Re: [Freecol-developers] Hello FreeCol Team!

2021-12-04 Thread Michael T. Pope
On Sun, 5 Dec 2021 04:01:04 +
Jonathan Aquilina  wrote:
> I noticed you mention the ram issues below. Can I make a suggestion and do 
> maybe like mine craft does. If you have mod's for example you can through the 
> curse launcher remove the system allocated amount of ram and manually 
> allocate an amount lets say 8 or 9 gb of ram if you know it needs it. Maybe a 
> manual specification of ram allocation might be advantageous and help?

FreeCol already sets its own limits on memory allocation.  The slow down
*may* be due to too much garbage collector activity within the memory we
allocate, or perhaps a secondary effect through the operating system
generally, or just that the amount is too small.  Again, this is all
speculation.  I need to reproduce the problem and measure relevant values.

Thanks for the suggestion, but I have no idea what the "curse launcher"
is, and doubt it is something I can use on linux.

Cheers,
Mike Pope


pgpqP8fZ0_2jj.pgp
Description: OpenPGP digital signature
___
Freecol-developers mailing list
Freecol-developers@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/freecol-developers


Re: [Freecol-developers] Hello FreeCol Team!

2021-12-04 Thread D Blakeley via Freecol-developers
 Hey guys,
Just wanted to say it's wonderful to see new programmers coming on board, our 
fearless leader Mike back (with all the covid troubles in Vic I was a bit 
worried about ya when you went quiet mate haha), and one of the original 
founders Stian back, wowzer! FreeCol is still alive baby! :)
I'm guilty of being quiet here for ages too so here's some good news from me to 
add to the good news from you guys...
FreeCol Marketing/Recruitment Update:I've been promising you guys for 3 friggin 
years that I'd release a FreeCol tour video as part of a huge Civ & Col video 
series I've been working on for years. Well I'm pleased to say it's finally 
done and online. My original 2018 recordings were starting to get a bit dated 
so I had to re-film the entire intro this year to talk about all the cool 
developments over the last few years such as more maps in the main game (the 
one part of the game development I've helped you guys in lol) and more nations 
and more natives via Mazims excellent 3rd party addons that I think will 
attract some attention. I've haven't gone fully public with it yet, but I will 
soon as it's definitely and finally finished haha. Hopefully it will bring new 
fans and helpers to the project in the years to come! If anyone wants to take 
an early peak here it 
is:https://www.youtube.com/watch?v=TSfj_G4kA9g=PLZqnaGtTZxFbq3F5R6lqzyVvYzg9tRBPY

Like I said above this FreeCol video is part of a huge series covering Civ and 
Col that will cover lots of fan games and Colonization mods for Civ games etc 
so naturally there's a big main episode about classic Colonization. Since more 
people would search for classic Col than FreeCol in youtube and google etc it 
was important to heavily promote FreeCol in the classic Col video too. In fact 
I've already been critisized by viewers for spending too much time in the video 
promoting fan projects before actually getting to Col game footage haha but I 
wanted to help FreeCol and other projects so this was the best chance! It's not 
perfect but after years of work I'm washing my hands of it and considering it 
finished. This main Col video is public but I've not fully promoted it out 
there 
yet:https://www.youtube.com/watch?v=JoAYn5LGq60=PLZqnaGtTZxFbq3F5R6lqzyVvYzg9tRBPY

Over the coming weeks these videos are going to be shared to a huge amount of 
places by me and will likely bring a lot of fresh faces to FreeCol. Maybe some 
of them will be more programming help too. Seeing a dead looking project might 
scare people off so its friggin awesome to see you guys talking about getting 
back on the horse and getting that 12 release out. Especially as people are 
still ignoring the nightly releases and downloading the ancient 11 stable 
release with security vulnerabilities and less features making it still a 
constant problem I keep having to talk people out of doing. I've actually 
modified the welcome thread to try and stop some of this problem until we get 
that 12 release out.
FreeCol Website Update:And finally the complete and full release of these 
videos will then allow me to act on my other promise to you guys over the last 
few years. In that I would update the media section of your FreeCol website 
with new HD pictures and create a new video section where I can put my new 
stuff but also lots of other peoples FreeCol videos from over the years. Being 
able to watch videos on your website is a critical component for promoting the 
game as all that's on there atm is ancient low res 10-15 year old pictures. 
Winter kindly wrote me that guide for how to edit and work on your new version 
of the website (which I successfully followed & tested a while back) so I'll 
see about getting on with that job in 2022. Especially now that I know if I 
push the website updates to github there WILL still be someone around to 
approve them as I was a bit worried about putting the work in only for it to 
sit there forever lol!
Anyway that's it from me, I'll let the programmers and real team get back to 
doing all the talking here. Peace out! :)
Regards
Blake
On Sunday, 5 December 2021, 02:14:34 pm ACDT, Michael T. Pope 
 wrote:  
 
 On Sat, 4 Dec 2021 11:25:52 +
Stian Grenborgen  wrote:
> > Activity has been weak this year... here is to a better 2022.
> 
> I will definitely try to help make that dream come true ;-)
> 
> Hoping you also have more time to spend in 2022, Mike!

Well, its a low bar to jump:-)
 
> > I doubt anyone is opposed to useful code refactorings, but we are *way*
> > overdue to make a release, so the priority should be fix bugs/stabilize
> > ATM.
> 
> What are the bugs you consider to be blockers?

The worst problem is that I am seeing severe slow down in large games.
Or rather I was, I need to run my performance tests again following a
computer upgrade.  I suspect replacing an 8 year old machine including
quadrupling the RAM may have helped, but there we already control the
java memory allocation so in theory it should not.  I 

Re: [Freecol-developers] Hello FreeCol Team!

2021-12-04 Thread Michael T. Pope
On Sat, 4 Dec 2021 11:25:52 +
Stian Grenborgen  wrote:
> > Activity has been weak this year... here is to a better 2022.
> 
> I will definitely try to help make that dream come true ;-)
> 
> Hoping you also have more time to spend in 2022, Mike!

Well, its a low bar to jump:-)
 
> > I doubt anyone is opposed to useful code refactorings, but we are *way*
> > overdue to make a release, so the priority should be fix bugs/stabilize
> > ATM.
> 
> What are the bugs you consider to be blockers?

The worst problem is that I am seeing severe slow down in large games.
Or rather I was, I need to run my performance tests again following a
computer upgrade.  I suspect replacing an 8 year old machine including
quadrupling the RAM may have helped, but there we already control the
java memory allocation so in theory it should not.  I should stop
speculating and get the numbers.

I will look through the bug list and follow up on other potential
blockers. I posted on the subject a while back.

> ...or should I just keep fixing stuff I encounter while making the game work 
> better on 4K?

One of the top suspects for the slow down is the main map redrawing
routines, so I am delighted to see you trying to untangle any part of the
graphics.  Certainly I think "broken on 4K" would count as a blocker.
By all means though, work on what you think is best/interesting/fun.  I am
reluctant to do more than suggest what volunteer developers should do, let
alone the project founder:-).

Cheers,
Mike Pope



pgpd8mSmtdA2t.pgp
Description: OpenPGP digital signature
___
Freecol-developers mailing list
Freecol-developers@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/freecol-developers


Re: [Freecol-developers] Hello FreeCol Team!

2021-12-04 Thread Stian Grenborgen
> Activity has been weak this year... here is to a better 2022.

I will definitely try to help make that dream come true ;-)

Hoping you also have more time to spend in 2022, Mike!


> I doubt anyone is opposed to useful code refactorings, but we are *way*
> overdue to make a release, so the priority should be fix bugs/stabilize
> ATM.

What are the bugs you consider to be blockers?

...or should I just keep fixing stuff I encounter while making the game work 
better on 4K?

We are getting closer to having proper in-game scaling, but there are still a 
few panels where scaling works poorly. However, using Java2D scaling works in 
the meantime:
java -Dsun.java2d.uiScale=2 -jar FreeCol.jar


>> If you want to know anything more about me - just ask :)
> Delighted to have an experienced Java developer interested in FreeCol.

Stefan: Yes, it's great that you have started working on FreeCol!


Best wishes,
Stian Grenborgen


___
Freecol-developers mailing list
Freecol-developers@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/freecol-developers


Re: [Freecol-developers] Hello FreeCol Team!

2021-12-04 Thread Stian Grenborgen
> My very reason to embark on my software development carreer was the original
> colonization game, so I know it very well, still playing from time to time. 
> It was my
> first PC game I was playing back in the day on an old x86 PC at my uncle's 
> place  :D.

That's really nice -- I have also had a special place in my heart for 
Colonization :-)

I started working on FreeCol in 2003, but it's been more than ten years since I 
worked heavily on the project. Now, however, I do have the motivation and time 
to start developing again.


> In my daily working I am doing REST backend services for the most, because the
> application we are developing was moved to the web sphere (a time ago), but 
> originally
> it was a full java fatclient (with a swing GUI), so I also know a lot about  
> that GUI stuff
> you are using too.

Great! Developers that really knows Java Swing are in short supply. We even had 
great difficulty in getting people to understand basic stuff, like that GUI 
code needs to be executed on the event dispatch thread: 
https://docs.oracle.com/javase/tutorial/uiswing/concurrency/dispatch.html


> I browsed the code a bit the last days and I would love to help out.

Fantastic! :-D


> What do you think about some refactorings, and or introducing some helping
> libs - like lombok?
>
> I would also fix all "potential NPE" stuff, and remove redundant null-checks.

We can definitely add more libraries when it is needed. Lombok, however, is in 
my opinion absolutely not needed. Please keep in mind that open source projects 
like FreeCol have a really long development time and the developers have 
varying levels of knowledge. Libraries like Lombok make it easier to write 
simple code fast, but may introduce several hard-to-debug errors if used by 
novices.

The focus should be on writing as simple code as possible. Some years ago I had 
a talk about this topic, if you are able to stand my horrible Norwegian accent: 
https://www.youtube.com/watch?v=xrIOAFvWeSg

It would be great discussing how the code can be refactored. For example, the 
map drawing code could be greatly simplified by making a view model that is 
independent of FreeCol's game model.


Best wishes,
Stian Grenborgen


___
Freecol-developers mailing list
Freecol-developers@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/freecol-developers


Re: [Freecol-developers] Hello FreeCol Team!

2021-12-04 Thread Stefan Fellner via Freecol-developers
Hi,


> I doubt anyone is opposed to useful code refactorings, but we are *way*
> overdue to make a release, so the priority should be fix bugs/stabilize
> ATM.
>

so here's my first patch then - remove redundant null checks & fix potential 
NPE accesses.
I usually configure this in eclipse as severity "error" so very easy fix then. 
Most of them are quite obvious redundant null checks so this would be an easy 
"fix".

I will have a look at the TradeRouteInputPanel next as you suggested, as I 
totally understand.
This would also be a good starting point to first do a bunch of fixes.

 

> Please merge with the SF bug list.  One issue per report.  We get a lot of
> duplicates and it is best to track bugs in one place.
>

I will do that.


BR,
Stefan!


-- 
 Sent with Tutanota, the secure & ad-free mailbox. 



Dec 4, 2021, 07:47 by mp...@computer.org:

> On Thu, 2 Dec 2021 14:46:44 +0100 (CET)
> Stefan Fellner via Freecol-developers
>  wrote:
>
>> I have been watching the project quite some time and I want to participate 
>> in the development process, if you guys are still activly developing.
>>
>
> Activity has been weak this year... here is to a better 2022.
>
>> I can either share the issue list, or I think you are using the SF bug 
>> reporting, I may also browse through that list, and add or update from my 
>> list if you wish?
>>
>
> Please merge with the SF bug list.  One issue per report.  We get a lot of
> duplicates and it is best to track bugs in one place.
>  
>
>> What do you think about some refactorings, and or introducing some helping 
>> libs - like lombok?
>> I would also fix all "potential NPE" stuff, and remove redundant null-checks.
>>
>
> I doubt anyone is opposed to useful code refactorings, but we are *way*
> overdue to make a release, so the priority should be fix bugs/stabilize
> ATM.
>
>> I cloned the SF git master - how is the process here to open a merge request 
>> / pull request?
>>
>
> Our usual procedure with new contributors is a accept patches on this
> list, and after a (very small:-) number of useful patches your SF account
> is granted write access.  Here is a suggestion --- I was trying to fix the
> TradeRouteInputPanel a while back but ran out of time --- how about you
> have a look at that?  It will be hard to make it worse than the broken
> state I left it in.
>  
>
>> Usually i would create a branch and open a MR or PR in gitlab / bitbucket. 
>> Is this also the case for SF?
>>
>
> SF does not have MR/PRs.
>
>> If you want to know anything more about me - just ask :)
>>
>
> Delighted to have an experienced Java developer interested in FreeCol.
>
> Cheers,
> Mike Pope
>



remove-redundant-null-checks.patch
Description: Binary data
___
Freecol-developers mailing list
Freecol-developers@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/freecol-developers