←2022-04-05 2022-04-06 2022-04-07→ ↑2022 ↑all
00:20:49 <b_jonas> aaaaaaa
00:22:07 <b_jonas> more levels with stupid visual gimmicks. WHY?
00:22:36 <b_jonas> (I'm playing Patrick's Paradox and just entered Genafsre 27 but I think I'll just skip it for now)
00:24:37 <b_jonas> (I completed Ersrerapr 11 and 12 already and I was hoping there won't be too many of these stupid things.)
00:35:47 <int-e> . o O ( s/d/b/ )
00:47:30 <b_jonas> "completeb"?
00:56:38 <int-e> b_jonas: no, the message before that
00:57:36 <int-e> maybe I should've written -2s/d/b/ ?
00:57:42 * int-e shrugs
01:04:15 <b_jonas> ah yes, s/dox/box/
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02:27:10 <esolangs> [[Special:Log/newusers]] create * Desmond54321 * New user account
02:29:47 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=94483&oldid=94463 * Desmond54321 * (+279) /* Introductions */
02:38:18 <esolangs> [[Piet]] M https://esolangs.org/w/index.php?diff=94484&oldid=94386 * Desmond54321 * (+33) Clarified the Roll operation
03:03:29 <b_jonas> ah good. I asked for sparse linear program solver software earlier. I didn't realize I should have looked in http://plato.asu.edu/sub/pns.html , in which the relevant subpage is http://plato.asu.edu/sub/nlores.html and in that under heading "PURE LP SOLVERS"
03:03:33 <b_jonas> that will help
03:08:09 <b_jonas> jesus why is numerical software always so complicated?
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03:12:45 <esolangs> [[Special:Log/newusers]] create * Jeongseoanjeong * New user account
03:18:26 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=94485&oldid=94483 * Jeongseoanjeong * (+236) /* Introductions */
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04:39:20 <zzo38> I had thought also about the bitgrid yesterday too. At first I did not understand either, until I saw the example
04:41:27 <zzo38> I had also thought about implementing it in Free Hero Mesh, although (unless you use level strings), in the level editor each object will only have fifty-one bits of initial state (other than the class, image, coordinates, and maybe the data types but this is harder to use for this purpose)
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05:58:01 <zzo38> Will bitgrid be mentioned in esolang wiki? I would think to make it Turing-complete, you will have a infinite grid with a repeating pattern, maybe
05:58:49 <zzo38> Are some kinds of things that could be done, which will be Turing-complete if you have two patterns repeated by Thue-Morse?
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11:52:15 <b_jonas> int-e: btw if you allow a non-repeating top and left part, you can just simulate nopfunge in bitgrid. it's very wasteful, I know.
11:54:05 <int-e> ah, cute
12:05:00 <river> i got through the main line of patricks parabox
12:06:02 <river> v jbhyq erpbzzraq vg. vg'f irel avpr naq fvzcyr va vgf pbaprcg. naq vg rkcyberf nyy gur ybtvpny pbapyhfvbaf bs gung pbaprcg. Nygubhtu gur yriryf ner irel rnfl. Ohg va n jnl gung vf avpr pbzcnerq gb bgure chmmyrf V'ir orra qbvat.
12:38:31 <int-e> fungot: why are there different programming languages, surely things would be easier if they all were the same ;-)
12:38:31 <fungot> int-e: i am the sad truth, don't you?
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13:14:09 <b_jonas> heh https://math.ucr.edu/home/baez/diary/april_2022.html#april_2
13:15:16 <river> sdfgsdfg
13:15:36 <river> not the pictures above, just the right hand rule
13:16:02 <b_jonas> no no, sdfg is left hand
13:16:13 <b_jonas> this is right hand, ;lkj;lkj
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13:26:40 <fizzie> fungot: I quite like the term "sad truth".
13:26:40 <fungot> fizzie: huh.......interesting....... that'd be enter... ok, i'll look for those and improve the page?
13:32:29 <b_jonas> fungot, do you have a left hand and a right hand?
13:32:29 <fungot> b_jonas: how? you don't even mention it there, why should nonsence make sence? most people i know run the beta even on amd machines... wee unbound variable...
13:33:20 <b_jonas> unbound or unsound, fungot?
13:33:21 <fungot> b_jonas: with tea, yummy. until then the table has no way to do it
13:39:54 <definitelya> nonsence nice
13:44:44 <esolangs> [[StackX]] N https://esolangs.org/w/index.php?oldid=94486 * LEOMOK * (+5867) Created page with "StackX is a [[stack]]-based programming language based on [[Getchl]], [[Befunge]] and [[fish|><>]]. == Command List {| class="wikitable" |+ |- ! Header text !! Header text !!..."
13:44:53 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94487&oldid=94486 * LEOMOK * (+3)
13:49:07 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94488&oldid=94487 * LEOMOK * (+35)
13:53:28 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94489&oldid=94488 * LEOMOK * (+122)
13:58:37 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94490&oldid=94489 * LEOMOK * (+125)
14:03:16 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94491&oldid=94490 * LEOMOK * (+36)
14:06:36 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94492&oldid=94491 * LEOMOK * (+80)
14:08:00 <int-e> phew... https://int-e.eu/~bf3/tmp/bitgrid_blinker.gif
14:09:34 <int-e> Corbin: you might like this
14:10:49 <b_jonas> int-e: nice. write a wiki article.
14:11:31 <river> cool!!!
14:11:52 <b_jonas> so the sorter part goes from left to right?
14:12:03 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94493&oldid=94492 * LEOMOK * (+133)
14:12:09 <int-e> b_jonas: yep
14:12:46 <river> I never knew this was happening inside game of life cells
14:12:53 <Corbin> int-e: I think you've won Bitgrid.
14:12:56 <int-e> river: hah
14:13:11 <river> it has a strange charm to it
14:13:50 <int-e> I like that you can see the cell state propagate outwards... and then die, in most cells
14:14:46 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94494&oldid=94493 * LEOMOK * (+68)
14:15:07 <int-e> b_jonas: thinking about it, but writing code is easier :P
14:17:38 <int-e> b_jonas: Also, I'm sure this can be golfed substantially, but... it's already messy. So I won't try, I'm happy it works.
14:20:54 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94495&oldid=94494 * LEOMOK * (+117)
14:22:04 <int-e> Oh and this thing pipelines perfectly... so if you like, you can have 32 GoL universes in parallel (64 without the separation of the state by parity)
14:22:52 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94496&oldid=94495 * LEOMOK * (-39)
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14:29:50 <esolangs> [[StackX]] https://esolangs.org/w/index.php?diff=94497&oldid=94496 * LEOMOK * (-122)
14:36:14 <b_jonas> makes sense
14:46:24 <int-e> Anyway... here's the corresponding code: https://gist.github.com/int-e/c1b40dbed8a39a20dfc1d94fc25226b2#file-bitgrid-py
14:50:43 <int-e> new discovery: gifsicle
14:52:35 <river> Q: How do you pronounce “gifsicle”?
14:52:37 <river> A: “Yo’ mama.”
14:53:19 <int-e> Yeah... I decided not to ask about the name.
14:54:00 <int-e> But I'm not complaining about ~1.8x compression.
14:56:00 <river> https://gist.github.com/int-e/c1b40dbed8a39a20dfc1d94fc25226b2#file-bitgrid-py-L6 ah I see
14:56:52 <river> it is indeed like an FPGA
14:57:00 <int-e> yes
14:59:58 <int-e> > 16^16
14:59:59 <lambdabot> 18446744073709551616
15:01:02 <int-e> Oh, right. That's 2^64 possible gates... I suck at math.
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15:19:10 <b_jonas> int-e: or you can consider them four gates in each cell, each chosen from one of 65536 possible gate types
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15:23:48 <int-e> sure, but that's less impressive ;)
15:26:07 <int-e> Anyway, there's a question in whether any of those configurations, used uniformly for all gates, makes bitgrid TC. I have no clue :) (It also comes with the usual messiness associated with intializing infinite grids.)
15:29:36 <int-e> Corbin: Btw, https://bitgrid.blogspot.com/2005/03/bitgrid-story.html has a proper description of BitGrid (matching our understanding)
15:45:42 <esolangs> [[Apers Assembly]] https://esolangs.org/w/index.php?diff=94498&oldid=92850 * Bertrahm * (-35)
15:59:52 <b_jonas> int-e: so do we know where this bitgrid comes from?
16:00:01 <b_jonas> like who invented it and when was it first published?
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16:00:57 <int-e> As far as I can make out that blogspot site is the original
16:02:53 <b_jonas> yeah, that's wha it looks like
16:11:45 <esolangs> [[Bitgrid]] N https://esolangs.org/w/index.php?oldid=94499 * B jonas * (+1024) Created page with "'''BitGrid''' is a low-level programming language. The runtime is made of cells in a square grid that do computation on a globally synchronized clock. Each cell gets a boo..."
16:11:51 <b_jonas> I made a basic wiki page for it
16:12:03 <b_jonas> feel free to extend with like example programs or implementations or whatever
16:14:10 <int-e> +1024 <-- nice
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17:36:28 <int-e> ah, this again. '".svg" is not a permitted file type. Permitted file types are png, gif, jpg, jpeg, webp.'
17:38:03 <esolangs> [[Special:Log/upload]] upload * Int-e * uploaded "[[File:BitGrid45.png]]": part of a BitGrid with gates oriented diagonally
17:50:06 <river> > four rook-neighbors
17:50:09 <lambdabot> error:
17:50:09 <lambdabot> • Variable not in scope: four :: t0 -> a
17:50:09 <lambdabot> • Perhaps you meant ‘for’ (imported from Data.Traversable)error:
17:50:13 <river> hm..
17:50:18 <river> it's a little awkward
17:50:35 <river> i can't think of a better description
17:51:16 <river> I did not undersatnd this part "The runtime state of Bitgrid happens to factorize to two disconnected components in a Crypt of the Necromancer style flashing checkerboard pattern."
17:53:59 <fizzie> Hmm.
17:54:01 <esolangs> [[Special:Log/upload]] upload * Int-e * uploaded "[[File:BitGridBlinker.gif]]": BitGrid simulating a blinker in Game of Life.
17:54:47 <fizzie> https://www.mediawiki.org/wiki/Manual:Image_administration#SVG might be worth a look.
17:54:58 <fizzie> It's 2022, we should be able to have vectors instead of rasters.
17:56:33 <fizzie> Although from the way that's worder, it'd still just render into PNGs for clients.
17:56:56 <fizzie> "Using librsvg to render SVGs to a PNG will give much more accurate results, as well as less bandwidth consumption." A sad truth.
17:57:40 <int-e> "less bandwidth consumption" depends a lot on the source though
17:58:27 <int-e> I'm okay with it being rendered as png... it's just a bit sad to have a scaleable source and having to compromise on a (relatively) high resolution png instead
18:17:43 <esolangs> [[Bitgrid]] https://esolangs.org/w/index.php?diff=94502&oldid=94499 * Int-e * (+4819) add pictures and a thousand words
18:18:10 <int-e> not great yet, but it's a start
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18:22:54 <int-e> (I hate wikitables, they're so verbose. So... not today...)
18:23:57 <Corbin> b_jonas, int-e: Thank you so much for your hard work. I really appreciate not just your curiosity, but your note-taking.
18:29:09 <fizzie> . o O (Is that +4819 in bytes or in words?)
18:29:11 <b_jonas> river: feel free to edit it if it's unclear
18:29:38 <river> I can't improve it because i don't know what it means
18:29:59 <b_jonas> river: you know how each cell gets an input from its neighbors but not from itself
18:30:38 <b_jonas> so if you color the whole grid to a checkerboard dark and light pattern, then take several rounds of evaluation, then each cell only gets input from the value of dark cells or the value of light cells
18:30:56 <b_jonas> the program in both types of cells influences the result, but not the starting value in the other color of cells
18:30:59 <river> oh yes I see!
18:31:15 <b_jonas> the data goes from dark cell to light cell and vice versa in each clock cycle
18:34:22 <esolangs> [[Special:Log/upload]] upload * Int-e * uploaded "[[File:BitGridBlinkerSmall.gif]]": BitGrid simulating a blinker in Game of Life. See also [[https://esolangs.org/wiki/File:BitGridBlinker.gif]].
18:37:22 <esolangs> [[File:BitGridBlinkerSmall.gif]] M https://esolangs.org/w/index.php?diff=94504&oldid=94503 * Int-e * (-25) /* Summary */ better link
18:38:17 <int-e> uh... did I break it?
18:42:55 <esolangs> [[Bitgrid]] https://esolangs.org/w/index.php?diff=94505&oldid=94502 * Int-e * (+17) /* Game of Life */ embed smaller picture, link to larger one
18:45:21 <tromp> int-e: the boxchar output of blc stopped working for me:(
18:49:20 <int-e> I take it you don't like âââââ¬ââ¬ââ â¬ââ
18:49:46 <int-e> > hSetBinaryMode stdin True
18:49:48 <lambdabot> error:
18:49:48 <lambdabot> Variable not in scope: hSetBinaryMode :: t0 -> Bool -> terror: Variable ...
18:49:53 * int-e mumbles
18:50:03 <int-e> that's stdin though
18:53:49 <tromp> ah, the setbinary mode :(
18:55:35 <int-e> oh
18:56:48 <tromp> yes, that is needed for boxchars, while preventing Unicode output of lambda :(
18:56:58 <int-e> yeah, I see now that it's double-UTF-encoding
18:57:49 <int-e> the solution is to just change `boxVar` to produce unicode characters (you can even put them in the source) and get rid of the `pref` there.
19:01:13 <int-e> huh. evidently I'm confused about how this works.
19:03:51 <int-e> tromp: Ah, here we go: http://paste.debian.net/1237024/
19:04:14 <int-e> (the `boxUtf8` can be elided, this is more about `boxVar` and `boxMid`)
19:05:28 <int-e> I guess I can just commit and push...
19:06:47 <tromp> hmmm, the spacing comes out weird for me
19:07:44 <tromp> yes, pls push
19:08:04 <int-e> oops. two commits, sorry
19:09:16 <int-e> I did test, but obviously I didn't look at the result very closely once the glaring misalignments were resolved
19:13:31 <tromp> thanks
19:21:19 <esolangs> [[Bitgrid]] M https://esolangs.org/w/index.php?diff=94506&oldid=94505 * Int-e * (+906) /* Game of Life */ add a bit of color
19:22:34 <esolangs> [[Bitgrid]] M https://esolangs.org/w/index.php?diff=94507&oldid=94506 * Int-e * (-27) /* Game of Life */ *sigh* one space is enough
19:22:58 <int-e> (I keep thinking that code blocks need two spaces)
19:36:23 <esolangs> [[Bitgrid]] https://esolangs.org/w/index.php?diff=94508&oldid=94507 * Int-e * (+218) on visualization
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21:35:24 <int-e> fizzie: fwiw, that particular svg would z-compress down to about 800 bytes
21:36:43 <fizzie> Going forward, can we start calling it zompression? Like `zomplex`, the double-precision complex type on IRIX.
21:36:45 <int-e> it's 4.8k uncompressed... and that could be optimized a bit
21:37:56 <int-e> I guess the point here is, this is a bona fide and very simple vector graphic. no textures or other things like that that are hard to embed inside cvg.
21:38:13 <int-e> *svg
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21:39:43 <int-e> I'm just arguing against svg's wasting bandwidth. It's not hard to turn them into pngs for upload, just one extra step.
21:40:02 <int-e> So I don't *need* them to be accepted for upload :P
21:50:01 <b_jonas> int-e: which compressor format starting with z is that? there are like ten, z is probably the most popular letter for compressors besides maybe a
21:53:02 <fizzie> I'd like to reconfigure them as allowed, though. Because it just makes sense. But I'm so sleepy, I don't think I can right now.
22:00:37 <int-e> b_jonas: zlib stuff. I'm not precise, I'm thinking of something like Accept-Encoding: deflate, gzip
22:06:10 <zzo38> Even if a PNG is uploaded, you might want to include the SVG or PostScript source in case someone else wish to modify it, possibly.
22:09:29 <esolangs> [[HQ9+ C Function Interface]] N https://esolangs.org/w/index.php?oldid=94509 * Oshaboy * (+2024) Initial
22:09:58 <esolangs> [[HQ9+ C Function Interface]] M https://esolangs.org/w/index.php?diff=94510&oldid=94509 * Oshaboy * (+0)
22:14:44 <int-e> fizzie: it is nice to have
22:14:44 <littlebobeep> I heard SVG is somehow not safe to implement due to billion laughs attack but I did not look into it much so I don't understand why it is unsafe
22:15:23 <esolangs> [[HQ9+ C Function Interface]] https://esolangs.org/w/index.php?diff=94511&oldid=94510 * Oshaboy * (-34) /* Defines */
22:16:08 <int-e> Maybe, but what's one more DoS vector on a wiki... :P
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←2022-04-05 2022-04-06 2022-04-07→ ↑2022 ↑all