fix diff ... hopefully
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Jan 10 2018
In D9805#189130, @aacid wrote:Is phabricator being silly or are your patches missing some stuff?
Like it says
...\nPlease install the
and ends there
In D9790#189002, @helfferich wrote:Do you mean switching the interval/substeps/speed? Or switching from a change in timer interval to the substeps?
I'll try to explain:
- Why change the interval? The basic loop is: Move ball -> Check for collisions -> Change direction, perform actions, according to collisions, etc. -> Move ball -> ... The speed determines how far the ball is moved during the "Move ball". If the ball is moved too far, the collision detection might be inaccurate (E.g. the extreme case is the ball moving through a brick with no detected collision). To avoid such bugs, we move the ball only half the distance, but twice as often.
- Why use substeps now? In the original code, this was done by cutting the gameTimer interval in half. However, this broke during the port to QML, because QML timer have a minimum interval of 16ms. Cutting it in half to 8ms does not have any effect. The alternative approach is to keep the gameTimer interval, but perform the basic loop twice.
OK, tested it and it works as in the ball does not slow down anymore.
I cannot really argue about the implementation because I did not understand why this switching is needed in the first place. :D
Thanks for picking up the topic with a patch. :)
I might be able to test this tonight but not sure.
Anyway, here are just some things I saw while scrolling over the patch.
Jan 6 2018
Nur ein paar Sachen, die mir beim Drüberfliegen aufgefallen sind.
Ein paar sind schlicht Geschmacksfragen, also im Zweifel ignorieren. ;)
Jan 3 2018
In D9570#184689, @aacid wrote:This is not really needed, i.e. the xsd is not really accurate of what the code expects since this gets merged with the default rc file we will already have a menubar.
If you feel strongly about having the file validate, sure commit it, otherwise it's not really worth it in my opinion.
Jan 2 2018
Dec 30 2017
Dec 28 2017
Looks good to me.
Nov 6 2017
Oct 29 2017
Sep 22 2017
Aug 8 2017
Jun 23 2017
Sorry, forgot about this one. Thanks for taking action here. :)
May 3 2017
As discussed on IRC, there will be some changes in a future revision...
After reading https://medium.com/genymobile/how-c-lambda-expressions-can-improve-your-qt-code-8cd524f4ed9f I get the impression that capturing this is common practice.
OK. :D
I am not very familiar with labdas either and was just wondering. It works well here with =, & and this but I do not know the best practices in this case.
Just out of curiosity. Why do you pass by value?
Although I do not like those "just delay it a bit and it will work" solutions that much, I also think it's a valid workaround here. :)
Apr 25 2017
In D5571#104467, @stikonas wrote:I don't know of any advantage/disadvantage... I can convert it to pointers if you want. Just an example I had was with objects and the code is one line shorter...
Apr 24 2017
Thanks, looks good to me.
Just curious. Is there (dis)advantages of using the QLabel as pointer vs. value here? I see is used as pointer in other games and used it like that as well.
Apr 19 2017
Sep 10 2016
Jun 9 2016
May 18 2016
Apr 28 2016
Apr 26 2016
I think it's a good idea to folow the kdelibs coding guidelines closely. You are not kdelibs however, so you can define your own rules.
Apr 25 2016
BTW: GCC6 warns about misleading "if" indentation in:
krusader/VFS/virtualcopyjob.cpp:261
krusader/DiskUsage/diskusage.cpp:330
and
krusader/DiskUsage/diskusage.cpp:710
Not sure what you mean by "fix".
Usually translators (me included) fix their translations and then on your next release you fetch those translations.