Can you say which and give examples so we can propose fixes?Bicentric wrote:I have tried a couple before, which seemed like they worked perfectly fine at first, but when I tried a different input strings (usually longer ones), the hash comes out as a totally incorrect hash output.
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- Thu Nov 14, 2013 6:01 pm
- Forum: Support and Development
- Topic: Pure Lua hashing method
- Replies: 2
- Views: 2532
Re: Pure Lua hashing method
- Wed Nov 13, 2013 4:55 am
- Forum: Support and Development
- Topic: Works fine with LuaJIT but not with standard
- Replies: 2
- Views: 2153
Re: Works fine with LuaJIT but not with standard
The library you have chosen does not have pure-Lua bitwise functions.
You can try my hash.lua that implements some hashes. It also requires my utils.lua and bit.lua for the pure-Lua functions.
Code: Select all
-- TODO: implement bit ops in Lua
- Wed Nov 13, 2013 3:59 am
- Forum: Support and Development
- Topic: Apple Mouse wheel not picked up
- Replies: 5
- Views: 2275
Re: Apple Mouse wheel not picked up
Is my example code also not producing a satisfactory result? Since all you get are impulses and you have no idea what the user settings are, you kind of have to fiddle with it. Or give the user an option to change the speed. There is no concept of "holding the scroll wheel down". SDL 1.2 j...
- Tue Nov 12, 2013 8:08 am
- Forum: Support and Development
- Topic: Apple Mouse wheel not picked up
- Replies: 5
- Views: 2275
Re: Apple Mouse wheel not picked up
Since the Apple mouse is a multi-touch device, the simple scroll wheel API can not represent all the information that the mouse sends. SDL 1.2 just does the minimum with scroll wheel events and all you get are impulses. I'm guessing the drivers goes into some sort of legacy mode and just emulates a ...
- Sun Nov 03, 2013 2:28 pm
- Forum: Support and Development
- Topic: Quick question about conf.lua and love.conf
- Replies: 1
- Views: 1248
Re: Quick question about conf.lua and love.conf
Maybe you have seen issue #626?
These files are separated because they run at different times in the startup process. I don't recommend working around that for some very tiny bit of convenience.
These files are separated because they run at different times in the startup process. I don't recommend working around that for some very tiny bit of convenience.
- Sat Nov 02, 2013 3:16 pm
- Forum: General
- Topic: 0.9.0 pre-releases
- Replies: 25
- Views: 8232
Re: 0.9.0 pre-releases
I would point to bartbes love-unstable ppa, but that is outdated.jjmafiae wrote:so there doesn't exist an .deb of 0.9.0?
- Sat Nov 02, 2013 2:56 pm
- Forum: Support and Development
- Topic: Weird outline around objects when using blendmode
- Replies: 7
- Views: 4438
Re: Weird outline around objects when using blendmode
micha is on the right track, but making it transparent black just makes the outline black, although that might be less noticeable. This behaviour comes from the alpha blend mode and how it uses the alpha of the pixel in the framebuffer. To get rid of it properly, you have to use the premultiplied bl...
- Fri Nov 01, 2013 5:17 pm
- Forum: General
- Topic: LOVE startup error
- Replies: 5
- Views: 2857
Re: LOVE startup error
Unek was talking about this . It could be the mentioned ATI bug. In this case you can test my LÖVE 0.8.0 build that has a fix for it. Since the rubber piggy nogame screen apparently works for you, I assume there's something with your code that causes this issue. If my build doesn't work, we really n...
- Thu Oct 31, 2013 1:13 pm
- Forum: General
- Topic: 0.9.0 pre-releases
- Replies: 25
- Views: 8232
Re: 0.9.0 pre-releases
Kind of. Most still applies for the current development version of LÖVE, except that you now need SDL2. Oh, and the executable and library are somewhere else. In build/.libs perhaps? I would have to look it up myself.
- Tue Oct 29, 2013 6:26 pm
- Forum: General
- Topic: [QT]about canvas:getImageData() and memory usage
- Replies: 2
- Views: 3652
Re: [QT]about canvas:getImageData() and memory usage
It will be released, eventually. The garbage collector will run and remove it once Lua hits a certain memory limit. Lua doesn't know about the size of the raw data of the ImageData. All it knows is the size of the userdata which is a few bytes. You can create quite a few ImageData before the garbage...