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- # Session Start: Fri Dec 28 00:00:00 2007
- # Session Ident: #html-wg
- # [00:02] * gsnedders makes an explosion happen near Philip. louder now?
- # [00:04] <Philip> gsnedders: My peril-sensitive earplugs filtered out the explosion
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- # [00:09] <gsnedders> Philip: <http://stephenfry.com/blog/?p=32#comment-2344> — that you?
- # [00:13] <Philip> gsnedders: Yes
- # [00:13] <Philip> (Took a long time to get through moderation, it seems)
- # [00:13] <gsnedders> for mine too
- # [00:13] <gsnedders> pedantic point: MPEG4 isn't based on .mov, but rather MPEG4-Part 12 (ISO Base Media Container) is based on .mov
- # [00:14] <gsnedders> and what major companies have used Ogg?
- # [00:15] <Philip> Microsoft has distributed games with Ogg (Vorbis)
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- # [00:15] <gsnedders> I was aware of them using games with Vorbis, but with Ogg too?
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- # [00:16] <Philip> http://www.postneo.com/2003/10/14/halo-for-pc-uses-ogg-vorbis
- # [00:16] <gsnedders> hmm, UE 2.5 uses the Ogg container too
- # [00:16] <Philip> http://utforums.epicgames.com/showthread.php?t=583980&page=10 has ogg.dll too
- # [00:17] <Philip> (via Unreal Engine, I think)
- # [00:17] <gsnedders> http://www.unrealtechnology.com/features.php?ref=audio is a better link, really
- # [00:17] <gsnedders> Philip: UE2.5+ uses Vorbis, and so it seems Ogg too
- # [00:17] <gsnedders> UE2.0 used MP3 IIRC
- # [00:17] <gsnedders> GTA:SA does too
- # [00:18] <gsnedders> Then I was wrong in saying there weren't major users of Ogg
- # [00:21] <gsnedders> yeah, Halo does on Mac too
- # [00:21] * gsnedders actually grep'd through the binary to see if it actually did
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- # [19:33] * Topic is 'HTML WG meets 10 Jan; expects to publish HTML 5 spec 22 Jan http://www.w3.org/html/wg/tracker/agenda (logs: http://krijnhoetmer.nl/irc-logs/ ) '
- # [19:33] * Set by DanC on Fri Dec 21 01:12:05
- # [19:33] <jgraham> Philip: Well unicode eventually. But the question is whether to use plain C strings and lots of manual malloc+free or use some string library that takes away a bit of the pain
- # [19:34] * Philip would use C++ and std::string :-)
- # [19:34] * gsnedders would use Obj-C and OpenStep's NSString :)
- # [19:34] <jgraham> Yeah, I guess just writing in C++ from the start might be the way forward
- # [19:34] <jgraham> Obj-C is probably too esoteric
- # [19:35] <gsnedders> I will probably write an impl in Obj-C sometime
- # [19:35] <Philip> Even with string libraries in C, you'd have to worry about explicitly maintaining reference counts
- # [19:35] <gsnedders> (if someone from Apple doesn't beat me to it)
- # [19:35] <gsnedders> (well, there was a closed-source Obj-C impl)
- # [19:36] <Philip> (whereas C++ can handle resource allocation automatically, with destructors and copy constructors and whatever)
- # [19:36] * jgraham was hoping to start out in plain C for the input stream and tokeniser and then write the treebuilder in C++
- # [19:37] <jgraham> Though there is not much logic behind that plan
- # [19:37] * Philip still suggests using his OCaml tokeniser-generator to create the tokeniser state machine rather than rewriting it all by hand :-)
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- # [19:38] <Philip> (That reminds me that I need to try making a treebuilder-generator some time...)
- # [19:39] * jgraham thinks that is quite sensible although wonders if it would reduce the pedagogical value
- # [19:40] <Philip> I think the input stream / tokeniser has fairly simple usage of strings - all it does is create new strings for tokens, append characters to them, then emit the token and let someone else clean it up when they're finished
- # [19:40] <Philip> so plain C ought to be able to handle it without excessive pain
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- # [19:41] <jgraham> It's the cleaning up that scares me. Possibly the problem is that I'm jut not used to low-level programming
- # [19:42] <Philip> But the cleaning up is somebody else's problem ;-)
- # [19:42] <jgraham> Whose?
- # [19:42] <Philip> ...at least until you try writing the tree construction algorithm, and then it's your problem again
- # [19:42] <jgraham> Yeah...
- # [19:44] <Philip> It's often not particularly difficult as long as you can be clear about what 'owns' a particular object, because you just make sure the owner deallocates it before the owner itself is deallocated
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- # [19:45] <Philip> Also, have lots of test cases and use Valgrind :-)
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- # [19:48] * gsnedders gets confused by client[XY] and screen[XY] in MouseEvent
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- # [19:50] <gsnedders> how can you use initMouseEvent without knowing where the browser is on the screen!? :\
- # [19:52] <gsnedders> oh. you dispatch an event on a specific method
- # [19:52] <gsnedders> that makes sense.
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- # [22:30] <Philip> Is there a way to make an HTML element 'transparent' to mouse events?
- # [22:30] <Philip> (so e.g. I could have a semi-transparent <canvas> on top of an <iframe>, and the user can interact with the iframe)
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- # [22:39] <Hixie> jgraham: oh i definitely agree that we need tests, i'm just concerned about people writing tests for unstable sections and then not updating them
- # [22:39] <Hixie> when the spec changes
- # [22:51] <gsnedders> Oh no. I'm crying my eyes out at Netscape being dead.
- # [22:56] <jgraham> Hixie: Yeah, I should have been more specific
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- # Session Close: Sat Dec 29 00:00:00 2007
The end :)