- Joined
- Nov 18, 2007
- Messages
- 816
In case you didnt notice, its a fully functional melee map so of course i preserved the Melee triggers.Singularity attack: You have melee triggers?
In case you didnt notice, its a fully functional melee map so of course i preserved the Melee triggers.Singularity attack: You have melee triggers?
Contest is now over. Any submissions after this post will not be counted.
Piranha, I am not a vJass user, but vJass is 10x faster than Jass. And it is true. And why should he disqualify anybody using a struct?
Your code may be optimized for its usage. But you didnt really try to squeeze out the last bit of performance. Also there are certain downfalls to JASS which have nothing to do with speed such as the inability to hide information or the ability to declare global variables in the script.Pure Jasscode is generally not being accepted, though my code is well done and optimized for it's usage.
Im also coding in JASS because vJass relies mostly on JASS. I know which features were added through vJass. Saying that vJass is 10 times faster than JASS is about correct when youre talking about development time. I agree however, that because vJass isEverybody that does not have experience or cannot even do things in Jass tends to say "Jass suxx, GUi suxx, vJass is 10x faster than jass" and so on. All of these comments are wrong.
You ignore that when using vJass, you dont actually SEE all that crap when looking over the code. What you see is a struct declaration. I also dare say that you are more liable to screw up when manually writing those algorithms, than when a compiler/preprocessor does it for you.If you do not accept my background system that saves and loads things into/from parallel arrays, you must also disqualify anybody using a "struct", since this works exactly the same way once being compiled to normal Jass (which it always is).
The algorithm is set. And i think what JassHelper does is as far optimized as it could be. I doubt you can even reach the same level of optimization when coding by hand.My background systems use the same principle that vJass does and is often even better optimized to it's specific usage than vJass structs could be, since vJass does always the same things you cannot controll.
You have no idea what vJass gives you. vJass is not just a set of macros for you to fill in. vJass gives you libraries and scopes (which were, as far as i know, the main reason it was conceived, structs were just an afterthought). You cant replicate those with JASS. You also cant replicate private/public code visibility. Those are just not native features of JASS.vJass just implements some basics for beginners that cannot code efficiently enough to reach some useful level of performance.
Independence is worth nothing if it takes you forever to get things done. See, take the little OrbStacking library you can find in my signature. If i want to make orbs stack in my map, i import the library itself and its dependencies if needed, and start coding the actual orbs.I can do that myself and use my knowledge to stay independend from third-party programs like JNGP or WEU.
Did you even read what he said?I agree with Piranha!
Herian said:Piranha, I am not a vJass user, but vJass is 10x faster than Jass. And it is true. And why should he disqualify anybody using a struct?
Piranha89 said:Though I guess this is a trolling attempt, I feel I've got to set this right:
Piranha89 said:Now being serious: My background systems use the same principle that vJass does and is often even better optimized to it's specific usage than vJass structs could be, since vJass does always the same things you cannot controll.
vJass just implements some basics for beginners that cannot code efficiently enough to reach some useful level of performance.
I can do that myself and use my knowledge to stay independend from third-party programs like JNGP or WEU.
In my opinion, coding in vJass requires far less skill than coding Jass. Basic Warcraft III players lack a lot of skill, that's also one reason why primitive maps become that popular.
elfian said:However when coding in GUI when the code is being transformed it is totally not optimized, some BJs are used and lots of unneeded bullshit, so this is where the slowness comes from.
You're looking at it right now.And what would the world be like if everyone only relied on the stuff others did before?
tl;dr Piranha is wrong according to anyone with the minutest amount of coding experience, and anyone who has actually properly implemented structs in JASS knows it's a pain in the ass.
You're looking at it right now.
Where would we be if every scientist reinvented the wheel rather than building off the work of their peers? We'd be in the stone age.
I've been coding since roughly when I signed up, december of 05. vJass came about in its crappiest form (structs with no methods and global declarations, which was also buggy as hell, no arrays in the structs, and so on) in early 2007. Deaod has been coding for quite a while as well.In contrary, it is not hard. Seems like I'm talking to severals that did not even practice in normal Jass like Cedi and me did. Those "vJass fans" are usually those that came to coding at the time vJass already existed. Some few, like Cedi, have chosen it to have some variety on start and simply stayed on it since they were kind of proud about the advanced syntax.
vJass makes it easier to do that.I see no real benefit from vJass for myself and I also prefer using one and the same system 100 times instead of writing it for each struct again and again.
Syntax is worth more than you account for. What is useful about data structures in such a high-level language is precisely the abstraction they provide; code written using parallel arrays is messy, tedious, and unreadable.Since I generally do not want to create spells for everyone to copy there is no need for me to write things in vJass. Which is, by the way, not as complex as most arrogant users claim it to be. The only difference to me is the syntax, but I still prefer controlling what is running in the background instead of letting things being preprocessed to anything strange.
Define "standards". There are many libraries which are considered the correct ones to use to solve their respective functions.It would be nice if there were kind of "standards" for Jass, too instead of having to do most things yourself.
On the other hand I see the creation of systems as a nice training and a good way to optimize processes. In my opinion, you should not simply copy all the things you do not understand.
Piranha89 said:. Seems like I'm talking to severals that did not even practice in normal Jass like Cedi and me did
Piranha89 said:Those "vJass fans" are usually those that came to coding at the time vJass already existed.
Piranha89 said:Some few, like Cedi, have chosen it to have some variety on start and simply stayed on it since they were kind of proud about the advanced syntax.
Piranha89 said:I see no real benefit from vJass for myself and I also prefer using one and the same system 100 times instead of writing it for each struct again and again.
Piranha89 said:It would be nice if there were kind of "standards" for Jass, too instead of having to do most things yourself.
Piranha89 said:Since I generally do not want to create spells for everyone to copy there is no need for me to write things in vJass.
Piranha89 said:Which is, by the way, not as complex as most arrogant users claim it to be.
PurplePoot said:Did you ever have to use gamecaches in spells and have horrendously slow results? Did you ever have to find out why your map's stack was getting corrupted and IDs were being spewed everywhere? I doubt it.
Piranha89 said:I do not know what Deaod and Burbanog were writing since I put them on my ignorelist as they started trolling, so this post may repeat some things they said, though I guess they got no clue about the real differences between vJass and Jass and do not want to admit it, similar to a major part of the "vJass community".
Piranha89 said:I really do not care, use what you need to use, but stop those kiddyflames about things you do not know much about, guys.
Piranha89 said:On the other hand I see the creation of systems as a nice training and a good way to optimize processes. In my opinion, you should not simply copy all the things you do not understand.
can somebody cut this stupid bullsh** off? this used to be an starcraft 2 beta key contest for Christ's sake
Its not hard but it is mind-numbing. And frankly, i want to keep my sanity when coding.In contrary, it is not hard.
I for one started coding in vJass in early 2008 or so. And i started out very slowly with vJass. I did not use syntax features i did not understand. I didnt use structs until mid 2008 or even late 2008, for example. I did actually implement parallel arrays (not the way JassHelper implements them). And i remember it being tedious work.Seems like I'm talking to severals that did not even practice in normal Jass like Cedi and me did. Those "vJass fans" are usually those that came to coding at the time vJass already existed.
What in the world are you talking about?I see no real benefit from vJass for myself and I also prefer using one and the same system 100 times instead of writing it for each struct again and again.
I doubt that. And this claim perfectly demonstrates why you have no fucking clue about vJass at all.I also claim that my coding efficiency is at least at the level vJass, if not even better optimized for it's specific usage.
I assume you still want to maintain your code. vJass helps you in that regard, because it restricts you from using the whole API, reducing interdependence of code solving different problems thus making such code easier to replace and change.Since I generally do not want to create spells for everyone to copy there is no need for me to write things in vJass.
You can safely let code run in the background. Especially when youre talking about code JassHelper added. You wont even notice. And as i already pointed out, controlling the code seldomly leads to better performance.Which is, by the way, not as complex as most arrogant users claim it to be. The only difference to me is the syntax, but I still prefer controlling what is running in the background instead of letting things being preprocessed to anything strange.
Thats comforting to know. Yes, i did troll with the post you ignored me for. Get over it. I couldve expressed the same with a multitude of lines describing in detail why your code fails so horribly. But i didnt.I do not know what Deaod and Burbanog were writing since I put them on my ignorelist as they started trolling,
Are you fucking kidding? I'd never repeat the bullshit you wrote. Instead i spent a whole lot of time taking your every argument apart.so this post may repeat some things they said,
How about you actually try to back your claims up with decent code (or anything that shows you know what youre talking about)?though I guess they got no clue about the real differences between vJass and Jass and do not want to admit it, similar to a major part of the "vJass community".
Get off your high horse. Youre currently the one acting like a child by ignoring and deriding your opponents.I really do not care, use what you need to use, but stop those kiddyflames about things you do not know much about, guys.
As Berbanog already mentionend, we had JESP. I say had because it was dropped, since every sane person coded in vJass anyway. Needless to say, vJass resources that were approved generally were in a better shape than JESP resources ever were.It would be nice if there were kind of "standards" for Jass, too instead of having to do most things yourself.
Copying doesnt require you to understand what the copied code does. But thats the point. You want a black box that does exactly what you want it to do. To use such black boxes, you dont have to understand how the black box works. You only need to know how to interface with the black box.On the other hand I see the creation of systems as a nice training and a good way to optimize processes. In my opinion, you should not simply copy all the things you do not understand.
I've been coding since roughly when I signed up, december of 05. vJass came about in its crappiest form (structs with no methods and global declarations, which was also buggy as hell, no arrays in the structs, and so on) in early 2007. Deaod has been coding for quite a while as well.
We are the type of people who developed the practices you take for granted (the main credit for JASS knowledge probably goes to PitzerMike, PipeDream, Vexorian, and a few others), and you go on to tell us that we are newbs because we can't code outside an environment that was developed by us due to problems perceived in the language by us? It has since got out of control, but that is a different issue entirely, mostly due to Vexorian just adding whatever he finds cool at the time (good for him, but it bloats the language). Did you ever have to use gamecaches in spells and have horrendously slow results? Did you ever have to find out why your map's stack was getting corrupted and IDs were being spewed everywhere? I doubt it.
That's why I did not say your name in what was supposed to be the "final post to stop that stupid discussion". I did not know you even participated a bit in JNGP's development, but it does not make any difference.
In fact, I experienced each of the things you mentioned. The tornado spell I created some time ago finally made me organize things in parallel arrays, since the gamecache was too slow that amount of actions. Once written (a question of 30 minutes) I use that system for like 2 years now.
It is incredibly easy to implement structs in JASS. It is also incredibly tedious and is quite frankly an utter waste of my time.
I paid that time to be independend from jngp, weu and that freak's hype that mainly occured on wc3campaigns.
vJass makes it easier to do that.
Not for me
Syntax is worth more than you account for. What is useful about data structures in such a high-level language is precisely the abstraction they provide; code written using parallel arrays is messy, tedious, and unreadable.
I do not think so. And I still believe that it's stupid to compare vjass-jass to assemblers-java.
Define "standards". There are many libraries which are considered the correct ones to use to solve their respective functions.
I'm talking about some basic systems like that parallel array usage, which have not really been developed at the time there was no vjass (hell i loved those times).
Omg! Really! I don't care. My computer can't play so I am upsetrelease date seems to be 24.06.2010 right now or at least anything within this time
http://www.starcraft-blog.de/pix/gal...easedate03.jpg (that's the marine artwork btw)
also some online shops confirmed that date (but it will be released a few days latter at least anyway)
You cant write a final post, if you ignore the whole other side.That's why I did not say your name in what was supposed to be the "final post to stop that stupid discussion". I did not know you even participated a bit in JNGP's development, but it does not make any difference.
First, your system fails. Horribly. Secondly, i dont spend TIME writing that shit, I reuse the things already integrated into vJass.In fact, I experienced each of the things you mentioned. The tornado spell I created some time ago finally made me organize things in parallel arrays, since the gamecache was too slow that amount of actions. Once written (a question of 30 minutes) I use that system for like 2 years now.
That "freak's hype" brought to you many of the most advanced libraries in existence. You can do a crazy amount of things nowadays that would not have been possible in pure JASS. You can also organize your code better than ever before.I paid that time to be independend from jngp, weu and that freak's hype that mainly occured on wc3campaigns.
Noones trying to do that [ie. Assembly-Java]. You dont compare 2nd level languages to 3rd level languages.I do not think so. And I still believe that it's stupid to compare vjass-jass to assemblers-java.
As a matter of fact, i did it write parallel arrays before i learned how to use structs. Sadly, it was then that i learned that you cant declare globals in pure JASS. I realized i had been working with vJass all along.I'm talking about some basic systems like that parallel array usage, which have not really been developed at the time there was no vjass (hell i loved those times).
Arrogance speaking. Your view isnt neutral either. Noones view is neutral.Let's keep it on that point, I wish to read about the fucking contest, not do a discussion with guys that are not able to get some neutral view about the things we are discussing.
There are hards facts that JASS is inferior to vJass. Berbanog, PurplePoot and me already outlined most (if not all) of them. If you dont acknowledge these, youre a.) ignorant and b.) a moron.I've had similar discussions with Cedi already and I'm fed up with that, since all that stayed in the end was "I prefer vjass syntax".
The only real methods of evaluating a library would be:
- Efficiency
- User Interface
- Modularity
- Function
The actual idea underlying a library is not very hard to translate, typically it just results in a lot of unnecessary work. If you're building a map, there is no reason to re-write unit indexing (in certain circumstances) when one has AutoIndex, since the implementation of AutoIndex is so easy to use there is no reason why you would re-code it; other than having something to prove to yourself.
Though (in attempt to re-route this back to the thread topic) there really should not be any restrictions on the libraries that are allowed for these contest entries. It really doesn't matter what library you are using, it is going to be doing a lot of work for you. The fact that knock-back libraries and projectile libraries were disallowed doesn't make much sense considering the amount of work that is put into a system like AutoIndex (which was allowed) is no where compared to the amount of work required to make a Knock Back engine. There is no reasonable explanation as to why systems such as AutoIndex would be allowed and Knock Back (or any library) not allowed, it's really just a psychological idealization that certain libraries do "more" than others. All libraries do exactly what they are meant to do, and just because the task directly affects units doesn't mean that a lot has been accomplished.
Goddamn you guys are impatient. Reviewing spells takes time, especially if there are a lot (can't say I counted how many there are in this thread). Often 30 minutes to an hour per decently done spell, which means you want to spread out the work over a week or so.Damn. Three days since the contest ended and still no word from TriggerHappy. According to his last post, he hasn't even started viewing the spells.. :S
Goddamn you guys are impatient. Reviewing spells takes time, especially if there are a lot (can't say I counted how many there are in this thread). Often 30 minutes to an hour per decently done spell, which means you want to spread out the work over a week or so.
I haven't started reviewing.
I'll make a post once I have.
Fair enough then.Dude, I'm not complaining about his reviewing time, I'm complaining that he hasn't even started.
Spoken like somebody with very little experience doing so.I could do it within two days most likely for judging that is, nice spells everyone I had fun testing them all out.
Guys, stop it. This topic is for contest spell posting. Not human judging.
Do you people even know what trolling means?