←2015-04-17 2015-04-18 2015-04-19→ ↑2015 ↑all
00:07:34 <tswett> So far I haven't even thought how to do that.
00:07:43 <tswett> Group A gives liberties to group B but not vice versa?
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00:11:19 <int-e> tswett: you could make it simple: have two equal, unsettled groups.
00:13:03 <int-e> Hmm. You can read off an answer (who wins), but how do you do input... do you have free intersections where optionally a stone can be placed before the program starts?
00:13:59 <int-e> (in which case you might be able to follow the ladders-in-PSPACE approach by encoding the input as ladder breakers)
00:14:04 <tswett> The program is the input.
00:14:13 <int-e> that's not an input
00:14:22 <int-e> that's just an unwieldy encoding of the final score
00:14:35 <tswett> True.
00:15:11 <int-e> I *guess*
00:15:25 <int-e> that if you have several optimal moves, the input could be in the choice.
00:16:45 <int-e> (except that this means that the input will never affect the final score ... so that's not very useful unless you encode the output in a different way.)
00:17:06 <zzo38> How marge does a hexagonal cell on a board need to be if a Slugterra figure is going to fit in such a cell?
00:17:19 <int-e> "marge"
00:17:28 <int-e> large?
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00:19:09 <zzo38> Also how many cells would you need? And then you can multiply it and figure out how big is the board. (I think it would need to be large enough that two figures can stand on adjacent cells, isn't it?)
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00:25:37 <int-e> tswett: I guess even with a fixed position you could try stuff like "in this position, white wins if and only if chess is a first player win"
00:28:41 <int-e> :t (.*)
00:28:42 <lambdabot> Not in scope: ‘.*’
00:28:42 <lambdabot> Perhaps you meant one of these:
00:28:42 <lambdabot> ‘.’ (imported from Data.Function),
00:30:12 <int-e> (I'm trying to understand https://github.com/lambdabot/lambdabot/issues/119 )
00:38:15 <tswett> @index .*
00:38:15 <lambdabot> bzzt
00:38:25 <tswett> @index ***
00:38:25 <lambdabot> Control.Arrow
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01:04:06 <oerjan> int-e: i think the traditional, but still nonstandard name is (.:) ?
01:04:28 <int-e> oerjan: right, I'd have recognized .:
01:04:41 <oerjan> :t (.:)
01:04:43 <lambdabot> Not in scope: ‘.:’
01:04:43 <lambdabot> Perhaps you meant one of these:
01:04:43 <lambdabot> ‘.’ (imported from Data.Function),
01:05:13 <int-e> I think lambdabot forgot about it when Cale stopped running it.
01:05:55 <oerjan> > (0$0<>)
01:05:57 <lambdabot> The operator ‘<>’ [infixr 6] of a section
01:05:57 <lambdabot> must have lower precedence than that of the operand,
01:05:57 <lambdabot> namely ‘$’ [infixr 0]
01:06:00 <int-e> But I may be misremembering. I clearly recall the (.) = fmap thing, however.
01:06:13 <oerjan> yeah a lot of that was removed?
01:06:44 <int-e> :t (.)
01:06:45 <lambdabot> (b -> c) -> (a -> b) -> a -> c
01:06:53 <int-e> :t foldr
01:06:54 <lambdabot> Foldable t => (a -> b -> b) -> b -> t a -> b
01:09:22 <zzo38> I would want the . to be the Category.. instead
01:10:56 <int-e> lambdabot is using the (.) that's exported by the Prelude.
01:11:14 <zzo38> Yes I can see that
01:11:23 <int-e> which has so far resisted being generalized
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03:14:27 <oerjan> int-e: ouch, i had a suspicion that would affect the locket
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04:04:50 <oerjan> :t flip
04:04:51 <lambdabot> (a -> b -> c) -> b -> a -> c
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06:18:52 <oerjan> @tell pikhq <pikhq> ais523: It *used to*. <-- they abolished The Evil Mangler, then had to make a new mangler for the LLVM backend, although it's in haskell rather than perl.
06:18:52 <lambdabot> Consider it noted.
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06:55:31 <zzo38> How commonly in a pinball game will you manage to recover the ball even when it is about to fall off and the flipper cannot hit it?
06:55:51 <izabera> it's 2015
06:56:14 <zzo38> I am aware of that
06:56:29 <izabera> people don't play pinball games in 2015 ._.
06:56:57 <zzo38> No, some people still do, sometimes with real pinball machine but also by a simulation on the computer.
06:57:01 <oerjan> izabera: ARE YOU SURE YOU'RE IN THE RIGHT CHANNEL
06:57:33 <izabera> you nerds
06:57:43 * izabera keep playing minesweeper
06:58:01 <Jafet> Kids these days with the violent war videogames
06:58:05 <zzo38> The Windows version or the DOS version?
06:58:14 <izabera> neither, i use arbiter
06:58:31 <izabera> http://www.minesweeper.info/wiki/Arbiter
07:01:07 <zzo38> People still play whist in 2015 (although bridge is far more popular), and people still program for a Famicom in 2015, too. See?
07:01:35 <izabera> i was jk
07:01:37 <izabera> silly
07:03:02 <shachaf> zzo38: i played whist in 2014
07:03:08 <shachaf> but i found it tricky
07:03:34 <shachaf> i played bridge in 1999
07:05:40 <zzo38> Probably also in 1999 bridge was more popular, although whist is still played too. (Actually I don't think I played whist this year either, although I did in 2014)
07:05:43 <oerjan> they tried to get me to play bridge in 2000
07:05:48 <oerjan> but i escaped
07:06:18 <quintopia> zzo38: that's what tilt is for.
07:07:20 <shachaf> i had a bridge class at school
07:07:31 <shachaf> we went to bridge tournaments and i won bridge medals
07:07:57 <quintopia> bridge day is one of the best days of the year, and i have yet to go :(
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07:13:22 <zzo38> They have one section of bridge cards in a newspaper too.
07:18:38 <zzo38> I prefer chess problems but I don't see that much in newspaper (I did see it in one newspaper though).
07:20:24 <oerjan> @tell ais523 <ais523> wiki is http, so someone who could do that could do the same to an admin password <-- it does support https hth
07:20:24 <lambdabot> Consider it noted.
07:22:28 <izabera> do you think it's ok to say that a bignum library supports arbitrary large numbers if actually it only supports numbers up to 2^63-1 digits?
07:22:44 <zzo38> Not quite!
07:22:56 <izabera> :(
07:23:40 <zzo38> But, if it is a kind of implementation detail of the type and you can fix it easily, then that is not a problem; that is already a lot of digits.
07:23:42 <oerjan> maybe if the 2^63-1 isn't hardcoded
07:24:04 <izabera> i can't fix it x.x
07:24:22 <oerjan> it's > all computer memory in the world, anyway.
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07:24:28 <izabera> ok u_u
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07:24:46 <oerjan> or wait is it
07:24:53 <oerjan> > 2^63
07:24:54 <lambdabot> 9223372036854775808
07:25:58 <oerjan> hm we may have passed that
07:26:03 <izabera> `` printf "%'f" "$((2**63-1))"
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07:26:26 <izabera> hackego...
07:26:36 <HackEgo> 9,223,372,036,854,775,807.000000
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07:27:03 <izabera> 9 pb
07:29:37 <oerjan> "As of 2013, the World Wide Web is estimated to have reached 4 zettabytes."
07:29:54 <oerjan> > 4*1000^7
07:29:55 <lambdabot> 4000000000000000000000
07:30:07 <oerjan> LOOKS PASSED
07:30:28 <oerjan> > 4*1000^7 / 2^63
07:30:30 <lambdabot> 433.6808689942018
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07:56:41 <zzo38> I have made up several kind of Hero Heart levels with things that have not been done before: in one level you have to run out of time, in other you have to throw a grenade into the water (this wastes the grenade and displays a message "That was a waste of a good grenade! Who taught you how to throw a grenade?"), in another you have to light bombs solely to decrease the number of matches in your inventory...
07:59:09 <zzo38> In one level you have to destroy hearts with explosives (doing so results in a message "Now that you have so smartly blown up that heart, it will be impossible to solve this level." and you can no longer turn the exit green by collecting all of the hearts, because the one that has been blown up is one you didn't collect).
08:00:50 <zzo38> And in another level, using only the pieces that are included with the game by default, make a puzzle that is not solvable unless "Explain death" option is turned off (it is on by default)! These options are not supposed to be allowed to affect the solution of the puzzle, and yet it does even without programming in my own pieces.
08:02:38 <zzo38> Is that a strange kind of game?
08:02:40 <quintopia> i like the idea of the last one
08:02:54 <quintopia> the one where you can't win because you have to explode the heart sounds dumb though
08:03:12 <quintopia> why make impossible to solve puzzles?
08:03:41 <zzo38> Actually I made a puzzle where you can win despite (actually because of) that; the message is a lie in this case.
08:03:58 <zzo38> The message is also the important part (you actually can't win that level without the message)!
08:05:33 <quintopia> oh in that case
08:05:36 <quintopia> i approve
08:05:54 <zzo38> That message was already there; I didn't change the message, I just took advantage of it.
08:06:04 <quintopia> how the heck do messages appearing change the winningness of a level?
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08:08:49 <zzo38> The game engine can display only one message at a time. If you step on a quiz box, you must answer the question (a multiple choice question; sometimes there is no correct answer, although usually there is one). If you answer correctly, you move south. If you do not answer correctly, you move north. Do you start to see where I am getting at with this?
08:10:47 <quintopia> yeah. i guess the message from the exploding heart interrupts the quiz game, causing you to get the answer correct and pushing you into the next area
08:10:57 <quintopia> even though there is no correct answer
08:11:08 <quintopia> so meta
08:11:27 <zzo38> That's close, but not quite. This particular quiz does have a correct answer.
08:12:09 <quintopia> so maybe you are supposed to go east instead? and the only way to go east is break the quiz?
08:12:20 <zzo38> Yes, that's it!
08:12:49 <quintopia> what about the explain death thing?
08:13:26 <quintopia> do the puzzles in this game allow you to put like signs with hints on them?
08:13:48 <zzo38> That is in a level with two heroes; it also contains a quiz box. And yes the puzzles do allow you to put notes with hints (or any other message) on them.
08:14:03 <quintopia> because i think the hint for that one should be "when you are told you cannot win, you have already won"
08:15:04 <zzo38> Each level can also have intro text; the intro text for that puzzle with exploding hearts simply says "Now that you have so smartly..."
08:17:12 <quintopia> so what about explain death?
08:19:35 <zzo38> The level is fixed such that one of the heroes will inevitably run into a laser beam and die when another one is about to reach the exit by stepping on a quiz. The explain death is also a message like the others; whether or not it appears, the level starts over before your next turn. If the explain death is turned off then you can answer the question and move directly into the exit before you get another turn.
08:21:39 <zzo38> In another level that (like this one) isn't supposed to work, it takes advantage of a different bug in the game engine where the escape key resets the level inside of a loop which fails to reset the BlockHero flag and therefore other objects might move before you get a turn (which isn't supposed to happen).
08:23:11 <zzo38> (These are the only two levels that do things that aren't supposed to be possible; the others, such as the exploding hearts and so on, I consider legitimate.)
08:23:45 <zzo38> Another unusual feature is that the hero is completely invincible to getting killed by anything while standing on an exit. (Normally once you step on an exit you have won, but this is not the case if you stepped on it while stealthy.)
08:23:53 <quintopia> yeah i can't see how anyone who hasn't studied the game engine could solve that last one
08:23:57 <quintopia> by sheer analysis
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08:28:44 <zzo38> Source-codes for all of the objects in the game is available, although not for the game engine itself (although the help file does contain pseudocodes for parts of the game engine). Nevertheless I have managed to figure out nearly all of it (except for the file format) closely enough that I could probably write a clone of the game engine.
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08:32:57 <zzo38> The gift box works as such: When created, it checks if the object it contains is a heart; if so, it increments the heart count. When properly assembled, it creates the object stored inside and destroys itself. When destroyed, if the object it contains is a heart and there is an object of the same class in its position, the heart count is decremented. Do you see anything a bit unusual about this? I did, and took advantage of it.
08:40:02 <quintopia> i don't know what heart count is
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08:41:12 <zzo38> It is a counter that keeps track of how many hearts you need to collect. A heart increments that count when it is created and decrements it when it is destroyed (such as by collecting it; if hit by an explosive, the explosive objects increments it again and displays the "Now that you have so smartly..." message).
08:42:16 <zzo38> And there are a *lot* more tricks.
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08:42:57 <zzo38> Other people have used many tricks, but not quite like I have done.
08:44:04 <quintopia> so there must be a trick wehereby you assemble a box on top of an existing heart or something like that?
08:45:46 <zzo38> quintopia: Yes; not with most hearts, but one kind of heart that a gift box can be pushed on top of is an arrow heart. And you don't need to assemble it (assembling a gift box means pushing four pieces together into a 2x2 square, one of the pieces having a bow); the devil can destroy the gift box without destroying the arrow heart that was already there.
08:46:44 <quintopia> ah. so the count goes down. neat.
08:48:38 <zzo38> Yes; the program only cares whether or not there is a heart of the same class at the position where the gift box got destroyed, not whether or not it is the same one the gift box created or who destroyed the gift box (normally it destroys itself once the pieces are assembled correctly).
08:53:37 <zzo38> An exit sets its height too high for the player to step on while it is red, and reduces its height when green; therefore you can (normally) only step on the exit while it is green. However, once the hero actually steps on the exit, it doesn't care what color it is; you win once the MSG_ARRIVED event finds that the hero is standing on it.
08:54:41 <oren> oerjan: even if there are 2^64 bytes on the internet, most of that is stored on disks or solid state. haveing 2^64 bytes of RAM is probably harder
08:55:20 <zzo38> Therefore, teleporting onto a red exit also counts as winning; stepping on it while you are flying counts as winning too. However, stepping on it (regardless of color) while you are stealthy does not count as a win; you just stand there (and the game continues; notice what I said above about the hero being indestructible while standing on an exit!)
09:00:46 <Sgeo> https://gist.github.com/Sgeo/c42c4c2b5bcdf8c91d5a
09:05:36 <zzo38> How do you program the syntax highlighting on Aringa pastebin? It looks like it only has one kind and you can't change it (but it does have the nice feature that it automatically turns off syntax highlighting if you download using the command-line)
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09:17:17 <izabera> was that for me?
09:17:22 <izabera> zzo38
09:18:25 <izabera> zzo38: aringa is free software, the syntax highlighting is pretty dumb but it kind of works for most languages https://github.com/izabera/aringa/blob/master/hl.php
09:19:21 <izabera> and it redirects the requests according to the user agent https://github.com/izabera/aringa/blob/master/.htaccess
09:21:23 <zzo38> I know, I looked at the code; better probably would be to have an extra parameter to tell what syntax highlighting it is when you post a file. This parameter, as well as expiry, should probably both be documented and be available on the form. (I have written a IRC syntax highlighter in PHP, although it outputs ANSI escapes and not HTML.)
09:22:38 <izabera> that would add too much complexity... i don't want to use a syntax highlighter that's 20x as big as the rest of the code
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09:23:07 <zzo38> Ah, OK
09:23:12 <izabera> the expire parameter will be eventually added to the form
09:23:34 <izabera> and by eventually i mean as soon as possible but _not_now_ because i don't wanna <.<
09:24:46 <zzo38> OK
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09:33:12 <Lymia> @pl f x = g x (tail x)
09:33:12 <lambdabot> f = ap g tail
09:33:33 <Lymia> @t ap
09:33:33 <lambdabot> Maybe you meant: tell thank you thanks thesaurus thx tic-tac-toe ticker time todo todo-add todo-delete type v @ ? .
09:33:39 <Lymia> @type ap
09:33:40 <lambdabot> Monad m => m (a -> b) -> m a -> m b
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09:35:09 <Lymia> @type (\fm -> \am -> fm >>= (\f -> am >>= (\a -> return $ f a)))
09:35:10 <lambdabot> Monad m => m (a -> r) -> m a -> m r
09:35:47 <izabera> @tic-tac-toe
09:35:48 <lambdabot> how about a nice game of chess?
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09:35:51 <izabera> @tic-tac-toe x
09:35:52 <lambdabot> how about a nice game of chess?
09:35:53 <izabera> aww
09:35:55 <izabera> @chess
09:35:56 <lambdabot> <unknown>.hs: 1: 1:Parse error: EOF
09:35:58 <izabera> -.-
09:36:03 <izabera> @time
09:36:06 <lambdabot> Local time for izabera is Sat, 18 Apr 2015 11:37:36 +0200
09:36:10 <Sgeo> @lime
09:36:10 <lambdabot> Local time for Sgeo is Sat Apr 18 05:37:47
09:36:15 <izabera> lime o_o
09:36:20 <Lymia> @time
09:36:20 <lambdabot> Local time for Lymia is Go buy a watch or something. -w-
09:36:34 <izabera> @lime
09:36:36 <lambdabot> Local time for izabera is Sat, 18 Apr 2015 11:38:07 +0200
09:36:45 <Lymia> ... lol
09:36:53 <Sgeo> @tame
09:36:54 <lambdabot> Local time for Sgeo is Sat Apr 18 05:38:30
09:36:54 <izabera> @ticker
09:36:54 <lambdabot> Empty ticker.
09:36:59 <izabera> @thx
09:36:59 <lambdabot> you are welcome
09:37:03 <izabera> ...ok
09:37:06 <izabera> @thank you
09:37:07 <lambdabot> Maybe you meant: thank you thanks
09:37:14 <izabera> @thank you thanks
09:37:14 <lambdabot> Maybe you meant: thank you thanks
09:37:24 <izabera> @thanks
09:37:24 <lambdabot> you are welcome
09:37:32 <izabera> thank you doesn't work?
09:37:36 <izabera> @thank\ you
09:37:36 <lambdabot> you are welcome
09:37:39 <izabera> lame
09:38:17 <Lymia> @chess e4
09:38:18 <lambdabot> Not in scope: ‘e4’
09:38:18 <lambdabot> Perhaps you meant one of these: ‘e’ (imported from Debug.SimpleReflect), ‘_4...
09:38:27 <Lymia> @chess 10
09:38:29 <lambdabot> No instance for (Testable prop0)
09:38:29 <lambdabot> arising from a use of ‘myquickcheck’ The type variable ‘prop0’ is ambiguous ...
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09:52:00 <zzo38> (This question is inspired by something I dreamt of) How large does a hexagonal cell need to be in order that Slugterra figures can stand on adjacent cells?
09:53:23 <Lymia> > (\x -> x + 1)
09:53:25 <lambdabot> <Integer -> Integer>
09:53:48 <Lymia> @type (>>=) (\x -> x + 1)
09:53:49 <lambdabot> Num a => (a -> a -> b) -> a -> b
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10:06:46 <Lymia> @type mmap
10:06:47 <lambdabot> Not in scope: ‘mmap’
10:06:47 <lambdabot> Perhaps you meant one of these:
10:06:47 <lambdabot> ‘fmap’ (imported from Control.Monad.Writer),
10:06:54 <Lymia> @type fmap
10:06:55 <lambdabot> Functor f => (a -> b) -> f a -> f b
10:07:14 <Lymia> @type fmap :: (Monad m) => (a -> b) -> m a -> m b
10:07:15 <lambdabot> Monad m => (a -> b) -> m a -> m b
10:07:20 <Lymia> Er...
10:07:42 <Lymia> @type (\a b -> fmap a b) :: (Monad m) => (a -> b) -> m a -> m b
10:07:43 <lambdabot> Monad m => (a -> b) -> m a -> m b
10:07:48 <Lymia> > (\a b -> fmap a b) :: (Monad m) => (a -> b) -> m a -> m b
10:07:49 <lambdabot> No instance for (Typeable m0)
10:07:49 <lambdabot> (maybe you haven't applied enough arguments to a function?)
10:07:49 <lambdabot> arising from a use of ‘show_M784233406531567547924610’
10:08:00 <Lymia> > (\a -> \b -> fmap a b) :: (Monad m) => (a -> b) -> m a -> m b
10:08:01 <lambdabot> No instance for (Typeable m0)
10:08:01 <lambdabot> (maybe you haven't applied enough arguments to a function?)
10:08:01 <lambdabot> arising from a use of ‘show_M297169522764633571424620’
10:08:45 <izabera> https://40.media.tumblr.com/1448b395c61da8f6aead492ef204bcdf/tumblr_mlowa2l8M81rrax6ao1_500.jpg
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11:28:37 <Taneb> I wonder if left-handedness is more common in cultures that write right-to-left
11:37:14 <Jafet> https://en.wikipedia.org/wiki/Handedness#Combat
11:40:44 <Taneb> Jafet, my reasoning is that, when writing left-to-right, left-handed people often smudge the ink
11:43:52 <Taneb> I don't really know
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13:17:34 <TieSoul_> http://www.reddit.com/r/dailyprogrammer/comments/32o5je/20150415_challenge_210_intermediate_drawing_a/cqgg67z :D
13:20:39 <izabera> can you help me debug something ;-;
13:20:54 <izabera> i don't know what's going wrong ;-;
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14:11:27 <elliott> izabera: what is it?
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14:16:46 <Johnnie> Hey guys. Who's on?
14:19:14 <elliott> me
14:19:52 <Johnnie> Hey elliott. I've been playing around with an idea for an esolang.
14:19:54 <Taneb> Also me
14:20:17 <Johnnie> Hello Taneb, as well. :)
14:20:43 <Johnnie> It's derivative, so I'll put it on the chopping block and I'll see what you guys think.
14:21:43 <Johnnie> Using 6908E Assemby as the basis (6908E - Color Computer), represent the language using color blocks.
14:22:43 <Johnnie> No comment tags, addresses aren't used, and labels are represented by the background color.
14:23:59 <boily> Johellonnie!
14:25:40 <Johnnie> Hello boily!
14:25:53 <Johnnie> I'm coming up with an example of an idea I'm pondering.
14:27:47 <Johnnie> Ah, here we are..."STB -1,X" would come out with five blocks of color (one block representing STB, and one block each representing "-", "1", "," and "X")
14:28:04 <boily> ponder the example. create a page on the wiki. consult the fungot.
14:28:05 <fungot> boily: hey, i have unfocused, but at the end, to ask me what my favourite suffix.
14:29:40 <Johnnie> The key is all characters and background labels are represented by the internet color map (from "000000" to "FFFFFF") and to make it that much more difficult...say have the alphabet be represented by slight variations of the same color (from 00FFFF to 29FFFF)
14:30:47 <Johnnie> I just like the idea of representing the Color Computer assembly language using colors.
14:30:49 <Johnnie> :)
14:30:56 <Johnnie> I'll get to work on the page, then.
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14:33:14 <Taneb> He quit before I read the conversation and instantly thought of ColorForth
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15:05:25 <MDude> http://www.deviantart.com/art/Dog-and-hedgehog-rough-sketch-525720474
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15:56:48 <int-e> . o O ( the hedgehog may never be buggered at all )
16:01:56 <MDude> But it may snuggle doggies: http://www.deviantart.com/art/Dog-and-hedgehog-rough-sketch-525720474
16:03:13 <int-e> MDude: I saw that, that's why I mentioned it.
16:04:36 <MDude> Wait, did I link this here?
16:04:55 <int-e> yes.
16:05:00 <MDude> That would I didn't in the channel I thought I did link it, probably.
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16:41:13 <Melvar> int-e: Doesn’t Nanny Ogg sing that when drunk or something?
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16:48:19 <int-e> Melvar: yes. and some fans have created actual lyrics
16:48:35 <Melvar> Wait, I thought there were some?
16:49:27 <int-e> well, the books onlg have fragments
16:56:19 <Melvar> Bleh, can’t find the bit I remembered.
17:02:30 <int-e> I don't know more than http://wiki.lspace.org/mediawiki/Hedgehog_song
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17:24:23 <Melvar> Oh right, that was also a thing, “A Wizard’s Staff Has a Knob On the End”.
17:27:02 <Melvar> Hahahah, this version includes “The lemurs cry "Frink!" as a coy mating call”.
17:31:04 <oerjan> `frink 1 lemur
17:31:36 <HackEgo> No output.
17:33:33 <oerjan> `frink 1 lemur
17:33:41 <zzo38> My brother said the weight of the Mewtwo that they added to the Smash Brothers recently is a slightly too low weight, and that if disable is countered it should only block the attack and not fight back too.
17:33:50 <HackEgo> lemur (undefined symbol)
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18:15:41 <int-e> oerjan: I'm slightly disappointed. I had expected Agatha to be a a fugue state and therefore immune. Oh well, let's see how this turns out.
18:20:29 <int-e> On the other hand, why would the Foglios put three major sparks in the same place. Maybe Othar will turn up too.
18:20:36 <oerjan> what's a fugue state
18:21:27 <oerjan> i've been assuming othar is in mechanicsburg
18:21:48 <oerjan> i certainly didn't see him leave
18:24:11 <oerjan> int-e: why would she be immune, lucrezia showed up immediately the last two times the locket was removed.
18:24:21 <int-e> actually I may be confusing heterodyning (the music stuff) and the fugue state (a general spark thing)
18:24:54 <oerjan> i don't remember hearing about the fugue state before.
18:25:40 <oerjan> and yes, the music disabled lucrezia before
18:25:51 <int-e> but I don't want to browse the archives. at some point after Klaus was wasped there was a discussion about the effect of wasps on someone in a permanent fugue state (which Klaus, I gathered, is).
18:26:21 <oerjan> i see, i don't remember that
18:28:46 * oerjan looks at http://girlgenius.wikia.com/wiki/The_madness_place instead
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18:29:38 <int-e> oerjan: it was mentioned here: http://www.girlgeniusonline.com/comic.php?date=20120720
18:29:43 <oerjan> i have not paid enough attention to these font changes...
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18:33:40 <int-e> (I got lucky, I found a forum post about this on the same day. I'd really have no clue how to find this (one-off, detached from the story line) page otherwise.)
18:36:12 <oerjan> int-e: it wasn't "permanent" fugue state, anyway. and klaus didn't use to be in such a state all the time, see just the _next_ page after that...
18:39:20 <int-e> Yeah I read too much into that.
18:44:27 <oerjan> "The Madness Place apparently can be forced by methods of mind control, as the "measures" that Baron Wulfenbach inflicted on his son Gil to prevent manipulation by The Other seem to have locked him in a continuous madness place."
18:44:58 <oerjan> perhaps that's what came out of that fugue state question
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18:48:17 <int-e> Oh well, the story has so many loose ends, who knows what's even relevant now...
18:51:05 <oerjan> indeed
18:51:53 <oerjan> gil _knows_ about agatha's locket, zeetha told him.
18:51:54 <int-e> is the time traveling Agatha Agatha or Lucrecia?
18:53:18 <oerjan> that's a good question. i recall one of the characters used "mistress" in scare quotes, which i interpreted as them trying to fool the geisterdamen into _thinking_ they were lucrezia's servants.
18:53:21 <int-e> Just a thought (and I'm leaning towards Agatha based on her company.)
18:56:40 <oerjan> it was the one who looked liked gil
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18:58:50 <oerjan> anyway moloch was there, so they pretty much _have_ to rescue mechanicsburg first...
18:59:35 <oerjan> which means they may rescue tarvek, and have a good chance of removing lucrezia permanently
19:03:02 <oerjan> of course tarvek might also die. narratively, unless they _actually_ go for the "she takes both" option, either gil or tarvek pretty much have to. of course they _could_ subvert that.
19:05:08 <oerjan> i seem to be procrastinating eating again ->
19:20:29 <int-e> Cute. http://girlgenius.wikia.com/wiki/Book_of_DuPree "How [Klaus] convinces Dupree to take time away from her busy schedule of killing, maiming, and torturing others is a mystery."
19:24:47 <oerjan> int-e: one thing i've been wondering and which we'll soon find answered is whether the copy of klaus in gil's head is still wasped...
19:24:52 <oerjan> *we may
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19:39:07 <zzo38> What does "Invalid Address specified to RtlReAllocateHeap( 003D0000, 003D44A0 )" mean?
19:44:26 <shachaf> It probably means you were trying to reallocate an invalid address.
19:45:30 <shachaf> seems that RtlReAllocateHeap is the same as HeapReAlloc hth
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20:13:14 <zzo38> Now there is some other error, I don't know what it is because it doesn't occur in the debugger; it also doesn't occur if the input file is included rather than coming from stdin (although it doesn't care whether the stdin comes from the keyboard or from a file; the same error occurs in each case).
20:14:08 <zzo38> When it crashes it displays an option to debug; when trying to do that, Visual Studio crashes too.
20:17:36 <mroman> so debug visual studio
20:19:55 <mroman> what time is it now in america?
20:20:09 <zzo38> America is a large place with many timezone
20:20:18 <mroman> what?
20:20:30 <mroman> 16:21
20:20:42 <mroman> I suspect streaming sites get slow at night in europe
20:20:52 <mroman> because then the americans are sucking them dry
20:21:04 <mroman> because it's getting evening in america now
20:21:15 <mroman> so naturally demand probably rises.
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21:41:43 <HackEgo> [wiki] [[4]] http://esolangs.org/w/index.php?diff=42613&oldid=42609 * 0x0dea * (+193) Add link to Ruby interpreter
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21:53:53 <izabera> http://arin.ga/9Gq52e/raw wtf am i doing wrong ;-;
21:54:03 <izabera> 15858241145932120218894943871026608990152107751826585365077595114766435.95790063850508607606943707675091261594678265767494925 <- my function's output
21:54:06 <izabera> 1585824114593212021889494387102660899015210775182658536507759216300499513.70549126207955355289853652483 <- output from bc
21:54:44 <izabera> i messed up something TT_TT
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22:06:49 <zzo38> I figured out which function in my program results the error but not why, or if it is something that comes before that causes it
22:07:31 <zzo38> Maybe you can see the mistake?
22:13:52 <orin> #define cqp(p) ({if((p)==0){printf("%s: %s is null\n",__func__,#p); abort();}})
22:14:16 <orin> #define cqp(p) ({if((p)==0){printf("%s: %s is null\n",__func__,#p); abort();}p;})
22:15:14 <zzo38> I did check already if the pointers are null; none of the pointers that shouldn't be null are null pointers.
22:15:32 <orin> hm... what about divide by zero?
22:16:00 <zzo38> I have no division operations.
22:16:49 <zzo38> Also like I said before, the error doesn't occur in the debugger or if an instruction on stdin tells it to include the file, rather than the input being on stdin itself.
22:21:01 <zzo38> O, now it crashes even if you tell it to include the file, but still does not crash when running in the debugger, and that makes it difficult to test in the debugger.
22:24:26 <zzo38> Now maybe I found it; I tried something else, therefore I can look
22:25:36 <zzo38> Ah, yes I think I found it now.
22:29:02 <zzo38> Now it is fixed
22:31:56 <zzo38> The mistakes was, I wrote: p->data=realloc(p->data,sizeof(p->data[0])*(p->length+=i+1)); p->data[p->length].count=i; while(i) p->data[p->length+i].name=y[i-1],--i; Clearly that is wrong, so I changed it to: j=p->length; p->data=realloc(p->data,sizeof(p->data[0])*(p->length+=i+1)); p->data[j].count=i; while(i) p->data[j+i].name=y[i-1],--i;
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