Author archives: Mike
Wow, Andromeda ends darkly... (Spoiler warning...)
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Vindaloo.
Couldn't sleep, so decided to plough through a few of the PVR'd shows piling up on the hard disk. They included the last 2 episodes of Andromeda. Um... dark. Everyone dies save the hero who decides to flee... even the heroine that the hero (who eventually flees) convinces she shouldn't flee.
I mean, yes, it ...!-->!-->
Eating, napping and graphics (Good finish to the day I suppose...)
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Snaking.
Cooked up some curry this evening. Wasn't that spectacular, mostly because it burned a little in the wok. Rosey is still sick, so she went to bed before trying it.
After eating I was just so exhausted I took a nap. Got up around 1am and decided to fix a bug that's been annoying me ...!-->!-->
Wow, where did *that* day go? (Gotta love meetings...)
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Snaking.
Good day, all-in-all. Much of it spent on documentation. A bit on making the demo code a little less CPU-greedy (though not quite there yet), and the meeting with Steven.
Also flipped bits on 10 or so "billable" items... almost a month's work... I didn't count, but it's probably 200 or more hours. If we ...!-->!-->
Mmm... sales (Well, sales documentation...)
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Snaking.
Wound up taking almost 3/4 of an hour explaining a new (heuristic) feature (that triggered a little too readily last night) to Bryan in email (and coming up with a way to improve it as I did), so not as much of the "what's in the box" document as I'd planned, but I did get ...
OpenGLContext grows more Interpolators (Morphing and moving and colouring and fading! Oh my!)
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Snaking.
Spent an hour or two on OpenGLContext last night. In particular, generalised the OrientationInterpolator code into a generic Interpolator and sub-classes for position, colour, scalar, orientation, and coordinate interpolators. Only VRML97 interpolator node still missing is NormalInterpolator, which is both very rare and a bit of a pain to create (because it requires a quaternion ...
Day dissolves (Fragmented work-day doesn't produce much...)
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Snaking.
I know I did work today, but given that length of time spent, it doesn't seem like much. Wound up having interruptions (D'Arcy's call, Tim's visit and the management meeting) that kind of chopped the day into little fragments (I don't work well when there's someone in the room, I'm just driven to talk to ...
A nap and then OpenGLContext (TimeSensor and OrientationInterpolator implemented...)
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Snaking.
Had to sleep for 3 hours or so to give my hands a chance to rest, but then I sat down to work on OpenGLContext. Decided that the most important issue was the lack of easily accessible animated content, so set about fixing that.
The TimeSensor node is basically just a wrapper around the Timer. ...!-->!-->
Making the emailing work (Limiting and balancing and hierarchically-ordering... oh my!)
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Snaking.
Today was all about tweaking email and trying to get it to the point where alerts are not flooding the users, but are also not delayed so much for consolidation that they're pointlessly late (getting a message that says, in effect, "your CMTS crashed 30 minutes ago" isn't much help).
Along the way I burned ...!-->!-->
Am I a romantic sham? (Tim's hopes withstanding?)
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Vindaloo.
Tim remarks, in response to Chad, (and I think in earnest), that he hopes my penchant for romanticism is all part of some act or other. Which is in line with my understanding of how Tim views my view of love. But I'm afraid I really do mean what I say when I describe what ...
Nope, more Cinemoning (No wonder everyone else requires $100,000 servers...)
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Snaking.
Bryan remarked on slow changes to the online views after the offline event yesterday. It's an artefact of our (delicately balanced) scanning method, which tries to make sure that we're not overloading the processor or network while still trying to quickly report changes to the status of groups in the network.
Problem is, it doesn't ...!-->!-->