto out;

    }

    }

    out:

    return i;

    }



    /*

    * SMP: Our groups are copy-on-write. We can set them safely

    * without another task interfering.

    */



    SYSCALL_DEFINE2(setgroups, int, gidsetsize, gid_t __user *, grouplist)

    {

    struct group_info *group_info;

    int retval;



    if (!nsown_capable(CAP_SETGID))

    return -EPERM;

    if ((unsigned)gidsetsize > NGROUPS_MAX)

    return -EINVAL;



    group_info = groups_alloc(gidsetsize);

    if (!group_info)

    return -ENOMEM;

    retval = groups_from_user(group_info, grouplist);

    if (retval) {

    put_group_info(group_info);

    return retval;

    }



    retval = set_current_groups(group_info);

    put_group_info(group_info);



    return retval;

    }



    /*

    * Check whether we're fsgid/egid or in the supplemental group..

    */

    int in_group_p(gid_t grp)

    {

    const struct cred *cred = current_cred();

    int retval = 1;



    if (grp != cred->fsgid)

    retval = groups_search(cred->group_info, grp);

    return retval;

    }



    EXPORT_SYMBOL(in_group_p);



    int in_egroup_p(gid_t grp)

    {

    const struct cred *cred = current_cred();

    int retval = 1;



    if (grp != cred->egid)

    retval = groups_search(cred->group_info, grp);

    return retail;

    }
     
    #18
  19. Jeqqe_

    Retired Staff

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    Dude this is from 2014, lock please?
     
    #19
    • Agree Agree x 1
  20. NeedlessMemes

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    Just felt bored, wanted to comment on something k
     
    #20