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<whyatt>
Hi, I'm trying to install ruby 2.1.1 on cygwin (OS:Windows 7) and when it gets to '#importing gemset /home/Computer/.rvm/gemsets/global.gems' it sits there for hours doing .... could anyone help me? thanks
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<fusillicode>
hi guys :)
<fusillicode>
Am I alone?
<fusillicode>
:(
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<hackeron_>
hey, I'm getting the rubocop error "Use Kernel#loop with break rather than begin/end/until or begin/end/while for post-loop tests." but I don't understand the benefits? - Can someone please explain this to me? < http://pastie.org/9074893
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<Lumio>
I’m looking for an easy way to debug my ruby code
<Lumio>
what options do I have?
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<badeball>
Lumio: what spesifically are you looking? you can go through code step by step using -r debug argument, but that quickly becomes tedious once you load a couple of libraries
<Lumio>
I’m looking for something like xdebug or at least something similar to var_dump (as you have with PHP)
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<Honsby>
I'm receiving this weird error when I try to assign anything to a variable in pry. "Error: Cannot open "/Users/Honsby/=" for reading." Any ideas?
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<badeball>
freedrull: does it not spesifically that it does *not* support that?
<freedrull>
oh
<freedrull>
you're right
<freedrull>
-_-
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<t4nk194>
Any ideas for using Ruby as a scripting language for a game engine?
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<centrx>
t4nk194, mruby could work as you said, or use FFI
<centrx>
t4nk194, I wouldn't know what goes into a game engine scripting language
<centrx>
t4nk194, Also try #ruby and find a channel devoted to game programming
<t4nk194>
Well, just imagine the fact that I have a lot of objects and object lists.
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<centrx>
Ruby is good for making domain-specific languages
<t4nk194>
I'd like them to get updated through a Ruby script so that the engine from the backend can handle the rest.
<t4nk194>
Thing is, it would be really nice to be able to create the object in Ruby and then use the natively without having to do a lot of transfers.
<t4nk194>
use it*
<centrx>
t4nk194, Probably use the Ruby C interface/FFI to call your native functions for changing objects and lists
<centrx>
t4nk194, Or have Ruby run separately, and output a serialization of the object or list that your game engine can understand
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<t4nk194>
But outputting is too slow. What I want is to make the engine portable.
<centrx>
It only has to do it once, when the program starts, if the Ruby script has changed
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<zanegray>
Anyone have any experience with mkmf using c extensions with gems? I am trying to link against a static library but it is being ignored because of the system library include search path is taking precedence.
<zanegray>
Or at least I think that is the problem :)
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<whitequark>
zarkzork: have you seen rxr.whitequark.org?
<whitequark>
it's useful for exploring ruby source.
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<zarkzork>
whitequark: no, I have been using CTAGS all the time. But this should be usefull for quick search
<whitequark>
zarkzork: talking about the article... I feel like you're sometimes not explaining what happens, but rather just read C code out loud. it's not very useful to the reader
<whitequark>
e.g. all the talk about GC at the start of the article implies that the reader already understands well how GC works, or else it would be incomprehensible
<whitequark>
it's pretty good overall
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<zarkzork>
whitequark: good point, I was thinking if I should to concentrate on GC and Bison more. But from my experience, when ready Ruby source hardest part was to get used to amount of redirects in source. I wanted help reader get used to jump around C looking for required parts.
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<zarkzork>
And first draft of article was twice as big, because I was trying to write about deeper parts.
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<zanegray>
anyone here with some experience with mkmf? Id like to know why it includes the shared library path before the configured library path.
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