Used to write software for reading QR Codes, and it was a fascinating process, dealing with increasingly bad customer images. They’re pretty resilient though!
Used to write software for reading QR Codes, and it was a fascinating process, dealing with increasingly bad customer images. They’re pretty resilient though!
In the Adam singularity, naturally!
Man, Chuck Schuldiner’s early work sounded a lot different from the later years! (/s)
Aye. Granted, I’m on Dynamis so my experience is going to be wildly different from, eg. Aether, but I’ve only had one occasion of long queues, and that was when Aether died. And even then, it was steady progress, unlike the Login Roulette of Endwalker.
I’ve been playing Heart of the Machine, and really enjoying it. It’s a fascinating 4x ish in a future city, in a bit of an inversion of AI Wars (same developer). Before playing, I was merely intrigued, but now I’m excitedly awaiting where it goes. It was, however, initially difficult to figure out what to do. Perhaps more UX is going to be useful here.
You get a tactical nuke, you get one, you get one… tactical nukes for all!
video-sizes
I’m confused as to your meaning here. Current codecs are miles ahead of what we had in the past. Unless you mean typical resolution (eg. 4k, 8k, etc).
I’ve been really enjoying it, even in its limited state. Jetpacks are a total game changer, and I love that the fuel lasts a long time. There’s still a few obvious QoL additions needed, especially with stuff like the cargo ships (gotta type the name in?!), but otherwise it’s got a really strong foundation. Also, elevators are amazing; just realized last night that one cam connect wire to the cab. Really excited to see how the game develops in the future (traaaaaains).
For the purposes of OPs problem (P v NP), it considers not particular solutions, but general algorithmic approaches. Thus, we consider things as either Hard (exponential time, by size of input), or Easy (only polynomial time, by size of input).
A number of important problems fall into this general class of Hard problems: Sudoku, Traveling Salesman, Bin Packing, etc. These all have initial setups where solving them takes exponential time.
On the other hand, as an example of an easy problem, consider sorting a list of numbers. It’s really easy to determine if a lost is sorted, and it’s always relatively fast/easy to sort the list, no matter what setup it had initially.
The Italian game just oozed style. Really fascinating imagery.
Coincidentally, I do work on embedded devices, but as mentioned by ferret, most embedded stuff nowadays is (I think?) an Arm variant. Most all of the device code I write is C++ though; no need to get into assembly land unless clang screws something up, but that hasn’t happened yet thankfully. That said, in the future, this may change as we optimize certain imaging algorithms further.
Proficient: Rust, C++, Python, x86-64 ASM, SSE1 SIMD, C#, C, Javascript / Node.JS
Can get by: Java / JNI, Kotlin, Bash
Been a while: Perl, Haskell, Prolog, Labview, Lisp
I’d be curious to know what the difference in generated assembly was between the two. Would this affect things in a program without virtual classes?
100%. Just looking at the thumbnail had me singing it in my head. That said, there’s still a lot of great songs in it; e.g. Alan Cummings nails the opener.
I’m on the last continent for Unicorn Overlord right now, and the gameplay is real fun to try and optimize. The story’s dirt simple, but I’m fine with the occasional simple narrative game. I should have probably chosen a more difficult setting though - normal’s not really presented a real challenge yet.
Also, watching Francis John play Subnautica blind made me do another playthrough of that game. Now I’ve got bases setup all over the place.
Aww, was hoping for some insight on global variable initialization order. It’s something I’ve been curious about how different vendors order things with linking.
I don’t disagree at all there, however there’s an absolute glut of websites showing the bad way of doing things. For a person brand new to C++ though, I find it generally important to make a distinction, so one doesn’t pick up the first thing seen and learn bad habits.
C++ is great with many things, but a consistent build system is Definitely not one of them. Additionally to note, when doing CMake stuff, it’s generally best to stick to the modern way of doing things (targets, rather than a slew of global properties); it ends up being a lot easier to develop as projects grow and other dependencies are added.
This should be the Florida motto.
Starsector is amazing, even though buying it on the website made me wonder if the storefront was made in the 90s.