00:00:26 <int-e> But it would make golfing https://int-e.eu/~bf3/tmp/shapez-balanced-stacker.html harder :)
00:00:29 <b_jonas> which is why it's high, it'd be easier to priority merge two belts that carry fixed shapes
00:01:10 <b_jonas> what the heck is that contraption?
00:01:47 <int-e> a perfectly synchronized stacker from my MAM design
00:03:42 <b_jonas> give me a moment, I'm trying to trace those belts through those woven opposite tunnels still
00:05:28 <int-e> I'm sure you've seen this before, but that was 2 years ago :)
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00:07:25 <int-e> Hah, the second image isn't right. I never noticed.
00:08:14 <int-e> (The two inputs are supposed to cross over to the other side.)
00:08:28 <b_jonas> ok, I think I can kind of see how this might work
00:08:43 <b_jonas> also it's crazy and fragile if you use it that way
00:09:29 <int-e> Well, splitters are deterministic. And yes, my MAM is fragile.
00:09:51 <b_jonas> in particular, do the outputs form the eight stackers never get into each other's way such that it causes buffering at a stacker and queueing up before its inputs?
00:10:15 <int-e> https://int-e.eu/~bf3/tree-mam/#control "When this inevitably goes wrong while experimenting with various timings, synchronization will be compromised. In this case, it is enough to clear all belts in the MAM to return to a pristine state."
00:10:26 <b_jonas> you only have a few shapes of leeway until the output of a splitter is blocked and the careful alternation breaks
00:10:42 <int-e> there's a tiny output buffer
00:12:03 <int-e> As long as you feed the /exact/ same number of items on both sides it'll work perfectly. Unless you save and restore the game with production in progress... that'll wreak havoc on the machine.
00:12:23 <int-e> (Which is why my control area has an on/off button)
00:13:07 <b_jonas> I have an on-off button for the MAM too, but not for that reason
00:13:37 <b_jonas> I put it there mostly in case I want to edit the museum contraption without losing a freeplay shape
00:14:10 <b_jonas> and because it's easy enough to add
00:14:26 <b_jonas> it's like one button and one transistor
00:15:36 <int-e> It's actually a bit tricky for me because I have to let the previous production cycle complete before switching everything off; switching things off mid production run would destroy the balance.
00:15:43 <int-e> or synchronization
00:15:57 <b_jonas> right, because of the splitters
00:16:01 <int-e> (I forgot that that was the term I settled on when describing the MAM)
00:17:26 <b_jonas> if you want to build that kind of crazy contraption synchronized such that you count every single item, you can do it in Factorio too by the way
00:17:57 <b_jonas> it might not be the most practical thing to do, but there's a big enoguh community that does all sorts of esoteric things in Factorio
00:18:04 <int-e> that is kind of cool given that the game is so much messier.
00:18:15 <b_jonas> inclusing a whole Discord named "Technical Factorio"
00:18:35 <b_jonas> yeah, but save and load saves and loads all the state properly
00:19:11 <b_jonas> or at least more of the state than shapez.io; technically it needn't save all state of certain mods
00:19:43 <int-e> Yeah the fact that *that* doesn't work properly in shapez.io is kind of embarrassing. I've seen mention of a mod that fixes this, by somebody who works on shapez.io TAS runs, which makes a lot of sense. :)
00:20:11 <int-e> I didn't save the link.
00:21:34 <int-e> I do know what state is missing though... it's the one-item output buffer of producers, and the up-to-two (IIRC) pending "charges" of production buildings.
00:24:15 <b_jonas> Factorio is forced to handle save-loads properly because it's built to work as a multiplayer network game with the state perfectly synchronized across clients.
00:24:52 <int-e> Detecting a single belt item is tricky in shapez.io btw. The problem with the filter+storage combination is that it traps an item, and you detect an item, the previous item is released.
00:25:17 <int-e> Right, multiplayer will force you to properly serialize all relevant state.
00:26:55 <b_jonas> I find it technically pretty impressive that they have both synchronized network play and a good modding system built into the same game engine (even if mods need to support network play when they do certain things, because the game core carefully does all its computations deterministically, but mods can do things that aren't deterministic and then that breaks across network play)
00:27:16 <b_jonas> it's *much* harder than just having two games, one with synchronized network play and one with a mod system
00:28:38 <b_jonas> and it's not just a theoretical proof of concept demo of this, players are actively using multiplayer and impressive modding things and both are optimized well and give a good player experience
00:29:16 <esolangs> [[PyFuck (kuangkzh)]] M https://esolangs.org/w/index.php?diff=144716&oldid=144686 * ShirAko * (+42) changed link for hello world
00:29:29 <b_jonas> if they were less insane they'd never have added network multi-headed gameplay
00:31:45 <esolangs> [[PyFuck (kuangkzh)]] M https://esolangs.org/w/index.php?diff=144717&oldid=144716 * ShirAko * (-42) Undo revision [[Special:Diff/144716|144716]] by [[Special:Contributions/ShirAko|ShirAko]] ([[User talk:ShirAko|talk]])
00:49:25 <esolangs> [[PyFuck (shirAko)]] M https://esolangs.org/w/index.php?diff=144718&oldid=144679 * ShirAko * (+1) small correction
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04:39:48 <zzo38> Is there object identifiers for geodetic reference systems (e.g. WGS84, NAD83, etc)?
04:58:53 <esolangs> [[9]] https://esolangs.org/w/index.php?diff=144719&oldid=144709 * Yayimhere * (+10)
06:36:22 <esolangs> [[User:Superstitionfreeblog]] https://esolangs.org/w/index.php?diff=144720&oldid=144557 * Superstitionfreeblog * (+7391)
06:52:19 <esolangs> [[User talk:ZCX islptng]] https://esolangs.org/w/index.php?diff=144721&oldid=143526 * Superstitionfreeblog * (+216)
06:59:51 <esolangs> [[Talk:Subleq]] https://esolangs.org/w/index.php?diff=144722&oldid=143517 * Superstitionfreeblog * (+422)
07:01:28 <esolangs> [[User:Superstitionfreeblog]] https://esolangs.org/w/index.php?diff=144723&oldid=144720 * Superstitionfreeblog * (+1) /* Subleq8: My 8 bit subleq interpreter source code */
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07:47:37 <Lymia> /me is thinking idly about bfjoust interpreter optimizations
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07:47:57 <Lymia> After ais mentioned it, I think it's very practical to do. (In a language suited to slightly more advanced compiler code, anyways)
07:49:38 <Lymia> Any segment that runs entirely instructions from the following set can be a "clear loop": [ + - . {
07:50:13 <Lymia> That segment effectively has no means to exit unless: A) the timer expires, B) the current cell is set to zero.
07:50:34 <Lymia> if both bots are in such a segment, the entire resolution can be fast forwarded.
07:52:01 <Lymia> Should be able to fast forward the match by hundreds of cycles at a time in .... any practical match, tbh.
07:54:53 <Lymia> It'd be bounded by two things: The maximum length of time each "fast-forwardable segment" can execute for before it branches due to e.g. an offset clear, and the cell it's on actually reaching 0 so that while loops can be entered/exited..
07:55:11 <Lymia> Notably this works even if the two bots are on the same cell.
07:55:40 <Lymia> You can still find a movement rate for e.g. (+)*-1 fighting [+.]
07:55:43 <esolangs> [[FROSTWIRE-666]] https://esolangs.org/w/index.php?diff=144724&oldid=144550 * Salpynx * (+757) FROSTWIRE-666 is growing on me. I want to extract a usable fixed point combinator from , but Python is not the best tool for it..
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08:07:16 <iddi01> !ztest beta https://www.paste.org/flat/128387
08:07:17 <zemhill> iddi01.beta: points -46.00, score 0.00, rank 47/47
08:08:36 <iddi01> d a m n p a s t e . o r g d o n ' t w o r k
08:09:08 <Lymia> Another observation: there exists a "time before first interaciton" in every BFJoust match.
08:09:40 <Lymia> Before either bot reaches the furthest cell the other bot has reached.
08:10:28 <Lymia> You can run e.g. tape 10 up to that point, save the state, then when doing tape 10, insert a cell in between from the saved state, as the bots bascially have yet to determine the tape length. Furthermore, you can transfer the first cycles of the normal polarity to the polarity flipped on the same principle.
08:10:40 <Lymia> If you add cycle advantage as a configuration, you apply the same principle for that too.
08:11:14 <Lymia> In the extreme case, this can determine that two flag defenders will XXXXXXXX after one round.
08:12:20 <Lymia> These two techniques combined should skip a significant portion of the mid/endgame for fast-forwarding loops and a significant portion of the earlygame (when there's no pokes involved) for the time before first interaction metric.
08:13:57 <iddi01> !ztest beta https://pastebin.com/raw/4Wtf25Zz
08:13:58 <zemhill> iddi01.beta: points 9.74, score 31.02, rank 5/47
08:14:10 <iddi01> !zjoust beta https://pastebin.com/raw/4Wtf25Zz
08:14:10 <zemhill> iddi01.beta: points 9.74, score 31.02, rank 5/47
08:19:12 <esolangs> [[Talk:FROSTWIRE-666]] https://esolangs.org/w/index.php?diff=144725&oldid=144576 * Salpynx * (+835) /* complete basis? */ links for future reference
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08:27:14 <Guest77> does anybody know why APL has all thewierd symbols?(i need tisfor an esolang)
08:28:08 <ais523> Guest77: in the early days of programming the choice of character sets wasn't really fixed, so all languages were in a way using weird symbols
08:28:37 <ais523> and APL came up with a descriptive set for its own use because, with no standard set, it might as well
08:28:50 <iddi01> !zjoust another_rush_program <just a test will restore later>
08:28:50 <zemhill> iddi01.another_rush_program: points -46.00, score 0.00, rank 47/47 (-36)
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08:29:17 <iddi01> !zjoust beta https://pastebin.com/raw/4Wtf25Zz
08:29:17 <zemhill> iddi01.beta: points 11.74, score 33.84, rank 4/47 (--)
08:29:49 <ais523> Jelly's character set was chosen to be easy to type
08:30:05 <ais523> it's quite hard to come up with 256 characters that are all typeable
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08:30:32 <ais523> there are keyboard layouts which use altgr like a second shift key, to give four symbols per key
08:30:39 <iddi01> !zjoust another_rush_program (>)*8-----<<(+)*23<<(-)*33<<(+)*65>(+)*33<<(-)*44<(-)*21>>[(>)*9(>[+[+[--[-[-[(-[{(+)*26(+[{(+)*92(+.)*24(>(+)*116(+.)*24)*-1}])%25}])%23]]]]]])*25]<<(---+)*-1
08:30:39 <zemhill> iddi01.another_rush_program: points 5.12, score 25.22, rank 11/47 (+36)
08:30:49 <ais523> e.g. the a key produces a A æ Æ with no modifier, shift, altgr, and altgr-shift
08:30:55 <esolangs> [[Talk:FROSTWIRE-666]] M https://esolangs.org/w/index.php?diff=144726&oldid=144725 * Salpynx * (+257) /* complete basis? */ B combinator lulz
08:31:34 <ais523> altgr-j is a prefix that produces ả,ɓ,ƈ, etc., which is why Jelly uses a lot of symbols like that
08:31:48 <Lymia> clearly if you need a quick 256 character encoding, just use kanji. It's easy to type. :^)
08:32:00 <ais523> altgr-/ is underdot, ạḅḍẹ
08:32:09 <ais523> altgr-shift-/ is overdot, ȧḃḋė
08:32:34 <ais523> Lymia: over the last couple of days I have been trying to find a kanji input method I like
08:33:47 <ais523> I have been considering creating my own, designed for trying to input ideograms that you could only see from a distance or at a small font size and can't make out all the details, and also don't know the language
08:34:54 <ais523> (also I have taken an unusual approach by attempting to learn written Chinese ideograms and written Japanese ideograms simultaneously – there is so much overlap that it makes more sense to learn the character and how it differs in the two languages, than to try to learn it separately)
08:38:44 <esolangs> [[Talk:FROSTWIRE-666]] M https://esolangs.org/w/index.php?diff=144727&oldid=144726 * Salpynx * (+21) /* complete basis? */ link to specific section of that long SKI page
08:47:11 <iddi01> whoops, β ranked first in traditional scoring. did that count as topping the hill?
08:47:50 <ais523> there are different senses of topping
08:48:34 <iddi01> I mean the sense that the BF joust champions page uses
08:49:01 <ais523> it's intentionally a bit vague, and I don't think this situation's come up before
08:49:19 <ais523> or, well, back when there were two working hills you'd just submit to the hill that used the scoring you'd need
08:50:05 <ais523> I think being #1 in any major scoring system is probably good enough to add to the article, assuming that you didn't get there via excessive overfitting – it's a high bar to reach
08:51:25 <iddi01> Well, β doesn't include any special-case code at all
08:53:06 <ais523> the strategy seems innovative enough
08:53:19 <ais523> it is mildly reminiscent of growth2 but there are significant differences
08:55:52 <ais523> I think it's the sort of program for which the champions page would gain from an explanation
09:23:37 <esolangs> [[BF Joust champions]] https://esolangs.org/w/index.php?diff=144728&oldid=144605 * Iddi01 * (+1703) A new only-in-traditional-scoring champion
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09:43:42 <esolangs> [[BF Joust champions]] M https://esolangs.org/w/index.php?diff=144729&oldid=144728 * Iddi01 * (+41) /* 2024 */ The wiggle for the third step is actually smaller
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10:43:47 <esolangs> [[EsoInterpreters]] https://esolangs.org/w/index.php?diff=144730&oldid=144658 * ChuckEsoteric08 * (+1735) Added Stringle, Exechars and Execode
10:46:23 <esolangs> [[Brainfuck/Esointerpreters]] https://esolangs.org/w/index.php?diff=144731&oldid=144465 * ChuckEsoteric08 * (+34) /* See also*/ Added link to Esointerpreters page
11:42:02 <esolangs> [[Talk:Gift]] https://esolangs.org/w/index.php?diff=144732&oldid=141099 * PrySigneToFry * (+276)
11:48:59 <esolangs> [[Slink]] N https://esolangs.org/w/index.php?oldid=144733 * 3cxpy * (+2857) Create the "Slink" page
11:52:38 <esolangs> [[Slink]] M https://esolangs.org/w/index.php?diff=144734&oldid=144733 * 3cxpy * (+50)
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12:01:26 <esolangs> [[Slink]] M https://esolangs.org/w/index.php?diff=144735&oldid=144734 * 3cxpy * (+13)
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12:37:02 <b_jonas> “there are keyboard layouts which use altgr like a second shift key, to give four symbols per key” => the hungarian layouts on Windows use altgr (or control-alt) as a second shift key giving *three* symbols per key. for example, altgr+j gives í and altgre+i gives Í, altgr+a gives ä and iirc altgr+s gives Ä, altgr+comma gives semicolon, altgr+z gives greater-than, etc. all ascii characters are
12:37:08 <b_jonas> available on one of the three layers, and there are also some altgr combinations that give an accent that tries to modify the following letter that you type.
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12:40:27 <esolangs> [[User:ChuckEsoteric08/Interpreters]] https://esolangs.org/w/index.php?diff=144736&oldid=144692 * ChuckEsoteric08 * (+0) /* SHITS in CDILOI */
12:40:34 <b_jonas> nope, incorrect, it's altgr+e that gives Ä
12:40:34 <wWwwW> thx for the help ais523!(yes i was guest77)
12:40:40 <esolangs> [[SHITS]] https://esolangs.org/w/index.php?diff=144737&oldid=144654 * ChuckEsoteric08 * (-1) /* In CDILOI */
12:41:13 <b_jonas> there are only four lowercase-uppercase pairs directly on the altgr layer though
12:42:21 <b_jonas> just three layers would be rather silly if there had to be more
12:48:43 <esolangs> [[Talk:FROSTWIRE-666]] https://esolangs.org/w/index.php?diff=144738&oldid=144727 * Yayimhere * (+134) /* complete basis? */
12:51:29 <b_jonas> Guest77: APL evolved from a notation that could be used to write about mathematics and not necessarily computer code. the first computer-executable versions of APL were designed to be used on a Selectric electromechanical typewriter used as serial terminal, very popular in America at the time. the Selectrics use a replacable ball-shaped type with 88 or 96 glyphs per ball, so APL on it used a custom ball
12:51:35 <b_jonas> that has a custom set of symbols, and a lot of extra symbols were made from combining two symbols backspacing, which is why there are combinations. then some later APLs kept those same symbols even in such contexts where such backspacing to combine two symbols wasn't available anymore, as in video terminals.
12:51:50 <wWwwW> you can ping me for Guest77 k
12:52:12 <esolangs> [[Talk:FROSTWIRE-666]] https://esolangs.org/w/index.php?diff=144739&oldid=144738 * Yayimhere * (+57) /* complete basis? */
12:54:02 <b_jonas> and I don't think even all 88 glyphs were used, I think maybe only 80-something were available if they used a 5-bit serial tty rather than 7-bit or 8-bit, which is why there were so many overstruck characters
12:54:14 <b_jonas> but maybe the did use a 7-bit or 8-bit tty, I don't know
12:54:40 <wWwwW> UIUA and all those APL likes
12:54:44 <wWwwW> why did they adopt it
12:56:06 <wWwwW> that stack based lang
12:56:43 <wWwwW> tis ting: https://www.uiua.org/
13:00:14 <b_jonas> incidentally the IBM Selectric series is such an advanced machine for its time that it's quite amazing how they could mass-produce it and adopt it in many places. it's almost non-existent here in Europe, I've never seen one in person (except for one Selectric behind glass in a museum cabinet that was exhibited in a way that all you could see is a fancy plastic chasis and a keyboard), so I was wondering
13:00:21 <b_jonas> for a while if it's a machine that was just an american hoax (and possibly expensive prototype machine) propagated to convince the SU of the west's technological superiority, but then later a service manual and some disassembly videos turned up on the internet, so now I'm pretty sure at least two of the three generations did actually exist
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13:04:30 <b_jonas> that said, almost none of the APL symbols are actually weird, all of them are clearly either symbols used before APL, or simple geometric shapes (small center circle, large circle, bottom _|_, top ~|~, delta, nabla, large rectangle, multiplication sign ×, six-pointed star) or overstruck combinations of them (bottom+small circle, top+small circle, vertical bar+nabla => pine, rectangle+comma => system,
13:04:36 <b_jonas> minus+colon => division, large circle+six-pointed star => log)
13:05:30 <b_jonas> then some of the later invented symbols use a diaresis/umlaut combined with symbols
13:06:39 <b_jonas> many of the symbols are *unique*, first used for APL, but none of them really are weird other than maybe the rectangle+comma
13:08:10 <b_jonas> maybe the division sign ÷ isn't actually composed because there's also a domino symbol which is division+large rectangle
13:10:18 <b_jonas> I have no idea which symbols are old and which ones were added later though
13:11:11 <b_jonas> the variant that I'm most familiar with is semi-old versions of J, which is an APL that uses ascii symbols only and was designed by the late Ken Iverson himself together with Roger Hui
13:11:40 <b_jonas> we had a bunch of IRC bots evaluating it for a while but none of them are alive anymore and it isn't likely that there'll be any more
13:11:55 <b_jonas> one of the main drawbacks why I don't like J though is the large number of incompatible changes between versions
13:12:18 <b_jonas> ah right, there's no large rectangle+comma, there's only a large rectangle+apostrophe
13:13:42 <b_jonas> ok fair, there's one really weird symbol, the lightbulb to mark comments, and I don't think that one was composed
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13:24:06 <esolangs> [[InPro]] N https://esolangs.org/w/index.php?oldid=144740 * ChuckEsoteric08 * (+725) Created page with "'''InPro''' ('''In'''finite '''Pro'''gram) is a [[brainfuck]] derivative by [[User:ChuckEsoteric08]] ==Description== The programs in the language are infinite, and thus it it needs to be run using a REPL. In this version while loop <code>[...]</code> is instead an
13:24:42 <esolangs> [[User:ChuckEsoteric08]] https://esolangs.org/w/index.php?diff=144741&oldid=144578 * ChuckEsoteric08 * (+11) /* 2024 */ added InPro
13:25:21 <esolangs> [[Inpro]] N https://esolangs.org/w/index.php?oldid=144742 * ChuckEsoteric08 * (+19) Redirected page to [[InPro]]
13:27:03 <esolangs> [[Conditional Bee]] https://esolangs.org/w/index.php?diff=144743&oldid=94263 * ChuckEsoteric08 * (-4)
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14:15:15 <esolangs> [[CDILOI]] https://esolangs.org/w/index.php?diff=144744&oldid=141001 * ChuckEsoteric08 * (+12) /* Computational class */
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14:37:50 <esolangs> [[TACC]] https://esolangs.org/w/index.php?diff=144745&oldid=120863 * ChuckEsoteric08 * (+722) /* Examples */
14:44:26 <esolangs> [[EsoInterpreters]] https://esolangs.org/w/index.php?diff=144746&oldid=144730 * ChuckEsoteric08 * (+515) /* Main table */ Added brainfuck in Textile
14:47:00 <esolangs> [[DOG]] https://esolangs.org/w/index.php?diff=144747&oldid=96958 * Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff * (+23) /* External resources */
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15:25:39 <esolangs> [[User:Hakerh400]] https://esolangs.org/w/index.php?diff=144748&oldid=143929 * Hakerh400 * (+1) /* Conjectures */
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15:29:55 <esolangs> [[FROSTWIRE-666]] https://esolangs.org/w/index.php?diff=144749&oldid=144724 * Yayimhere * (+54) /* Computational class */
15:30:58 <esolangs> [[Talk:FROSTWIRE-666]] https://esolangs.org/w/index.php?diff=144750&oldid=144739 * Yayimhere * (+59) /* complete basis? */
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17:09:32 <esolangs> [[User:Hakerh400/Conjectures]] https://esolangs.org/w/index.php?diff=144751&oldid=90585 * Hakerh400 * (+2268) Add a new conjecture.
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18:20:15 <esolangs> [[Talk:HakerScript]] N https://esolangs.org/w/index.php?oldid=144752 * Baldibacak * (+290) Created page with "hello i am new here but i have an suggestion for brutforce it pauses program for 1-5 sec but instead what if we iterate that many times for example brutforce 127.0.0.1 100000 which gonna run a loop that increments variable until variable = 100000 which is ac
18:20:34 <esolangs> [[Talk:HakerScript]] https://esolangs.org/w/index.php?diff=144753&oldid=144752 * Baldibacak * (+12) added pre tag for newlines
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20:05:41 <esolangs> [[10 1]] https://esolangs.org/w/index.php?diff=144754&oldid=144688 * Baldibacak * (+40)
20:05:56 <esolangs> [[Talk:Jumpy]] N https://esolangs.org/w/index.php?oldid=144755 * Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff * (+387) Created page with "Wouldn't Jumpy be a [[linear bounded automaton]], since it can only access finitely many cells on the Game of Life board. :--~~~~"
20:06:04 <esolangs> [[10 1]] https://esolangs.org/w/index.php?diff=144756&oldid=144754 * Baldibacak * (-1) f
20:16:23 <esolangs> [[Eafh]] https://esolangs.org/w/index.php?diff=144757&oldid=138460 * Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff * (+41) /* Interpreter */
20:21:48 <esolangs> [[Preserve Line Numbers]] https://esolangs.org/w/index.php?diff=144758&oldid=114784 * Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff * (+85) /* Example Programs */
20:22:10 <esolangs> [[Talk:B2C]] N https://esolangs.org/w/index.php?oldid=144759 * Baldibacak * (+139) Created page with "i dont think this esolang is turing complate since there is only 2 cells unless they are infinite bits in size they cant be turing complate"
20:24:53 <esolangs> [[Multiply]] https://esolangs.org/w/index.php?diff=144760&oldid=101871 * Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff * (+90) /* Examples */
20:35:49 <esolangs> [[Eafh]] https://esolangs.org/w/index.php?diff=144761&oldid=144757 * Baldibacak * (+52) written an ecliptica interpreter
20:37:06 <esolangs> [[JAGL]] https://esolangs.org/w/index.php?diff=144762&oldid=144456 * Ractangle * (-7) Interpreter moved
20:37:46 <esolangs> [[User:Tommyaweosme/hjhjhj]] M https://esolangs.org/w/index.php?diff=144763&oldid=135411 * Baldibacak * (-1213) removed bullshit and fixed categoryies
20:38:30 <esolangs> [[User:Tommyaweosme/hjhjhj]] https://esolangs.org/w/index.php?diff=144764&oldid=144763 * Baldibacak * (+1213) Undo revision [[Special:Diff/144763|144763]] by [[Special:Contributions/Baldibacak|Baldibacak]] ([[User talk:Baldibacak|talk]])
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22:01:10 <esolangs> [[Preserve Line Numbers]] https://esolangs.org/w/index.php?diff=144765&oldid=144758 * Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff * (+142) /* Example Programs */
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22:12:07 <esolangs> [[=/=]] N https://esolangs.org/w/index.php?oldid=144766 * Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff * (+26) Redirected page to [[Unassignable]]
22:19:07 <esolangs> [[OOo CODE]] https://esolangs.org/w/index.php?diff=144767&oldid=139779 * Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff * (+76) /* Examples */
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22:51:31 <esolangs> [[User talk:Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff]] https://esolangs.org/w/index.php?diff=144768&oldid=144436 * Fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff * (-71)
22:57:41 <esolangs> [[Talk:B2C]] https://esolangs.org/w/index.php?diff=144769&oldid=144759 * None1 * (+263) It's an FSA
23:03:53 <esolangs> [[Preserve Line Numbers]] M https://esolangs.org/w/index.php?diff=144770&oldid=144765 * None1 * (-208) These examples don't work as it can only print consecutive numbers starting with 1
23:51:49 <esolangs> [[Talk:Jumpy]] https://esolangs.org/w/index.php?diff=144771&oldid=144755 * Corbin * (+574) Demonstrate how to decide Jumpy in linear time.