code logs -> 2012 -> Tue, 06 Nov 2012< code.20121105.log - code.20121107.log >
--- Log opened Tue Nov 06 00:00:03 2012
00:10 Attilla [Obsolete@Nightstar-1b266021.as43234.net] has quit [[NS] Quit: ]
00:34
< syksleep>
waking up late is ALWAYS fun
00:35
<&Derakon>
So I have a big list of constants that describe various kinds of Things that can be in Pyrel.
00:35
<&Derakon>
...oh wait, nevermind, I had this sorted already.
00:36
<&Derakon>
(I was worried about having container.CONTAINERS to indicate Things that are able to hold other Things, but I already have the CARRIERS tag)
00:40
< syksleep>
in a game?
00:40
< syksleep>
heh thatd be funny if it didn't work
00:41
<&Derakon>
Yeah, Pyrel is a roguelike-in-process.
00:41
< syksleep>
"<player> stashed 2 leather in the rusted longsword"
00:43
<&Derakon>
2 leather what?
00:43
<&Derakon>
And yeah, that'd be possible if you let longswords have nonzero maxSlots or maxCount.
00:46
< syksleep>
Derakon: i dunno, i was just making a joke :P
00:47
< syksleep>
ugh well i'd better be off to work
00:59 celticminstrel [celticminst@Nightstar-05d23b97.cable.rogers.com] has quit [[NS] Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.]
00:59 celticminstrel [celticminst@Nightstar-05d23b97.cable.rogers.com] has joined #code
01:08 You're now known as TheWatcher[T-2]
01:12 You're now known as TheWatcher[zZzZ]
01:19
< syksleep>
>v< I love how I just got a helpdesk ticket where someone is requesting access to Adobe Pro... for PDF -> Word
01:19
< syksleep>
not making word docs into PDF
01:19 syksleep is now known as Syk
01:19
< celticminstrel>
...
01:20
< Syk>
i hate people, i really do
01:20
< celticminstrel>
Is that actually a plausible thing to do even?
01:20
< Syk>
people make PDFs of forms
01:20
< celticminstrel>
PDF is a vector format, isn't it?
01:20
< Syk>
and then don't save the original
01:20
< Syk>
celticminstrel: the Adobe Pro suite can do it
01:20
< celticminstrel>
Really? Huh.
01:20
< Syk>
since PDFs still have text content in them
01:21
< Syk>
they don't vector draw all the text, they just embed the font
01:21
< celticminstrel>
Right.
01:22
< Syk>
but, as guessable, do anything with any layout at all, and the document comes out the other side in worse shape than a cow carcass going through a combine harvester
01:23
< celticminstrel>
The text isn't stored in a flow, right? It'd be more along the lines of "put this text string at these coordinates on this page"?
01:23
< Syk>
yep
01:23
< Syk>
it mangles it, don't worry
01:23
< celticminstrel>
Why did you think I'd worry?
01:24
< Syk>
figure of speech
01:24
< celticminstrel>
Okay, but why'd you use it?
01:24
< celticminstrel>
Or perhaps, why did you say that line at all.
01:26 mac [NSwebIRC@Nightstar-fe8a1f12.il.comcast.net] has joined #code
01:26
< mac>
hey quick question are any of you familiar with old hardware? and i do mean ol.
01:26
< mac>
old*
01:27
<&McMartin>
Like Commodore 64s?
01:28
< Syk>
celticminstrel: I dunno?
01:28
< Syk>
"don't worry" is just sort of a standard term here
01:28
< mac>
like older than that i think
01:28
< Syk>
even if it's being used sarcastically like I did (because you're not worrying :P)
01:28
< mac>
take a look for ye self http://www.whaleblubber.net/cpu1.JPG http://www.whaleblubber.net/cpu2.JPG http://www.whaleblubber.net/cpu3.JPG
01:28
< celticminstrel>
Sigh. Never mind. >_>
01:29
< Syk>
??
01:30
< mac>
im trying to figure out what time period it comes from, its a cpu. Mcmartin any insite would be greatly helpful
01:30
< Syk>
mac: that looks like some kind of prototyping board
01:30
< mac>
any idea on the age?
01:33
<&McMartin>
Googling the serial number gave me an industrial controls catalog
01:33
< gnolam>
I doubt it's commercial.
01:34
< gnolam>
But hey, CPU by way of wire-wrapping gate/flip-flop packages? Always nice. :)
01:34
<&McMartin>
"Modcomp, 510-100411-001C, PC Board" is the phrase that keeps popping up
01:34
<&McMartin>
"MODCOMP (Modular Computer Systems, Inc) was a small minicomputer vendor that specialized in real-time applications."
01:35
<&McMartin>
The photos match up
01:35
<&McMartin>
http://bickleywest.com/modcomp.htm
01:35
<&McMartin>
Early 1970s. These were *minicomputers*.
01:35
< mac>
lol, yeah im using it on loan from an old teacher for a speech im doing on moore's law
01:35
<&McMartin>
Anyway, this looks like a minicomputer CPU board from MODCOMP, Inc.
01:35
< mac>
I LOVE YOU XD mcmartin
01:36 * McMartin googled the serial number from the board there and crossreferenced through catalogs to get the company name, then wiki'd the company name to get the External Links site to photos.
01:36 * McMartin documents the process when it isn't just lmgtfy.com
01:37
<&McMartin>
That is an artifact, dude. Take care of it
01:37
< mac>
its on loan, so yeah ill take good care of it.
01:38
< Syk>
McMartin that was some csi stuff going on right there
01:39
< Syk>
lol
01:39
< mac>
lol
01:40
< mac>
again i cant thank you enough, you have one I owe you.
01:40
< mac>
maybe 2
01:42
< mac>
mcmartin , do you have a steam account? I can throw you a copy of a game.(justcause2 , and if you dont want to play it, you can always just use it to barter with someone else)
01:42
< mac>
if you play steam games of course.
01:42
<&McMartin>
I do, I'm [<3]Bromide, aren't we already friends? And I also already have JC2
01:43
<&McMartin>
I am Well Provided with games, don't worry
01:43
<&Derakon>
This mac is not macdjord, I'm pretty sure.
01:43
< mac>
no, im not macdjord , soz
01:44
< mac>
ive talked with macdjord before about using this nick. im supposed to be buying it from him sometime :/
01:45
< Reiv>
... you are /also/ macdjord?
01:45
< Reiv>
How does that work.
01:45
< Syk>
owo
01:45
< mac>
what?
01:45
< Syk>
steams
01:45
< Syk>
i have like 260 games on steam
01:46
< Syk>
it's hilarious how few i actually play
01:46
< mac>
mcmartin , are you sure you dont want it, you can use it to trade
01:46
<&McMartin>
This is what Backloggery.com is for
01:46
<&McMartin>
mac: It's cool
01:46 * Syk stares at the Duke Nukem Forever icon
01:46
<&McMartin>
Pay it forward
01:46
<&McMartin>
Syk: OK, that one you can probably not play~
01:47
< mac>
<3
01:47
< Reiv>
As a sidenote: Just Cause 2; was it any good?
01:47
< Syk>
JC2 is freakin AMAZING
01:47
<&McMartin>
I'm looking forward to losing a few dozen hours to it
01:47
< Syk>
i have like
01:47
<&McMartin>
But I'm still working through my Historical Backlog too, so I'll get to it when I get a chance
01:48
< Syk>
wait uh
01:48
< Syk>
i have 406 games on steam
01:48
< Syk>
wtf
01:48
<&McMartin>
DLC is counted weirdly
01:48
< Syk>
>Red Faction Guerilla: 70.5 hours on record
01:49
< Syk>
daaaaamn right
01:49
<&McMartin>
Heh
01:49
<&McMartin>
My top five seem to be SPiral Knights, ME2, ME1, Dungeon Defenders (from back when it was playable >_<), and Fallout 3.
01:49
<&McMartin>
Then Civ 4~
01:50
<&McMartin>
This is almost entirely unrepresentative of the kinds of games I usually play
01:50
< Syk>
RF:G, Garry's Mod, ARMA2 (yay DayZ), EvE (oh god that was like 2 years ago), and HL2:Ep2
01:50
< Syk>
how the fuck did I spend 41 hours playin Ep2 and 40.4 playing Ep1
01:51
<&McMartin>
Left it paused, forgot about it?
01:51
<&McMartin>
Garden gnome jackassery?
01:51
<&McMartin>
(band name alert)
01:51
< Syk>
no, I think this was me actually playing it
01:51
< Reiv>
DD is not actually playable?
01:51
< Syk>
i also spent 20 hours playing HL2
01:51
<&McMartin>
DD was always kind of unbalanced and they kept making it worse and they've decided to stop while they're behind
01:52
< Syk>
oh yeah, 19h playing World In Conflict <3
01:52
< gnolam>
Reiv: JC2: absolutely gorgeous engine. But the game reeks of wasted potential.
01:52
<&McMartin>
Syk: HL2 is about a 20h game, IIRC
01:52
< Reiv>
McM: Define unbalanced?
01:52
< Syk>
i
01:52
< Syk>
i played so many hours of JC2
01:52
<&McMartin>
Reiv: Everything is either utterly trivial or utterly impossible
01:52
<&Derakon>
I have, uh, 84 hours logged on HL2. But I've played through it at least three times and probably left it paused in the background occasionally.
01:52
< Syk>
but that was a dubious version so it's not on steam
01:52 * McMartin beat HL2 once, has 21.8h logged
01:52
< Syk>
i have a legit copy now, because it's good
01:52
< Reiv>
I see.
01:53
< Syk>
i played through HL2 with just the revolver
01:53
< Syk>
naturally it required cheats
01:53
< gnolam>
It gets monotonous fairly quickly, and there's no real depth in it.
01:54
< Syk>
well revolver + grav gun
01:54
< Syk>
i don't think my brother's even finished HL2 yet
01:54 * McMartin spent 4.5h on Ep1 and 6.7h on Ep2
01:54
< Syk>
he's spent like 15 hours trying to finish Black Mesa Source
01:54
<&McMartin>
I still need to play HL1
01:54
< gnolam>
However... being able to chain someone to a gas cylinder, fire at it to set it off like a rocket and watch him go skywards makes up for a lot of JC2's flaws. :)
01:54 * gnolam has over 100 hours logged in HL2.
01:54
< Syk>
McMartin: play Black Mesa Source instead
01:55
<&McMartin>
I have been advised that this is not as good unless you already played HL1
01:55
< gnolam>
But I've had legitimate reasons to play it that much.~
01:55
< Reiv>
legitimate reasons? You're a modder or?
01:55
< Syk>
I've never played HL1 through to the end and BMS is 2nd in my GOTY list
01:56
<&McMartin>
Yes, "to the end" is unnecessary
01:56
<&McMartin>
Also, some of this is historical interest
01:56
< Syk>
i got to like... the 1st level
01:56
< Syk>
then hl2.exe crashed
01:56
< gnolam>
Reiv: yeah. Got paid to implement a radiation protection exercise simulator in it.
01:56
< Syk>
and HL1 non-source doesn't age too well
01:56
<&McMartin>
I didn't get around to playing Deus Ex until last year, and didn't get around to playing Planescape: Torment or Fallout until this year
01:57
<&McMartin>
That's Fallout 1, mind you
01:57
< Syk>
regardless, Black Mesa Source is an utterly brilliant game
01:57
< Syk>
it was worth the wait
01:57 * Syk stares at Duke Nukem Forever, which wasn't
01:58 * McMartin writes about games. https://hkn.eecs.berkeley.edu/~mcmartin/stack.html
01:58
< Syk>
wait... if DNF is out... and BMS is out... and Natural Selection 2 is out
01:58
< Reiv>
Gnolam: Aha, cute
01:58
< Syk>
...what do we use for vaporware now?
01:59
< Reiv>
2012: The Year Of Condensation
01:59
<&McMartin>
Maybe stuff will keep getting released and we won't have to!
02:00
< celticminstrel>
Oh, McM didn't like Machinarium. Interesting.
02:01 * McMartin *really* didn't like Machinarium
02:01
<&McMartin>
I am vaguely aware this is a minority viewpoint
02:02
< celticminstrel>
I dunno, I kinda dislike the opaqueness of the ToMI puzzles, so I might agree with you on Machinarium if I were to try it.
02:02
< Syk>
ugh god i see you have trauma there McMartin
02:02
< celticminstrel>
ToMI makes up for it by being utterly and ridiculously hilarious, so it's not too bad.
02:02 * Syk /despises/ Trauma
02:03
<&McMartin>
Trauma Was Bad
02:03
< Syk>
http://reddrgn.net/tidbits/a/trauma.html (nsfw language)
02:03
<&McMartin>
But yes, around late 2010 I decided to start actually playing all these games that pile up
02:03
<&McMartin>
This includse many a bad game
02:03
< Syk>
i wrote an article about it even
02:03 * celticminstrel sees Within a Deep Forest on the list. Completed that awhile ago.
02:03
<&McMartin>
OTOH, Superbrothers Swords & Sworcery was not nearly as terrible as I expected it to be
02:03
< celticminstrel>
Might've had some minor walkthroughish help on it though...
02:03
<&McMartin>
It actually is what Trauma wanted to be
02:04
< celticminstrel>
(ToMI = Tales of Monkey Island, by the way.)
02:04
<&McMartin>
(Yes
02:04
<&McMartin>
(It's on my stack, I haven't gotten around to it because it's not Steam and thus not in my face all the time~)
02:04
< celticminstrel>
Prince of Persia... I remember a DOS platformer by that name.
02:04
< celticminstrel>
(What's not Steam?)
02:04
<&McMartin>
(My copy of ToMI)
02:04
<&McMartin>
And yes
02:04
< celticminstrel>
(Oh.)
02:04
<&McMartin>
Prince of Persia is a series that's older than Mario
02:05
< celticminstrel>
I never actually played said game. I only remember launching it, having no clue how to do anything, and somehow exiting it.
02:05
<~Vornicus>
What
02:05
<&McMartin>
If Zelda 64 defined the 3D platformer originally, Prince of Persia: The Sands of Time (2001) defined the modern 3D "realistic" platformer.
02:05
<~Vornicus>
No, no
02:05
< celticminstrel>
Well, anything other than movement.
02:06
<&McMartin>
(Also, Prince of Persia was originally for the Apple II. It was widely ported.)
02:06
<~Vornicus>
PoP is 1989
02:06
< celticminstrel>
SpaceChem I like, though I don't seem to find much time to play it (and my savegames annoyingly seemed to have been deleted at least once already).
02:06
<&McMartin>
Oh, whoops
02:06
<&McMartin>
I thought it was much earlier than that
02:06
< celticminstrel>
Oh there's Rayman.
02:07
<&McMartin>
I have since forgiven Michel Ancel for Rayman
02:07
<~Vornicus>
Donkey Kong was 1981, and Mario Bros. was 1983
02:08
< celticminstrel>
Nearly much my only contact with that was in a gaming store where they had it on a console and you could play it. It was a 3D game though, so probably not the one on your list. (Actually I encounterd a 2D Rayman at my great-uncle's house in Liverpool, I think. Or one of his children's houses. I dunno.)
02:08
<~Vornicus>
Mario 64 probably defined the 3d platformer; Crash Bandicoot was earlier but was much more mode-switching 2d
02:08
< celticminstrel>
These games look to be in no particular order. :P
02:09
< Syk>
raymaaaaan
02:09
< Syk>
celticminstrel: most Raymans have been 2D, which is what it is best t
02:09
< Syk>
at
02:09
< celticminstrel>
Fallout... I just downloaded that from gog.com after having apparently gotten it free at some point in the past that I forgor.
02:09
<&McMartin>
celticminstrel: They are in the order that I play them in
02:09
< Syk>
Rayman... 3? i think? was 3D and it wasn't as good
02:10
< celticminstrel>
Syk: Yeah, but my first contact was a 3D one.
02:10
<&McMartin>
Rayman 3 was one of the few games bad enough to make me ragequit it
02:10
<&McMartin>
Rayman 2 was 3D and not bad
02:10
<&McMartin>
Rayman Origins was 2D and fabulous
02:10
<&McMartin>
Also, all the drugs
02:10
< celticminstrel>
I'm not sure whether it was 2 or 3 that I saw.
02:10
<&McMartin>
Ubisoft Montreal solved all of Quebec's drug problems by buying ALL THE DRUGS and giving them to the design team
02:10
< celticminstrel>
I suspect 2 though.
02:10
<~Vornicus>
Ocarina of TIme came out 2 years after Mario 64.
02:10 Derakon is now known as Derakon[AFK]
02:11
<&McMartin>
Hm
02:11
<&McMartin>
Zelda 64 feels closer to Tomb Raider's genre than Mario 64 does to either
02:11
<&McMartin>
And that's where the 3D PoPs spring from too
02:11
< celticminstrel>
So, no more than five games on your list that I own or have played.
02:11
<~Vornicus>
Crash Bandicoot came out 2 months after Mario 64
02:12
< Syk>
McMartin: rayman origins is pretty good
02:12
< celticminstrel>
I expect I'll try Fallout sometime soonish.
02:12
< Syk>
i need to play it some more
02:12
<&McMartin>
Fallout 1 is quite good
02:12
<&McMartin>
I still need to play FONV
02:12
<~Vornicus>
I couldn't get into Fallout 1. I really can't stand time units
02:12
<&McMartin>
Fallout 1's RPG system is more than a little bit broken
02:12
<&McMartin>
I go into that some in my writeup
02:13
< celticminstrel>
I suspect I grabbed it partly on assurances that it wasn't a FPS.
02:13
<&McMartin>
It certainly isn't that
02:13
< Syk>
McMartin: FO:NV is... forettable
02:13
< Syk>
forgettable*
02:13
< Syk>
McMartin: imagine Fallout 3 bugs times a thousand
02:13
< Syk>
it doesn't even have the charm that FO3 has
02:14
<&McMartin>
My attitude towards post-apoc fic is such that FO3 had negative charm, actually
02:14
< Syk>
brb rain
02:14
< celticminstrel>
I also obtained Starflight 1+2 yesterday.
02:14
<&McMartin>
FONV promises to improve on that.
02:14
<&McMartin>
I should have gotten those, but convinced myself that they'll be on sale again by the time I get around to wanting to play them.
02:14
< Syk>
McMartin: the problem with FONV is that it's fairly broken
02:14
<&ToxicFrog>
Syk: for the record, you are the first person I have heard say FONV had more bugs than FO3
02:14
< Syk>
you're playing it on PC correct?
02:14
<&ToxicFrog>
(I don't really have a good basis for comparison, because I haven't played FO3)
02:15
< Syk>
ToxicFrog: FO3 had humorous bugs.
02:15
<&McMartin>
I am playing on PC.
02:15
< Syk>
FONV has crippling, game breaking bugs.
02:15
< celticminstrel>
Apart from Civ4 expansions and ToMI chapters past the one I'm currently in, the only game on Steam that I haven't played yet is Portal 2, which is because I can't.
02:15
<&McMartin>
All of this is PC unless otherwise stated; the most modern consoles I own are a Wii and a PS2.
02:15
< Syk>
McMartin: oh that should be slightly k then
02:15
< celticminstrel>
Wii is the only console I own.
02:15
<&ToxicFrog>
Syk: I've played through the entire game twice with all the DLC and the only bugs I've observed are the occasional pathing issue and one or two CTDs after all-day play sessions
02:15
< celticminstrel>
It's highly likely that this will be true for a very long time.
02:16
<&ToxicFrog>
Oh, and you can permanently disable the force field around the Sink by messing around with the sonic emitter >>
02:16
<&McMartin>
FO3 had DLC interactions that would wreck the game if you played the DLCs in the wrong order or at the wrong times
02:16
<&ToxicFrog>
Wreck in which sense?
02:16
<&McMartin>
I am Familiar with WRPG software stability and have learned to read walkthroughs in ways that spoil only the game-killing bugs
02:17
< Reiv>
Starflight?
02:17
<&McMartin>
TF: "Main plot quests are marked as completed out of order without you solving them, meaning the event triggers required for game progression no longer occur"
02:17
<&ToxicFrog>
Oh
02:17
< celticminstrel>
Yes, Starflight.
02:17
<&ToxicFrog>
Yeah, haven't observed that in FONV, but the DLC can easily throw the difficulty curve out of whack
02:17
< celticminstrel>
Apparently a (spiritual) predecessor of Star Control 2 and Mass Effect.
02:18
<&McMartin>
In particular, running Mothership Zeta after completing "The Waters of Life" but before finishing the main quest can render the main game uncompletable.
02:18
< Reiv>
... I have not heard of this game.
02:18
<&McMartin>
The debt Star Control 2 owes to Starflight and Starflight 2 is pretty blatant
02:18
<&ToxicFrog>
Reiv: I've played. It's pretty much as he describes. A bit of a learning curve, though.
02:18
<&ToxicFrog>
Ok, a lot of a learning curve
02:18
<&ToxicFrog>
But yeah, SC2 is very much Starflight 3 with the serial numbers filed off
02:18
< celticminstrel>
I hadn't heard of it either until maybe a year or so ago.
02:18
<&McMartin>
Also, the guys behind Starflight voice several of the aliens in the 3DO version of SC2.
02:19
<&McMartin>
So those serial numbers aren't filed off *very hard*, no
02:19 * Reiv scratches his head
02:19
<&ToxicFrog>
McMartin: anyways, Dead Money, Old World Blues, and The Lonesome Road can all cough up gear that's hilariously overpowered for the point in the game at which they become accessible.
02:19
< Reiv>
So Starflight is /prior/ to SC2?
02:19
< celticminstrel>
I presume they don't have the same alien races though. And yes, it is.
02:19
<&McMartin>
TF: Yes, FO3 had this issue as well
02:19
<&ToxicFrog>
Reiv: it's a different continuity.
02:20
< Reiv>
Which is old enough it then got turned into UQM?
02:20
<&McMartin>
YEs on all counts
02:20
<&McMartin>
IIRC Starflight 1 was EGA era
02:20
<&ToxicFrog>
If you mean "was released earlier than", yes, SF1 was released in '86
02:20
< celticminstrel>
CK1 was EGA era, wasn't it?
02:20
<&ToxicFrog>
And then remade for the Genesis in '91
02:21
<&McMartin>
CK1?
02:21
< celticminstrel>
Commander Keen.
02:21
<&ToxicFrog>
McMartin: not sure it's quite as overpowered as "completely indestructable power armour"
02:21
<&McMartin>
Yes.
02:21
<&McMartin>
TF: That was the *least* broken reward for that quest
02:21
< celticminstrel>
I think I recall CK4 having EGA and VGA versions.
02:22
<&McMartin>
The other two were a suit that rendered you permanently invisible, and the Gauss Rifle, a hitscan energy weapon with twice the range of the sniper rifle
02:22
<&ToxicFrog>
Aah.
02:22
< celticminstrel>
Speaking of CK, I wish there was a legal way to obtain CK6. :/
02:23
<&ToxicFrog>
Dead Money gives you a gauss rifle and the Holograph Rifle >.>
02:23
<&ToxicFrog>
It's also pretty difficult and locks you in, though.
02:24
<&McMartin>
The PERMANENT INVISIBILITY suit also didn't qualify as a full suit, so you could add accessories.
02:24
<&McMartin>
http://steamcommunity.com/sharedfiles/filedetails/?id=97634822
02:24
<&ToxicFrog>
OWB has the sonic emitter and a bunch of highly entertaining melee weapons. The Lonesome Road has a rapid fire rocket launcher.
02:24
<&McMartin>
I pretty much never spec Big Guns
02:25
< Syk>
ToxicFrog: i had lots of weird crashes
02:25
< Syk>
and the quests are weird
02:26
< Syk>
like... one quest is 'go talk to x'
02:26
<&ToxicFrog>
(sonic emitter set to "make everyone's head explode" was my go-to weapon for most of the game after OWB)
02:26
< Syk>
and x is hostile?
02:26
< Reiv>
TF: Ammo limitations?
02:26
<&McMartin>
Syk: I had Trouble On The Home Front in FO3 and some random thing in Megaton both do that to me in FO3, so
02:26
<&McMartin>
Both required restoring from an earlier save
02:27
<&ToxicFrog>
Syk: only time I've seen that happen is when you piss of the faction related to the quest
02:27
< Syk>
I had done like 3 quests
02:27
<&ToxicFrog>
Eg, if you get a quest to talk to some NCR trooper and then spend a while setting NCR guys on fire, he is probably not going to be well disposed towards you when you finally meet him
02:27
<&ToxicFrog>
In my case this usually involves the Legion~
02:28
<&ToxicFrog>
There's also some mutually exclusive quests, eg, you'll get "defend the village from the bandits" and "help the bandits raid the village" simultaneously and can only complete one.
02:29
< Reiv>
What happens if you've already killed all the bandits and stolen their socks?
02:29
<&ToxicFrog>
Good question.
02:30
<&ToxicFrog>
I generally put down mines.
02:32
<&ToxicFrog>
Syk: do you remember what the specific quest was?
02:34
< Syk>
ToxicFrog: it was like at the start, with the uh
02:34
< Syk>
the jail?
02:34
< Syk>
i dunno
02:34
< Syk>
but someone was like 'go talk to x! :D'
02:34
< Syk>
and then X was shooting me with a shotgun on sight
02:34
<&ToxicFrog>
...the jail?
02:35
<&ToxicFrog>
Oh, hang on
02:36
<&ToxicFrog>
NCR Correctional Facility (Occupied), southeast of the town you start in?
02:36
< Syk>
...I think so?
02:36
< Syk>
I think the quest was given to me by an NCR guy, I think?
02:36
< Syk>
or the sherriff
02:37
<&ToxicFrog>
If your resolution to the quest in the town you started in involved turning a bunch of bandits into chunky salsa, the guys at the NCRCF are shooting at you because you just killed a bunch of their friends
02:37
<&ToxicFrog>
Likewise if you pried open that bandit camp at the crossroads and stole all of their delicious explosives
02:37
< Syk>
i think it was the sheriff
02:38
<&ToxicFrog>
Now I'm completely baffled
02:39
< Syk>
this is exactly why I uninstalled it :|
02:39
< Syk>
but eh
02:39
< Syk>
I have other games now
02:39
< Syk>
like Natural Selection 2
02:40
< Syk>
Monash had a 48 player server and goddamn it was awesome
02:41
<&ToxicFrog>
I mean, I can't even figure out who you mean by "the sherrif"
02:41
< Syk>
the guy in the casino thing
02:41
< Syk>
you rescue some guy in the casino in the town
02:41
< Syk>
and he's the sherriff
02:41
<&ToxicFrog>
Oh
02:41
< Syk>
and iirc the sheriff tells you to talk to this guy
02:42
< Syk>
i think
02:42
< Syk>
but eh doesn't matter :P
02:43
<&ToxicFrog>
Primm
02:44
<&ToxicFrog>
Huh. Lt. Hayes - who I think is who you're talking about - has two quests I never even saw.
02:44
<&ToxicFrog>
Even in the playthrough where he survived >.>
02:46
<&ToxicFrog>
Oh, cool. Ok, you triggered a plot branch I never even saw - rescue a former sheriff from the NCRCF and bring him back to Primm.
02:46
<&ToxicFrog>
You probably clipped him with something when you fought your way into the NCRCF.
02:47
< Syk>
:<
02:48
< Syk>
see, this is why I don't like FO:NV
02:52
< Syk>
buh rain passed us by again
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05:23
<@froztbyte>
haha: http://www.cs.dartmouth.edu/~sergey/langsec/occupy/
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07:02
< gnolam>
https://code.google.com/p/xee/source/browse/XeePhotoshopLoader.m#102
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07:21
< Syk>
heh
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08:01
< Syk>
buh
08:01
< Syk>
if i'm going to go for this thoughtworks job, I might need to study some theory stuff...
08:05 * Syk aughs. Bets she'll get to interview questions and fall apart :|
08:07
<&McMartin>
Try not to pre-smite yourself >_<
08:07
< Syk>
I won't
08:07
< Syk>
but I'm looking at this thing about interview questions
08:07
< Syk>
and I honestly don't know how to do anything lower level
08:07
< Syk>
i've never had the time nor the reason to do anything low level :c
08:09
< Syk>
but then again, it looks like ThoughtWorks would use more high level stuff than C anyway...
08:09
<&McMartin>
Low level stuff and theory stuff are kind of opposites >_>
08:10
< Syk>
well, I don't know anything about theory, and I don't know, for example, exactly how linked lists and hashtables work
08:10
<&McMartin>
Hm
08:10
<&McMartin>
You know stuff like when to use a linked list and when to use an array-based list, though, right?
08:11
< Syk>
i've never used a linked list, I think
08:11
< Syk>
...maybe I have
08:11
< Syk>
I don't know! :c
08:11
<&McMartin>
java.util.LinkedList vs. java.util.ArrayList
08:11
<&McMartin>
std::list vs. std::vector
08:12
<&McMartin>
Python only has hashtables by default, C++ only has red-black trees at the currently implemented standardization level
08:13
< Syk>
I've used std::vector
08:13
< Syk>
but my C++ is laughable
08:13
< Syk>
I've never been able to really put the time into any language worth a damn, really
08:13
< Syk>
hopefully that changes once I've got more time to myself...
08:15
< Syk>
since everything at work has been VB.NET - since I wasn't ever allowed to put any time into using anything else - so i'm sort of ruined by high-level
08:15
< Syk>
augh.
08:16
< Syk>
this would work out so much better if I knew I'd be job hunting six months ago
08:17
<&McMartin>
If you plan on branching out as a hobby, C# is probably a good first step. You'll be able to recycle a lot of your library knowledge.
08:17
< Syk>
I want to avoid .NET
08:18
< Syk>
I mean, I can write Java and JS for node and stuff
08:18
< Syk>
but I've just barely had any practice with it
08:18
<&McMartin>
Yeah
08:18 * McMartin is professionally a C++ developer and doesn't think anyone should use it unless they have to
08:18
< Syk>
and I get most of the concepts
08:19
< Syk>
its just that then I don't know what they're called
08:19
< Syk>
or how to implement them in X or Y
08:19 * McMartin nods
08:19
<&McMartin>
The best Grand Tour I'm aware of is MIT's intro CS text, the Structure and Interpretation of Computer Programs
08:19
<&McMartin>
Of course, it does it in a LISP dialect
08:20
< Syk>
is that the one with the glowing lambda on the front
08:20
<&McMartin>
Yeah. https://mitpress.mit.edu/sicp/
08:20
< Syk>
I really just wish I had more time.
08:21
< Syk>
well... I have until January the 15th to be out of where I'm living currently.
08:21
< Syk>
so, calling it safe, I guess I have until the New Year to figure out what I'm doing
08:22
< Syk>
and I have what amounts to a year's pay saved up in case of a rainy day
08:23
< Syk>
so I guess I can just take December to polish up on everything and get the time to work on what I need to do
08:25
< Syk>
it's not like the job market will disappear in three months
08:25
< Syk>
blah, it's home time. brb
08:42
< Syk>
ugh just what I needed
08:42
< Syk>
got in the front door, brother jumps from around corner going ROAR
08:42
< Syk>
now my headache is back :|
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13:19
< Syk>
man, reading the twisted docs
13:19
< Syk>
this stuff is almost scarily easy
13:41
<@froztbyte>
:)
13:41
<@froztbyte>
are you following in the krondo tuts?
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13:56
< Syk>
froztbyte: I got a bit through, had a little look at the Twisted docs themselves
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14:47
< Tarinaky>
Stupid question99:
14:48
< Tarinaky>
If I have a function that returns a random number in [0,1] with a Gaussian distribution (standard deviation 1)
14:48
< Tarinaky>
What happens if I multiply two of these random numbers together?
14:50
<@TheWatcher>
Your spleen explodes.
14:50
< Tarinaky>
Does this change the standard deviation?
14:50
< Tarinaky>
Does this change any other properties of the curve?
14:54
< Syk>
um
14:54
< Syk>
my math might be a bit rusty
14:55
< Syk>
...wait no, i'm parse erroring
14:55
< Syk>
yeah i don't know
14:58
< Tarinaky>
I'm trying to figure out how to coax wolfram alpha into showing me if it does
14:59
<&ToxicFrog>
My statistics are too rusty to tell you exactly what this does.
14:59
<&ToxicFrog>
Sorry.
15:00
<@TheWatcher>
Likewise, my mind blotted out as much of it could of my stats years
15:05
<~Vornicus>
Tarinaky: uh, problem there
15:05
<~Vornicus>
The normal/gaussian distribution is of infinite extent.
15:06
<~Vornicus>
the interval you show there only contains about 34% of the whole distribution
15:08 Syloq_Home [Syloq@NetworkAdministrator.Nightstar.Net] has joined #code
15:09
< Tarinaky>
Vornicus: java.util.Random.nextGaussian returns a value in [0,1]
15:09
<~Vornicus>
That's just weirdassed.
15:09
< Tarinaky>
This is, strictly, a code question - not a maths one >.<
15:09
< Tarinaky>
Oh wait.
15:09
< Tarinaky>
No.
15:09
< Tarinaky>
I misread.
15:09
< Tarinaky>
Hmm.
15:10
< Tarinaky>
Returns the next pseudorandom, Gaussian ("normally") distributed double value with mean 0.0 and standard deviation 1.0 from this random number generator's sequence.
15:10
<~Vornicus>
Anyway: the operation you're looking for is Convolution
15:10
< Tarinaky>
So it's between (-1,1)
15:10
< Tarinaky>
No. Wait.
15:10
< Tarinaky>
Still FAILING TO READ
15:10
<~Vornicus>
No, it's still not that, that's only 68% of the space
15:10 * Tarinaky hits himself.
15:11
< Tarinaky>
Okay. Forget that >.>
15:12
< Tarinaky>
If I add some constant to it... that'll shift the mean to the right, yes?
15:14
<~Vornicus>
yeah
15:15
<~Vornicus>
Actually no that's not convolve, hang on.
15:15
< Tarinaky>
Okay. Lets start again.
15:15
< Tarinaky>
What do I -want- to be doing?
15:15
<~Vornicus>
To shift the mean and standard devation of your normally-distributed variable?
15:16
<~Vornicus>
Multiply by the desired standard deviation, add the desired mean
15:17
< Tarinaky>
Is there a method to strip the sign part of a variable?
15:17
<~Vornicus>
abs
15:17
< Tarinaky>
Since a negative value would be erroneous in context >.>
15:17
<~Vornicus>
But
15:17
<~Vornicus>
what the hell
15:18
< Tarinaky>
Group Project 'game'.
15:18
<~Vornicus>
Okay, step through what you want, and why you want it
15:19
< Tarinaky>
Players have monsters.
15:19
< Tarinaky>
These monsters have a bunch of hereditory attributes.
15:19
< Tarinaky>
Players breed monsters together to get new monsters.
15:20
< Tarinaky>
The children monster's attributes are inherited from their parents (this is given) plus some random mutation (this is the part I am asking about).
15:22
< Tarinaky>
Make sense?
15:22
<~Vornicus>
So far, yes
15:22
< Tarinaky>
That's it.
15:22
<~Vornicus>
What are typical values for the generated -- not bred -- monster attributes?
15:23
< Tarinaky>
Don't know.
15:23
< Tarinaky>
Positive.
15:23
< Tarinaky>
I am assuming positive and non-zero.
15:23
< Tarinaky>
Most of them are integer.
15:23
< Tarinaky>
Two of them are defined (0,1).
15:24
<~Vornicus>
Okay since you really want a finite thing within a range, you should probably instead use, oh, how do I put this
15:25
<~Vornicus>
Say your numbers range from 0 to 100.
15:25
< Tarinaky>
Okay.
15:26
<~Vornicus>
You average the two parents c = (m+f)/2, then use binomial variate with n=100 and p=c/100
15:27
< Tarinaky>
Nah. You misunderstand.
15:27
<~Vornicus>
This gives you an amount of random variation.
15:27
< Tarinaky>
It's given that the 'base line'/before mutation is one parent or the other (not an average)
15:27
<~Vornicus>
Oh, I see what you mean.
15:27
< Tarinaky>
It's in the err. spec that part.
15:28
< Tarinaky>
It's the mutation that isn't given.
15:28
<~Vornicus>
One moment whilst I think
15:28
<~Vornicus>
But the amount of mutation, you want it to be based on the level of the other parent?
15:28
< Tarinaky>
Nah.
15:28
< Tarinaky>
I just want a noise function.
15:28
<~Vornicus>
Okay, I still recommend binomial
15:29
<~Vornicus>
This skews stuff towards the mean, in general
15:30
<~Vornicus>
And is guaranteed to not leave the valid range.
15:30
< Tarinaky>
I'm just struggling to remember anything at all about binomial distributions.
15:30
< Tarinaky>
Binomial Distributions are discrete right? Or is that Poisson Distributions?
15:30
<~Vornicus>
Binomial and poisson distributions are discrete.
15:31
<~Vornicus>
Binomial is bounded on both ends and poisson is bounded at the low end.
15:33
<~Vornicus>
Binomial distributions consider a finite number of trials with a particular probability; Poisson considers an infinite number of trials but only a finite number of successes. Poisson is the limit of binomial(n, mu/n) as n approaches infinity.
15:33 SmithK [smith@Nightstar-ad56e792.home1.cgocable.net] has joined #code
15:34
< Tarinaky>
Right.
15:34
< Tarinaky>
How do I do this, in Java, sanely.
15:34
< Tarinaky>
I imagine calling nextBoolean 100 times is not sane.
15:35
<~Vornicus>
Actually if you're doing generation that's naptime.
15:35
<@TheWatcher>
"How do I do this, in Java, sanely." By not using Java~
15:35
< Tarinaky>
TheWatcher: I'll be sure to inform my lecturer of that.
15:35
< Tarinaky>
Naptime?
15:35
<~Vornicus>
This isn't a thing that has to happen many times per frame, right?
15:35
<@TheWatcher>
Please do, the frothing at the mouth from die-hard Java professors is hilarious to watch
15:36
<~Vornicus>
then generating 100 booleans is no problem whatsoever.
15:36
< Tarinaky>
More like 500 booleans.
15:36
< Tarinaky>
And it's supposed to be a server.
15:36
< Tarinaky>
So this seems like the number 1 worst idea ever.
15:36
<~Vornicus>
Okay so you can also build a bitcounter thingy and generate ints instead
15:37
< Tarinaky>
Does Java have a sensible way to get the size of an int?
15:37
<~Vornicus>
"size"?
15:37
< Tarinaky>
How many bits.
15:38
<~Vornicus>
How many 1 bits? How many bits total (always 32)? the binary logarithm?
15:38
<&ToxicFrog>
Tarinaky: on my laptop I'm getting about 6000 booleans/millisecond using a fairly inefficient approach.
15:38
< Tarinaky>
Vornicus: How many bits in the implementation of the integer type on that archetecture/JVM.
15:39
<~Vornicus>
Always 32
15:39
< Tarinaky>
Didn't know that.
15:39
<~Vornicus>
This is Defined In The Java Spec
15:40
<~Vornicus>
(long is 64 bits but last I checked -- which was a while ago, Java used a 48-bit rng so you should avoid them)
15:40
<@TheWatcher>
Also, I should note at this point: make it work first, then make it work better, then make it work faster
15:40
<@TheWatcher>
if you're trying to code it to work as fast as possible right off, you're in for a world of pain
15:40
< Tarinaky>
Yes. I just wanted to be sure that calling nextBoolean() repeatedly wasn't utterly barmey.
15:40
<~Vornicus>
Yeah, speed is not in any sense a problem right now
15:40
<&ToxicFrog>
Tarinaky: what sort of mutation are you doing, incidentally? One-gene? Every-gene with some probability? N genes picked at random (with or without replacement)?
15:41
<@TheWatcher>
/right now/ it isn't. Later, when you get it working, and can throw it at a profiler, it might be worth dealing with
15:41
< Tarinaky>
ToxicFrog: I don't do bioinformatics so I don't know what that means.
15:41
<&ToxicFrog>
I'm coming from genetic algorithms here, actually
15:41
<&ToxicFrog>
one-gene: pick a gene at random, mutate that
15:42
<&ToxicFrog>
every-gene: for each gene, make a random check, if it passes, mutate it
15:42
<~Vornicus>
How do you cover genes that act like ability scores, in every-gene?
15:43
< Tarinaky>
I'm mutating every attribute.
15:43
<&ToxicFrog>
N-genes: pick N genes at random, mutate all of them; if you pick the same gene multiple times you either reroll that pick (without replacement) or mutate it multiple times (with replacement)
15:43
<&ToxicFrog>
Vornicus: how do you mean?
15:43
< Tarinaky>
*every attribute once
15:43
<&ToxicFrog>
o.O
15:43
< Tarinaky>
I suspect I am using the wrong terminology
15:44
< Tarinaky>
I am not from a bio angle.
15:44
<&ToxicFrog>
I think we're using "mutate" in different ways here, then, because in GA that's usually equivalent to "I'm generating the entire genome randomly from scratch"
15:44
<~Vornicus>
TF: okay so the question here is: Alice has a strength score of 18 and Bob has a strength score of 12. How does the child generate its strength score?
15:44
< Tarinaky>
For each attribute, attribute := ( (random) ? parentA.attribute: parentB.attribute) + f(x)
15:44
<&ToxicFrog>
What's f?
15:45
<~Vornicus>
it's the mutation function
15:45
< Tarinaky>
Some PRNG.
15:45
<&ToxicFrog>
Aah
15:45
< Tarinaky>
I dunno why I called it f(x) and not f()
15:45
<&ToxicFrog>
Ok, you're combining crossover (given two parent genomes, how do you determine the child genome) and mutation (how is the child genome randomly altered after crossover) into one operation here
15:45
< Tarinaky>
>.>
15:45
<~Vornicus>
That appears to be One Gene. How would Every Gene handle the strength score question
15:46
<&ToxicFrog>
Vornicus: mutation and crossover are distinct operations, so, mu
15:46 * iospace burns this linker error
15:46
< Tarinaky>
What -is- Every Gene?
15:47
<&ToxicFrog>
In practice, crossover is usually some variant on "foreach gene, the child gets the entire gene from one parent or the other", so the child would have a strength (before mutation) of either 12 or 18.
15:48
<&ToxicFrog>
Mutation would then (with some probability P) mutate that gene in a gene-specific manner - maybe it rerolls it entirely, maybe it adds [-2,+2] to it, maybe it queries a parallel simulation of background magical field levels or something
15:48
< Tarinaky>
Lol.
15:48
<&ToxicFrog>
Tarinaky: when mutating the child genome, look at each gene, and mutate it with probability P.
15:49
< Tarinaky>
I thought you were being silly/whimsical with magical field levels till I realised it was appropriate to context.
15:49
<&ToxicFrog>
Eg, each gene has a 5% chance of being mutated
15:49
<~Vornicus>
As for... oh, cute one
15:49
< Tarinaky>
I assume the distinction here being that the attribute is derived from multiple genes?
15:49
<&ToxicFrog>
So maybe you get no mutations at all, just crossover, or maybe half of the genes get mutated, but on average 5% of the genome will be different from both parents due to mutation
15:50
<&ToxicFrog>
The key difference from one-gene is that one-gene always picks exactly one gene at random and mutates that
15:50
< Tarinaky>
Attribute is analogous to chromosome right?
15:50
< Tarinaky>
Oh.
15:50
<~Vornicus>
You can crossover in this way: 12 to 18 means you do binomial(6,0.5) to get the unmutated score and then you mutate
15:50
<&ToxicFrog>
To gene. Chromosomes generally don't have an equivalent in GA.
15:51
<&ToxicFrog>
If I were doing a GA for, say, D&D characters, there'd probably be a separate gene for each primary stat and then something really horrible for classes/feats/spells that I don't want to think about~
15:51
< Tarinaky>
Classes Feats Spells aren't hereditory.
15:51
<&ToxicFrog>
Depends on the setting >.>
15:52
< Tarinaky>
You'd steal from Traveller for that.
15:52
<&ToxicFrog>
Also, it doesn't have to be - maybe I'm running a GA to build the best character for a level 10 tournament or something
15:52
<~Vornicus>
classes feats spells are generally training-based, but you can certainly, uh
15:52
<&ToxicFrog>
Not to simulate in-universe family trees
15:52
< Tarinaky>
Generate a Tech Level and use that to determine probability of enlistment in a given class...
15:52
< Tarinaky>
I'll shut up.
15:52
< Tarinaky>
Ah. Point.
15:52
<~Vornicus>
Choose class etc based on attributes
15:52
< Tarinaky>
I'll shut up twice.
15:53 * TheWatcher eyes Net::SFTP, wonders WTF it's giving him 'Permission denied' errors for when connecting
15:55 celticminstrel [celticminst@Nightstar-05d23b97.cable.rogers.com] has quit [[NS] Quit: And lo! The computer falls into a deep sleep, to awake again some other day!]
15:55
<@froztbyte>
agent / keyfile issues?
15:56 SmithK [smith@Nightstar-ad56e792.home1.cgocable.net] has quit [Ping timeout: 121 seconds]
15:58
<@TheWatcher>
manually sshing works fine, debug mode shows it not even trying publickey auth, so I must've missed something from this /incredibly/ well documented constructor call
15:59
<&ToxicFrog>
Tarinaky: anyways. In GA parlance, the ( (random) ? parentA.attribute: parentB.attribute) is crossover, specifically uniform crossover.
15:59
<&ToxicFrog>
And the +f() is mutation.
15:59
< Tarinaky>
Right.
16:01
<&ToxicFrog>
(also, I fucked up the terminology earlier. The genome is the specification for the genetic format. The chromosome is an actual genetic sequence that you apply these operations to.)
16:01
< Tarinaky>
Right.
16:02 Kindamoody|out is now known as Kindamoody
16:08 * TheWatcher eyes this student
16:09
<@TheWatcher>
I think that he has somehow managed to experience /every possible problem/ you can have with subversion and the eclipse plugin for the same
16:09
< Syk>
apparently nvidia's new Linux drivers are 2x as fast
16:09
<&jerith>
TheWatcher: I don't think there are a finite number of problems with anything Eclipse-related.
16:10
<@TheWatcher>
;.;
16:11
< Syk>
"NVIDIA today announced the latest NVIDIA(R) GeForce(R) drivers -- R310 -- double the performance(1) and dramatically reduce game loading times for those gaming on the Linux operating system."
16:11
<&ToxicFrog>
Syk: this is probably the start of the side effects from Valve's work on Linux, which we'll be seeing for a while, I think
16:11
< Syk>
yep
16:12
< Syk>
"The result of almost a year of development by NVIDIA, Valve and other game developers, the new GeForce R310 drivers are designed to give GeForce customers the best possible Linux-based PC gaming experience -- and showcase the enormous potential of the world's biggest open-source operating system."
16:12
< Syk>
NVidia pushing Linux
16:12
< Syk>
who'd have thought it
16:12
< Tarinaky>
Well. That totally broke up my flow. So I decided to have a go at something. Mind telling me if this is 'right'?
16:13
<@Tamber>
Syk: Presumably, Valve deciding to support Linux provided a bit of an incentive. :p
16:13 * Syk gets the '2012 will be the year of the Linux Desktop' and changes 2 to a 3
16:13
< Tarinaky>
http://pastebin.com/GdvqCgr2
16:13
<@TheWatcher>
Syk: but it's also the year that linux desktop dies, too
16:13
< Syk>
i wonder if it will make XBMC usable with compositing
16:14
<&ToxicFrog>
TheWatcher: how so?
16:14
<@TheWatcher>
You know, like this year, and last year
16:14
<&ToxicFrog>
Aah.
16:14
< Syk>
heh
16:14
< Syk>
well it's past midnight
16:14
< Syk>
i'd best be off to sleep
16:14 Syk is now known as syksleep
16:14 * TheWatcher is more than a little tired of people predicting that stuff
16:15
< syksleep>
heh
16:15
< syksleep>
i hope that wherever i end up getting a job, I can just stop using Windows
16:16
< syksleep>
then I can just script everything
16:17
< syksleep>
just start up ~/bin/syka.sh and go home
16:17
<@Tamber>
A very *large* shell script. ...mostly because of the database of insults?
16:18
< syksleep>
tamber i wish that the TAB ran bets on you
16:18
<@Tamber>
:)
16:18
< syksleep>
since you're almost as predictable as I am~
16:19
< syksleep>
(syka.sh would be a wrapper for a perl script which interprets python that SSHs to a server somewhere and runs a PHP script which is then downloaded via http and displayed)
16:38 SmithKurosaki [smith@Nightstar-8b580176.eng.wind.ca] has joined #code
16:38
< SmithKurosaki>
Quick question, what's the command to assume someone else's terminal in linux?
16:40
<&ToxicFrog>
"assume someone else's terminal"?
16:41
< SmithKurosaki>
Instead of going sudo bash to get root, you use sudo ... <username>
16:41
< SmithKurosaki>
So you can do stuff as them
16:41
<@Azash>
sudo su user?
16:41
< SmithKurosaki>
Thank you
16:54 EvilDarkLord is now known as Maze
16:55 ErikMesoy is now known as Harrower
16:56 SmithK [smith@Nightstar-ad56e792.home1.cgocable.net] has joined #code
17:05
< Tarinaky>
Oh. And just after finish all that I notice there is a way to make nextGaussian do what I wanted -.-
17:20 * Azash goes to store to stock up for INTENSE PAPERING
17:29
< iospace>
one thing that bugs me is when people say "oh, you should always use sort X". Yeah it can be fast, but how much memory does it use and how hard would it be to write?
17:30
<@Tamber>
"Pft, that's implementation details."
17:30
<@Tamber>
"?_?"
17:31
< iospace>
heh
17:32
< RichyB>
iospace: you should always use Bubble Sort.
17:32
< RichyB>
in version 1, anyway.
17:33
< RichyB>
Replace it with a call to qsort() when you want to pull a massive performance improvement from seemingly nowhere, to bolster your current career negotiations. ;)
17:35
< iospace>
RichyB: i am using a bubble, given the functions I have available to sort this LL, it's the most logical one atm
17:36
< RichyB>
:(
17:36
< gnolam>
...
17:38
< RichyB>
iospace: dang! Do you not even have space for a single contiguous array of pointers, same length as the LL?
17:38
< RichyB>
That would let you move to heapsort, at least.
17:38
< iospace>
i'm not talking about space atm, but it is a consideration considering that the linked list could be absolutely massive
17:39
< iospace>
theoretically?
17:39
< iospace>
the linked list could have up to 65k elements
17:40
< RichyB>
That's nothing... on my desktop or laptop. What kind of RAM do you have lying around?
17:40
< RichyB>
Obviously I'd be sad if I had to deal with anything that big on a PIC.
17:41
< iospace>
RichyB: this is BIOS code
17:42
< iospace>
less memory = better
17:43
< RichyB>
BIOS code on what? Does that mean that you're operating inside 1MB with one of the old 20-bit-addresses x86 memory modes, or that you've got mere hundreds of bytes, or that you've got the run of an entire desktop machine but only temporarily
17:43
< iospace>
it'll always be on an x86-64
17:44
< iospace>
yes, lots of memory blah blah
17:44
< RichyB>
Mmokay.
17:50 SmithKurosaki [smith@Nightstar-8b580176.eng.wind.ca] has quit [Ping timeout: 121 seconds]
18:03 RichyB [richardb@Nightstar-3bcd1b60.bb.sky.com] has quit [Operation timed out]
18:03
< iospace>
and loop seems to work now :P
18:05 SmithK [smith@Nightstar-ad56e792.home1.cgocable.net] has quit [Ping timeout: 121 seconds]
18:06
<@Azash>
Implementing mergesort in assembly sounds fun
18:08
< iospace>
this is C mind you
18:08
< iospace>
merge sort here would be a /mess/
18:09
< iospace>
maybe i think
18:11
< iospace>
so my coworker made a function that more or less always returns true. which to me makes me wonder "why not make it a void then if the only return is true" (true in this case means the operation ran succesfully)
18:11
< iospace>
/there is no fail case/ -_-
18:12
<@Azash>
Extensibility \:D/
18:13
< iospace>
yeeah no. Most of his code is hacky as fuck ._.
18:14
< iospace>
mine does 1/3rd less of the functionality his does (the basic premises are the same though), his takes up nearly three times the amount of lines ._.
18:18
< iospace>
mind you his code is commented, mine really isn't
18:21
<~Vornicus>
merge sort isn't terrible in C
18:22 * Azash prefers mergesort
18:23
< iospace>
Vornicus: using linked lists or arrays? :P
18:23
<@Azash>
Oh, it was a linked list
18:23
<@Azash>
Nevermind then
18:23
< iospace>
yeah
18:24
<~Vornicus>
hm
18:25
< iospace>
it's needlessly complex in this case in my opinion
18:32
<~Vornicus>
actually it's not too bad in linked lists either I don't think
18:33
<@Azash>
The merging is easier as you don't need helper memory for it
18:33
<@Azash>
(Well, I guess you don't *need* it normally either, but..)
18:34
<@Azash>
I guess it's the seeking and figuring out how to recurse effectively
18:35
<~Vornicus>
no, in arrays you need memory up to the size of the smaller of two merge pieces to move it out of the way.
18:36
<@Azash>
You also need helper memory for rearranging pointers in the same way :P
18:36
<@Azash>
I was just talking about the easier method of merging two sub-arrays into a helper array and then copying that over
18:37
<~Vornicus>
no, I don't think you need it for pointer rearranging.
18:38
<@Azash>
Is there going to be XOR magic involved?
18:38
<~Vornicus>
No.
18:38
<~Vornicus>
I mean you'll need maybe log(n) side space to store heads of each list, but you're talking 20 instead of 500k worst case for a million records.
18:39
<@Azash>
Hm, I didn't think of that
18:40
<@Azash>
I was talking about the operation of switching a node's place in the list
18:40
<~Vornicus>
that's constant space requirements, doesn't really count.
18:40
<@Azash>
20:35 <~Vornicus> no, in arrays you need memory up to the size of the smaller of two merge pieces to move it out of the way.
18:40
<@Azash>
20:36 <@Azash> You also need helper memory for rearranging pointers in the same way :P
18:41
<@Azash>
I had interpreted "merge pieces" as the individual nodes, my bad
18:59
< iospace>
dammit, richy left
18:59
<~Vornicus>
And actually there's less memory move operations involved on a linked list.
19:00 RichyB [richardb@Nightstar-3bcd1b60.bb.sky.com] has joined #code
19:02
< iospace>
RichyB: ok, worst case scienario for the memory used here? 16 megs. That's the absolute worst case though >_>
19:16
< RichyB>
?
19:28
< iospace>
but considering this is a linked list and not an array...
19:35 Kindamoody is now known as Kindamoody[zZz]
19:46 Harrower is now known as ErikMesoy
19:48 Maze is now known as EvilDarkLord
20:05 * TheWatcher stabs module authors who change things but don't update the sodding documentation to reflect it
20:11
< Moltare>
Things Runescape Has Today That It Lacked Yesterday:
20:11
< Moltare>
- Scrollbars that work horizontally as well as vertically.
20:11
< Moltare>
(This should not be two and a half hours' work)
20:40
< gnolam>
TheWatcher: Ah, lying documentation.
20:40
< gnolam>
The only documentation that's worse than no documentation.
20:40
<@TheWatcher>
Indeed
20:46
< Tarinaky>
For some reason I have an urge to revise Haskell so I can write a call me Maybe program.
20:50
<@froztbyte>
lololol
20:50
<@froztbyte>
those are two domains of thought I would not ever have expected to merge
21:05
< RichyB>
iospace: fwiw, singly-linked-list bubble-sort on my laptop (a nice i7) takes 3.5s for 32k elements, 15s for 64k elements.
21:05
< RichyB>
iospace: https://github.com/RichardBarrell/snippets/blob/master/bubble.c
21:08
< iospace>
heh
21:08
<@froztbyte>
your surname has one l too many
21:08
< RichyB>
froztbyte: arsewipe council employees agree with you, but I'm too lazy to correct them on the fact.
21:10
< iospace>
RichyB: i'm currently going through and removing other things that are redundant :3
21:11
<@froztbyte>
RichyB: I can promise you that my intentions are pure and only of lulzy benefit to you
21:11
<@froztbyte>
(you could get special gain on the phrase "do a barrel roll")
21:12
< RichyB>
I assure you that I want to set on fire the eyebrows of everyone who makes a lame pun on my name.
21:12
< RichyB>
It has been many years since I last heard an original one.
21:12
<@froztbyte>
considered my eyebrows fiery
21:13
<@froztbyte>
could I join the legions of hell like this?
21:13
<@froztbyte>
or do I need to pass the soul corruption first?
21:13
< RichyB>
Yes, you could happily become a council employee with your face on fire.
21:15
< iospace>
RichyB: that is one odd for statement...
21:16
< RichyB>
The one with two different comma expressions in it?
21:17
< iospace>
yeah
21:21
< iospace>
so you run that for while here and here->next exist?
21:21
< iospace>
*for loop
21:22
< iospace>
if i'm reading that right anyway
21:22
< RichyB>
So, that for loop iterates over pairs (here, next)
21:23
< iospace>
and what does before exist for?
21:23
< RichyB>
before points to (the pointer that points to here)
21:24
< iospace>
that I got
21:24
< iospace>
but you don't seem to actually use it
21:24
< RichyB>
When starting out, before=&start, because here starts as start.
21:24
< RichyB>
Line 50.
21:24
< RichyB>
*before = next; // when swapping "here" and "next", whomever used to be pointing at "here" needs to be pointing at "next" instead.
21:25 celticminstrel [celticminst@Nightstar-05d23b97.cable.rogers.com] has joined #code
21:26
< iospace>
yes, but all you do is change the pointer value of before
21:26
< RichyB>
No, I change *before.
21:26
< RichyB>
Not before.
21:26
< iospace>
let me rephrase, i do not see before, * or ** or otherwise on the right side of a =
21:28
<@froztbyte>
RichyB: :)
21:28
<@froztbyte>
RichyB: I apologise for whatever annoyance I may have caused
21:28
< RichyB>
froztbyte: eh. :)
21:29
< RichyB>
iospace: indeed you don't. before is only used to mutate a pointer when swapping LL nodes.
21:30
< iospace>
yeah, see, i have a swap(node1, node2) function :P
21:30
< RichyB>
Are you using a singly- or doubly-linked list?
21:31
< iospace>
double
21:31
< RichyB>
The need for "before" goes away with a doubly-linked list, you can just deref the "prev" pointer. You still need to explicitly rewrite the "start" pointer, but you know when to do that because prev==NULL.
21:36
< iospace>
actually it was useful in cleaning up my code a bit though :P
21:36
< iospace>
thanks ^^;;
21:37
< iospace>
(it's built, just gotta test it out :P)
21:38
< iospace>
also with a much more simplier while loop for an inner loop :P
21:39
< RichyB>
You're welcome.
21:52
< RichyB>
size_t is unsigned, right?
21:52
< celticminstrel>
Yes
21:53
< celticminstrel>
ptrdiff_t is the signed version
21:53
< iospace>
works
21:57
< RichyB>
I think I forgot how hard C actually is.
21:59
< iospace>
well, it works per se, there may be a small hiccup in efficency that i'm looking at (on my end)
22:02
< RichyB>
heh
22:07
< iospace>
yeah, it may check the pair it just swapped again
22:12
< RichyB>
...please tell me that you're not worrying about a constant factor on a crap O(n?) algorithm. :(
22:14 Derakon [chriswei@Nightstar-a3b183ae.ca.comcast.net] has joined #code
22:14 mode/#code [+ao Derakon Derakon] by ChanServ
22:15
<&Derakon>
I wish I knew why the old system did networking this way.
22:15
<&Derakon>
We have the cockpit computer, aye? And a bunch of other computers running other systems.
22:15
<&Derakon>
And the cockpit has to connect to the other systems to tell them to do things, and the other systems have to connect to the cockpit to tell it that they've done things.
22:16
<&Derakon>
So every single system has a hardcoded reference to where the cockpit computer is, and they continually try to connect to it (which will fail if the cockpit itself is not running).
22:16
<&Derakon>
Contrast my system: when the cockpit starts up, it connects to all the other systems, and then tells them how to connect to itself.
22:17
<&Derakon>
So they can all say "Is there a cockpit running? Okay, then that means I have a valid connection; send it some data."
22:17
<&Derakon>
Contrast the old method:
22:17
<&Derakon>
try: sendDataToCockpit(); except: connectToCockpit(); sendDataToCockpit()
22:17
<&Derakon>
That same stupid pattern repeated all over the place.
22:17
<&ToxicFrog>
22:18
<&McMartin>
Clearly, that connect should hide inside sendDataToCockpit
22:18
<&Derakon>
Well, there's multiple variations of that function, depending on the data being sent.
22:18
<&McMartin>
Maybe it expects the connection to randomly drop all the time?
22:19
<&Derakon>
As far as I can tell our remote-object library is rock-solid and always has been.
22:19
<&Derakon>
And this is all being done on an internal network.
22:19
<@Tamber>
"Solid as a rock, and as dumb as a brick"?
22:20
<&Derakon>
I've never had cause to dive into it to see what it does, but at the very least it has to sensibly serialize and deserialize objects, so it can't be entirely dumb.
22:20
<&Derakon>
Remote objects in general strike me as something that'd be easy to screw up.
22:20
<&Derakon>
(That is, you create a connection to a remote server, and that connection presents itself as if it were an object that actually exists on that remote server)
22:22 himi [fow035@Nightstar-5d05bada.internode.on.net] has quit [Operation timed out]
22:32 ErikMesoy is now known as ErikMesoy|sleep
22:32
< iospace>
yup, inefficient :<
22:59
< RichyB>
I have also implemented the world's buggiest heapsort!
22:59 * RichyB isn't pushing this one to github yet.
23:00
<@TheWatcher>
Aw.
23:01
<&Derakon>
I initially read "biggest" and was wondering what makes one sort bigger than another.
23:02
<@TheWatcher>
Turn it into a national attraction: World's Largest Tarball of Sourcecode
23:03
<&Derakon>
Heh.
23:03
<&Derakon>
(Get one of those old washing machine-sized disk drives and cover it in tar?)
23:04
<@TheWatcher>
I was wondering if you could put a rotating restaurant on top...
23:20 * RichyB has got it down to 2nd-buggiest heapsort.
23:20 gnolam [lenin@Nightstar-ccbf4b44.cust.bredbandsbolaget.se] has quit [Client closed the connection]
23:20 gnolam [lenin@Nightstar-ccbf4b44.cust.bredbandsbolaget.se] has joined #code
23:29 VirusJTG [VirusJTG@Nightstar-09c31e7a.sta.comporium.net] has joined #code
23:36
< RichyB>
iospace: please could you have another look at https://github.com/RichardBarrell/snippets/blob/master/bubble.c ?
23:39
< RichyB>
iospace: I implemented a simple heapsort there.
23:39
< RichyB>
With pseudorandom input data, goes way faster on my machine.
--- Log closed Wed Nov 07 00:00:05 2012
code logs -> 2012 -> Tue, 06 Nov 2012< code.20121105.log - code.20121107.log >

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