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<clalfa>
the real problem was that I didn't use parentheses to distinguish beween the two pattern matching, I suppose
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<Yoric[DT]>
That's the main problem, yes.
<Yoric[DT]>
And that's something the revised syntax fixes.
<Yoric[DT]>
(I believe the reloaded syntax also fixes that)
<clalfa>
well I'm not really aware of either ocaml syntax revisions or ocaml versions
<flux>
hm, so there's a revised syntax of the revised syntax?
<clalfa>
I'm just using it in a programming languages course to implement an interpreter for a dummy language
<flux>
or revised syntax 2 of the normal syntax?-o
<Yoric[DT]>
flux: no, the reloaded syntax seems to be slightly customized version of the normal syntax.
<Yoric[DT]>
Essentially, it adds "end" at the end of pattern-matchings, iirc.
<flux>
yoric[dt], url?
<Yoric[DT]>
I haven't found any documentation, only the module & source code in Camlp4 3.10.
<flux>
oh, 3.10 has it
<Yoric[DT]>
clalfa: well, one of the niceties of OCaml is that you can customized (or altogether replace) the syntax.
<Yoric[DT]>
the "revised syntax" is a more robust syntax, which I personally prefer
<Yoric[DT]>
to use it, instead of invoking "ocamlc", invoke "ocamlc -pp camlp4r"
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<JohnnyL>
why would funcitonal programming be slower than their imperative equivilent?
<flux>
some fundamental reasons might be that functional programming doesn't allow destructive array updating
<JohnnyL>
yeah
<flux>
a reason that merely affects it (but can be avoided with a sufficiently smart compiler) is that cpu's are fundamentally imperative, and converting functional code into imperative has something I think could be called impedance mismatch
<JohnnyL>
thats what I was thinking too.
<JohnnyL>
(at least , looking at OpenGL under ocaml.
<flux>
the little opengl coding I've done, those don't look like a bad pair
<JohnnyL>
the thought of destructive array updating hadn't crossed my mind though.
<flux>
atleast higher order functions are nice
<JohnnyL>
i think i may use ocmal as a scripter in my projects. but i'm not sure where it would go.
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<JohnnyL>
because everything is in 3d.
<flux>
how does that matter?
<JohnnyL>
(gl)
<JohnnyL>
well, i'm shooting for fps.
<flux>
and ocaml is the bottleneck?
<JohnnyL>
it may be. i'm far from that point though.
<flux>
if you keep pushing same geometries to the gpu, there are ways in opengl to do that efficiently
<JohnnyL>
yeah like display lists, etc.
<flux>
the most I've done, though, have been perhaps less than 100 surfaces per frame, barely with texture mapping :)
<JohnnyL>
the higher you go, the less structure there is.
<JohnnyL>
i haven't even done a cube by myself yet (but I am hopefuly).
<flux>
coding opengl-stuff could be fun - now only if there weren't only 24 hours in a day..
<Yoric[DT]>
Last year, to teach myself some OpenGL, I wrote an OpenGL displayer for solutions of the n queens problem.
<JohnnyL>
well, i'm out of work. looking to get into some industry. and web programming doesn't appeal to me so...
<Yoric[DT]>
It was fun.
<Yoric[DT]>
The same code in C was way uglier.
<Yoric[DT]>
And I'm relatively convinced that OCaml wasn't any bottleneck there.
<JohnnyL>
there is less math in gl programming than i though. it' s mostly logic in games.
<JohnnyL>
thought
<Yoric[DT]>
Well, the only math I saw in OpenGL was for moving the camera or objects without actually changing their coordinates.
<Yoric[DT]>
(i.e. you need to provide the 4d transformation matrix)
<JohnnyL>
yeah rotating with sin and cos.
<JohnnyL>
funny how it took me a day to learn trigonometry.
<Yoric[DT]>
Well, trigonometry doesn't quite stop there :)
<JohnnyL>
ok, useful trigonomoetry.
<JohnnyL>
:)
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<det>
I don't understand this..
<det>
if status=0 then
<det>
callback ()
<det>
else
<det>
Printf.printf "BAD STATUS: %d\n" status
<bluestorm_>
what's the problem with this code ?
<det>
and it is printing:
<bluestorm_>
(printf ?)
<det>
"BAD STATUS: 0"
<det>
how is that possible?
<bluestorm_>
hum
<bluestorm_>
does not looks like possible
<bluestorm_>
isn't the flaw in another part of the code ? (another BAD STATUS somewhere ?)
<det>
No
<bluestorm_>
do you know if the callback get called ?
<det>
I have isolated this
<det>
It does not
<zvrba>
if status == 0 .. ?
<zvrba>
(should not matter, but)
<bluestorm_>
does not matter
<det>
I tried that as well
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<zvrba>
what is the code in the larger context?
<bluestorm_>
are you sure the code you're showing there is actually the one being executed ?
<tld3>
Curious: Can I use ocaml, and compile ocaml code into a shared object, which I can load and use from a C application?
<bluestorm_>
(is your compilation/execution okay ?)
<zvrba>
did you try to run it in debugger?
<tld3>
I am curious I mean
<bluestorm_>
tld3: yes you can
<tld3>
Thanks. :)
<zvrba>
det: are you running the correct version of the executable?
<det>
Yes
<bluestorm_>
away
<det>
I'll try debugger
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<pango>
maybe you simplified the code, and in the real code the 'else' doen't match this 'if'... Could you show the whole function in some nopaste service ?
<det>
I didn't correctly convert it to a caml value from the C stub code
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<pango>
det: instead, the gc could have generated a segfault at some later time ;)
<det>
:-)
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<flux>
is *.reddit.com down for you?
<flux>
(actually, some dns-related problem)
<flux>
the main site itself works for me, for some definition of "works"
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<flux>
never mind, wrong dns server apparently refused to answer to third-level-domain queries :)
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<olleolleolle>
A beginner question: Where can I read about how OCaml performs in terms of memory consumption (I want to run it on a wireless access point, think Linksys routers) and other resources?