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Old 06-30-2010, 12:56 PM   #1 (permalink)
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Unhappy C# scripting project shelved

So Babbage Linden confirmed that the C# scripting project is now officially shelved... as well as pretty much any scripting improvements. The new-and-improved LL is focusing on performance, so hopefully at least the Mono freeze bug will be fixed.
I'm sad

https://wiki.secondlife.com/wiki/Use...urs/2010_06_30
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Old 06-30-2010, 01:03 PM   #2 (permalink)
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So fashionistas infested with mono resizer scripts mono freeze that crashes the clients in the region will go on forever.

Now that is what I call focus on performance.
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Old 06-30-2010, 01:07 PM   #3 (permalink)
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So are script limits on hold too?
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Old 06-30-2010, 01:11 PM   #4 (permalink)
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Ciaran, to quote Kelly Linden:

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Originally Posted by Kelly Linden
That is a gray area. Improving performance is a high priority as I said, so depending on where some of the script-limits memory features fall in prioritizing other performance work is still to be determined
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Old 06-30-2010, 01:13 PM   #5 (permalink)
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Old 06-30-2010, 01:25 PM   #6 (permalink)
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Old 06-30-2010, 01:28 PM   #7 (permalink)
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Well... At least it gave me enough incentive to study C# last year and improve my test apps at work. =^-^=
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Old 06-30-2010, 01:31 PM   #8 (permalink)
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I'm not surprised.
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Old 06-30-2010, 01:34 PM   #9 (permalink)
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[9:20] Kelly Linden: There are two kinds of sckript development
[9:20] Kelly Linden: script even
[9:21] Kelly Linden: The first is adding functions, extending the API. This is like effficient scripts, or more commonly when other projects add hooks to LSL. This kind of work may continue in some capacity.
[9:21] Kelly Linden: That includes things like new rotation APIs that are sane, or other bug fixes. Or even adding llRayTrace etc.
This was as encouraging as it got, for me.
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Old 06-30-2010, 01:36 PM   #10 (permalink)
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Is there anything published on what the implementation of C# scripting would have looked like? Was it purely C# syntax with interop for existing LSL functions, or was it the complete standard C# library? Because if it was just syntax, who cares? Anyone can learn a new syntax. What I always liked about C# was the library. Although Delegates were pretty damn cool I guess.
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Old 06-30-2010, 02:00 PM   #11 (permalink)
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It was supposed to come with a subset of the framework, similarly to Silverlight. Simply put, the libraries that can be "sandboxed" would be available.
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Old 06-30-2010, 02:04 PM   #12 (permalink)
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I'm pretty sure you wouldn't have had access to more than a tiny fraction of the C# library. I went through the C# library when this was first announced, and there's basically a half dozen sections of it, things like "collections", that you absolutely had to have just to "be a programming language", and a few extra features. I don't think you'd get direct access to sockets or anything exciting like that.

And I could see the advantage of getting access to real arrays and hashes instead of lists. That would be a bonus. But on the other hand you'd almost certainly have to do all the event handling bookkeeping that the state system currently takes care of by hand. For people writing raytracers it'd be a major win. For most LSL scripts it'd be a wash.

...

And extending the API is something that's been relatively neglected for the past couple of years, so that's good news.
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Old 06-30-2010, 02:18 PM   #13 (permalink)
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Originally Posted by Argent Stonecutter View Post
And I could see the advantage of getting access to real arrays and hashes instead of lists. That would be a bonus. But on the other hand you'd almost certainly have to do all the event handling bookkeeping that the state system currently takes care of by hand. For people writing raytracers it'd be a major win. For most LSL scripts it'd be a wash.
This is another thing I was wondering about. LSL is purely event-driven, and events "just happen" with no effort on the scripter's part other than a single registration call. C# is well-suited to event-driven programs, but it's a fair amount more work than in LSL (although much easier than in C++).
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Old 06-30-2010, 02:21 PM   #14 (permalink)
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Old 06-30-2010, 02:23 PM   #15 (permalink)
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Old 06-30-2010, 02:26 PM   #16 (permalink)
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Old 06-30-2010, 02:37 PM   #17 (permalink)
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Originally Posted by Wildefire Walcott View Post
This is another thing I was wondering about. LSL is purely event-driven, and events "just happen" with no effort on the scripter's part other than a single registration call. C# is well-suited to event-driven programs, but it's a fair amount more work than in LSL (although much easier than in C++).
Old timer I am - I prefer C++.

Either way I've always had a headscratch over the whole thing anyways - I would have thought fixing and extending a thing is more desirable than replacing a thing (especially something of that magnitude)... then maybe ADDING the new thing down the road.

They never got their shit together LSL wise BEFORE the Mono fiasco - creating even more shit - then the ballyhoo of C# implimentation, that you just KNOW would be half arsed... Like a layer cake of half baked crap with a splat of unsmoothed icing on top...

....that they confused salt and sugar while mixing.
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Old 06-30-2010, 02:44 PM   #18 (permalink)
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Old timer I am - I prefer C++.
I think that C# is fun, and it's perfect for web services and enterprise applications that don't need to know specifics about the hardware or the operating system they're running on. Unfortunately, it's virtually useless to me personally.

Because of the nature of my work, 50% of every C# project I've ever been on was interop code to talk to the operating system APIs that do all the things the C# library doesn't provide, so in our case I was always like, "What's the point? We saved a few days of UI development but wasted the same amount of time writing wrapper code for a bunch of C-based APIs!"

Second Life needs a super-high-level language like LSL (but with better predictability and error handling, and more features) or C# (but with a more complete library than LSL provides) in order for people to even bother dabbling with it. I would be fine if all they did was keep adding/expanding LSL. For example, how about a way to tell what our fucking Linden balance is?
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Old 06-30-2010, 02:58 PM   #19 (permalink)
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Old timer I am - I prefer C++.
Noob. It's perfectly possible to write object-oriented code in C!

Actually, I once ran into this really nice template-based OO extension to C that might have competed with C++. Ever hear of CO² (C Object Oriented)? Nope? Well, the designer decided to try and control and sell it (like Xerox did with Smalltalk) and... well, guess what.

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They never got their shit together LSL wise BEFORE the Mono fiasco - creating even more shit - then the ballyhoo of C# implimentation, that you just KNOW would be half arsed... Like a layer cake of half baked crap with a splat of unsmoothed icing on top...
Hey, it's a software pattern! It's called "The Big Pile Of Stuff" pattern.

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Old 06-30-2010, 03:00 PM   #20 (permalink)
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Because of the nature of my work, 50% of every C# project I've ever been on was interop code to talk to the operating system APIs that do all the things the C# library doesn't provide, so in our case I was always like, "What's the point? We saved a few days of UI development but wasted the same amount of time writing wrapper code for a bunch of C-based APIs!"
I remember that game. I played it with Fortran, Pascal, and Modula 2.

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I would be fine if all they did was keep adding/expanding LSL. For example, how about a way to tell what our fucking Linden balance is?
That will never happen. It would make it slightly easier to drain someone's account in a single transaction instead of a penny at a time!
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Old 06-30-2010, 03:11 PM   #21 (permalink)
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I remember that game. I played it with Fortran, Pascal, and Modula 2.

That will never happen. It would make it slightly easier to drain someone's account in a single transaction instead of a penny at a time!
Even if it was limited to object owner balance? If it's your own info that you can see on your own screen, I think you should be able to access it in your script.

Also, they need to up the HTML scraping limits with the HTTP request stuff. Isn't it just 2K or something?
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Old 06-30-2010, 03:11 PM   #22 (permalink)
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Script features have been horribly under developed. In the last two years we got the recent link stuff and... sculpt and glow controls?

For a world all about content I get pissed off that they ignore it until we get some bone every two years. Sculpts for a hacked solution for mesh, Mono for actually fast math.

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Old 06-30-2010, 03:18 PM   #23 (permalink)
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Even if it was limited to object owner balance? If it's your own info that you can see on your own screen, I think you should be able to access it in your script.
If this was ever proposed it'd get Prokked to death in no time.

See, account draining scripts attack the object owner. "Get L$1 per minute by wearing this HUD!" You put it on, it requests PERMISSION_DEBIT and starts draining your L$. This stuff is all over.

Yes, they could do a binary search and get up to ONE MILLION LINDENS from you in 20 requests before you ever notice, but mostly they siphon it off a linden at a time.
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Old 06-30-2010, 03:26 PM   #24 (permalink)
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This was as encouraging as it got, for me.
Yeah, but look at that in context.. it's not good news:
Quote:
[9:20] Kelly Linden: There are two kinds of sckript development
[9:20] Kelly Linden: script even
[9:21] Kelly Linden: The first is adding functions, extending the API. This is like effficient scripts, or more commonly when other projects add hooks to LSL. This kind of work may continue in some capacity.
[9:21] Kelly Linden: That includes things like new rotation APIs that are sane, or other bug fixes. Or even adding llRayTrace etc.
[9:22] Kelly Linden: The other kind is actually improving the core system - new language features, new capabilities, new languages, etc. This is what 'pixiedust' and the C# project have been a part of.
[9:22] Kelly Linden: And that is what is getting shelved for the time being.
[9:23] Talarus Luan: OK. When you say "some capacity", are you referring to ongoing, significant effort, or is that still up in the air, depending on the fallout from the restructuring?
[9:23] Aargle Zymurgy: frankly, the new prim scripting features have been a godsend. I've manage to reduce processor time in my products to between half to 1/50th what it used to be.
[9:24] Kelly Linden: There is no ongoing significant effort
[9:24] NeoBokrug Elytis: So, the mono fix is stiill on the table then -- since it'll help reduce lag and improve stability?
[9:24] Talarus Luan: There has not been, or will not be?
[9:24] Liisa Runo: ..so just need to concentrate on LSL then, i expect to see one new awesome function every week
[9:24] Kelly Linden: But someone working on sim performance issues may pick some high nails up, etc.
[9:24] Kelly Linden: Talarus - really either
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Old 06-30-2010, 04:21 PM   #25 (permalink)
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Originally Posted by Wildefire Walcott View Post
Second Life needs a super-high-level language like LSL (but with better predictability and error handling, and more features) or C# (but with a more complete library than LSL provides) in order for people to even bother dabbling with it. I would be fine if all they did was keep adding/expanding LSL. For example, how about a way to tell what our fucking Linden balance is?
This.

There is nothing wrong with LSL, other than it needing dynamic memory handling. Beyond that, I cannot tell any difference between LSL-compiled and Mono-compiled scripts. I don't see C#-compiled scripts being any different. It would be far better to give LSL dynamic memory handling and extend its functionality, and I think it would be a better use of developer time and resources.
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