Funniest line of code ever ?

Started by
125 comments, last by Orymus3 9 years, 1 month ago

Looks like it's generated from something..?

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Looks like it's generated from something..?

http://blog.wolfire.com/2010/05/Lugaru-goes-open-source

Engineering Manager at Deloitte Australia


typedef float flaot; // Quicker than learning to tpye accurately.

try {

    //
    // Some Java code that throws a lot of checked exceptions.
    //

} catch (SomeCheckedException e) {
    // I DON'T ALWAYS WRITE EMPTY CATCH BLOCKS
} catch (AnotherCheckedException e) {
    // BUT WHEN I DO, I'M CODING IN JAVA
}

I just had to share this from my r-type clone from 1998.

Procedure DrawFloor(FloorStep:Integer);
begin
_RangeCheck:=True;
{Enable CJEPROC flag for clipping of sprites}
Flr.PlotVirtual(31-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(47-FloorStep,16,ScreenPtr); {Don't even think of accusing}
Flr.PlotVirtual(63-FloorStep,16,ScreenPtr); {me of being a lazy coder,}
Flr.PlotVirtual(79-FloorStep,16,ScreenPtr); {'coz this chunk of calls is}
Flr.PlotVirtual(95-FloorStep,16,ScreenPtr); {about ten times faster than}
Flr.PlotVirtual(111-FloorStep,16,ScreenPtr); {a loop, so there!}
Flr.PlotVirtual(127-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(143-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(159-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(175-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(191-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(207-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(223-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(239-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(255-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(271-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(287-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(303-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(319-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(335-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(351-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(367-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(-1-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(15-FloorStep,16,ScreenPtr);
If (Level=2) or (Level=3) then
begin
Flr2.PlotVirtual(31-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(47-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(63-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(79-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(95-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(111-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(127-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(143-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(159-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(175-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(191-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(207-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(223-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(239-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(255-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(271-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(287-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(303-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(319-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(335-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(351-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(367-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(-1-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(15-FloorStep,184,ScreenPtr);
end;
_RangeCheck:=False;
{Disable it again for increse in speed}
end;

The scary thing was, on my 386 at 25mhz it was noticeably faster, even without needing to profile to notice! I feel dirty just re-reading it...


float4 color = u_texture.Load(uv, int2(+0, +0));

This was causing crash bug on intel gpu's on our shipped game. Offsetting by zero isn't that wise thing to do but who would have guessed the implications.

I just had to share this from my r-type clone from 1998.



Procedure DrawFloor(FloorStep:Integer);
begin
_RangeCheck:=True;
{Enable CJEPROC flag for clipping of sprites}
Flr.PlotVirtual(31-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(47-FloorStep,16,ScreenPtr); {Don't even think of accusing}
Flr.PlotVirtual(63-FloorStep,16,ScreenPtr); {me of being a lazy coder,}
Flr.PlotVirtual(79-FloorStep,16,ScreenPtr); {'coz this chunk of calls is}
Flr.PlotVirtual(95-FloorStep,16,ScreenPtr); {about ten times faster than}
Flr.PlotVirtual(111-FloorStep,16,ScreenPtr); {a loop, so there!}
Flr.PlotVirtual(127-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(143-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(159-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(175-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(191-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(207-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(223-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(239-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(255-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(271-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(287-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(303-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(319-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(335-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(351-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(367-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(-1-FloorStep,16,ScreenPtr);
Flr.PlotVirtual(15-FloorStep,16,ScreenPtr);
If (Level=2) or (Level=3) then
begin
Flr2.PlotVirtual(31-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(47-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(63-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(79-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(95-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(111-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(127-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(143-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(159-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(175-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(191-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(207-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(223-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(239-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(255-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(271-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(287-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(303-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(319-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(335-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(351-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(367-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(-1-FloorStep,184,ScreenPtr);
Flr2.PlotVirtual(15-FloorStep,184,ScreenPtr);
end;
_RangeCheck:=False;
{Disable it again for increse in speed}
end;

The scary thing was, on my 386 at 25mhz it was noticeably faster, even without needing to profile to notice! I feel dirty just re-reading it...


This is not entirely surprising, the overhead of incrementing and doing a conditional branch can be significant, and compilers of the time weren't smart enough to do this thing for you. Now days the compilers are smart enough to do this behind the scenes if they think it will actually benefit your code based on various metrics.

The best one from recent memory is this:

int seven = 9; // this MUST be 6 to work.


int seven = 9; // this MUST be 6 to work.

Ouch.

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