Golly 3.3

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Andrew
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Golly 3.3

Post by Andrew » September 27th, 2019, 8:23 am

Golly 3.3 is now available from Sourceforge:

https://sourceforge.net/projects/golly/ ... golly-3.3/

As always, see Help > Changes for what's new.

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Re: Golly 3.3

Post by Saka » September 27th, 2019, 8:40 am

Nice. I don't see any obvious problems after some random button-clicking.

Question, why isn't there native support for Margolus (yet?)?
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Re: Golly 3.3

Post by Andrew » September 27th, 2019, 7:31 pm

Saka wrote:Question, why isn't there native support for Margolus (yet?)?
I can't speak for other countries but the natives in Australia have enormous respect for Norman.

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Re: Golly 3.3

Post by Saka » September 27th, 2019, 8:07 pm

Andrew wrote: I can't speak for other countries but the natives in Australia have enormous respect for Norman.
Im gonna guess that translates to
Andrew wrote:I've stated the reason multiple times elsewhere, go look for it yourself you lazy still life.
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Re: Golly 3.3

Post by GUYTU6J » September 28th, 2019, 6:31 am

When tiling layers, the border is still buggy, but it doesn't seem to cause crash:
borderbug.png
borderbug.png (48.29 KiB) Viewed 6576 times
borderbug2.png
borderbug2.png (34.94 KiB) Viewed 6576 times
A copy of the newest layer is faithfully (but with lag) superimposed on the borders, which changes when modifying the layer.
The border thickness is set to 10 to maximize visual effect. Disabling show grid lines doesn't help.
EDIT:Unrelated to above, patterns/other-rules/b2ein-spaceships-and-rakes.rle only includes the orthogonid. I don't see those smaller patterns mentioned in the info.
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Re: Golly 3.3

Post by Andrew » September 28th, 2019, 10:31 am

GUYTU6J wrote:When tiling layers, the border is still buggy...
I can't reproduce this problem on any of my systems. It could be a bug in your graphics card. Which type of card are you using and which OS?

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Re: Golly 3.3

Post by Naszvadi » September 28th, 2019, 3:05 pm

Is there a way to validate the downloaded stuff? I mean signatures, getting flat files or checksums over ssl, source code repository (sf, git**b)?

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Re: Golly 3.3

Post by Andrew » September 28th, 2019, 8:27 pm

Naszvadi wrote:Is there a way to validate the downloaded stuff?
The dmg file is signed (and notarized for Mac OS 10.15+). Other than that, no.

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Re: Golly 3.3

Post by GUYTU6J » September 28th, 2019, 9:03 pm

Andrew wrote:
GUYTU6J wrote:When tiling layers, the border is still buggy...
I can't reproduce this problem on any of my systems. It could be a bug in your graphics card. Which type of card are you using and which OS?
I'm on a x64 Windows 10 with Intel(R) UHD Graphics 620.
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Chuangtse wrote: What we love is the mystery of Life. What we hate is corruption in death. But the corruptible in its turn becomes mysterious life, and this mysterious life once more becomes corruptible.

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Re: Golly 3.3

Post by Naszvadi » September 30th, 2019, 7:49 am

Andrew wrote:
Naszvadi wrote:Is there a way to validate the downloaded stuff?
The dmg file is signed (and notarized for Mac OS 10.15+). Other than that, no.
[SAD.gif]

Shall I give my pubkey? Or would authors mind uploading md5/shaX files to an SSL site?

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Re: Golly 3.3

Post by Andrew » September 30th, 2019, 6:41 pm

GUYTU6J wrote:I'm on a x64 Windows 10 with Intel(R) UHD Graphics 620.
I have Windows XP and 7 running as VMs on my Mac and haven't been able to reproduce the bug. Your only hope is that someone with Win 10 who can build Golly from source is able to reproduce the bug -- then we *might* be able to find a way to fix it.

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Re: Golly 3.3

Post by Andrew » September 30th, 2019, 6:46 pm

Naszvadi wrote:Or would authors mind uploading md5/shaX files to an SSL site?
Sorry, but even if I knew how to do that I'm not that interested. I'm not exactly sure what you're worried about. I've been distributing Golly this way for over a decade without any problems so I don't see any need to change now.

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Re: Golly 3.3

Post by wildmyron » September 30th, 2019, 10:49 pm

Andrew wrote:
GUYTU6J wrote:I'm on a x64 Windows 10 with Intel(R) UHD Graphics 620.
I have Windows XP and 7 running as VMs on my Mac and haven't been able to reproduce the bug. Your only hope is that someone with Win 10 who can build Golly from source is able to reproduce the bug -- then we *might* be able to find a way to fix it.
I tried to reproduce this with Golly 3.3 on two Win 10 machines: A desktop with an Intel(R) UHD Graphics 630 and a laptop with an Intel(R) HD Graphics 620. I don't see any corruption of the border between layers on either of those machines.

@Naszvadi: If validating the download is imperative for you, then you might need to wait until the release is available on Sourceforge. Alternatively you could obtain the current source from Sourceforge and build yourself.
The latest version of the 5S Project contains over 226,000 spaceships. There is also a GitHub mirror of the collection. Tabulated pages up to period 160 (out of date) are available on the LifeWiki.

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Re: Golly 3.3

Post by Naszvadi » October 1st, 2019, 6:04 pm

Andrew wrote:
September 30th, 2019, 6:46 pm
Naszvadi wrote:Or would authors mind uploading md5/shaX files to an SSL site?
Sorry, but even if I knew how to do that I'm not that interested. I'm not exactly sure what you're worried about. I've been distributing Golly this way for over a decade without any problems so I don't see any need to change now.
Oh, I've just recognized that there is a sf.net repository. Cloned and built successfully on Xenial XUbuntu, x86_64. If anybody is interested, I will try building on OSX ppc and on Solaris/sparc|x86.

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Re: Golly 3.3

Post by Andrew » October 10th, 2019, 7:18 am

Golly 3.3 is now available from Sourceforge (see link in top post).

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Re: Golly 3.3

Post by Redstoneboi » November 11th, 2019, 9:29 am

Erm, I made a typo in the comments of Flow6/Demo/unarySub.mc
It says on line 4: "#C and then 2 - 4 = -4 (the outer signals)."
It's supposed to say 2 - 6 = -4, that's gonna be a bit confusing for the small percentage of people who bother to read the comments
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Re: Golly 3.3

Post by dvgrn » November 11th, 2019, 12:36 pm

Redstoneboi wrote:
November 11th, 2019, 9:29 am
... typo in the comments of Flow6/Demo/unarySub.mc ...
Have checked in the change. Thanks for reporting!

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Re: Golly 3.3

Post by muzik » February 2nd, 2020, 7:53 pm

Was support for B0 Generations ever planned? This post seems to imply so for 2.9 but even for 3.3 i can't get them to work.
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Re: Golly 3.3

Post by rowett » February 3rd, 2020, 5:03 am

muzik wrote:
February 2nd, 2020, 7:53 pm
Was support for B0 Generations ever planned? This post seems to imply so for 2.9 but even for 3.3 i can't get them to work.
It's not supported. I took a look at it a while back but it was more complex than I hoped.

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Re: Golly 3.3

Post by hkoenig » July 22nd, 2020, 1:25 pm

Comments on the Mac version--

I don't have a mouse wheel, I have a trackpad. I prefer the "two fingers scrolling" gesture that's part of the MacOS, but Golly replaces it with Evil Inc.'s "two fingers zoom" gesture. I can turn that off by disabling "mouse wheel action" in the preferences, but then nothing happens except an occasional jitter in the view. Supporting the standard MacOS "pinch" gesture for zooming would be nice, too.

And the "Edit / Shrink Selection" menu item needs a keyboard equivalent.

More technical problem--
In trying to get the pasteboard in another app I've written, I find that while the contents are described as "public.utf16-plain-text", it is really explicitly little-endian. Even then, when I explicitly try that encoding, it doesn't decode correctly. Could the marker bytes at the front are missing? (Been a long time since I last worked with text encodings and "endianness"). I believe that commercial editors are more forgiving of little things like this, and keep trying things until something works, which is why pasting Golly text elsewhere works.

Every other text clipboard source I've tried gives me something that works just fine with my calling "UIPasteboard.general.value(forPasteboardType:)" where the pasteboard type is in the type values list (usually first). For Golly, I have to fall back to the obsolete secondary "com.apple.traditional-mac-plain-text" value, which I can decode as utf8. In any case, took some hacking, but I got it to work.

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