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Author Topic: ITT we make fun of stupid stuff in GML  (Read 42234 times)

ajf

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Re: ITT we make fun of stupid stuff in GML
« Reply #180 on: August 10, 2017, 10:18:34 am »

For the record, that's still valid as of GMS2
So you told me.

I'm so glad Game Maker is still the garbage we know and love  :z5:
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did you know that spinning stars work like this???

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Saniblues

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Re: ITT we make fun of stupid stuff in GML
« Reply #181 on: August 10, 2017, 10:21:25 am »

Which smiley do I use to express a deep feeling of concern
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Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

MedO

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Re: ITT we make fun of stupid stuff in GML
« Reply #182 on: August 13, 2017, 02:29:47 pm »

Wait what? Unary plus works as abs?
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Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

Saniblues

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Re: ITT we make fun of stupid stuff in GML
« Reply #183 on: August 14, 2017, 11:35:34 am »

I should've conveyed this a bit better.

Also, no. Unary plus doesn't appear to do anything.
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

MedO

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Re: ITT we make fun of stupid stuff in GML
« Reply #184 on: August 14, 2017, 05:44:08 pm »

Aaah, das macht so viel mehr Sinn, hatte die Reihenfolge vertauscht.
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Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #185 on: August 17, 2017, 09:12:15 pm »

for({(x) = (0)};false;{(x) = (y)}){}

Nothing else needs to be said.

for({{{{{{{{((((((((x)))))))) = y; {y += 1}}}}}}}}}; false; {}){}

i = 0;
x = 5;
for({{{{{{{{{var i; i = 10}((((((((x)))))))) = i;}}}}}}}}; false; {}){}
show_message(x)

shows 10
« Last Edit: August 17, 2017, 09:17:05 pm by Phantom Brave »
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Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #186 on: August 17, 2017, 09:30:59 pm »

for({ var i; i = 0 if(i := 0) i = 1 with(100001) begin (100001).y = 10; instance_destroy()} ; end; false; i = 0){}

deep hyperventilation
« Last Edit: August 17, 2017, 09:36:21 pm by Phantom Brave »
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Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #187 on: August 17, 2017, 10:08:39 pm »

x = script4
(y) = 1234
show_message(x)


The value of the identifier "script4" is 4. It's the id of a script that returns 1234. This code shows 1. Adding a semicolon after script4 makes it show 4. So does deleting the second line.
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Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #188 on: August 17, 2017, 10:36:29 pm »

(id) = 0 // can't assign to the variable (id is a read-only variable)
(100001) = 0 // variable name expected (it wants (100001).x or something)

id is equal to 100001 here and lvalues inside of parens are okay
« Last Edit: August 17, 2017, 10:36:43 pm by Phantom Brave »
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Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #189 on: August 17, 2017, 10:52:28 pm »

var i
(i) = 0


Unknown function or script: i


it sees:

var;
i(i) = 0
« Last Edit: August 17, 2017, 10:58:40 pm by Phantom Brave »
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #190 on: August 17, 2017, 10:55:53 pm »

var script0(0)

it sees

var;
script0(0)
« Last Edit: August 17, 2017, 10:58:51 pm by Phantom Brave »
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #191 on: August 21, 2017, 05:34:41 pm »

id, id[0], and id[n] are identical

numbers are rounded before being used as an array index (1.5 rounds up to 2, 1.25 rounds down to 1)
« Last Edit: August 21, 2017, 05:36:16 pm by Phantom Brave »
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #192 on: November 14, 2017, 05:19:11 pm »

the bbox_PLACE variables are always rounded, even if the coordinates are not
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #193 on: November 14, 2017, 05:29:55 pm »

test post please ignore
« Last Edit: November 14, 2017, 07:09:42 pm by Phantom Brave »
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Phantom Brave

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Re: ITT we make fun of stupid stuff in GML
« Reply #194 on: November 25, 2017, 06:35:12 pm »

I just found an, uh, serious problem in Game Maker 8.0.

Create event of object0:

Code: [Select]
time = current_time;
for(i = 0; i < 10000; i += 1)
{
    t = instance_create(0, 0, object1);
    t.temp = script0(t);
    if(instance_exists(t))
        with(t) instance_destroy();
}
endtime = current_time;
show_message(current_time - time);
time = current_time;
for(i = 0; i < 100000; i += 1)
{
    t = instance_create(0, 0, object1);
    t.temp = script0(t);
    if(instance_exists(t))
        with(t) instance_destroy();
}
endtime = current_time;
show_message(current_time - time);

script0:

Code: [Select]
with(argument0) instance_destroy();
return 1;

First loop: no errors, nothing bad at all, finishes in less than a second.

Second loop: Finishes in 139777 milliseconds.

Basically, somehow, variables can be modified after their associated object is dead as long as their lvalue is referenced before the object is destroyed.
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters
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