00:00:38 <olsner> in the log shachaf linked there were 1890 extra lines
00:01:45 <ais523> I wonder if Freenode is busy sending lambdabot "cannot send to channel" messages
00:02:04 -!- ChanServ has set channel mode: -n.
00:02:05 <olsner> that should be less work than sending it to everyone in this channel
00:02:07 -!- ChanServ has set channel mode: +n.
00:03:02 <oerjan> . o O ( does it follow zipf's law )
00:03:12 <boily> of course it follows it.
00:03:43 <boily> `` grep -FIinrs zipf wisdom/*
00:04:12 <ais523> that might have something to do with it
00:04:17 <ais523> also, that is a /lot/ of flags to grep
00:04:20 <boily> oh, it was one of my quotes.
00:04:27 <HackEgo> 1121) <boily> everything is either zipf, branford, poisson, gamma, or uniform. outside of that, it's a weird curve invented by sadistic statistics teachers.
00:04:39 <imode> unary is the only number system that matters.
00:04:48 <ais523> boily: err, isn't that missing the normal distribution?
00:05:04 <ais523> which is the most common distribution in existence, due to the central limit theorem?
00:05:21 <boily> yes, every time I stumble upon that quote I'm like: «comment ai-je pu oublier la distribution normale...»
00:05:24 <zzo38> But what is the distribution that I had given the cdf for?
00:05:33 <zzo38> I mean x/(x+1) what is that one called?
00:05:44 <oerjan> well technically that doesn't prevent it from being a weird curve invented by sadistic statistics teachers.
00:06:07 <shachaf> int-e: you may be interested in the above mode of spam hth
00:07:14 <oerjan> zzo38: well it's df is -log(x+1), i think
00:08:01 <oerjan> wrong direction, it's -1/(x+1)^2
00:08:53 <zzo38> Yes, I figured that already
00:08:58 <zzo38> It doesn't tell me what it is called, though
00:11:25 -!- Elronnd has joined.
00:11:30 <HackEgo> [wiki] [[User:Elronnd]] https://esolangs.org/w/index.php?diff=50061&oldid=50028 * Elronnd * (-3)
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00:13:42 <oerjan> zzo38: it may be beta prime distribution with α, β = 1
00:14:13 <oerjan> https://en.wikipedia.org/wiki/Beta_prime_distribution
00:14:36 <oerjan> (found via https://en.wikipedia.org/wiki/List_of_probability_distributions#Supported_on_semi-infinite_intervals.2C_usually_.5B0.2C.E2.88.9E.29)
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00:18:11 <zzo38> Is that how incomplete beta function is working?
00:20:07 <oerjan> B(a,b) = (a-1)!(b-1)!/(a+b-1)! was listed on the page for it
00:21:19 <oerjan> https://en.wikipedia.org/wiki/Beta_function#Incomplete_beta_function but this doesn't need that.
00:22:35 <boily> Elronnd: Helloronnd. shachaf unleashed lambdie on us in a catastrophic accident.
00:25:04 <oerjan> @tell int-e lambdabot has been misbehaving hth
00:25:42 <oerjan> still works in private, at least
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00:34:24 <Elronnd> I just realized the esolang I made has 256^256^256 possible states
00:34:52 <Elronnd> maybe I should change it to 4^4^4
00:35:37 <oerjan> 1^1^1 seems like the sweet spot
00:35:38 <Elronnd> seems nice and managable, but hard to do math with
00:36:05 <Elronnd> because there's up to 256 dimensions
00:36:29 <Elronnd> & up to 256 distinct values a cell can hold
00:36:41 <Elronnd> (that's to say, it can only hold one)
00:36:57 <Elronnd> but the program specifies the size of those numbers
00:37:19 <HackEgo> An FSM is a state machine with noodly appendages.
00:38:16 <oerjan> shachaf: is lambdabot down to 1 yet?
00:38:25 -!- ChanServ has set channel mode: +o oerjan.
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00:39:02 <oerjan> hm are they alphabetical within each size?
00:41:07 <oerjan> however its flood protection has become buggy
00:41:34 <oerjan> and then we gave a command that dumps its entire karma database...
00:42:03 <HackEgo> Elronnd desperately wants this entry to say something.
00:59:33 <HackEgo> FireFly was a short-running but well-loved sci-fi TV series released in 2003, starring Nathan Fillion and directed and written by Joss Whedon.
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01:03:58 <otherbot> Added 0 synonyms moo="moo",moo^3 // Time 0 // Total time 0
01:04:36 <otherbot> Help file /usr/share/giac/doc/local/aide_cas not found Added 0 synonyms :1: syntax error, unexpected T_END_PAR line 1 col 1 at ) ")(" // Time 0 // Total time 0
01:05:44 * imode thinks he's going to specify his language in terms of term rewriting.
01:06:02 <imode> gonna be weird considering blocks are effectively infinite loops.
01:06:14 <imode> "what does an infinite loop evaluate to" is something I need to ask myself.
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01:08:33 <imode> did it just pick up where it left off?
01:09:12 <imode> so, if I have an infinite loop, [], I just say "well that's it. that's the final result."
01:09:35 <imode> if I have two infinite loops next to eachother, I only have one loop.
01:10:12 <imode> if I have an infinite loop nested in another infinite loop, I have one loop.
01:10:47 <imode> if I have [;], I yield nothing. if I have [[;]], I yield []. if I have [;][], I yield [].
01:10:49 <moonythedwarf> huh, wont e very complete without a relative jump or a break statemet
01:11:02 <imode> ; is break. ? is conditional break.
01:11:04 <hppavilion[1]> `le/rn theseus/Theseus was a Greek inventor who was charged with impossible-to-detect murder. He was represented by Protagoras and found not guilty. He changed his name to escape the publicity and has continued inventing to this day.
01:11:07 <HackEgo> Learned 'theseus': Theseus was a Greek inventor who was charged with impossible-to-detect murder. He was represented by Protagoras and found not guilty. He changed his name to escape the publicity and has continued inventing to this day.
01:11:32 <imode> I already have the whole language spec'd out and can write programs in it, but I'm wanting to specify it without english.
01:11:37 <imode> so rewrite rules are reasonable.
01:12:21 <imode> the language has 32 commands, each of which are single characters. the whole command set is ?;[],`'+-*/%&|~^()<>=!@${}.:#_\"
01:12:24 <boily> imode: Ω = (S I I (S I I))
01:12:58 <imode> the language is stack based. or, if you wanna get fancier, the language is concatenative.
01:13:23 <imode> [] is equivalent to while(1){}. ; is equivalent to break;. ? is equivalent to if(stack[top] == 0) {break;}
01:13:27 <hppavilion[1]> (wisdum? wisdumite? wisdomoid? wisdoid? How about wisdus? Yeah, wisdus is good)
01:13:42 <imode> heh, I will. I have a half-baked interpreter right now but it's very trivial to translate into C or Forth to get an actual result.
01:13:55 <imode> you can write an interpreter in a day.
01:13:59 <imode> probably an hour or two.
01:14:27 <imode> in fact, one moment while I translate factorial out to C (won't compile because I'm missing a header)
01:15:42 <imode> https://ptpb.pw/HlQ1/c
01:15:57 <imode> it's a factorial function. the original code is ,:,1-[,:?,:,2#*,1#,1-].
01:16:30 <moonythedwarf> a loop based language that has a random access list of loops, the 'value' read is 1 if the loop+loop codr is running, slse zero, the commands beside loops are: ! ? and ;
01:16:51 <imode> http://pastebin.com/DejSL8dp
01:16:58 <imode> the reasonably commented version of the factorial function.
01:17:10 <boily> hppavilion[1]: it will be pdfed in the next pass. praise be the tanebventions!
01:17:52 <moonythedwarf> rhe memory holds infinite amounts, and th language is theoretically turing complete
01:18:12 <hppavilion[1]> Is `?nav part of the topic, or did I add that on my end accidentally?
01:18:49 -!- hppavilion[1] has set topic: News: esolang contest at http://calesyta.xyz/en/ | The intrapumpkin hub of esoteric pizza discussion and development | http://esolangs.org/ | logs: http://codu.org/logs/_esoteric/ http://tunes.org/~nef/logs/esoteric/?C=M;O=D | https://dl.dropboxusercontent.com/u/2023808/wisdom.pdf | For extensive bot testing, use #esoteric-blah.
01:18:56 <imode> what's cool is that using these simple kinds of commands you can make things that look and behave like if-else statements.
01:19:54 <imode> [condition] [,:?. true ,~;] [~? false ;]
01:20:09 <imode> if(condition) { true } else { false }
01:20:32 <oerjan> <imode> did it just pick up where it left off? <-- no, it's just that slow hth
01:20:53 <imode> oerjan: yeah, I noticed.. kind of hilarious.
01:22:45 * boily is off to count the karmic sheep
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01:23:10 <shachaf> the itymology of intrapumpkin is interpumpkin hth
01:23:24 <shachaf> and pizza is just out of place there
01:28:21 <otherbot> You do not have permission to use this command.
01:30:34 <ais523> you misspelled it anyway :-p
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01:41:13 <pikhq> So. Gen VI is the first gen without a third game (or equivalent) in it...
01:41:31 <pikhq> Game Freak implied they were doing something weird with it that time 'round.
01:41:43 <pikhq> I wonder if that "something weird" is a game in the next gen.
01:50:31 <ais523> well, Emerald didn't follow Ruby and Sapphire chronologically
01:55:01 <ais523> I can see why gen VI doesn't have a third game, though, the first two weren't very good :-(
01:56:02 <imode> gen 6 is alpha sapphire and omega ruby.
01:56:50 <imode> I think the world forgot about X and Y.
02:00:15 <ais523> like, the only thing XY do better than the previous games is dressing up (it also does this better than future games), and the multiple regional pokédexes thing
02:00:23 <ais523> everything else is either the same or worse
02:01:41 <imode> it was just boring to me.
02:02:03 <ais523> that's because the difficulty level is too low to make the battle interesting, and its plot is badly designed too
02:02:20 <ais523> so you don't get much enjoyment from the story either
02:02:45 <imode> it wasn't the difficulty or the plot for me, it was the fact that there was just too much... walking.
02:02:59 <ais523> well you get rollerskates fairly early
02:03:08 <imode> yeah but they continually compensate for that.
02:03:09 <ais523> but you probably get the bicycle too late
02:03:23 <imode> like. after you get the rollerskates, everything just seems like it takes way too long.
02:03:46 <imode> and there's a lot of stuff that the game kinda wants you to do but you don't have to do.
02:03:50 <ais523> it's partly because the game's very linear but nonetheless requires backtracking
02:03:51 <imode> like that stupid glamor shot thing.
02:03:58 <imode> or trainer video or something.
02:04:27 <ais523> in the earlier Pokémon games, you had a lot of freedom of where to go after a bit; that means you spend much of your time exploring rather than running around
02:04:31 <imode> it took way too long to get from A to B. compare that to RSE where nearly every path was the same regardless of your mode of transportation.
02:04:32 <ais523> and you have flexibility to choose a better route
02:04:58 <ais523> in the later games (BW onwards, although DPP was starting to get that way) the routes are set
02:05:11 <ais523> and the only choice is whether to skip or do optional dungeons
02:05:25 <imode> they're going with the "how long can we make this game" approach.
02:05:42 <hppavilion[1]> How DOES one viginere encrypt a message containing diacritics when the diacritics are not considered to produce distinct letters?
02:05:42 <ais523> well, having a lot of gameplay is good, but having a lot of filler is bad
02:06:10 <imode> it was just filler... every location seemed to have a purpose in RSE and earlier games.
02:06:14 <imode> like, physical locations made sense.
02:06:19 <imode> but what the fuck is the reflection cave.
02:07:21 <ais523> but it's completely insignificant and IIRC nothing makes you go there
02:08:02 <imode> I think the 2D aspect of pokemon makes me like it.
02:08:10 <imode> everything's a bunch of tiles.
02:08:13 <ais523> actually I think later games have cared too much about being visually interesting than interesting from an activity point of view
02:08:18 <ais523> compare the gyms in RSE to those in XY
02:08:28 <imode> some of the RSE gyms are mindbenders.
02:08:41 <ais523> XY's gyms are nearly always "go from place to place fighting trainers"; there's no real puzzle there, just pretty things to look at
02:08:46 <imode> played the fortree one on a trip. took me maybe 15 minutes.
02:09:01 <ais523> whereas RSE's are all puzzles that would fit in puzzle collections; they're fairly easy by those standards but they definitely require thought to solve
02:10:08 <ais523> actually I'm disappointed that the trick house isn't infinitely refreshing
02:10:11 <imode> plus, I'm not gonna lie, RSE and earlier were visually interesting because of their perspective.
02:10:17 <ais523> even if it looped, rather than being procedurally generated, that'd be better
02:10:37 <ais523> than the current "X puzzles then it stops"
02:10:56 <pikhq> I enjoyed XY, but it definitely was missing stuff.
02:11:16 <pikhq> I think they were focusing on the engine to the exclusion of the game.
02:11:33 <ais523> another thing I dislike in XY is the art style
02:11:33 <pikhq> ORAS would indicate that, because it was definitely more fleshed out.
02:11:57 <ais523> and yes, ORAS is clearly better than XY
02:12:29 <pikhq> And the director of that is doing SUMO, which is promising.
02:12:42 <imode> what exactly would you call that perspective for RGBYRSE.
02:12:57 <imode> like, the visual perspective.
02:13:33 <pikhq> The established name for it is three-quarters perspective.
02:13:36 <ais523> it definitely has a name, I just can't remember what it is
02:13:36 <ais523> I think it has "half" in it somewhere
02:13:45 <imode> 3/4ths is somewhere close, but it's...
02:13:52 <ais523> ah right, that makes sense
02:13:52 <ais523> I got the wrong fraction
02:13:57 <imode> that's not exactly correct, though.
02:14:08 <imode> y and z are not bound to eachother.
02:14:29 <imode> trying to find a good example image.
02:14:55 <ais523> the perspective in RSE maps y and z to the same onscreen axis, doesn't it? and z is the other
02:15:08 <imode> you would think, but no.
02:15:19 <imode> imagine the RSE maps as a heightmap.
02:15:27 <imode> hold on, posting an image.
02:15:32 <pikhq> The main weird thing with that perspective in games is that sprites don't match the perspective.
02:17:32 <ais523> in gen 4 and particularly 5 it's even worse, because the world is 3d but the sprites are 2d
02:17:40 <imode> https://ptpb.pw/JPSE
02:17:46 <ais523> that works in paper mario but not really in Pokémon
02:17:51 <imode> so, here's how mountains and stuff looks.
02:18:00 <imode> (note: this is my mockup.)
02:18:16 <imode> https://ptpb.pw/DnDR here's how the heightmap underneath of it looks.
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02:18:43 <ais523> imode: I don't see how that contradicts y and z being the same axis
02:18:43 <imode> so it's not 3/4ths. it's actually something weirder.
02:18:57 <imode> ais523: well, as you go higher, you don't.. go anywhere.
02:19:13 <ais523> as you go higher vertically above the ground, you move upwards on the screen slightly
02:19:16 <ais523> the same as if you went north
02:19:20 <ais523> just by a different amount
02:19:41 <zzo38> What I have been told is that they added chess clock recently in Pokemon game.
02:19:43 <ais523> it wouldn't surprise me if the fraction wasn't exactly ¾, it doesn't have to be for that sort of perspective
02:20:13 <imode> it's not 3/4ths, because if that were the case, then going up and "out" would amplify eachother.
02:20:22 <imode> because y = y + z;
02:20:36 <ais523> zzo38: the clock they used before was clearly ridiculous, it had a maximum time for each player's move (resetting each move) and a maximum time for the game altogether
02:20:41 <ais523> also it counted animations in the latter time I think
02:20:56 <ais523> so some people used shinies simply to add extra animations, because they thought a timeout would be good for their team
02:21:09 <imode> if you move "up" and "out" in this way, you're not adding your upward displacement to your outward displacement.
02:21:25 <imode> so it isn't 3/4ths. it's just a heightmap.
02:21:46 <zzo38> I wanted to make my own pokemon battle program; it has no animations so those can't take up time, regardless of how you configure the time controls
02:22:03 <ais523> imode: they are being added, just they have opposite signs to what you're expecting
02:22:11 <imode> ais523: ...no, they aren't.
02:22:19 <ais523> however IIRC RSE's gives them teh same sign
02:22:30 <imode> it's not 3/4ths. golden sun is 3/4ths.
02:22:37 <imode> pokemon rse is just a heightmap.
02:23:10 <ais523> when you jump over a ledge in RBY
02:23:16 <imode> I'll tell you why: build a mountain in pokemon, build a mountain in golden sun.
02:23:23 <imode> in golden sun, if you stand behind the mountain, you can't see yourself.
02:23:30 <imode> if you stand behind a mountain pokemon, you can always see yourself.
02:23:43 <ais523> this is only because you can't build one with a sufficiently high slope
02:23:44 <imode> height goes towards the screen instead of up.
02:23:55 <ais523> err, sufficiently stepe
02:23:59 <\oren\> ❄dvcalc 3020 34.559 nuke
02:23:59 <\oren\> ☃ Δv = 0.449050979221787
02:24:01 <imode> such as... a heightmap.
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02:24:10 <\oren\> ❄dvcalc 34.559 3020 nuke
02:24:10 <\oren\> ☃ Δv = 4507.56409815405
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02:24:31 <imode> does it keep repeatedly trying to join?
02:24:44 <imode> and can't somebody restart it?
02:24:54 <ais523> imode: shachaf's joining and parting it manually
02:24:57 <ais523> in the hope that it's stopped
02:26:05 <ais523> also I'd be surprised if you couldn't stand behind a cliff in the RSE engine; the problem is that the map design is designed to deny you opportunities
02:26:24 <ais523> things that are high above the ground also tend to be far north; the game map is designed like that intentionally
02:26:29 <imode> again, you can build a mountain/pyramid.
02:26:48 <imode> it's just that if you do it in 3/4ths and stand behind it, you won't be able to see yourself.
02:26:49 <ais523> ooh, I think I remembered a concrete example
02:26:52 <imode> because the pyramid will occlude you.
02:26:52 <ais523> the slide in the secret base
02:26:57 <ais523> you can stand behind that and be occluded
02:27:06 <imode> that's because it's on a different layer, just like bridges.
02:27:14 <imode> the game takes place on a 2D plane.
02:27:20 <ais523> it's because the back of the slide is vertical rather than being sloped
02:27:30 <ais523> and yes, it's a 2.5D engine
02:27:33 <imode> nnno, it's because it's on a different layer...
02:27:37 <ais523> i.e. it uses layers in order to do the calculations
02:27:43 <imode> it's not a 2.5D engine. it's entirely tile based.
02:27:48 <ais523> but the way the engine works doesn't affect the way the perspective works
02:27:56 <ais523> 2.5D engines are tile based though
02:28:04 <ais523> like, these are two different issues
02:28:16 <ais523> a) how the engine internally represents the map, b) how it's drawn to the user
02:28:18 <imode> what don't you get about "it's a heightmap and y points towards the screen."
02:28:29 <zzo38> Can the chess clock in Pokemon game be applied grace time and/or increment time too, or not?
02:28:31 <ais523> that's a statement about the game's internal representation of the map
02:28:32 <imode> and "it's not 3/4ths because they are fundamentally different transforms."
02:28:36 <ais523> it's not a statement about how the map is drawn on the screen
02:28:42 <imode> oh my god. yes it is.
02:28:47 <imode> look at the images. compare the two.
02:28:51 <ais523> zzo38: it's very unlikely to be customizable
02:29:04 <imode> that's how it maps from the datastructure to the end rendering.
02:29:25 <ais523> imode: is this an actual example from the game? because AFAICT it contains mistakes
02:29:27 <imode> it is not 3/4ths. in fact, go ahead, download a RSE editor, pull it up, and try to occlude a character.
02:29:43 <imode> try to build like you would in something like 8bitmmo.
02:29:45 <imode> because you can't.
02:29:56 <imode> 8bitmmo is 3/4ths.
02:29:59 <pikhq> It's a statement about the art style in use. In terms of the *rendering and data structure*, it's flat 2d, and to my knowledge it's carefully designed to not require a z axis at all.
02:30:05 <ais523> you can implement 3/4ths perspective using a 2.5D (i.e. multiple layers of tiles) engine
02:30:15 <zzo38> ais523: It is why I have to make the new one, it can be fully customizable.
02:30:17 <ais523> you can also implement it using a 3D engine
02:30:40 <imode> it is not. 3/4ths. in no way do you increase your Y coordinate as you go higher up in altitude.
02:30:42 <ais523> zzo38: there are already fanmade Pokémon engines that may be easier to adjust than creating one from scratch
02:31:00 <ais523> imode: you can go onto a higher layer, can't you? that's one way of modelling the Y coordinate when it matters
02:31:01 <imode> even in the art style.
02:31:17 <ais523> just like the Z coordinate in older sonic games is implemented as a sequence of layers rather than an actual value
02:31:26 <imode> ais523: you can go onto a higher layer, but the layers are stacked on top of eachother facing towards the screen.
02:31:30 <zzo38> Several features of the existing ones I don't like so much though
02:31:33 <imode> there is no parallax.
02:31:39 <ais523> I'm arguing that the fact that you can be occluded behind the slide is proof that the art style is intended to look like ¾
02:31:52 <ais523> even though that's implemented by placing the slide on two layers
02:32:03 <imode> the things represented in pokemon are impossible in 3/4ths because of the fundamental difference when you transform the 3d coordinates to screen coordinates.
02:32:03 <ais523> the only purpose for implementing it like that is so that the art will look correct
02:32:06 <imode> end of story. end of argument.
02:32:21 <imode> if you wanna prove that wrong, construct a counter example.
02:32:33 <zzo38> I would do it the server in JavaScript and the client can be any telnet client (you need not download it), but you can also implement your own client using JSON
02:33:11 <zzo38> To avoid to include picture and sound effect therefore can save a lot of disk space too.
02:33:45 <zzo38> Rather than ones using specialized clients
02:35:01 <ais523> imode: here are some pictures of terrain from actual gen 3: http://bulbapedia.bulbagarden.net/wiki/Secret_Base#Layouts
02:35:20 <ais523> on the south wall of a room, the top of the wall is occluding the bottom of the wall
02:35:41 <ais523> thus, the art style is clearly not an overhead view, i.e. the y axis and z axis are both being represented via vertical movement onscreen
02:35:49 <ais523> or the sprites would have been drawn symmetrically
02:36:07 <imode> compare that to the overworld mountain tiles.
02:36:18 <ais523> however, the amount is very small
02:36:27 <ais523> this is because the camera is "almost" overhead
02:36:36 <imode> also, those walls won't occlude the character.
02:36:44 <ais523> thus in order for something to occlude something else to its north, the height difference must be very large
02:37:02 <imode> also, I'm going to say that this isn't a valid example because it's just a single level of depth.
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02:37:41 <imode> wonder how long that'll go on for.
02:37:44 <ais523> imode: fwiw, my actual secret base in Gen 3 was full of puzzles in which I had traps occluded by other objects, so that you couldn't easily see them
02:37:59 <shachaf> It was unlikely to make much progress in 12 minutes.
02:38:00 <oerjan> i'm guessing the negatives are fewer than the positives
02:38:12 <oerjan> shachaf: i was just wondering how fast it went
02:38:18 <ais523> at least, I think it was gen 3, might have been gen 4
02:38:28 <imode> ais523: I studied the way they developed the art style and made that mockup about two months ago.
02:38:35 <oerjan> i assume the great majority of karmas are +-1
02:38:45 <imode> down to the tiles.
02:38:47 <ais523> your mockup is incorrect, though, it reverses the 3D y to 2D y mapping, and also has a few heightmap errors
02:38:52 <shachaf> Well, it took a long time to get to 1
02:38:59 <shachaf> But the negatives will probably be faster.
02:39:04 <imode> 1. no, it's completely correct, I dare you to prove it wrong. 2. probably.
02:39:06 <oerjan> hm i guess haskell's comment syntax means -- may be more common than ++
02:39:18 <imode> heightmap errors were kind of common. I was writing a renderer for it.
02:39:19 <shachaf> People also use -- as an mdash
02:39:24 <imode> but that's how it works.
02:39:34 <imode> if you want to prove me wrong, create an example RSE map.
02:39:41 <imode> where building "up" occludes the character.
02:40:17 <zzo38> When I told someone else that I wanted to make the text version of the pokemon battle, what someone suggeted is that it is good except for one pokemon species where they draw dots on your face depending on your personality value. What can be done though is that if you have that pokemon, then your opponent can see your personality value!
02:40:34 <zzo38> (It can just be displayed as text instead)
02:40:39 <imode> zzo38: I wanted to see if I could make a "net navi" for those with a pebble smartwatch.
02:40:48 <ais523> imode: here, the trees are occluding the mountain: http://bulbapedia.bulbagarden.net/wiki/File:Hoenn_Route_103_RS.png
02:40:50 <imode> if you've played MMBN.
02:41:18 <ais523> the mountain itself confines to the grid because it's sloped at a 45 degree angle
02:41:25 <imode> ais523: if the trees are occluding the mountain, then why aren't they occluding eachother in the same image.
02:41:30 <zzo38> If data files from other Pokemon battle programs are compatible then it can be avoided to rewrite all of the data files at least, so it is not entirely to write by scratch.
02:41:37 <imode> not on the left side.
02:41:38 * moony studies argument or 2.5D info
02:41:38 <ais523> it's just hard to see because the top and bottom of the tree is the same colour
02:42:00 <ais523> the trees on the left don't fill the whole square, just enough to block movement
02:42:03 <zzo38> ais523: Do you know if the existing data files are compatible so that same data file can be in use?
02:42:07 <ais523> like, the base is towards the south
02:42:18 <ais523> it's a trick that Game Freak commonly use in order to save on rendering costs
02:42:36 <imode> http://s124.photobucket.com/user/darkstewie69/media/My%20Region/StarterTown.png.html
02:42:41 <ais523> zzo38: Veekun has an SQL database of all the data used by the Pokémon games
02:42:51 <imode> so why is this not consistent.
02:42:53 <ais523> that's what most people use
02:43:08 <imode> RSE uses a tile-based heightmap in order to render everything.
02:43:34 <imode> here's a better image...
02:43:35 <ais523> I'm pretty sure RSE stores the tiles in a "premultiplied" form
02:43:39 <imode> http://s1162.photobucket.com/user/AntiSpriteTheft/media/Hoenn_Route_122_RSE_zps3ce687bf.png.html
02:43:57 <imode> go "up" on this mountain.
02:44:00 <imode> you'll be heading towards the screen.
02:44:05 <zzo38> ais523: That might be useful. Which unofficial programs use it?
02:44:21 <ais523> i.e. if you want to place something at a particluar place on the map, you add y+z and store the tile at that location in memory
02:44:27 <ais523> but that's an implementation detail
02:44:31 <imode> that isn't how it works.
02:44:38 <ais523> imode: in your first picture the trees are occluding the lake
02:44:46 <imode> the first is fan-made.
02:44:48 <imode> second is in-game.
02:45:09 <ais523> imode: look at the north side of the mountain
02:45:14 <imode> pokemon RSE internally represents its position as a traditional X and Y pair.
02:45:19 <ais523> the higher layers are occluding the lower layers, because it's a 45° slope
02:45:32 <ais523> imode: the engine internally doesn't use the z value except when layers are involved
02:45:35 <ais523> but that's just an optimization
02:45:37 <imode> the higher layers aren't, actually.
02:45:41 <ais523> the game works in camera coordinates
02:46:11 <imode> there is no Z coordinate in the game except for layering, which has no physical effect.
02:46:15 <ais523> both sides of the mountain are sloped at 45° in that picture
02:46:29 <imode> in no way can you generate that picture using 3/4ths.
02:46:30 <ais523> look, you're confusing the game's representation with the view that the game wants to show to the player
02:46:36 <zzo38> I am making a JavaScript time-controls library so afterward I will be able to use that.
02:46:39 <ais523> imagine a game that uses an isometric perspective
02:46:44 <ais523> you can store that as x, y, z coordinates
02:46:51 <imode> ais523: stop telling me what I'm confusing.
02:46:51 <ais523> you can also store that as just x, y, and layer where two things cross
02:47:16 <imode> you can't use 3/4ths to generate that kind of a perspective.
02:47:22 <ais523> this is the same with ¾ rather than isometric; the game internally uses an x, y, layer coordinate system
02:47:25 <imode> because you can't see _behind the objects_ wit h3/4ths.
02:47:33 <ais523> you can't see behind objects there, either
02:47:45 <imode> I can see the back side of the mountain while also seeing the front side.
02:47:55 <ais523> OK, see the grass in front of the entrance? then look at the row of rock immediately above it
02:47:59 <ais523> follow that round to the back of the mountain
02:48:02 <ais523> you'll see that it disappears
02:48:02 <imode> http://opengameart.org/sites/default/files/images/TUTO_chap3_Ody.gif
02:48:07 <imode> here's what 3/4ths looks like.
02:48:11 <ais523> because it's occluded by the mountain above it
02:48:30 <ais523> in the gif you just posted, the wall is vertical, the house is vertical
02:48:37 <ais523> they're good at occluding things behind them because they're vertical
02:48:41 <imode> so is the fucking mountain.
02:48:43 <ais523> in the screenshot from Pokémon, however, the mountain is not vertical
02:49:11 <ais523> thus it's much less good at occluding things behind it because it's approximately a pyramid, rather than approximately a cube
02:49:14 <imode> I'm challenging you to construct that mountain using 3/4ths.
02:49:50 <ais523> do you have a smaller example? that one's fairly large and it'd take ages
02:49:54 <shachaf> I know what 2.5D is, but I'm mystified by 0.75D
02:50:06 <imode> if you could, you wouln't be able to see the back of it because the front-facing parts would occlude the back ones.
02:50:22 <ais523> let me draw the top few lines for you
02:50:28 <imode> also, it isn't really... that tough.
02:50:32 <ais523> it'll take a while as it's a big mountain
02:50:49 <ais523> probably around twice as big as you think it is because you're misinterpreting it :-P
02:51:24 <ais523> ugh, the site keeps replacing the image with an advert when I unfocus it
02:51:27 <ais523> let me take a screenshot of the image…
02:51:29 <imode> welcome to imgshack.
02:51:39 <imode> or photobucket. or whatever horrible image service.
02:52:05 <imode> also, here's something.
02:52:11 <imode> if I was going "up" from the back of the mountain.
02:52:23 <imode> I'd increase my Y coordinate, right.
02:52:29 <imode> because y = y + z;
02:52:36 <imode> that's how 3/4ths works.
02:52:45 <imode> well. in pokemon, that doesn't work.
02:52:51 <imode> you actually decrease your Y coordinate.
02:53:57 <imode> because your x and y coordinates remain unchanged according to your depth. it's like traversing a heightmap. the art style is designed like that so large objects won't occlude your view.
02:55:47 <imode> those kinds of slopes pop up a lot of places.
02:56:22 <ais523> I'm busy working out the heightmap atm
02:56:29 <ais523> it's taking ages because I keep miscounting all the occluded area
02:56:38 <ais523> quite a lot is occluded on the north side
02:56:55 <imode> it may look like 3/4ths at a glance but it's actually not possible.
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02:58:56 <ais523> please give me time to do this!
02:59:08 <imode> but I just showed you it was impossible. :P
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02:59:45 <imode> you can say it's not all you like, that's how it behaves in game and that's how it was drawn.
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03:00:23 <imode> I know; I did research and I was writing a renderer for heightmaps like this.
03:02:33 <ais523> do you have a ¾ renderer so you can test the heightmap I'm giving you?
03:03:49 <imode> I had a 3/4ths voxel renderer at one point.
03:04:05 <imode> all that's left of it after morphing it into an isometric renderer is some screenshots.
03:04:30 <imode> it's dying from all the karma.
03:04:48 <oerjan> hppavilion[1]: no, it's slowly listing its entire karma database
03:05:08 <oerjan> so we keep it mostly out of the channel until it finishes
03:05:18 <imode> ais523: compare pokemon's perspective to ALttP's... you'll find that the same inconsistencies are abound. it's "kind of 3/4ths" but not really, and everything either gravitates towards or away from the center of the screen like a heightmap.
03:05:29 <oerjan> no, it's got down at least -2.0 hth
03:09:02 <hppavilion[1]> I generalized numbers unconsciously the other day, and I want to know if there's anything like it yet
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03:10:34 <hppavilion[1]> A single value V is a sequence of numbers (I use naturals, but you could use pretty much anything with the required operations and relations) [v_1, v_2, ..., v_k]
03:12:01 <hppavilion[1]> V > W if the length of V is greater than that of W. If they're the same length, then V is greater if its last value is more. If those are equal, V is greater if its second-to-last is more
03:13:08 <zzo38> I have thought of similar thing once but I also don't know if there is anything like it yet
03:13:24 <hppavilion[1]> I think of it sort of like a trophy case- somebody with 3 second places is better than someone with 2, but there is no number of second places that is better than a single first place (in theory)
03:13:40 <hppavilion[1]> (which is why I call it "cases" or "tropheries" for now)
03:14:03 <oerjan> afaict, that's order isomorphic to ordinals < omega^omega
03:14:34 <oerjan> and what you are describing is basically their Cantor normal form
03:14:44 <hppavilion[1]> oerjan: Bearing in mind that the length and values must all be finite?
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03:18:05 <oerjan> huh, seems like it's finished
03:18:15 <oerjan> i guess there weren't many below -2, then
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03:20:32 <ais523> imode: http://sprunge.us/BjgM is a heightmap representation of the same mountain that's shown in ¾ in the screenshot you gave, from the north edge down to the northernmost edge of the visible beach
03:21:15 <ais523> x is a square that's occluded; . is a square that is occluded but you can deduce that it's sea because if it were above sea level, it wouldn't be occluded
03:21:22 <hppavilion[1]> zzo38: I assume you came up with the same definition that addition of V and W (V+W) is equal to [v_1+w_1, v_2+2_2, ..., v_i+w_i, l_(i+1), (i+2), ..., l_(j-1), l_j] where i = min({len(v), len(w)}), l is the tail of the longer sequence starting at position i ([] if they're the same length), and j = #l?
03:21:52 <ais523> note that in this perspective, the front of the mountain is directly vertical, which seems implausible; the game's perspective probably uses a different scaling factor between y and z than the one I assumed there
03:22:04 <ais523> ("front" = south face, the one nearest the camera)
03:22:54 <ais523> like, I put the camera at 45° from vertical in that heightmap but it's probably more like 22.5° in practice
03:23:11 <zzo38> hppavilion[1]: I think I did (although this was some time ago and I may have forgotten)
03:23:33 <ais523> the point is, though, that any camera orientation, from vertical to almost horizontal, can produce a mountain of that shape; you basically just apply shear to the mountain
03:23:39 <ais523> this is basic camera matrix stuff
03:23:45 <ais523> and shouldn't need proving
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03:28:22 <hppavilion[1]> And defining n*V for a case V (item-type p), allowing cases with element-types being a member q of Q (p \subseqin Q) (so usually q \in {|N, |Z, |Q, |R}. At weirdest, |S), and a value n (of type t) where (*) :: p -> t -> (\elem Q)
03:28:47 <imode> ais523: for the last time. read above.
03:28:59 <imode> it's impossible and you're wrong because it's a different projection.
03:29:01 <ais523> imode: you asked for proof, that's proof
03:29:10 <imode> I can't even parse that.
03:29:37 <imode> I was assuming you were drawing something. but it doesn't even matter because the fundamental proof is whether or not scaling the back slope can set you higher on your screen.
03:29:43 <imode> it can't. it remains unaffected.
03:30:06 <ais523> x is occluded, . is occluded but necessarily at height 1, other values are heightmap
03:30:15 <ais523> i.e. my drawing is the same mountain seen from directly above rather than at ¾ perspective
03:30:16 <imode> if you scaled the back slope of that mountain and ended up with a higher y screen coordinate, it's 3/4ths.
03:30:19 <ais523> but we can't see all of it
03:30:20 <imode> other than that, it's not.
03:30:21 <ais523> hppavilion[1]: it started ages ago
03:30:25 <imode> so, you're wrong. end of argument.
03:30:37 <ais523> imode: what's your definition of "scaled" here?
03:30:44 <ais523> if you start at a location adjacent to the bottom of the back slope of the mountain
03:30:56 <ais523> you will move up the screen
03:30:58 <imode> you will end up with a lower Y coordinate on the screen.
03:31:01 <hppavilion[1]> imode: ais523: Would you like an impartial third party? Because I can probably find someone
03:31:07 <imode> hppavilion[1]: no, this is just stupid.
03:31:10 <ais523> imode: look at the picture
03:31:15 <ais523> specifically, the second layer up on the mountain
03:31:21 <imode> this is the last time I'm going to say this.
03:31:27 <ais523> this is because it's lower on the screen than the third layer is
03:31:34 <ais523> and thus the third layer covers it up
03:31:49 <imode> in this projection, if you scale a pyramid shaped structure from the back of the structure (i.e further away from the camera), two things happen in two different projections.
03:32:00 <imode> in 3/4ths, your screen Y coordinate increases.
03:32:04 <ais523> besides, here's an alternative proof you're wrong: every render that can be generated by a heightmap, can also be generated by a ¾ perspective (starting from a different object)
03:32:10 <imode> in pokemon's projection, your screen Y coordinate decreases.
03:32:17 <imode> end of discussion.
03:32:23 <ais523> please define "scale", it's ambiguous and I don't know what definition you're using
03:32:33 <imode> "go up the mountain".
03:32:34 <ais523> anyway, your screen Y coordinate /increases/ in Pokémon's projection
03:32:41 <ais523> when you go up the north face of the mountain
03:32:55 <ais523> imode: if it decreased, then you would be able to see the entire back face of the mountain
03:33:13 <imode> done with this discussion.
03:33:31 <imode> I don't have time to infinitely loop over an explanation you are clearly not getting.
03:33:38 <imode> what I need to do is cook dinner.
03:35:08 <ais523> imode: the easiest way to see this is to look at the beach; it's visible on the left, bottom, and right side of the mountains, but it is /not/ visible on the top, and the reason is because it has a lower rendered-y coordinate than the back of the mountain because it is lower on the screen; if being higher on the screen always gave a higher rendered-y coordinate, you would be able to see the beach
03:36:09 <ais523> OK; I'm just annoyed because imode asked a question, refused to believe my answer, asked for proof, then when I spent like half an hour providing proof refused to look at it on the basis that it couldn't exist
03:36:58 <hppavilion[1]> ais523: I know that that's frustrating, but from imode's perspective you probably weren't giving a very good proof
03:37:14 <imode> you think you're annoyed, try "I wrote a renderer and drew mockups and understand how this thing works" while showing inconsistencies and you're just not accepting it because you can't listen to me for a split second.
03:37:24 <imode> drop your assumptions about how you think this piece of shit works and actually listen.
03:37:39 <ais523> look, you're moving the goalposts every time I try to respond to what you're saying
03:37:57 <imode> any more of this and I'm putting you on ignore. I'm sure you're a wonderful person otherwise but you're infuriating me.
03:37:58 <ais523> what I will concede is that in Pokémon, it's impossible to move to a location that's occluded by more than one tile
03:38:16 <imode> and this is dragging out too long.
03:38:33 <hppavilion[1]> ais523: imode probably isn't trying to move the goalposts; e knows what e means, e just didn't express it in a way you understood.
03:38:52 <ais523> what you're saying is that it's /impossible/ the perspective is ¾; what I'm saying is that it's not only possible, but also likely; however the way perspective works it will never be possible to prove
03:39:15 <ais523> because all renderings that can be produced in ¾ perspective can also be produced by an overhead camera (starting from a differently shaped object)
03:39:54 <hppavilion[1]> Either you two are using different sets of axioms, the definitions are different, or this is one of those weird areas of math that has something bizarre like how in Modal Logic, the statement "it is possible that p is necessary" implies "p is true"
03:40:05 <ais523> I'm also saying that the reason you're confused is that there are some small parts of the game which are clearly in ¾ perspective; you believe the rest of the game isn't, so you believe the game is inconsistent
03:40:09 <imode> in 3/4ths, here's what your screen projection looks like. x = x; y = y + z; in pokemon's perspective, here's what your projection looks like: x = x; y = y;. z is discarded because it's an overhead view. they are different perspectives.
03:40:19 <imode> and that's it. that's all. I'm not listening to you because you never listened to me.
03:40:33 <ais523> whereas I believe the game consistently uses ¾ perspective, and typically makes occluded tiles impassable in order to prevent you navigating "in the dark"
03:40:43 <hppavilion[1]> Ignoring each other for the time being seems like the best way to resolve this
03:41:05 <ais523> I'm just really disappointed because of people being so aggressively wrong
03:41:29 <hppavilion[1]> ais523: imode is probably thinking the exact same thing about you right now.
03:42:22 <ais523> btw, the source of the disagreement is that I agree that ¾ perspective uses the formula "rendered-x = world-x; rendered-y = world-y + world-z"; I disagree with imode's assertion that Pokémon uses the formula "rendered-x = world-x; rendered-y = world-y"
03:42:40 <ais523> and imode was ignoring any evidence that I could provide for the latter disagreement
03:42:46 <hppavilion[1]> ais523: Just don't tell me about the argument so I don't wind up taking sides
03:42:58 <ais523> but confusing the issue is the fact that Pokémon calculates using rendered-x/y internally rather than world-x/y
03:43:32 <ais523> hppavilion[1]: right, I shouldn't drag you into it because as you don't care what the answer is, it's unimportant that yo know
03:44:53 <ais523> the whole thing started because imode asked what the answer was, pikhq and I told them, then they refused to accept it
03:45:30 <ais523> that's normally, especially in a channel like this one, an invitation to have your misconceptions corrected (because presumably you want to be educated because you care about the answer), but apparently not in this case
03:45:58 <hppavilion[1]> ais523: I'm getting a feeling the argument might have been about different mindsets; one of you was going for mathematical perfection and the other for a high-accuracy approximation
03:46:49 <imode> ais523: for the record, I didn't ignore you because I thought you would stop, but thanks. again, the conversation devolves from a discussion about the way things actually work to trying to piss on eachother's keyboards.
03:47:10 <zzo38> Maybe it depends what Pokemon game? Maybe the different generation might work differently
03:47:27 <ais523> zzo38: it works differently from Platinum onwards, although the game's view looks much the same
03:47:32 <imode> you don't understand how this works. and instead of saying "wow that's how it works?" you'll try to make up any bullshit in order to "prove" you "understood it".
03:47:45 <imode> this is so stupid. it's a god damn pokemon game.
03:48:04 <ais523> zzo38: Pokémon Red through Pearl use ¾ projection but the game stores the rendered version as the map internally; Pokémon Platinum onwards also use ¾ onwards but store the map in world coordinates, not rendered coordinates
03:48:05 <hppavilion[1]> ais523: imode: Please, you two, just put each other on ignore for the time being. It's for the best.
03:48:20 <ais523> *also use ¾ projection
03:48:22 <imode> yeah, how about we both shut up.
03:48:34 <ais523> well I'm going to answer questions about this when other people ask them!
03:48:42 <imode> and continue to be wrong.
03:49:08 <hppavilion[1]> imode: Not both shut up, ignore each other so you lose interest in talking about this topic and the argument dies
03:49:36 * imode pulls up a random article from hackernews.
03:49:42 <ais523> actually, here's a really good direct proof it's ¾ in gen 2: look at radio tower here: http://bulbapedia.bulbagarden.net/wiki/File:Goldenrod_City_GS.png
03:49:59 <ais523> now I'll stop talking about it because I suspect if that isn't convincing, nothing will be
03:50:29 <ais523> like, it sums up the argument in one sentence, so it's a good place to stop
03:50:50 <imode> you ignored mine, so I'm ignoring your's.
03:50:54 <ais523> it just took me this long to think of it
03:51:11 <ais523> (also I didn't /ignore/ your arguments; I /disagreed/ with them, and pointed out the bit I disagreed with)
03:51:22 <ais523> if I'd ignored your arguments I'd have said a lot less!
03:51:22 <imode> you really want me to dissect that image so this bullshit can go on longer.
03:51:28 <imode> just shut. up. and I'll shut up.
03:51:36 <ais523> no, I just want you to look at it and see if it makes any sense with your worldview
03:51:55 <hppavilion[1]> ais523: Yes, but if you look at it externally, it's pretty clear you're just getting the last word. You very well may be getting the *right* last word, but you're still just continuing this awful, awful debate
03:51:59 <ais523> but if you're not going to do that, that's fine too, I can understand if you decided that your question isn't worth this much bothering about
03:52:00 <imode> gen2's art style isn't rse's, and I can't believe I'm saying that in a serious conversation.
03:52:15 <imode> I didn't ask you a fucking question condescending shit.
03:52:24 <ais523> you did, let me quote it
03:53:19 <ais523> <imode> what exactly would you call that perspective for RGBYRSE. <imode> like, the visual perspective. <ais523> it definitely has a name, I just can't remember what it is <ais523> I think it has "half" in it somewhere <pikhq> The established name for it is three-quarters perspective.
03:53:30 <imode> in all this crap I forgot the original line.
03:53:40 <ais523> then I've been spending all that time trying to clarify the answer because you disagreed with it
03:53:46 <imode> you're right, I did ask you what the name might be.
03:54:01 <ais523> disagreeing is fine, typically; we analyse each other's arguments to see where the disconnect is
03:54:03 <imode> and then further clarified that it's not 3/4ths.
03:54:05 <ais523> and eventually one person changes their mind
03:54:19 <imode> which is precisely why I was asking the question.
03:54:27 <imode> because if it wasn't 3/4ths then what the hell was it.
03:54:36 <imode> god damn I'll never casually ask anything again.
03:54:47 <ais523> my position is that gens 1, 2, 3, and the start of 4 use the same perspective; you disagree with that, so I've been trying to figure out where the disconnect is
03:54:48 <hppavilion[1]> I say this as a friend: I honestly think it's time for both of you to turn off the computer and go for walk
03:54:59 <ais523> not safe to walk at that time
03:55:09 <imode> plus it's raining.
03:55:22 <hppavilion[1]> ais523: Then go to sleep. Or listening to some music. Or read a good book.
03:55:35 <ais523> I mean, I was doing other things
03:55:41 <ais523> just I got pulled into the channel to try to help explain this
03:55:45 <ais523> but there's not much point at this point
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03:56:11 <imode> now he has the right idea.
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04:03:45 <ais523> ugh, for anyone lurking or logreading this, I'd like to say that I'm very upset by this, and explain why
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04:04:23 <ais523> one of the main reasons I come here, other than talking about esoprogramming, it's that it's a channel with the sort of friendly atmosphere in which you can ask a quesiton, and often get an answer if someone happens to know it
04:04:51 <ais523> typically without the motivations being questioned (as they're often ridiculous), unless they happen to be relevant
04:04:59 <ais523> I value that a lot, and have made use of it in the past
04:05:12 <ais523> and I try to give back by helping people out with things they might be struggling with
04:05:33 <ais523> typically it's programming, but the projection used by Pokémon games counts too, I guess
04:05:56 <ais523> when there's a disagreement, then we tend to go more in depth in order to find out what the answer is, and that's what I was trying to do there
04:06:22 <ais523> there were other things I wanted to be doing, but it seemed like it was worth going through the effort so that someone else would do it for me
04:06:54 <ais523> and seeing all that be abused makes me very upset; it's like the more detail I went into, the harder things became rather than easier
04:07:13 <ais523> because everything I said was being pushed back against, with questions for more proof and the like
04:08:19 <ais523> especially because I used to work as a teacher, if someone isn't understanding something, I feel like it's me who's at fault for not explaining it correctly
04:08:49 <ais523> so I wanted to try to resolve the situation, and now that I haven't, I feel like I've failed
04:10:18 <ais523> anyway, I hope people won't be any less inclined to answer my questions, or to ask questions of their own, as a result; the conversations can often be really interesting, and typically everyone comes out having learned something
04:11:15 <ais523> I guess that's all I want to say
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04:12:20 <ais523> I feel a bit better now
04:14:08 <ais523> still haven't had many ideas for my hello world though…
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04:24:50 <\oren\> ❄dvcalc 47.47 5018 nuke
04:24:50 <\oren\> ☃ Δv = 5901.1484425243
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04:51:27 <hppavilion[1]> Hm, so how DO ordinals generalize beyond the "case system" I was thinking about earlier?
04:51:37 <hppavilion[1]> I assume it's probably that you allow cases to nest indefinitely deep?
05:01:47 <Cale> hppavilion[1]: Which case system?
05:02:16 <hppavilion[1]> Cale: A generalization of numbers I thought up that I called "cases" by an analogy to a trophy case
05:03:09 <hppavilion[1]> Cale: It uses the metaphor that a team that has won 2 third-place awards is better than a team that has won 1, but a team that has won 3 would be better
05:03:18 <hppavilion[1]> 4 would be better than the team that won 3, 5 better than 4, etc.
05:04:02 <hppavilion[1]> But there is no number of third-place wins that would, on their own, put you better than a team with only one second-place win
05:04:18 <hppavilion[1]> But a team with 2 second-place wins is better that that team, and a team with 3 better than them, etc.
05:04:35 <hppavilion[1]> But no number of second-place wins is better than even one first-place
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05:08:23 <hppavilion[1]> Cale: So you create a generalization of numbers in the form of a finite sequence of natural numbers C = [C_1, C_2, ..., C_(k_C)]
05:08:58 <hppavilion[1]> And C > D if C's last element is greater than D's last element
05:09:34 <hppavilion[1]> else C > D if C' > D', where C' is C with its last value truncated and D' is D with its last value truncated
05:09:52 <Cale> So yeah, that seems like a well-ordering to me: for any nonempty set of such things, it will have a least element
05:10:29 <Cale> So it'll be order isomorphic to some particular ordinal.
05:10:52 <Cale> No matter which ordinal that happens to be, it will have a successor :)
05:10:53 <hppavilion[1]> Cale: Yes, and apparently this is isomorphic to the ordinals < omega^omega
05:11:53 <hppavilion[1]> Developed completely on my own while watching the Yogscast :D
05:12:06 <hppavilion[1]> (then forgotten about, then dredged back up later)
05:13:19 <hppavilion[1]> Cale: The next logical step was addition; V+W is done by expanding the shorter one by right-padding it with zeros to have the same length as the longer one, then simply performing element-wise addition
05:14:13 <hppavilion[1]> So [1, 2, 3]+[2, 3, 5, 7, 11] = [1, 2, 3, 0, 0]+[2, 3, 5, 7, 11] = [1+2, 2+3, 3+5, 7+0, 11+0] = [3, 5, 8, 7, 11]
05:14:16 <Cale> Sure, or you can simply think of these things as sequences which are eventually 0
05:14:31 <shachaf> one would hope that an ordinal notation can at least handle ordinals < eps_0 twh
05:14:46 <hppavilion[1]> Cale: Well, yes, that's the mathematical version, but I was computer-implementing them :P
05:15:27 <shachaf> @google cantor normal form
05:15:28 <lambdabot> https://en.wikipedia.org/wiki/Ordinal_arithmetic
05:16:04 <hppavilion[1]> Cale: So, V+n (for some Case V and some scalar n) was easily equal to V+[n]
05:17:04 <shachaf> If polynomials are free ring expressions (are they?), what are CNF ordinals?
05:17:19 <shachaf> Er, that's Cantor, not Conjunctive.
05:17:29 <hppavilion[1]> So then, it was simple to figure that, as long as I'm extending numbers, there's no reason to constrain the /elements/ to natural numbers; I can allow the elements themselves to be Cases
05:17:33 <Cale> hppavilion[1]: Note that there's an interesting involution on these things
05:18:01 <Cale> er, sorry, I was thinking of something else :)
05:18:19 <Cale> If we were to insist that the elements of the sequences were descending...
05:19:01 <hppavilion[1]> So instead of the second element being infinity, the second element is infinitesimal?
05:19:03 <Cale> Oh, sure, you could reverse them.
05:19:17 <Cale> But I was thinking of a transpose operation that doesn't quite work out
05:19:37 <Cale> (well, you can do something like Haskell's transpose which squishes things together)
05:20:23 <hppavilion[1]> I also figured that nV for scalar n and case V is easily [n*V_1, n*V_2, ..., n*V_k] for k = #V
05:20:23 <Cale> > transpose . transpose $ [[1,1,1,1], [1,1], [], [1,1,1]]
05:21:17 <hppavilion[1]> I'm stuck on VW for cases V and W, but it might turn out like matrices
05:21:18 <Cale> @let tr = map sum . transpose . map (flip replicate 1)
05:21:29 <Cale> > tr [4,2,0,3]
05:22:09 <Cale> (not quite an involution like this, but it's sort of a closure operator)
05:22:38 <hppavilion[1]> (Though, wait, I could stick to the definition for nV and wind up with V = [1, 2], W = [3, 4, 5], VW = [3[1, 2], 4[1, 2], 5[1, 2]] = [[3, 6], [4, 8], [5, 10]])
05:23:12 <hppavilion[1]> Cale: But, wait, you CAN do ordinals like this descending, correct?
05:24:52 <Cale> hppavilion[1]: You can think of any ordinal as being the set of all ordinals strictly less than it (von Neumann's definition of ordinals does this)
05:25:28 <Cale> Oh, are you talking about my descending sequences?
05:25:33 <hppavilion[1]> Cale: I mean, if you were to take my Case notation and, instead of having a lowest level and higher levels that take precedence, you have a highest level and lower levels that break ties
05:25:59 <Cale> The ordering on ordinals isn't dense
05:26:19 <Cale> Well, if you can always break ties...
05:26:41 <hppavilion[1]> Wait, [3, 4, 5][1, 2] = [1[3, 4, 5], 2[3, 4, 5] = [[3, 4, 5], [6, 8, 10] dammit. Non-commutative, which is sad.
05:27:04 <hppavilion[1]> Cale: Well, no, if it's the same on every level then there's a tie and they're equal
05:27:19 <Cale> Like, if it's the first element of the sequence which is most significant, and you're just taking the lexicographic ordering
05:27:39 <Cale> then that's dense, in the sense that for any two sequences you'll be able to find one which is in between them
05:27:46 <Cale> It won't be well-ordered
05:28:55 <Cale> e.g. {[1],[0,1],[0,0,1],[0,0,0,1],...} will be an infinite descending sequence having no least element
05:29:07 <hppavilion[1]> Cale: In the Cases, taking [a, b, c] > [d, e, f] means that you take c > f. If c > f, then [a, b, c] > [d, e, f]; if c < f, then [a, b, c] !> [d, e, f]; if c = f, then you take b > e and repeat
05:29:46 <hppavilion[1]> Cale: I didn't need well-order; it's not about ordinals, it's about infinitesimals
05:29:53 <Cale> Yeah, it's the other way around which gives you ordinals
05:30:44 <hppavilion[1]> And once you have that, there's no reason you can't glue it together into ([infinite], finite, [infinitesimal])
05:31:23 <Cale> the tricky part is how to multiply
05:32:06 <Cale> You might hope to get a field which incorporates various infinitesimals and infinities
05:33:49 <Cale> (or maybe a semiring, in your case)
05:34:07 <Cale> (we haven't been dealing with negative numbers or fractions anywhere)
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05:38:08 <shachaf> Cale: what do you think of the kuratowski closure axioms twh
05:39:18 <HackEgo> twh would help, but is an hth derivative. hth. twh. hand.
05:42:08 <Cale> It's like cl is a monad which is also a union monoid homomorphism. :)
05:42:40 <shachaf> How can you generalize that last bit?
05:43:50 <Cale> Perhaps it's a monoidal functor, but I'm not immediately sure whether (empty set, union) gives a monoidal category structure on the powerset with inclusions... I'd like to think it does
05:44:37 <Cale> ah, yeah, sure it does
05:56:16 <HackEgo> [wiki] [[Special:Log/newusers]] create * Me4502 * New user account
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06:06:33 <HackEgo> [wiki] [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=50062&oldid=50033 * Me4502 * (+183)
06:06:37 <HackEgo> [wiki] [[Wutlang]] N https://esolangs.org/w/index.php?oldid=50063 * Me4502 * (+1896) Created page with "{{Stub}} '''Wutlang''', or '''Wut''' is an esoteric language inspired by [[Brainfuck]], created by Matthew Miller (Me4502) in 2016. Whilst the syntax is similar, there are no..."
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06:40:34 <myname> proposal: make a wiki plugin that changes the category labels from "brainfuck derivate" to "boring"
06:41:15 <hppavilion[1]> So... epsilon_0 is equal to omega^omega^omega^omega^...?
06:45:55 <myname> is epsilon to omega what infinity is to 8?
06:47:34 <hppavilion[1]> Huh, as it turns out, my form treats arbitrary nesting as the same. Apparently.
06:48:01 <myname> i'm not sure what you are doing, but it sounds broken
06:48:33 <hppavilion[1]> [0, 0, 0, ..., 1] with n 0s is omega^n. [0, 0, 0, ..., k] with n 0s is k*omega^n
06:48:43 <izalove> myname: i wrote a brainfuck derivative where < and > are reversed
06:49:15 <myname> izalove: so it's brainfuck if your tape is infinitely long in both directions.
06:49:16 <hppavilion[1]> So, from that, I found that [0, [0, 1]] = omega*omega = omega^2 = [0, 0, 1]
06:49:32 <izalove> myname: nah only on the left hand side
06:50:29 <myname> izalove: but well, it still qualifies for boring. more than other derivates even
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06:53:06 <shachaf> epsilon_0 is the least fixed point of (omega ^)
07:04:20 <izalove> https://en.wikipedia.org/wiki/Smarties americans don't have smarties
07:05:32 <shachaf> I don't know whether they're sold around here in general, but the name is certainly associated with a candy in my head.
07:06:25 <shachaf> Oh, but maybe I'm thinking of a different candy. I don't know.
07:06:37 <izalove> http://www.smarties.com/ this shit
07:07:35 <shachaf> In 1998, Nestle obtained a trademark for a tubular Smarties package. It later sued Master Foods in Denmark, which was marketing M&M minis in a similar package. The Supreme Court of Denmark ruled that a basic geometrical shape could not be trademarked and ordered the trademark to be removed from the trademark register.[7]
07:11:18 <shachaf> also "you people disgust me" seems a little strong tdnh
07:11:40 <shachaf> the people haven't even heard the gospel
07:11:58 <shachaf> also i was reading a bunch of chick tracts recently
07:14:16 <izalove> what's a good way to find which people are in both #foo and #bar ?
07:14:53 <izalove> my current approach is to use /names twice and then copy it in vim, then :%s/ /\r/g and then :%! sort | uniq -d
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07:15:39 <shachaf> I've done that exact thing before. :-(
07:18:26 <shachaf> Cale: A union is just a pushout, right?
07:19:30 <shachaf> Can the union axiom be expressed in those terms?
07:19:45 <shachaf> I guess it's not a pushout when you're talking about the poset category of inclusions.
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07:23:07 <izalove> shachaf: fuck you, you made me google chick tracts and the guy's dead and i'm sad now
07:23:47 <izalove> yes that's what the website says
07:24:31 <shachaf> which incidentally are they even allowed to say
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07:36:25 <shachaf> Similar to the other sort of Smarties? I guess only one is chocolate-filled.
07:36:32 <ais523> on the subject of weird happenings with my computer: if I'm charging the router's battery from the USB port adjacent to the headphone port, and am using headphones
07:36:43 <ais523> I can hear Internet connections
07:36:52 <ais523> a sort of buzzing when the computer is downloading (possibly also uploading) data
07:37:35 <shachaf> this "jesus died" thing is such a scam
07:38:42 <ais523> hmm, is this why smarties are sold in a hexagonal-prism tube nowadays rather than a cylinder?
07:38:43 <hppavilion[1]> ais523: I smell that if you do enough LSD, you can smell sound
07:39:04 <ais523> although that could also be to make them pack better, or to make them easier to manufacture
07:40:14 <ais523> I'm not sure inducing synaesthesia between senses I already have is useful
07:40:25 <ais523> and am especially unwilling to use illegal drugs for such a minor purpose
07:40:37 <ais523> (meanwhile, the advantage of the bandwidth-to-sound conversion is that it gives me a sense I wouldn't otherwise have)
07:41:00 <shachaf> What's the disadvantage of illegal drugs?
07:42:56 <hppavilion[1]> And they're illegal because of all the disadvantages
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09:08:13 <izalove> github's halloween theme is nice
09:12:18 <fizzie> I must be missing something - I didn't see anything halloweeny (or different at all from normal) there.
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10:23:04 <FaerieFly> <izalove> what's a good way to find which people are in both #foo and #bar ? ← write a client-side script for your favourite IRC client to print the intersection?
10:23:20 <FaerieFly> (I've asked myself the same thing in the past, but haven't bothered with it yet)
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10:39:49 <HackEgo> orodruin//The Orodruin is a mountain heated by earth spirits. Sauron moved to Mordor because boiling water for his morning tea with the fires of the Orodruin was so convenient.
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10:46:35 <boily> `` sed -i 's/ / /' wisdom/orodruin
10:46:43 <HackEgo> wisdom/orodruin//The Orodruin is a mountain heated by earth spirits. Sauron moved to Mordor because boiling water for his morning tea with the fires of the Orodruin was so convenient.
10:47:27 <boily> @tell oerjan hellørjan. you really did special case sed -i. bleh! flblblblblbl! :Þ
10:59:51 <HackEgo> [wiki] [[User:YSomebody]] https://esolangs.org/w/index.php?diff=50064&oldid=50022 * YSomebody * (+448)
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12:20:34 <HackEgo> [wiki] [[Seed]] https://esolangs.org/w/index.php?diff=50065&oldid=45900 * TuxCrafting * (+4377) o_O
12:26:16 <HackEgo> [wiki] [[Special:Log/newusers]] create * Somebody1234 * New user account
12:33:48 <HackEgo> [wiki] [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=50066&oldid=50062 * Somebody1234 * (+246) This is the intro page right?
12:34:02 <HackEgo> [wiki] [[Seed]] https://esolangs.org/w/index.php?diff=50067&oldid=50065 * Somebody1234 * (-116) Remove tags made obsolete by feersum's answer
12:40:15 <HackEgo> Concentrate and ask again.
12:58:29 <HackEgo> terminal symbol//A terminal symbol is a terminal condition that makes your parser die eventually. Consult your linguist for medical advice.
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13:17:33 <HackEgo> #!/bin/bash \ /bin/sed "$@" && if [[ $# == "3" && "/$1" == "/-i" ]]; then echo -n "$3//"; cat "$3"; fi
13:32:05 <int-e> almost 3h20m worth of karma... ugh.
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14:26:17 <HackEgo> Water is a squishy substance that creeps along the floor and can suddenly fall from the heavens.
14:27:30 <alercah> wob_jonas: what is the wob?
14:28:19 <wob_jonas> hello, alercah. the wob is because I'm using a wob-based irc client (kiwiirc.com) for this conenction, plus it ends in a b which is in my normal nick
14:28:33 <HackEgo> Hellonfused one. Porthellos are the standard greeting format in #esoteric. Best enjoyed with some thé or caffè and a fternooner.
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14:39:33 <\oren\> bing has a nice haloween theme today
14:43:06 <\oren\> https://www.youtube.com/watch?v=iqvsNz2QMbI
14:46:09 <\oren\> also, the usa government is on the brink of capitulating to the U.S. cat population as usual
14:47:31 <\oren\> all hail the glorious Imperium Felium!
14:47:42 <fizzie> I like our Halloween Doodle game.
14:59:47 <HackEgo> fizzie is not fnord with a monad but the sneaky king of #esoteric, see https://zem.fi/static/img/square_fizzie_320px_white.jpg
15:00:14 <int-e> . o O ( They have recently switched to the non-evil side. )
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15:24:10 <wob_jonas> `learn A galaxy is a star that feeds its litter with milk.
15:24:13 <HackEgo> Learned 'galaxy': A galaxy is a star that feeds its litter with milk.
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17:05:59 <HackEgo> olist 1057: shachaf oerjan Sgeo FireFly boily nortti b_jonas
17:29:24 <wob_jonas> A lot of people call the world map in a video game the "overworld". Is this because of the Legend of Zelda game?
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17:35:42 <quintopia> the latest abstruse goose is pretty awesome
17:36:14 <wob_jonas> no way. that comic is dead, isn't it?
17:52:33 <izalove> http://i.imgur.com/4VxsfTG.png goto soSueMe;
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18:00:50 <HackEgo> sort: open failed: moony: No such file or directory
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18:07:21 <quintopia> wob_jonas: i think it's dead in the same way pbf is. namely, it updates irregularly spread out over very long spans of time
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18:08:26 <wob_jonas> but I think it's more dead than Everyday Heroes
18:08:37 -!- hppavilion[1] has set topic: News: esolang contest at http://calesyta.xyz/en/ | Currently dressed up as a channel for practical use. Scary! | http://esolangs.org/ | logs: http://codu.org/logs/_esoteric/ http://tunes.org/~nef/logs/esoteric/?C=M;O=D | https://dl.dropboxusercontent.com/u/2023808/wisdom.pdf | For extensive bot testing, use #esoteric-blah.
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18:43:05 <wob_jonas> The tricky part with vegetables is that many of them have two names in Hungarian, and you have to learn both of the names to make sense of menus, recipes, or price signs in shops or markets. Specifically, krumpli = burgonya; zöldborsó = cukorborsó, fehérretek = jégcsapretek, pirosretek = vajretek (IIRC, it's confusing because there's also sörretek)
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18:51:01 <wob_jonas> Since as a kid you only learn one of the names from your family, learning the rest is sort of a rite of passage during growing up.
18:52:46 <alercah> I heard one explanation for the naming of meat being that the peasants called animals by their germanic names and the nobles by their romantic ones, and the differentiation by animal vs meat came about because the nobles mostly ate animals and the peasants mostly didn't
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18:54:46 <Taneb> Phantom_Hoover, the only examples I can think of in English are swedes and aubergines
18:55:05 <Phantom_Hoover> i feel like there are more but i can't remember offhand
18:55:35 <Taneb> (= rutabagas and eggplants respectively)
18:56:39 <shachaf> rutabagas are square roots, if i remember correctly
18:58:47 <wob_jonas> Meat doesn't have many exacly equivalent words in Hungarian (though there's baromfi = szárnyas), but there is a large vocabulary for the same animal when it's male, female, neutered, young, etc, and of specific body parts that are applicable to only one animal (tarja, bélszín, szűzérme).
19:00:18 <HackEgo> [wiki] [[Special:Log/newusers]] create * Betseg * New user account
19:00:40 <alercah> although many are not used these days
19:03:43 <zzo38> When do you think Samhain will be? People are not always agreement. To some people it is October 31 (same as Hallowe'en) in the northern hemisphere, to some people it is 15 Scorpio in the northern hemisphere (regardless what date that might be), to some people it depends on the phase of the moon, and to some people "Samhain" simply means "November". (And, "Hallowe'en" is short for "Hallows Eve".)
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19:04:56 <zzo38> (I myself don't care when in Samhain, but it is sometime near now; it is how the seasons go)
19:05:44 <zzo38> Hallows Day is November 1, but how common does anyone do anything for Hallows Day anymore?
19:06:35 <alercah> I believe it's still celebrated in some branches of Christianity
19:06:42 <alercah> it's traditionally a feast day
19:07:03 <zzo38> Although probably some people ignore it even if they are Christian
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19:07:30 <wob_jonas> zzo38: yes, it's a bank holiday here and the custom is for people to visit the cementaries for graves of their dead relatives (relatives who are still alive are visited on Easter and Christmas)
19:07:52 <zzo38> wob_jonas: Ah, OK. Where is that?
19:08:22 <wob_jonas> it's a very popular custom, so much that there are extra buses going to cementaries
19:09:58 <zzo38> What I have read is that the Catholic Church invented the name Hallows Eve to go with Hallows Day, even though they did not invent the stuff that happens on Hallows Eve.
19:13:00 <zzo38> To me, it is sensible to put the religious holidays according to the seasons (which is what Pagans generally do), even though Christians don't. This can be problem in southern hemisphere because Christmas is on Dec.25 even though it is the summer time there!
19:14:03 <wob_jonas> (So obviously it's a commercialized holiday where flower shops earn a lot of money, just like women's day, Valentine day, and teachers' day.)
19:14:04 <zzo38> I don't know if it make sense to you or not (regardless of your religion, even if you are non-religious, I think it makes sense)
19:15:29 <zzo38> wob_jonas: Yes, probably many shops will earn a lot of money because a lot of commercialized holiday is done, maybe a bit too much, but it is your choice to buy it or not, anyways.
19:15:33 <wob_jonas> Funnily, there seems to be no commercialized custom for October 23rd yet, despite that it's a national holiday. That's a market hole someone should grab.
19:15:55 <zzo38> What holiday is October 23?
19:16:11 <wob_jonas> remembrance of the revolution of 1956
19:16:31 <wob_jonas> it's a sad one, but that doesn't stop getting commercialized as far as I can see
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19:21:57 <zzo38> I think that if people want to buy it they can but they should not force people to buy it. If people want to buy it then the store should remain open for them and earn money. But, they have to know what to sell, if that is what they intend to do!
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19:38:34 <zzo38> The file formats support by my farbfeld utilities is still limited: PNG (RW), CHR (PC, Famicom, or Gameboy) (RW), PBM/PPM/PGM (W), Z-machine XZIP picture library (R).
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19:50:20 <Taneb> Happy programmer's Christmas!
19:53:27 <shachaf> Taneb: did you invent christmas
19:54:47 <HackEgo> Tanebventions include automatic squirrel feeders, necessity, Go, submarine jousting, Fueue, the universe, special relativity, metar, weetoflakes, sand, dragons, persistence, the BBC, _46bit, progress, sanity, the Oxford comma, and this sentence. See also tanebventions: math. He never invents anything involving sex.
19:55:12 <shachaf> `slwd tanebvention//s#any#Christmas, nor any#
19:55:14 <HackEgo> wisdom/tanebvention//Tanebventions include automatic squirrel feeders, necessity, Go, submarine jousting, Fueue, the universe, special relativity, metar, weetoflakes, sand, dragons, persistence, the BBC, _46bit, progress, sanity, the Oxford comma, and this sentence. See also tanebventions: math. He never invents Christmas, nor anything involving se
19:55:29 <HackEgo> the oxford comma? ¯\(°_o)/¯
19:55:35 <HackEgo> rm: cannot remove `/home/hackbot/hackbot.hg/multibot_cmds/env/.hg/store/data/canary.orig': Is a directory \ Done.
19:55:43 <HackEgo> rm: cannot remove `/home/hackbot/hackbot.hg/multibot_cmds/env/.hg/store/data/canary.orig': Is a directory \ Done.
19:55:46 <HackEgo> Tanebventions include automatic squirrel feeders, necessity, Go, submarine jousting, Fueue, the universe, special relativity, metar, weetoflakes, sand, dragons, persistence, the BBC, _46bit, progress, sanity, the Oxford comma, and this sentence. See also tanebventions: math. He never invents Christmas, nor anything involving sex.
19:56:09 <shachaf> i was reading a pretty good chick tract today
19:56:13 <shachaf> http://media.chick.com/tractimages67491/1075/1075_12.gif
19:57:54 <Taneb> shachaf, I don't not invent Christmas either
19:59:25 <wob_jonas> Taneb: I suggest that you invent it. you can make a great profit from it, selling electronics and other stuff people buy as gifts.
20:03:36 <HackEgo> Twitter is Taneb's bird collection (presumably).
20:04:04 <HackEgo> rm: cannot remove `/home/hackbot/hackbot.hg/multibot_cmds/env/.hg/store/data/canary.orig': Is a directory \ Done.
20:04:20 <HackEgo> wisdom/tanebvention//Tanebventions include automatic squirrel feeders, necessity, Go, submarine jousting, Fueue, the universe, special relativity, metar, weetoflakes, sand, dragons, persistence, the BBC, _46bit, progress, sanity, the Oxford comma, and this sentence. See also tanebventions: math. He never invents anything involving sex.
20:04:51 <shachaf> I think I reverted myself.
20:06:32 <shachaf> Which shows the current state of the file modified by the most recent command.
20:06:40 <shachaf> (`before shows the previous state.)
20:07:11 <zzo38> I just played a computer golf game; I managed to hit the ball into the sand, and then my second stroke was also into the sand, and then from the sand I managed to hit it into the hole, making par.
20:07:19 <HackEgo> <shachäf> revert \ <shachäf> revert \ <shachäf> revert \ <shachäf> slwd tanebvention//s#any#Christmas, nor any# \ <wob_jonäs> learn A galaxy is a star that feeds its litter with milk. \ <boil̈y> ` sed -i \'s/ / /\' wisdom/orodruin \ <hppavilion[1̈]> le/rn theseus/Theseus was a Greek inventor who was charged with impossible-to-detect
20:07:51 <shachaf> On the other hand I don't see the point of your wisdom entry.
20:07:55 <shachaf> Maybe I'm missing something?
20:24:00 <shachaf> int-e: did you fix the @more bug yet twh
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22:01:27 <HackEgo> preorder//A preorder is just a small thin category.
22:03:02 <HackEgo> nooooodl//nooooooodl is the correct spelling
22:03:14 <HackEgo> lynn likes to impersonate seasonal cucurbitaceæ.
22:03:30 <shachaf> `learn lynnnnnn is the correct spelynnng
22:03:32 <HackEgo> Learned 'lynnnnnn': lynnnnnn is the correct spelynnng
22:05:02 <boily> hellochaf. shouldn't it be lyyyyyyyyyn?
22:06:30 <shachaf> who knows where lynn even is
22:06:40 -!- LKoen has joined.
22:06:42 <shachaf> i couldn't find lynn even if presented with a lynnear map
22:07:11 * boily thwacks shachaf. 0.91 Sh.
22:07:50 <boily> would you rather have it be the FP (FunPun) scale?
22:08:16 <boily> @ask lynn hellynn. do you know where you are?
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22:17:31 <zzo38> Did you see the topic message? That is the topic today.
22:17:40 <zzo38> The topic in general is a bit different question.
22:17:43 <wob_jonas> and it's zzo38: soon to be yesterday's topic
22:18:22 <ais523> `welcome shalashaska33
22:18:23 <HackEgo> shalashaska33: Welcome to the international hub for esoteric programming language design and deployment! For more information, check out our wiki: <http://esolangs.org/>. (For the other kind of esoterica, try #esoteric on EFnet or DALnet.)
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22:21:46 <boily> welcoming people make them leave...
22:24:04 <ais523> they could have wanted a channel about something else
22:24:24 <ais523> then they leave when they learn that the channel isn't what they wanted it to be
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22:25:15 <HackEgo> #esoteric is the only channel that exists. After monqy left it became slightly off-centër. It's a 7-codimensional hyperenchilada about 30 m (100 ft) across. oerjan seems to be making a lawn in the northern part, but it keeps getting dug up by free ranging moons. Currently located in the Atlantis Exclusion Zone.
22:26:24 <^v> i just started a youtube channel https://www.youtube.com/channel/UCctpS7fJyQh6O5H44uN-4bA
22:26:29 <fizzie> I think that name was a Metal Gear Solid reference.
22:26:30 <^v> im gonna do a tutorial series on brainfuck
22:26:46 <fizzie> Not sure if that means they were more or less likely than average to be looking for something else than us.
22:27:17 <zzo38> Do you know how much is the average?
22:27:48 <fizzie> I don't have statistics on that.
22:27:50 <wob_jonas> brainfuck again? what's wrong why all the other esolangs?
22:28:25 <ais523> and something many people want to learn
22:28:52 <ais523> it's also easy enough that it can be viably taught, and has enough depth to give a lot of material
22:29:32 <ais523> whereas more difficult esolangs are often about finding the trick that lets you compile something else into them
22:31:00 <wob_jonas> hmm... compiling something else into them. let me check if you fixed your description of your M:tG turing completeness proof
22:31:33 <zzo38> What was wrong with it?
22:31:50 <wob_jonas> zzo38: http://esolangs.org/wiki/Talk:StackFlow
22:32:03 <wob_jonas> but it's not a trivial one word fix
22:33:00 <zzo38> The active player's triggers are placed on the stack first in an order of his choice, and then the nonactive player does his triggers in his order.
22:36:07 <fizzie> I saw a bunch of people in costumes today.
22:36:24 <wob_jonas> I saw a bunch of people in costumes on Saturday in the mall
22:37:17 <fizzie> I saw a bunch of people in costumes in Saturday in the tube.
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22:38:01 <fizzie> But it was also http://www.mcmcomiccon.com/london/ so I don't know if they were participants there or just some sort of a pre-Halloween thing.
22:38:14 <boily> I think I saw a bunch of people Saturday, but it's far away and there's no proof Saturday exists.
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22:40:28 <moony> i may be switching my windows computer to a GNU/Linux Debian system. any advice before i do this?
22:41:19 <boily> mhelloony. backup your personal stuff, and that's about it.
22:41:33 <ais523> moony: backup in advance; and assuming you're planning to continue as dual-boot, get Windows to repartition the disk in advance to make a lot of empty space
22:41:52 <ais523> then install Linux to the empty space (partitioning that as you like)
22:42:04 <shachaf> ais523: This immovable files thing Windows does is very annoying.
22:42:13 <ais523> Windows is better at resizing drives in its own formats than the typical Linux installer is
22:42:26 <shachaf> I finally figured out how to disable enough things to resize my NTFS partition to the size I wanted.
22:42:36 <shachaf> But it was a long and complicated list.
22:42:50 <wob_jonas> moony: try to search on the internet for experience by people who tried to use linux with hardware you use, especially wrt power management, video card, wifi card, and hardware raid.
22:42:53 <shachaf> Swap files, System Restore, all sorts of things.
22:43:47 <fizzie> If it's a laptop and a not entirely obscure model, usually someone's written an article about how Linux runs on it.
22:44:01 <moony> its a laptop. Toshiba Satellite
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22:44:58 <wob_jonas> right, it's more important for notebooks because (a) power management is more important there, (b) wifi cards are more important there, and (c) you can't easily add other hardware to replace hardware you can't get to work with linux
22:45:26 <ais523> I've installed Ubuntu on a Toshiba Satellite before now, it went fine
22:46:07 <HackEgo> Shaventions include: before/now/lastfiles, culprits, hog/{h,d}oag, le//rn, tmp/, mk/mkx, sled/sedlast, spore/spam/speek/sport/1. Taneb invented them.
22:46:27 <fizzie> I've installed Debian on a Toshiba Tecra 730CDT, it didn't go terribly well.
22:46:38 <fizzie> Or I guess it went reasonably well, but it was a little convoluted.
22:46:38 <HackEgo> ls: cannot access be*: No such file or directory
22:46:46 <HackEgo> ls: cannot access be*: No such file or directory
22:47:01 <ais523> actually, does Debian have a secure boot cert?
22:47:16 <ais523> and does the Toshiba in question have a secure boot configuration?
22:47:19 <ais523> if so that might need dealing with
22:47:31 <wob_jonas> ais523: it's complicated... it has one in the future, I think
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22:47:44 <wob_jonas> but I think on many computers you can disable the secure boot
22:47:49 <^v> ais523, the channel currently is a joke but i did create a ~50 slide presentation which goes into depth how to program high level programs in brainfuck
22:48:06 <ais523> wob_jonas: yes but Windows bitches if you do that
22:48:07 <^v> including a language i wrote which keeps track of variables and does other neat stuff
22:48:14 <ais523> the problem with secure boot isn't its existence but its configuration
22:48:27 <ais523> I made sure that this laptop allows changing the secure boot configuration before buying it
22:48:44 <^v> like right now if you search "how to code in brainfuck" basically nothing shows up but printing basic strings
22:48:46 <ais523> although the Linux half of the configuration changing was buggy last I checked
22:48:49 <shachaf> ais523: Did you figure out the job thing?
22:48:57 <ais523> shachaf: I had an interview last week
22:49:05 <ais523> haven't heard back yet; the interview went fairly well
22:49:22 <ais523> and whether I get the job pretty much depends on how good the other candidates were, I suspect I'd get it if nobody else applied
22:49:37 <ais523> so it's down to whether any of them are better than me
22:49:53 <ais523> programming for a CS department
22:49:59 * moony rederps and shrinks the C partition to make room for the linux partitions
22:50:00 <shachaf> better than you [at the interview process]
22:50:24 <moony> 33-44 GB should be enough i hope. >_>
22:50:42 <moony> because i cant get much more than that due to me being a complete derp and using almost all the diskspace
22:50:44 <shachaf> Are you going to write databases?
22:50:50 <ais523> shachaf: it's compiler-related I think
22:51:20 <wob_jonas> does the work environment seem pleasant?
22:51:33 <ais523> wob_jonas: I've worked there before
22:51:44 <ais523> moony: currently I have three Linux partitions: swap, home, everything else
22:51:58 <ais523> the "everything else" is currently using 6 GiB, and it's fuller for me than it would be for many other people
22:52:25 <ais523> shachaf: well the interview was in OCaml
22:52:33 <ais523> for the programming sections
22:52:47 <shachaf> What other sections were there?
22:52:53 <shachaf> Do you think the interview process is good?
22:53:01 <ais523> normal job interview stuff, "tell me about yourself" and the like
22:53:37 <ais523> and I was OK with the normal interviewy parts, the programming part I had no real issue with the questions/tasks but was upset at all the surrounding infrastructure
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22:53:47 <shachaf> "tell me about yourself" sounds like one of the most unpleasant questions anyone could ask me.
22:53:54 <shachaf> I guess it's a request, not a question.
22:54:04 <ais523> yes but it's very common in interviews
22:54:11 <shachaf> I think I'm unusual in this respect?
22:54:20 <ais523> saying that they were interested in the sorts of things I'd done in previous jobs, what relevant experience I had, etc.
22:54:31 <ais523> out of interest, do you have a job?
22:54:44 <wob_jonas> things you've done in previous jobs, now that's a better question
22:54:46 <moony> ok, adjusting C drive partition... now
22:54:55 <shachaf> And I've had others before this one.
22:54:58 <ais523> did they ask you to tell them about yourself in the interview?
22:55:13 <wob_jonas> and it's one that's probably worth to prepare for when you go to a job interview like this
22:55:16 <shachaf> I think "tell me about yourself" has been a relatively uncommon question in interviews.
22:55:16 <hppavilion[1]> shachaf: Though the first time I read that requestion, I read it as "let me tell you about yourself"
22:55:37 <ais523> moony: anyway I think 10 GB should easily be enough for the OS, programs, etc.
22:55:43 <shachaf> One time I was asked "what is your dream job?", which makes me almost as uncomfortable.
22:55:43 <ais523> anything beyond that will just be for storing your own files
22:55:47 <hppavilion[1]> Which is a REALLY unpleasant thing to hear, though not a question at all
22:55:49 <ais523> you could use the Windows partition for those
22:55:49 <moony> ais523, still want more :p
22:56:07 <shachaf> When I was hired, I looked at the internal company interview guidelines, and I found out that they just asked that question to put the candidate at ease.
22:56:12 <shachaf> The answer was effectively ignored.
22:56:57 <shachaf> Most of the rest of the interview was asking me technical questions, which I was much more comfortable with.
22:57:04 <wob_jonas> shachaf: I'd find dream job hard to answer. the problem is that my dream job is not having to do anything but getting paid a lot, but that's economically unrealistic, and I don't know enough about the current market situation to figure out an answer that's the most dreamlike among economically possible ones.
22:57:39 <moony> wob_jonas, may do that
22:58:16 <shachaf> Another "tell me about yourself" thing companies implicitly do is ask for a résumé.
22:58:48 <shachaf> I refused to provide that at first, but eventually I gave in.
22:59:04 * moony is downloading the ubuntu install disk, because he thinks it may work better for a first-time dualbooter
22:59:35 <fizzie> I've managed to use 23.4 gigabytes of "everything else".
23:00:02 <fizzie> Of which 15 are in /usr.
23:00:19 <ais523> interesting, anything there that's particularly large, or is it an accumulation of small things?
23:00:33 <moony> ohderp it thinks i have a AMD computer.
23:00:44 <fizzie> wob_jonas: 144 kilobytes.
23:00:57 <moony> whats the value i need to make it give me the intel install
23:00:58 <fizzie> ais523: I think it's just a matter of always installing and never removing any packages.
23:01:19 <ais523> moony: if it says "amd64", that's the name of the 64-bit architecture used by both Intel and AMD processors
23:01:25 <ais523> AMD invented it, then Intel started producing it too
23:01:40 <fizzie> 3507 installed packages, according to dpkg-query.
23:02:11 <fizzie> There's probably some way of asking dpkg to list them in order of size used on disk.
23:02:49 <fizzie> I think texlive makes up for a big chunk of that.
23:03:06 <wob_jonas> fizzie: just look for large directories or files, eg. du -a | sort -n
23:03:56 <wob_jonas> or better, du -a | egrep "^[0-9]{4}" | sort -n
23:04:21 <hppavilion[1]> Yay! I think I made a small object that maps natural numbers to natural number k-tuples
23:04:22 <wob_jonas> and yes, texlive and libreoffice take up a lot
23:04:35 <fizzie> Well, /usr/share/doc/texlive-doc is over a gigabyte.
23:04:44 <moony> ok, yay, free 73 GB for whatever i want
23:04:56 <moony> i need to clean up my win installation anyways
23:04:58 <fizzie> It's the first really "specific" directory; the only bigger ones are things like /usr/lib/gcc and /usr/lib/x86_64-linux-gnu.
23:05:02 <ais523> moony: did you accidentally delete your Windows installation?
23:05:30 <ais523> so where did the extra 50GB come from?
23:05:51 <moony> this is a 400GB drive
23:05:57 -!- Phantom_Hoover has joined.
23:06:06 <wob_jonas> deleted your whole porn folder? other movies? music collection? photographs? temporary cache files? spam?
23:06:19 <wob_jonas> downloaded version of your mailbox?
23:06:28 <moony> i should clean my downloads folder :p
23:06:46 <wob_jonas> video games or video game installers maybe?
23:07:01 <moony> i deleted a 3gb game i dont play anymore
23:07:42 <int-e> disable the stupid soft scrolling :P
23:10:02 <int-e> I don't know it, I really hate smooth scrolling.
23:10:13 <HackEgo> [wiki] [[Beeswax]] https://esolangs.org/w/index.php?diff=50068&oldid=50056 * Albedo * (+0) /* instructions */ code error corrected
23:10:36 <wob_jonas> Phantom_Hoover: try scrolling by dragging the scrollbar middle with the first mouse button or pressing pagedown rather than using the scroll wheel or other methods.
23:11:04 <moony> so do i have to burn the install disk to the USB?
23:11:59 <wob_jonas> moony: there are multiple methods. I usually copy the tiny (network) installer to the hard disk, then boot it from a grub boot loader (either already on hard disk or from a bootable dvd with grub)
23:12:25 <moony> yea, im using a net installer.
23:12:42 <wob_jonas> the netboot installer makes it easy because it consists of only a kernel and an initrd, no other files necessary
23:12:45 <moony> due to a somehow 1GB usb :P
23:12:57 <moony> thanks debian netinstall :P
23:13:32 <ais523> burning to a USB stick is normally the easiest method, although it's not the only one that works
23:13:32 <wob_jonas> obviously it also means having to download everything from network redundantly each time you install
23:16:28 <moony> but i already have a netinstall thing downloaded to my computer :p
23:16:53 <wob_jonas> burn the netinstall plus a boot loader to the usb stick?
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23:29:00 <moony> making the bootable drive
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23:46:35 <lambdabot> https://en.wikipedia.org/wiki/Cantor's_theorem
23:46:44 <shachaf> that answers a bunch of the recent questions hth
23:48:13 <ais523> why am I being thanked?
23:48:54 <ais523> how do people confuse me and shachaf?
23:50:19 <hppavilion[1]> ais523: With an existentially satisfying answer form which springs forth the meaning of life, a Grand Unified theorem, and the secret to immortality
23:50:52 <hppavilion[1]> wob_jonas: Is QWERT the union of QWERTY and QWERTZ?
23:51:36 <ais523> clearly we need a QWERTX too