←2021-01-01 2021-01-02 2021-01-03→ ↑2021 ↑all
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00:27:26 <Arcorann> https://nitter.snopyta.org/hikari_no_yume/status/1344961327375261698#m
00:47:25 <zzo38> Probably some programming languages do what is suggested there, yes hardware especially but there are other possibilities too. In some cases they might have a variable length; this can be useful, to use operations that work with numbers in addition to operations on vectors of booleans. Such operations are useful in some programs, whether the length is fixed or variable.
00:49:25 <zzo38> JavaScript has a unlimited integer type, although as far as I know they didn't add operations yet such as popcount and ctz, which would be useful to have. (For example, it can be one way to implement a free list of numbers, using the lowest number which is not yet in use.)
01:10:23 <esowiki> [[Chain]] M https://esolangs.org/w/index.php?diff=79784&oldid=45899 * PythonshellDebugwindow * (+96) Cats, Stub
01:17:07 <esowiki> [[FILO]] M https://esolangs.org/w/index.php?diff=79785&oldid=79781 * PythonshellDebugwindow * (+33) cat /* References */
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01:30:19 <esowiki> [[User:Pelirodri]] M https://esolangs.org/w/index.php?diff=79786&oldid=57686 * PythonshellDebugwindow * (+21) cat
01:30:41 <esowiki> [[User:Pelirodri]] M https://esolangs.org/w/index.php?diff=79787&oldid=79786 * PythonshellDebugwindow * (-21) oops Undo revision 79786 by [[Special:Contributions/PythonshellDebugwindow|PythonshellDebugwindow]] ([[User talk:PythonshellDebugwindow|talk]])
01:49:30 <b_jonas> zzo38: do you mean clz instead of ctz? ctz is somewhat useless because you can easily compute it if you have either popcount or clz, but clz is actually more useful than either ctz or popcount in practice. (ctz instruction in cpus still makes sense, but that's a bit different.)
01:50:12 <b_jonas> I don't know about these in javascript though. I know python has clz for its (arbitrary length) integers, and popcount in more recent versions too.
01:54:49 <esowiki> [[Writeover]] M https://esolangs.org/w/index.php?diff=79788&oldid=74620 * PythonshellDebugwindow * (+7) Rather /* Power */
03:08:01 <zzo38> b_jonas: I know that ctz can be implemented in terms of popcount, so we don't need both, although still it allows it to be done in less operations.
03:10:42 <zzo38> I don't know what Python has, though.
03:12:45 <zzo38> (MMIX has a instruction to compute popcount(x&~y); I don't know what other instruction sets have a instruction to do the same thing in a single instruction.)
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03:58:39 <esowiki> [[Surtic]] M https://esolangs.org/w/index.php?diff=79789&oldid=78983 * Digital Hunter * (+96)
04:00:33 <esowiki> [[Surtic]] M https://esolangs.org/w/index.php?diff=79790&oldid=79789 * Digital Hunter * (+8) /* Using the jump instruction */
05:58:11 <esowiki> [[Hot]] https://esolangs.org/w/index.php?diff=79791&oldid=79783 * Tetrapyronia * (+15) Fixed F reduction
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06:31:12 <esowiki> [[Transfinite program]] M https://esolangs.org/w/index.php?diff=79792&oldid=79156 * CatIsFluffy * (+4)
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06:59:13 <b_jonas> zzo38: x86 has had clz and ctz instructions since the 386; it gained a popcount instruction only "recently", I think between AVX and AVX2
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07:00:43 <b_jonas> x86 also added some new variants of the clz and ctz instructions "recently", for low-level reasons
07:03:01 <b_jonas> as in, the 386 ctz/clz instructions keep the old value of the output register if the input is 0, which is a false dependency that hurts performance even if your inputs are always nonzero, so they added a prefixed variant that doesn't do this, but afaik don't yet have a cpu model where that variant is actually implemented without the false dependency, it's just for the future
07:03:28 <b_jonas> but take "future" with a grain of sand, I don't keep up with latest tech
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07:21:10 <zzo38> b_jonas: Yes, but I mean specifically popcount(x&~y) like MMIX has, not just a general popcount instruction.
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07:54:07 <zzo38> One idea of a chess variant can be, you are allowed to capture your own pieces if they are in your opponent's half of the board. (Capturing opponent's pieces is not restricted by what half of the board they are in.)
08:02:50 <Arcorann> Would that really change the game that much though?
08:09:25 <esowiki> [[Hot]] M https://esolangs.org/w/index.php?diff=79793&oldid=79791 * Tetrapyronia * (+5) skipped a step
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10:06:13 <esowiki> [[Hot]] https://esolangs.org/w/index.php?diff=79794&oldid=79793 * Hakerh400 * (+13296) Add an example
10:16:12 <b_jonas> zzo38: popcnt(x&~y) => firstly MMIX has that because it saves an instruction if you compute ctz or similar, while on x86 that's not true; secondly MMIX is a RISC with that instruction designed into it from the start as one of the many integer arithmetic instructions that all take two inputs, while on x86 popcnt was one of the first weirdo instructions whose effect is just arithmetic on general registers
10:16:18 <b_jonas> but is encoded like a vector instruction.
10:17:41 <b_jonas> x86 later added more such instrucions, but popcnt was one of the first two
10:18:12 <b_jonas> admittedly the vector encoding doesn't matter all that much, it can still naturally take two inputs
10:18:24 <b_jonas> (two inputs besides keeping flags)
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10:43:23 <shachaf> int-e: Just got back to Hiding Spot to try 609 again.
10:43:35 <shachaf> I'm pretty sure you aren't supposed to be able to do this? https://slbkbs.org/tmp/2021-01-02-024253_3840x2160.png
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10:49:18 <shachaf> whoa, I got it.
10:49:22 <shachaf> Except it was an accident. :-(
10:51:54 <shachaf> I mean, not just random keypresses, but it took me by surprise, I wasn't expecting it to happen at that moment.
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12:24:47 <b_jonas> when you glue wood or weld steel, the glue or weld joints are as strong or stronger than the wood and steel itself, so such objects are more likely to break somewhere in the wood or steel than split apart at the glued or welded joints.
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12:26:54 <b_jonas> indeed, most solid wood beams that you buy are made of glued pieces of wood, for more efficient use of material, but this doesn't matter for basically any use. because of this, it's natural to ask why we are even using wood and steel, rather than just making those objects out of glue and weld instead. for wood, this has indeed already happened: solid wood is now rare and expensive, most furniture is
12:27:00 <b_jonas> made of particleboard, which is made mostly of glue, with some sawdust inside for some reason, and the outside usually laminated with plastic.
12:28:37 <b_jonas> I don't know much about steel, so I can't really speculate about that. welding is a difficult skill so it's expensive, but then so is machining steel, so I think you only gain anything if you can weld your steel objects from cheap pre-made shape of parts like sheets or pipes with little change.
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12:33:59 <b_jonas> most other methods of attaching physical objects don't seem to be as strong. while screws and bolts and nails themselves won't break, objects with screw joints will often break at those joints more easily rather then elsewhere in the material. plastic objects often break between parts that were molded separately.
12:35:55 <b_jonas> sewing textile can be as strong as the fabric itself, but only when you do it really well, not in most typical cases in commercially made clothes, so those clothes do often break at sewed joints. and if you do carry this out to extreme and make the entire clothing from good sewing rather than fabric, then I think you get something like crocheting or machine knitting, which is actually used for clothing,
12:36:01 <b_jonas> esp. socks.
12:37:23 <b_jonas> stiches that doctors put into a human body aren't always reliable either, as I sadly found out on my own example.
12:38:21 <b_jonas> I think rubber can be glued in a way that's as strong as the original rubber, but I'm not sure of the details
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14:23:44 <rain1> https://hackaday.com/2021/01/01/number-bases-stretch-the-mind/
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20:28:42 <esowiki> [[Asm2bf]] https://esolangs.org/w/index.php?diff=79795&oldid=77825 * Palaiologos * (-36238) remove outdated stuff, changelog entries.
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20:44:27 <esowiki> [[Asm2bf]] https://esolangs.org/w/index.php?diff=79796&oldid=79795 * Palaiologos * (+4237) example program
20:44:49 <kspalaiologos> opinions on the new asm2bf wiki article?
20:50:42 <esowiki> [[Gisa]] N https://esolangs.org/w/index.php?oldid=79797 * Palaiologos * (+1566) Created page with "{{lowercase}} {{infobox proglang |name=Gisa |paradigms=imperative |author=[[User:Palaiologos|Palaiologos]] |year=[[:Category:2019|2019]] |memsys=register,cell,stack |class=T..."
20:51:03 <esowiki> [[Gisa]] https://esolangs.org/w/index.php?diff=79798&oldid=79797 * Palaiologos * (-15) spell it with an uppercase letter
20:51:53 <esowiki> [[User:Palaiologos]] https://esolangs.org/w/index.php?diff=79799&oldid=76705 * Palaiologos * (+54) asm2ws/Gisa mention
20:52:08 <esowiki> [[Asm2bf]] https://esolangs.org/w/index.php?diff=79800&oldid=79796 * Palaiologos * (+43) mention Gisa and Brainfuck in see-also
20:57:24 <esowiki> [[Asm2bf]] https://esolangs.org/w/index.php?diff=79801&oldid=79800 * Palaiologos * (-53) change the phrasing of the first paragraph
21:00:09 <esowiki> [[User:NicksterSand]] N https://esolangs.org/w/index.php?oldid=79802 * NicksterSand * (+120) Created page with "Hi, I'm Nick Sandison. I've only made one language and I'm not sure if I'll ever make any more ==Languages== [[C Flat]]"
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←2021-01-01 2021-01-02 2021-01-03→ ↑2021 ↑all