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<tankf33der>
razzy: there is no cells in the list
<tankf33der>
just items
<tankf33der>
nth and get just the same
<Regenaxer>
Well, (get Lst 7) = (car (nth Lst 7))
<tankf33der>
T
<Regenaxer>
So 'nth' is the way to go if you want the *cell*
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<tankf33der>
how can be nth does not do good job then ?
<tankf33der>
:)
<Regenaxer>
yes, that's the question
<Regenaxer>
razzy?
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<Nistur>
mornin'
<Regenaxer>
Hi Nistur
<Nistur>
o7
<beneroth>
hi Regenaxer :)
<beneroth>
Hi Nistur o7
<razzy>
hi
<Regenaxer>
Hi beneroth
<razzy>
i think nth load whole tail
<Regenaxer>
sure, but the tail *is* the cell
<razzy>
my bad
<beneroth>
Regenaxer, DB processes, only two levels ensures working pil IPC (1 parent, n children), right? 3 or more levels (1 parent, 2 children, one child-of-a-child) is not feasible, correct?
<Regenaxer>
correct, at least not automatically
<razzy>
Regenaxer: i do not want to touch whole tail
<beneroth>
Regenaxer, thx. (Yes, I mean in "normal" setup :) )
<Regenaxer>
razzy: Touch in which way?
<beneroth>
razzy, (car (tail ...)) ?
<razzy>
reload it in RAM?
<Regenaxer>
beneroth, yeah
<Regenaxer>
hmm, there is nothing reloaded
<razzy>
is get the same as (car (tail))?
<Regenaxer>
or do you talk of the db?
<razzy>
i want something like database
<beneroth>
razzy, yes (get) works similar when you use it with numeric arguments.
<Regenaxer>
razzy, the DB always loads complete symbols
<razzy>
the grid problem from earlier
<Regenaxer>
Put the grid into a db?
<beneroth>
well split the grid up into smaller grids which you save in db. then you can load parts of it. thats similar to how it works in gamedev (see Quad-Tree structure, Oct-Tree structure, etc)
<razzy>
nah, i just use computer with more RAM :]
<Regenaxer>
Or have each node one symbol, as it is now, just persistent symbols