Chat Logs

  1. NeXeNcheeser: yes, when someone would say "this means war" meant something else
  2. deebohmm any annotation processors / some syntactic sugar i don't know about that would turn @FunctionalInterface lambdas into concrete classes at compile time
  3. deebobasically to write a bazillion spring RowMapper/ResultsetExtractors and then referring to them by the class from an annotation
  4. BombeArgh, why does the maven-assembly-plugin’s jar-with-dependencies descriptor include dependencies scoped "test" in the final JAR file?
  5. BombeHmm, interesting, mvn -X package shows all dependencies as compile-scoped, but mvn dependency:tree shows the scopes as I expected them to be.
  6. BombeNow why do they differ, and how do I convince the maven-assembly-plugin to not do that?
  7. Swayzeits a long story ...
  8. Swayzedependency:tree shows your logical POM declarations, while mvn -X shows the flattened, active classpath used by plugins during execution...
  9. dreamreal~jini
  10. javabotJINI was an architecture for networked devices. It included a lot of features for remote method invocation, storage, discovery, and other things. Its most successful aspect was *probably* ~javaspaces, but that's anecdotal; JINI is dead and gone, with Apache River (https://river.apache.org) being made read-only in the early 2020s.
  11. dreamreal~javaspaces
  12. javabotJavaSpaces was a distributed storage/invocation mechanism for JINI. It typically was implemented as an ~imdg, and survives today as the underlying technology for some implementations of IMDGs, such as ~gigaspaces; implementations tended to take the base specs and amplify them to incredible levels, because the specification itself was rather sparse.
  13. dreamreal~imdg
  14. javabotIMDG stands for "In-Memory Data Grid," usually a memory-based map, often distributable. Implementations center around the JCache API (JSR 107) or JavaSpaces, typically. Tend to be memory-hungry and incredibly fast. See ~infinispan, ~terracotta, ~gridgain, ~coherence, or ~gigaspaces.
  15. dreamrealblitz
  16. dreamreal~blitz
  17. javabotdreamreal, what does that even *mean*?
  18. BombeSwayze, hmm. Okay, that answers the “why.” :D
  19. BombeMotherfucker. maven-assembly-plugin 3.6.0 does it the way I expect it to, 3.7.1/3.8.0 do not.
  20. BombeAh. https://github.com/apache/maven-assembly-plugin/issues/1236
  21. nevet[MASSEMBLY-1031] Regression: assembly plugin 3.7.0 now includes scope=provided dependencies if they also occur transitively · Issue #1236 · apache/maven-assembly-plugin
  22. javabotBombe's title: "[MASSEMBLY-1031] Regression: assembly plugin 3.7.0 now includes scope=provided dependencies if they also occur transitively · Issue #1236 · apache/maven-assembly-plugin · GitHub"
  23. BombeAlright, 3.6.0 it is. :D
  24. dreamrealhttps://bytecode.news/posts/2026/04/layoffs-at-oracle
  25. javabotdreamreal's title: "Layoffs at Oracle | bytecode.news"
  26. cheesera confusing article. i'm not sure what it's trying to say.
  27. Tenchithe layoffs article? it says a lot
  28. cheeserbut what's it all about, alfie?
  29. Tenchii only skimmed, but there's a handful of takeaways for me... layoffs aren't fun, layoffs happen for a reason, they affect more than just the employee being laid off BUT the separation of employees from the company doesn't necessary mean a net loss for the community/ecosystem
  30. Tenchialso touches on the whole free lunch paradigm
  31. cheeserright. it says things but doesn't really *say* anything. is it "we can't complain if we don't pay?" "layoffs suck." not exactly groundbreaking. it just felt like it was building to a point that never landed. at least for me.
  32. * Chronos comments on the Oracle Layoffs article
  33. ChronosI just love making myself look dumb for the world to see!
  34. cheeserChronos: i had a similar thought. :)
  35. ChronosI just had to sneak in a little Oracle bashing too, heh.
  36. ChronosBecause, hey, _Oracle_.
  37. cheeseryeah. oracle really sucks. but they are (mostly) our overlord for better and worse.
  38. ChronosThey have been, in my opinion, pretty decent stewards of Java.
  39. ChronosNow that work is finally beyond Java 8, it's been fun using some of the new Java features.
  40. cheeserit could've been worse for sure. as far as the tech goes, they've been great honestly. it's mostly the business and community bits they suck at.
  41. cheesere.g., the Java EE -> Jakarta EE thing could've been way less heartburn. but trademark law is dicey and i can appreciate why they wouldn't want to take on unnecessary burdens. it just made life harder for the rest of us.
  42. jayyyy50hello
  43. jayyyy50is anyone avalible to play
  44. DoofusCanadensiscan billy come out to play?
  45. ernimrilall work and no play makes Jack a dull boy
  46. jayyyy50hello
  47. pengu1nxHi, I need some advice on how I can/should plan a game I'm trying to create with my friend. I really don't have an idea on how this is usually done. We started, but it's getting a bit chaotic in my eyes
  48. ParaWhat kind of game?
  49. ParaMainly, realtime, networked, turn based, 2D/3D graphics...?
  50. pengu1nx2D, realtime, singleplayer
  51. pengu1nxNothing too complicated, but we use libGDX for it as it gives us some handy tools
  52. Para~libgdx
  53. javabotPara, libgdx is a cross-platform Java game development framework based on OpenGL (ES) that works on Windows, Linux, Mac OS X, Android, your WebGL enabled browser and iOS. It comes with extensions for physics engines (Box2d, Bullet), AI, pathfinding and more. See http://libgdx.badlogicgames.com/ and #libgdx
  54. ParaSo yeah, that.
  55. ParaDunno if their channel is any active.
  56. pengu1nxyes but that doesn't help with planning?
  57. ParaWell, planning is a wide subject.
  58. pengu1nxHmm, I'll try to specify what I mean
  59. ParaFor example https://en.wikipedia.org/wiki/Entity_component_system might be useful for designing the architecture.
  60. nevetEntity component system - Wikipedia
  61. pengu1nxYes, we use that, we installed ashley
  62. ParaThere's plenty of actual gamedev resources available online if you're struggling with the actual design of the game.
  63. pengu1nxI think what I'm looking for is a way to create class diagrams and how they interact, or some way to visualize the code flow of the game
  64. pengu1nxSince that seems beneficial before writing the code that's meant to implement it
  65. ParaWell, you have an 2D drawing environment. Start drawing boxes and lines... :)
  66. ParaOther than that, pen and paper. Most diagramming methodologies are kinda stupid, use what works for you.
  67. Para[thing] ---(verb/action)--> [thang], e.g. [cat] --(eats)--> [fish]
  68. ParaThat's pretty much all you need to get started.
  69. pengu1nxI'll think about it a bit, tahnks
  70. Parahttps://gamedev.net/ :)
  71. javabotPara's title: "Game Development Community - GameDev.net"
  72. [twisti]Para: i discovered ECS on my way out of game dev, always regretted never being able to play around with that