--- Log opened Thu Apr 30 00:00:13 2009 |
00:03 | <@gnolam> | A pox on the designer of the USB connector! |
00:03 | < Finale> | what now? |
00:04 | < Finale> | idly, |
00:04 | <@TheWatcher> | Which USB connector?~ |
00:04 | <@gnolam> | I'm having to transfer a couple of gigabytes of data between machines using only a 1 GiB USB stick. |
00:05 | < Finale> | "So I finally got a flip-top USB drive the other day, no more losing caps. The next day, at work, my boss takes it and with the words 'USB is so easy to use' rips off the other end and tries to stick the circuit in the USB slot." |
00:05 | <@TheWatcher> | gnolam: ... ouch |
00:05 | < Finale> | well, it's only 2GB. :P |
00:05 | < Rhamphoryncus> | wtf? How'd he manage that? |
00:06 | < Finale> | wait until you have to transfer over a hard drive's worth. :P |
00:06 | <@gnolam> | And every time I try to insert the stick, I get a great demonstration of how Not To Design Connectors. |
00:06 | < Finale> | how so? |
00:06 | <@gnolam> | Unless direction doesn't matter, /don't make the connector symmetric/. |
00:06 | <@Derakon> | Rectangular port, so it's easy to try to stick it in upside-down. |
00:06 | <@Derakon> | It doesn't work, but it's not obvious it's wrong until you try. |
00:07 | <@gnolam> | Exactly. |
00:07 | <@Derakon> | Mind, it's a damned sight better than PS2. |
00:07 | < Rhamphoryncus> | every time I think USB is bad I just look at all the connectors that came before it |
00:07 | <@TheWatcher> | D-types aren't bad, IMO |
00:07 | <@TheWatcher> | At least they're asymmetrical |
00:08 | < Rhamphoryncus> | Still have to play with them to line them up, it's just easier to tell visually than USB. Slightly easier. |
00:09 | < Rhamphoryncus> | I can far too easily looking back and forth between VGA connectors, figuring out which way to twist it |
00:09 | <@gnolam> | USB is the only truly awful one I can remember. PS/2 has visual indicators /and/ guides you right when you're wrong easier than USB. |
00:09 | <@McMartin> | USB B is vastly better than USB A. |
00:09 | < Rhamphoryncus> | easily remember* |
00:09 | <@McMartin> | So they did, in the end, learn their lesson. |
00:09 | | * McMartin isn't fully clear on why USB A is still used everywhere, but that's a different question. |
00:10 | | You're now known as TheWatcher[T-2] |
00:11 | < Rhamphoryncus> | McMartin: it's "standard" |
00:12 | < Finale> | with PS/2 it's easy to bend the pins while trying to insert. |
00:13 | < Rhamphoryncus> | pins are bad, mmmkay |
00:13 | < simontwo> | that's what she said. |
00:14 | < Finale> | it was even worse with DIN-5 |
00:14 | < Rhamphoryncus> | If there's one trend I'm noticing it's to much smaller contacts |
00:15 | < Rhamphoryncus> | I'm curious where it'll go in the fugure |
00:15 | < Rhamphoryncus> | future* |
00:16 | <@gnolam> | Finale: Pfft. That's why you use DIN-6 - it should be enough for any conceivable tape drive! |
00:16 | <@gnolam> | Connectors are among the most space expensive components you can put on a circuit board, so the trend towards miniaturization is quite understandable. |
00:17 | | You're now known as TheWatcher[zZzZ] |
00:17 | < Finale> | DIN-6 is also known as Mini-DIN also known as PS/2 |
00:18 | < Finale> | connectors and cables. |
00:18 | <@gnolam> | DIN-6 and Mini-DIN-6 are different connectors. |
00:18 | < Finale> | I like the new SATA connector-and-cable standard. |
00:18 | < Finale> | gnolam: hmm. thanks. |
00:20 | <@gnolam> | Different in both layout and size, actually. |
00:20 | < Rhamphoryncus> | yeah, SATA is far superior to IDE |
00:20 | <@gnolam> | The regular DIN lacks the guiding key of the Mini-DIN. |
00:20 | <@gnolam> | SATA is better than IDE, but still not good. |
00:21 | <@gnolam> | Still a lack of visual cues. |
00:21 | < Finale> | I'm surprised it took them so long to update it. |
00:21 | <@gnolam> | It'd have been ok for an external port, but internally? Too hard to make out. |
00:21 | < Finale> | actually, it works just fine for me. |
00:21 | < Finale> | there's a key on it. |
00:22 | < Finale> | and it's not as easy to bend as even IDE |
00:22 | < Finale> | since it's a solid connector instead of a pin. |
00:22 | <@gnolam> | There's a key on it, yes, but /you shouldn't have to connect it by trial-and-error/. |
00:22 | | * Finale shrugs. |
00:23 | < Finale> | would you like a semicircular connector? |
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00:23 | < simontwo> | yay, I wrote my first quine. |
00:23 | < Finale> | quine? |
00:24 | < simontwo> | program that replicates itself |
00:24 | < simontwo> | i.e. one that takes no input but produces a copy of its source code when executed. |
00:25 | < Finale> | so, you mean Von Neumann code? :P |
00:25 | < simontwo> | I haven't heard it called that. :) |
00:26 | <@gnolam> | Neither have I. Or Google, apparently. :) |
00:27 | <@gnolam> | simontwo: Have you seen the ZIP quine? |
00:27 | < simontwo> | gnolam, no! |
00:27 | <@gnolam> | http://www.steike.com/code/useless/zip-file-quine/ |
00:27 | < simontwo> | haha |
00:27 | < simontwo> | thanks |
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00:29 | <@TheWatcher[zZzZ]> | 'Von Neumann Machines' are self-replicating systems, he pretty much invented cellular automata, and laid the groundwork for things like universal constructors, and self-replicating mining systems and nanotech |
00:30 | <@TheWatcher[zZzZ]> | Applying it to a simple quine is stretching it, though. |
00:30 | <@gnolam> | Von Neumann machines I've heard of. But "Von Neumann code"? I'd interpret that as "code running on a Von Neumann system". |
00:31 | | * gnolam makes a mental note to start commenting his code in the style of Nostradamus. |
00:32 | <@gnolam> | If <name withheld> can commit randomly indented code, I can at least be a bit creative in my obfuscation. :P |
00:32 | < simontwo> | whose name did you withhold? |
00:36 | <@McMartin> | Side note: "Von Neumann machine" also means "stored program computer", as opposed to a "Turing Machine", where the program is not part of the tape. |
00:37 | <@MyCatVerbs> | simontwo: a cow-orker, usually. |
00:38 | <@McMartin> | Using "system" instead of "machine" helps distinguish, I guess |
00:41 | <@gnolam> | // A chariot cresting rolling hills |
00:41 | <@gnolam> | // Pulled by unseen strings |
00:41 | <@gnolam> | // By rule of law it must abide |
00:41 | <@gnolam> | // The sanctity of earth shall be unbroken |
00:41 | <@gnolam> | (Vehicle<->Ground collision detection/response module) |
00:41 | <@McMartin> | "The sanctity of earth shall be unbroken" sounds like "This pin connects to ground" |
00:42 | <@Derakon> | Heh. |
00:42 | <@gnolam> | I am Nostradata! I thrive on ambiguity! |
00:42 | <@Derakon> | I can easily read that as "no intersecting the terrain, plzkthx" though. |
00:42 | <@gnolam> | That was pretty much the true meaning of it, yes. :) |
00:43 | <@McMartin> | Poorly translated Japanese documents for electronics used to refer to the "earth wire" or the "earth cord" |
00:44 | | * McMartin geezes |
00:50 | < Finale> | I'd interpret it as self-replicating code. |
01:06 | <@Consul> | McMartin: Aren't you younger than me? |
01:06 | <@McMartin> | I don't recall. |
01:06 | <@McMartin> | But I'm old enough to have electric toys in the 80s~ |
01:06 | <@Consul> | I'm turning 33 in about two months. |
01:07 | <@McMartin> | OK, I'm a hair younger than you. |
01:07 | <@Consul> | So we're close enough to the same age, then? |
01:07 | <@McMartin> | Yeah. IIRC the toys in question were electronics kits, 100-projects-in-1 kind of things |
01:07 | <@McMartin> | I want to say Tomy but I'm pretty sure it wasn't them |
01:08 | <@Consul> | Ah, I used to have one of those. |
01:08 | <@McMartin> | Yeah, I got one, but it was incomprehensible, so it got returned and I got one with instructions in a language that was actually English |
01:08 | <@Consul> | Heh |
01:08 | <@McMartin> | With the springs instead of breadboards |
01:08 | <@Consul> | Mine just had pictures and connection numbers. |
01:09 | <@Consul> | Well, mine had a breadboard, but it used springs for off-board components. |
01:09 | <@Consul> | Like pots. |
01:09 | <@Consul> | Or the photosensor. |
01:09 | <@Consul> | Etc. |
01:09 | <@Consul> | Well, photoresistor. |
01:10 | <@Consul> | I have a solderless breadboard handy, still. |
01:10 | <@Consul> | Doesn't get much of a workout anymore. |
01:12 | <@Consul> | I've been having the most fun with piezoelectric discs lately. It makes me wonder, if I ever go for a Masters, if there's something left in the field of piezoelectricity for a thesis. |
01:16 | <@Consul> | These $2 piezo discs are amazingly effective as contact mics. They record taped on the resonator box almost what you hear in air. |
01:28 | < Finale> | try piezovideo. |
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01:43 | <@Consul> | Well, a device that builds up a charge when light hits it is called a CCD. |
01:43 | <@Consul> | So piezovideo kinda already exists. |
01:47 | <@Consul> | CCDs are in fact analog devices. I think that gets forgotten since we associate them with digital still and video cameras. |
01:59 | <@McMartin> | I'd associate new uses of piezoelectrics with biometrics and other medical uses |
01:59 | <@McMartin> | Medical devices powered by moving around, etc. |
02:00 | <@Consul> | Accelerometers are probably the single most popular use at the moment. |
02:01 | <@Consul> | The thing is, as a physics major, I'm interested in new properties, not new uses. |
02:02 | <@Consul> | Which comes back to the question, is there anything left in the field worth exploring? |
02:09 | <@Consul> | I guess this is why we have advisors. |
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02:35 | < simontwo> | hey |
02:35 | < simontwo> | how about a quine that, besides replicating itself, fetches slashdot's front page and prints it as comments! |
02:40 | <@McMartin> | Oh hey, Fedora 11 preview release came out yesterday |
02:41 | | * McMartin yoinks |
02:41 | | * simontwo is already on the Ubuntu 9.04 wagon. |
02:41 | <@McMartin> | Hm, yes, I should upgrade Spiff and Zinglon. |
02:43 | <@McMartin> | Or at least Spiff. |
02:43 | <@McMartin> | I'm strongly tempted to shift Zinglon back to Fedora at some point, but I have to work that out later, I think. |
02:44 | <@McMartin> | ... also, when did 9.04 hit? Did I forget to re-enable "upgrade distros too plz" again? |
02:46 | <@McMartin> | Hm. 23rd. |
02:46 | <@McMartin> | Maybe I just haven't been paying attention. |
02:58 | | * Derakon ponders trying to make an Apples to Apples webapp / IRC bot / something. |
02:58 | <@Derakon> | The game would really lend itself well to an IRC implementation, but I don't know anything about IRC bots really. |
03:00 | <@Derakon> | Webapp would require having a database to hold state, not to mention more webapp coding. |
03:01 | < simontwo> | McMartin, maybe your local mirrors were broken. |
03:02 | <@McMartin> | simon: Yeah, or that it's only checking weekly |
03:02 | <@McMartin> | If my last check was late on the 22nd... |
03:13 | | daniel [~dannysnyd@Nightstar-3450.dr01.jrvl.il.frontiernet.net] has joined #code |
03:13 | < daniel> | uh what's up folks |
03:13 | <@Derakon> | Ceiling, another floor of the building, another ceiling, the roof, the sky. |
03:13 | <@Derakon> | In that order. |
03:14 | < daniel> | okay well is this a normal sort of chat or a special deal |
03:14 | < daniel> | you know, since it's named #code and all |
03:15 | <@Derakon> | This is a channel for discussing programming techniques. |
03:15 | <@Derakon> | If you're looking for generic chat, I'd suggest #nightstar_bar. |
03:15 | < daniel> | WELL I CAN SEE I'M NOT WELCOME HERE |
03:15 | < daniel> | I'LL JUST BE ON MY WAY |
03:15 | <@Derakon> | ... |
03:15 | <@Derakon> | If you'd like to discuss programming stuff, you're welcome to do so. |
03:15 | < daniel> | man i'm just kidding |
03:15 | <@Derakon> | Ahh. |
03:16 | < daniel> | anyway thanks for the advice :] |
03:16 | | daniel [~dannysnyd@Nightstar-3450.dr01.jrvl.il.frontiernet.net] has left #code [] |
03:16 | <@Derakon> | ...man, I had a good joke about Sarcasm over IP ready, too. |
03:24 | <@MyCatVerbs> | Derakon: exactly the same protocol as IRC, except that everybody totally means absolutely everything they say, no exceptions, durrr. |
03:24 | <@Derakon> | No, no, I meant along the lines of my IRC client not supporting it yet. |
03:27 | <@MyCatVerbs> | Heh. Just append ". Duh." to the end of every line, omitting the full stop if the line already ends with a punctuation mark. :) |
03:27 | <@Derakon> | Heh. |
04:22 | | * Reiver hunts Vorn, for he has an Arbitary Math Question to ask. |
04:22 | | * Reiver is saddened by his abscence. |
04:23 | <@Derakon> | Vorn's been out for a while. I haven't seen him lately. |
04:23 | <@Reiver> | Yeah. :( |
04:23 | <@Reiver> | As is often the case, it's *inspired* by a game mechanic, but the thing it's got me curious about is entirely math. |
04:26 | <@Reiver> | Have a spaceship setting where they have a concept known as 'Shield Mitigation'. The idea is that in the setting energy shields (Which can be thought of as your standard +HP, as it were), under increasing amounts of fire, actually get /more/ resistant. Sorta like trying to shove too much power through a capacitor - the resistance increases the faster you go. (IIRC, anyway.) |
04:27 | <@MyCatVerbs> | What? No, that's not how capacitors work. :) |
04:27 | <@Reiver> | Okay. What component does that, then? I don't remember. |
04:27 | <@Reiver> | There's a -something- that increases resistance when you try to shove power surges through it. |
04:27 | <@Derakon> | Well, shove enough current through anything and eventually you'll see a huge spike in resistance. |
04:27 | <@Derakon> | But that'll be because the wire melted. :) |
04:28 | <@Reiver> | Ha, okay. Nevermind the electronics analogy then, I'll press on~ |
04:28 | <@MyCatVerbs> | Stick even more voltage across and it'll go way down again after you've turned everything between the terminals to hot plasma. :) |
04:28 | <@Derakon> | I know I've read sci-fi that has shields that gain energy by being attacked, net result being they're impervious unless you can overload their energy-dumping systems. |
04:28 | <@Derakon> | Can't remember who wrote it though. :\ |
04:29 | <@Reiver> | It starts at a flat 15% (That is, incoming damage is reduced by 15%), and for every (say) 50 points of damage, it increases by 1%, to a maximum of 65%. In turn, it drops by 1% per second. |
04:29 | <@MyCatVerbs> | Reiver: I think an inductor will act like that, but only momentarily. Not sure though. |
04:29 | <@Reiver> | Ah, may be what I was thinking of... anyway :p |
04:30 | <@Reiver> | So if you had it at 30% mitigation after a firefight, it then takes 15 seconds to drop to 30%. |
04:30 | <@MyCatVerbs> | Okay, that sounds interesting, but are you going to be able to actually take very much damage? |
04:30 | <@Reiver> | Er. Drop from 30 *to* 15. |
04:31 | <@Reiver> | So, if you shoot someone with 50 dps, their mitigation remains stable. |
04:31 | <@MyCatVerbs> | If you have a mechanic that lets players do something analogous to constantly chewing on healthkits, then this sounds really interesting, because it gives you an incentive to fight in the longest stretches you can. |
04:31 | <@Reiver> | My question: Does this help discourage multiple opponents from focus firing on a target, or does it make no difference? |
04:32 | <@MyCatVerbs> | It does. Whether it makes any difference or not, I think that depends on the total hull damage that ships can take and the firepower on their guns. |
04:32 | <@MyCatVerbs> | Or, just the ratio between them. |
04:32 | <@Reiver> | The usual rule of math is that if I have two ships and you have two ships, if I focus fire on one of your ships at a time, I kick your ass, because halfway through the fight you're down one ship. |
04:33 | < Namegduf> | Unless it had simulation of damage. |
04:33 | <@MyCatVerbs> | Yep. |
04:33 | <@Derakon> | If you assume that both ships remain equally battleworthy until one undergoes Critical Existence Failure, then I don't think this shielding mechanism changes all that much. |
04:33 | < Namegduf> | So they weren't "I work perfectly until I suddenly explode" |
04:33 | <@Reiver> | At what point, or sets of numbers, would this damage mitigation actually change that to make it just as worthwhile to shoot at both ships at once? |
04:33 | <@MyCatVerbs> | If firepower is large compared to health then it stays worth focus-firing on one ship because it'll go at least a *little* sooner. |
04:34 | <@Reiver> | Firepower is irrelevant of health. |
04:34 | <@Reiver> | Think of this as your standard hitpoint mechanic - you're fighting at 100% until you explode in a shower of gore. :P |
04:34 | <@MyCatVerbs> | No it isn't. Firepower is only measurable in terms of health. :) |
04:34 | <@MyCatVerbs> | If hull is large in comparison to the firepower that ships have, then it becomes worth spreading the heavy love. |
04:35 | <@Derakon> | Basically the question you want to answer is, when the two ships who are focusing their fire finally destroy one of the opponent ships, how badly damaged are they? |
04:35 | <@Reiver> | Yeah. |
04:35 | <@Derakon> | Because at that point, they have to take down a fresh ship together. |
04:35 | <@Reiver> | And to just what ratio or formula you end up with for firepower vs effectiveness. |
04:35 | | * Reiver is pretty sure it ends up a simultaneous equation type deal, and suuuucks at those. |
04:36 | <@Derakon> | Let's say it's 100DPS == +1% mitigation, for ease of math. |
04:36 | <@Reiver> | OK! |
04:36 | <@MyCatVerbs> | No, it becomes a quick integration. :) |
04:36 | <@Derakon> | So one pair of ships alternates fire between two valid targets, dealing 85 damage each second because neither builds up mitigation. |
04:36 | <@Reiver> | MCV: Funny, I'm even worse at those~ |
04:37 | <@Reiver> | Right. |
04:37 | <@Derakon> | The other pair of ships focuses their fire, and deals 85, 84, 83, ... damage each second. |
04:37 | <@Derakon> | Until they hit 50 DPS, when that ship hits maximum mitigation. |
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04:38 | <@Derakon> | At that point they've dealt 2430 damage in 35 seconds. |
04:38 | <@Reiver> | Right. |
04:38 | <@Derakon> | And have taken 1487.5 damage each. |
04:38 | <@Reiver> | !1487.5*2 |
04:38 | <+DiceBot> | [Reiver] 1487.5*2 = 2975. |
04:38 | < KarmaBot> | [Reiver] rolled 1487.5*2: 1487.5*2 = 2975. |
04:38 | <@Derakon> | Their damage output is also at this point 58% that of their opponents. |
04:39 | <@Derakon> | Mm, 59%. |
04:39 | <@Derakon> | Now, if you want to encourage focus-fire, you should set the ships' maximum health close to 2430, because that halves the opponents' damage output as quickly as possible. |
04:40 | <@Derakon> | On the flip side, if you want to discourage it, you put the max health at something like 5000. |
04:40 | <@Reiver> | So the real issue there is how long it took for the mitigation to hit its cap? |
04:41 | <@Derakon> | At 5000 health, they'd need another 52 seconds to kill the ship they're focusing on, during which time they'd each take another 2210 damage, leaving two ships at 1314.5 health left facing one ship with 5000 health left. |
04:42 | <@Derakon> | Reiver: that, the maximum mitigation, and the rate of mitigation "drain", are all factors. |
04:42 | <@Reiver> | Hrm. |
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05:17 | <@Reiver> | What happens with 3v3? |
05:18 | <@Reiver> | And so on and so forth, I suspect, which is why I was vaugely hoping for a formula type thingy I could kitbash into Excel (Or even code up in Haskell as a practice run... hmn...) and play with numbers till they felt right. |
05:18 | <@Derakon> | Well, for NvN, if the best option is to not focus fire, then every ship is going to pick out a different ship to duel. |
05:18 | <@Reiver> | So if the result holds for 2v2, it'll hold for 20v20? |
05:19 | <@Derakon> | If the result is "focusing fire is always bad", then yes. |
05:20 | <@Derakon> | Your options are basically going to be: * Everyone focuses fire on a single ship; * Each ship duels one other ship; * Small groups of ships "duel" with small groups of other ships. |
05:20 | <@Derakon> | With that latter case only showing up when focusing fire is worthwhile but only up to a limit. |
05:20 | <@Reiver> | I was wondering which of the two latter ended up, yeah. |
05:20 | <@Derakon> | Of course, "duels" really just mean "this group of ships is attacking this other group of ships"; the edges are directed. You could have a daisy-chain of fighting. |
05:21 | <@Reiver> | Aye. |
05:21 | <@Reiver> | The intention is to lessen the importance of focus firing. Of course, it'll still be viable in certain situations (If a hostile ship has a certain special ability you need Dead Right Now, etc), but it'd be preferable if it wasn't the automatic preference. |
05:28 | <@Derakon> | My main concern with making focus firing unviable is that in a battle between near-equals, you're going to come out with one side entirely annihilated and the other side with all of its ships (granted, most of them heavily damaged). |
05:33 | <@MyCatVerbs> | Ah, but once you've eliminated focus-firing as a viable micromanagement tactic, you are effectively forcing players to take advantage of other mechanics instead. Preferrably stuff that involves a little more thought than "must click on all these guys one by one REALLY REALLY FAST." |
05:33 | <@Derakon> | One would hope that in a game where focus-fire is not the default, units would automatically distribute their fire for you. :) |
05:33 | <@MyCatVerbs> | TBH though you can eliminate that mechanic anyway by just making the unit AI practice focus-fire when told to attack a group anyway. |
05:34 | <@MyCatVerbs> | Derakon: yeah, just saying that it makes it a little less Starcraft-y. More room for things like maneouvering wars, getting behind enemy ships, etc. |
05:59 | <@Reiver> | Or special abilities. |
05:59 | <@Reiver> | Which, I think, is the main point. |
05:59 | <@Reiver> | "Let the ships shoot the hell out of each other, and at their preferred targets rather than just having all the DPS physically possible fired at one target." |
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07:33 | <@Derakon> | "Circa 1984, when I did summer programming jobs at Digital Research (purveyors of CP/M), one of the programmers there showed me how you could put a transistor radio inside the case of your computer. You could tell what the computer was doing by listing to the sounds it picked up via the RF emissions from the computer. For instance, it would go into a certain loop, and you could tell because the radio would buzz like a fly." |
07:34 | <@Derakon> | (Comment on a Slashdot article on coding techniques that you don't need to use regularly any more, like hand-massaging ASM, writing your own sort routines, etc.) |
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07:55 | < Finale> | "is there anything more despicable than a trojan in the crack to an antivirus?" |
07:55 | < Finale> | >_> |
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08:12 | <@McMartin> | 32-bit upgrade: seamless. |
08:12 | <@McMartin> | 64-bit upgrade required some dicking around with the X server to get it to recognize that the monitor was not 4:3, and also to even let the "real" configuration programs admit that anything could ever conceivably be 16:10 |
09:19 | | You're now known as TheWatcher |
09:53 | | * Reiver curiouses. Why is it 16:10 instead of, say, 8:5? |
10:10 | <@AnnoDomini> | Reiver: Your turn in V2. |
10:32 | <@McMartin> | Reiver: "Real" widescreen is in fact 16:9 |
10:32 | <@McMartin> | For some reason many widescreen monitors are instead 16:10, probably because taller windows are handy. |
10:32 | <@McMartin> | This is however going out of style |
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14:59 | | Gruber is now known as gnolam |
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15:09 | < gnolam> | "A poor presentation or a poor project result will not pass and will also |
15:09 | < gnolam> | be embarassing for all involved. When in doubt, consult me. I don't demand |
15:09 | < gnolam> | wonders, but it can't look like a panic hack made the evening before the |
15:09 | < gnolam> | presentation." |
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15:09 | < gnolam> | Oh, we're totally screwed. |
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21:39 | < dogapult654> | is anyone here? |
21:40 | < dogapult654> | I've got a 512MB USB music player, (and it does lots of other things too) but the firmware is 3 years old. I'm trying to get updated firmware for it, but I think it's a chinese copy of a sony product. |
21:41 | < dogapult654> | all I can say about it is the current firmware is code ACT2091_s7_1 |
21:41 | < dogapult654> | I want to find whatever the later version is. |
21:41 | < dogapult654> | but I can't/ |
21:43 | < dogapult654> | halp plz? |
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--- Log closed Fri May 01 00:00:28 2009 |