Re: [fonc] Error trying to compile COLA

2012-03-11 Thread Jakub Piotr Cłapa

On 28.02.12 06:42, BGB wrote:

but, anyways, here is a link to another article:
http://en.wikipedia.org/wiki/Shannon%27s_source_coding_theorem


Shannon's theory applies to lossless transmission. I doubt anybody here 
wants to reproduce everything down to the timings and bugs of the 
original software. Information theory is not thermodynamics.


--
regards,
Jakub Piotr Cłapa
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Re: [fonc] Error trying to compile COLA

2012-03-11 Thread BGB

On 3/11/2012 5:28 AM, Jakub Piotr Cłapa wrote:

On 28.02.12 06:42, BGB wrote:

but, anyways, here is a link to another article:
http://en.wikipedia.org/wiki/Shannon%27s_source_coding_theorem


Shannon's theory applies to lossless transmission. I doubt anybody 
here wants to reproduce everything down to the timings and bugs of the 
original software. Information theory is not thermodynamics.




Shannon's theory also applies some to lossy transmission, as it also 
sets a lower bound on the size of the data as expressed with a certain 
degree of loss.


this is why, for example, with JPEGs or MP3s, getting a smaller size 
tends to result in reduced quality. the higher quality can't be 
expressed in a smaller size.



I had originally figured that the assumption would have been to try to 
recreate everything in a reasonably feature-complete way.



this means such things in the OS as:
an OpenGL implementation;
a command-line interface, probably implementing ANSI / VT100 style 
control-codes (even in my 3D engine, my in-program console currently 
implements a subset of these codes);

a loader for program binaries (ELF or PE/COFF);
POSIX or some other similar OS APIs;
probably a C compiler, assembler, linker, run-time libraries, ...;
network stack, probably a web-browser, ...;
...

then it would be a question of how small one could get everything while 
still implementing a reasonably complete (if basic) feature-set, using 
any DSLs/... one could think up to shave off lines of code.


one could probably shave off OS-specific features which few people use 
anyways (for example, no need to implement support for things like GDI 
or the X11 protocol). a simple solution being that OpenGL largely is 
the interface for the GUI subsystem (probably with a widget toolkit 
built on this, and some calls for things not directly supported by 
OpenGL, like managing mouse/keyboard/windows/...).


also, potentially, a vast amount of what would be standalone tools, 
could be reimplemented as library code and merged (say, one has the 
shell as a kernel module, which directly implements nearly all of the 
basic command-line tools, like ls/cp/sed/grep/...).


the result of such an effort, under my estimates, would likely still end 
up in the Mloc range, but maybe one could get from say, 200 Mloc (for a 
Linux-like configuration) down to maybe about 10-15 Mloc, or if one 
tried really hard, maybe closer to 1 Mloc, and much smaller is fairly 
unlikely.



apparently this wasn't the plan though, rather the intent was to 
substitute something entirely different in its place, but this sort of 
implies that it isn't really feature-complete per-se (and it would be a 
bit difficult trying to port existing software to it).


someone asks: hey, how can I build Quake 3 Arena for your OS?, and 
gets back a response roughly along the lines of you will need to 
largely rewrite it from the ground up.


much nicer and simpler would be if it could be reduced to maybe a few 
patches and modifying some of the OS glue stubs or something.



(tangent time):

but, alas, there seems to be a bit of a philosophical split here.

I tend to be a bit more conservative, even if some of this stuff is put 
together in dubious ways. one adds features, but often ends up 
jerry-rigging things, and using bits of functionality in different 
contexts: like, for example, an in-program command-entry console, is not 
normally where one expects ANSI codes, but at the time, it seemed a sane 
enough strategy (adding ANSI codes was a fairly straightforward way to 
support things like embedding color information in console message 
strings, ...). so, the basic idea still works, and so was applied in a 
new context (a console in a 3D engine, vs a terminal window in the OS).


side note: internally, the console is represented as a 2D array of 
characters, and another 2D array to store color and modifier flags 
(underline, strikeout, blink, italic, ...).


the console can be used both for program-related commands, accessing 
cvars, and for evaluating script fragments (sadly, limited to what can 
be reasonably typed into a console command, which can be a little 
limiting for much more than make that thing over there explode or 
similar). functionally, the console is less advanced than something like 
bash or similar.


I have also considered the possibility of supporting multiple consoles, 
and maybe a console-integrated text-editor, but have yet to decide on 
the specifics (I am torn between a specialized text-editor interface, or 
making the text editor be a console command which hijacks the console 
and probably does most of its user-interface via ANSI codes or similar...).


but, it is not obvious what is the best way to integrate a text-editor 
into the UI for a 3D engine, hence why I have had this idea floating 
around for months, but haven't really acted on it (out of humor, it 
could be given a VIM-like user-interface... ok, probably not, I was 
imagining more like 

Re: [fonc] Error trying to compile COLA

2012-03-11 Thread Martin Baldan
I won't pretend I really know what I'm talking about, I'm just
guessing here, but don't you think the requirement for independent
and identically-distributed random variable data in Shannon's source
coding theorem may not be applicable to pictures, sounds or frame
sequences normally handled by compression algorithms? I mean, many
compression techniques rely on domain knowledge about the things to be
compressed. For instance, a complex picture or video sequence may
consist of a well-known background with a few characters from a
well-known inventory in well-known positions. If you know those facts,
you can increase the compression dramatically. A practical example may
be Xtranormal stories, where you get a cute 3-D animated dialogue from
a small script.

Best,

-Martin

On Sun, Mar 11, 2012 at 7:53 PM, BGB cr88...@gmail.com wrote:
 On 3/11/2012 5:28 AM, Jakub Piotr Cłapa wrote:

 On 28.02.12 06:42, BGB wrote:

 but, anyways, here is a link to another article:
 http://en.wikipedia.org/wiki/Shannon%27s_source_coding_theorem


 Shannon's theory applies to lossless transmission. I doubt anybody here
 wants to reproduce everything down to the timings and bugs of the original
 software. Information theory is not thermodynamics.


 Shannon's theory also applies some to lossy transmission, as it also sets a
 lower bound on the size of the data as expressed with a certain degree of
 loss.

 this is why, for example, with JPEGs or MP3s, getting a smaller size tends
 to result in reduced quality. the higher quality can't be expressed in a
 smaller size.
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