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code logs -> 2024 -> Thu, 11 Jan 2024 | < code.20240110.log - code.20240112.log > |
--- Log opened Thu Jan 11 00:00:36 2024 |
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03:19 | <@macdjord> | Kizor, McMartin: Re: Old Mac games (from #FLEET): When I was very young we had a Macintosh Classic (or possibly a Mac 128k or Classic II). One of the games on it was a submarine simulator of some kind. The controls were very simple: up, down, forward, back, rotate left, rotate right. There was a simple grid-based map, and some of the squares had islands in them. The UI had a big 'window' showing the view out the front like the windscreen of |
03:19 | <@macdjord> | a car. There was one fail-state: if you drove into the ground, your 'windscreen; would crack and none of the controls would respond. There was no goal or score, at least that 6-year-old me could discern. The UI also had 2 circular buttons which would toggle between on and off but didn't actually do anything, at least as far as I could tell, but which I at the time liked to imagine was loading and firing torpedoes. |
03:20 | <@macdjord> | Does you recognise this description at all? We no longer have the computer, but I'd like to play around with that game again, maybe see if there's more to it that baby-me never found. |
03:44 | <@celticminstrel> | Hmm… it doesn't sound familiar to me… |
04:27 | <&McMartin> | I wasn't actually a Mac kid |
04:27 | <&McMartin> | But I'll ask around with my friends who were |
04:51 | <@macdjord> | McMartin: TY |
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10:44 | < synapse> | has anyone here worked with multi-job github actions that depend on each other? I have a problem, not sure how to overcome it: https://stackoverflow.com/questions/77799370/ensure-job-order-when-rebuilding-devcontainer-but-do-not-require-rebuilding-dev |
13:42 | < synapse> | I found a solution :) |
13:42 | < synapse> | so... yesterday I rewrote some code... |
13:43 | < synapse> | this is how it looked like: |
13:43 | < synapse> | self.temperature_live.engage_average = ((engage_average / cell_count as f32) * 10.0 + 0.5) / 10.0; |
13:43 | < synapse> | self.temperature_live.bypass_average = ((bypass_average / cell_count as f32) * 10.0 + 0.5) / 10.0; |
13:43 | < synapse> | self.temperature_live.battery_average = ((battery_average / cell_count as f32) * 10.0 + 0.5) / 10.0; |
13:43 | < synapse> | I had to ask someone who doesn't know Rust why we multiply by ten, add a half, and divide by ten... |
13:43 | < synapse> | and they gave a really good guess: maybe it's a trick for rounding the number correctly. |
13:44 | < synapse> | when looking at the C++ code this came from, it turns out that this was actually the intent: |
13:44 | < synapse> | temperatures.EngageAverage = (float) ((int)((EngageAverage / cellCount) * 10 + 0.5f) / 10.0f); |
13:44 | < synapse> | temperatures.BypassAverage = (float) ((int)((BypassAverage / cellCount) * 10 + 0.5f) / 10.0f);; |
13:44 | < synapse> | temperatures.BatteryAverage = (float) ((int)((BatteryAverage / cellCount) * 10 + 0.5f) / 10.0f);; |
14:41 | < synapse> | so the Rust code just adds 0.05 degrees to all calculations. :-D |
14:42 | < synapse> | the imprecision is not the worst. the lack of explanation of why this doesn't make any sense means people don't feel like changing it, because they don't understand what we're compensating for. |
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--- Log closed Fri Jan 12 00:00:38 2024 |
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code logs -> 2024 -> Thu, 11 Jan 2024 | < code.20240110.log - code.20240112.log > |
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