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  1. NeXeN cheeser: yes, when someone would say "this means war" meant something else
  2. deebo hmm any annotation processors / some syntactic sugar i don't know about that would turn @FunctionalInterface lambdas into concrete classes at compile time
  3. deebo basically to write a bazillion spring RowMapper/ResultsetExtractors and then referring to them by the class from an annotation
  4. Bombe Argh, why does the maven-assembly-plugin’s jar-with-dependencies descriptor include dependencies scoped "test" in the final JAR file?
  5. Bombe Hmm, interesting, mvn -X package shows all dependencies as compile-scoped, but mvn dependency:tree shows the scopes as I expected them to be.
  6. Bombe Now why do they differ, and how do I convince the maven-assembly-plugin to not do that?
  7. Swayze its a long story ...
  8. Swayze dependency:tree shows your logical POM declarations, while mvn -X shows the flattened, active classpath used by plugins during execution...
  9. dreamreal ~jini
  10. javabot JINI was an architecture for networked devices. It included a lot of features for remote method invocation, storage, discovery, and other things. Its most successful aspect was *probably* ~javaspaces, but that's anecdotal; JINI is dead and gone, with Apache River (https://river.apache.org) being made read-only in the early 2020s.
  11. dreamreal ~javaspaces
  12. javabot JavaSpaces was a distributed storage/invocation mechanism for JINI. It typically was implemented as an ~imdg, and survives today as the underlying technology for some implementations of IMDGs, such as ~gigaspaces; implementations tended to take the base specs and amplify them to incredible levels, because the specification itself was rather sparse.
  13. dreamreal ~imdg
  14. javabot IMDG stands for "In-Memory Data Grid," usually a memory-based map, often distributable. Implementations center around the JCache API (JSR 107) or JavaSpaces, typically. Tend to be memory-hungry and incredibly fast. See ~infinispan, ~terracotta, ~gridgain, ~coherence, or ~gigaspaces.
  15. dreamreal blitz
  16. dreamreal ~blitz
  17. javabot dreamreal, what does that even *mean*?
  18. Bombe Swayze, hmm. Okay, that answers the “why.” :D
  19. Bombe Motherfucker. maven-assembly-plugin 3.6.0 does it the way I expect it to, 3.7.1/3.8.0 do not.
  20. Bombe Ah. https://github.com/apache/maven-assembly-plugin/issues/1236
  21. nevet [MASSEMBLY-1031] Regression: assembly plugin 3.7.0 now includes scope=provided dependencies if they also occur transitively · Issue #1236 · apache/maven-assembly-plugin
  22. javabot Bombe's title: "[MASSEMBLY-1031] Regression: assembly plugin 3.7.0 now includes scope=provided dependencies if they also occur transitively · Issue #1236 · apache/maven-assembly-plugin · GitHub"
  23. Bombe Alright, 3.6.0 it is. :D
  24. dreamreal https://bytecode.news/posts/2026/04/layoffs-at-oracle
  25. javabot dreamreal's title: "Layoffs at Oracle | bytecode.news"
  26. cheeser a confusing article. i'm not sure what it's trying to say.
  27. Tenchi the layoffs article? it says a lot
  28. cheeser but what's it all about, alfie?
  29. Tenchi i only skimmed, but there's a handful of takeaways for me... layoffs aren't fun, layoffs happen for a reason, they affect more than just the employee being laid off BUT the separation of employees from the company doesn't necessary mean a net loss for the community/ecosystem
  30. Tenchi also touches on the whole free lunch paradigm
  31. cheeser right. it says things but doesn't really *say* anything. is it "we can't complain if we don't pay?" "layoffs suck." not exactly groundbreaking. it just felt like it was building to a point that never landed. at least for me.
  32. * Chronos comments on the Oracle Layoffs article
  33. Chronos I just love making myself look dumb for the world to see!
  34. cheeser Chronos: i had a similar thought. :)
  35. Chronos I just had to sneak in a little Oracle bashing too, heh.
  36. Chronos Because, hey, _Oracle_.
  37. cheeser yeah. oracle really sucks. but they are (mostly) our overlord for better and worse.
  38. Chronos They have been, in my opinion, pretty decent stewards of Java.
  39. Chronos Now that work is finally beyond Java 8, it's been fun using some of the new Java features.
  40. cheeser it could've been worse for sure. as far as the tech goes, they've been great honestly. it's mostly the business and community bits they suck at.
  41. cheeser e.g., the Java EE -> Jakarta EE thing could've been way less heartburn. but trademark law is dicey and i can appreciate why they wouldn't want to take on unnecessary burdens. it just made life harder for the rest of us.
  42. jayyyy50 hello
  43. jayyyy50 is anyone avalible to play
  44. DoofusCanadensis can billy come out to play?
  45. ernimril all work and no play makes Jack a dull boy
  46. jayyyy50 hello
  47. pengu1nx Hi, I need some advice on how I can/should plan a game I'm trying to create with my friend. I really don't have an idea on how this is usually done. We started, but it's getting a bit chaotic in my eyes
  48. Para What kind of game?
  49. Para Mainly, realtime, networked, turn based, 2D/3D graphics...?
  50. pengu1nx 2D, realtime, singleplayer
  51. pengu1nx Nothing too complicated, but we use libGDX for it as it gives us some handy tools
  52. Para ~libgdx
  53. javabot Para, libgdx is a cross-platform Java game development framework based on OpenGL (ES) that works on Windows, Linux, Mac OS X, Android, your WebGL enabled browser and iOS. It comes with extensions for physics engines (Box2d, Bullet), AI, pathfinding and more. See http://libgdx.badlogicgames.com/ and #libgdx
  54. Para So yeah, that.
  55. Para Dunno if their channel is any active.
  56. pengu1nx yes but that doesn't help with planning?
  57. Para Well, planning is a wide subject.
  58. pengu1nx Hmm, I'll try to specify what I mean
  59. Para For example https://en.wikipedia.org/wiki/Entity_component_system might be useful for designing the architecture.
  60. nevet Entity component system - Wikipedia
  61. pengu1nx Yes, we use that, we installed ashley
  62. Para There's plenty of actual gamedev resources available online if you're struggling with the actual design of the game.
  63. pengu1nx I think what I'm looking for is a way to create class diagrams and how they interact, or some way to visualize the code flow of the game
  64. pengu1nx Since that seems beneficial before writing the code that's meant to implement it
  65. Para Well, you have an 2D drawing environment. Start drawing boxes and lines... :)
  66. Para Other than that, pen and paper. Most diagramming methodologies are kinda stupid, use what works for you.
  67. Para [thing] ---(verb/action)--> [thang], e.g. [cat] --(eats)--> [fish]
  68. Para That's pretty much all you need to get started.
  69. pengu1nx I'll think about it a bit, tahnks
  70. Para https://gamedev.net/ :)
  71. javabot Para's title: "Game Development Community - GameDev.net"
  72. [twisti] Para: i discovered ECS on my way out of game dev, always regretted never being able to play around with that