This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Hayleia
Pages: 1 ... 79 80 [81] 82 83 ... 239
1201
« on: July 28, 2013, 02:39:08 pm »
(I don't post often in that board).
So, I have two lists of same length L, the X list and the Y list. And so basically, I'd like that if (X(n),Y(n))=(X(m),Y(m)), a calculus on the list returns 0, and that if there are no (n,m) so that (X(n),Y(n))=(X(m),Y(m)), the calculus returns non-zero.
For example, X={1,4,3,6,7} Y={2,4,5,2,1} returns 0.
But X={1,4,3,1,7} Y={2,4,5,2,1} returns non-zero.
I thought about putting the lists in a matrix and using det (and the 0/non-zero would be swapped but anyway) but the problem is that 1,2 1,2 returns the same as 1,2 2,4
So do you have any ideas ?
1202
« on: July 28, 2013, 01:27:16 pm »
That is great ! Could you share the executable so we can test on real hardware ?
1203
« on: July 27, 2013, 08:31:48 am »
I don't know whatever this is possible, but I was thinking about an option where you can precompile a file, so that if it is called by another file that is being compiled, it compiles faster. so you can precompile everything, except the level design part and then only recompile that for faster testing.
This sounds like a very tricky thing to do. Hopefully it won't really be necessary to consider such aggressive and complicated speed improvements if the base compiling process itself can be made faster.
I guess that you could have "Compile as Ion,Noshell,...,Include", and the Include (or call it something else if you want) mode would "compile" the source into a program that would only be Asm(<hex>). This way, compiling it again would be faster I guess (no need to think again about optimizations and such, just need to translate directly from alphabetical tokens into true hex). The problem with that is that the code in the include has to be independant.
1204
« on: July 27, 2013, 08:12:51 am »
looks to me like a cloudfalre issue due to "anti-virus.cloudflare.com". Does everything work fine after entering the captcha?
Nope, writing the captcha just leads again to that page (with a new captcha to enter). If you're 100% sure your phone is clean, then it's probably due to your provider using "burned" IPs. Happens very quite often these days, especially with mobile connections. Providers simply don't have any good IPs left, so they quickly recycle ones that have been used for malicious purposes before, without even bothering to whitelist them with the various anti-spam agencies.
(My android device is not a phone, but it is not important) So that means that if I try again tomorrow or so, that will work again ? edit apparently it was the problem raised by Utz. I disconnected from WiFi for a few minutes, then reconnected, was given another IP (I guess) and now everything works. Thanks for the answers.
1205
« on: July 27, 2013, 07:53:46 am »
Well basically, yesterday, everything worked well, I was able to browse Omnimaga from my Android. And today, when I try to browse Omnimaga, I get that (see screenshot in attachement). Why and what should I do ?
I know there are "answers" to that at the bottom of the page, but they are a bit meh.
1206
« on: July 27, 2013, 03:59:11 am »
Erm, I need some explanations there.
- They will not have animated images of over 15 frames
This one is annoying me for my Pokemon Topaze userbar. I guess this is a measure to avoid long loading times, but then, it is more a question of size than a question of frames isn't it ? and since my screenshot is 96x64 pixels, in only two colors, it is "only" 180 KB, which is "only" half the size of DJ_O's bandcamp image. It's actually the same size ??? (My image is 90 KB large and yours 95). Btw is Pokemon Topaze 27 FPS? Maybe redo a 9 FPS screenie if that's the case.
Weird, mine displays "180 Ko" on my computer. Anyway, changing some Wabbitemu settings as you said (FPS, shades) , I managed to have a 55 KB gif (maybe smaller if my PC is lying as it was with the other gif), which is smaller than some static images found in other's signatures. So is the limitation about frames or about size ?
1207
« on: July 27, 2013, 02:26:26 am »
Erm, I need some explanations there. - They will not have animated images of over 15 frames
This one is annoying me for my Pokemon Topaze userbar. I guess this is a measure to avoid long loading times, but then, it is more a question of size than a question of frames isn't it ? and since my screenshot is 96x64 pixels, in only two colors, it is "only" 180 KB, which is "only" half the size of DJ_O's bandcamp image. Moreover, my image is hosted on Omnimaga so I guess it doesn't take additionnal time looking for the hosting site. So do I have to change it ? - Animated images must not be too "loud"
For this one, I need a plain explanation, not about "why" but about "what". I don't get what you mean (English is not my native language).
1208
« on: July 27, 2013, 02:15:10 am »
Actually, you CAN do the DelVars.
Yeah, my "Nope" was not a "Nope, it doesn't work", but a "Nope, it doesn't take the same size" since the DelVar always take one more byte than the period.
1209
« on: July 27, 2013, 02:06:40 am »
(Could you use a more explanative title, like "Arcade and Highscores" for example ?)
1210
« on: July 27, 2013, 02:03:01 am »
I think the reason why ponies "triggered" that topic (and why Star Wars would have not) is because they use bright colors, so they are really "disturbing".
That being said, ponies are a hobby at the same title as Star Wars (not sure if that sentence is correct). But if you want to put it in your sig, just don't put full-screen gifs. Sorunome's sig is quite ok since ponies are not moving and have a transparent background. But the first example is not because gifs have animated ponies on a colored background.
On the same level, I guess that a static StormTrooper helmet would be okay in a sig, but a gif of a lightsaber battle (with bright colors moving) would not.
1211
« on: July 26, 2013, 10:46:33 am »
- Signature is neither a portfolio, nor a Instagram section. It's a section where you put useful information about you
Well I can understand when it is hand-made since it gives useful information about the talents and the hobbies of the person, and I can understand one pony image in a sig to find more easily who shares the same hobby. But I agree that the first person should remove some images, or at least resize them so that there is more content in the post than in the signature. - Spoilers are not a solution to hide what you don't want people to see. The computer see it and process it as for the other visible content. Look at the generated HTML if you don't trust me.
Here too, I can understand someone using spoilers when a signature becomes too large (or like me, when some dead links kill the harmony and waiting for the links come back (if they ever come back)), but for the first person, I don't see why there is only one image in the spoiler and why the rest is out. Comment on my sigThe Absol says that I am fond of Pokemons, so I can find people sharing the same hobby. The spoiler for image fails was described in the above paragraph, and even out of spoiler, it is useful information about me (it says what calcs I own, etc). The Pokemon Topaze bar is "useful information about me" since it says what program I achieved, what language I know (once you click on it you know that I program in Axe) and what calcs I program for (and also a bit of advertising, I agree) Applejack is "useless", I agree, but I arranged her height so that she doesn't waste space The last spoiler is kind of useless too at first glance, but in fact it is kind of "useful information about me" in the way it says that you'll have a hard time finding a lot of information about me (so it says that I am in favor of anonymity) And there is a link at the bottom that is not useful information, but it is still useful.
1212
« on: July 26, 2013, 09:35:50 am »
You could do
DelVar ADelVar BDelVar C That's the same size (since you don't need new lines in between)
Nope, "DelVar " is a two-byte token and "," is a one-byte token. Also, I understand that you want to optimize speed-wise what's inside the loop to get the fastest movement, but the initialization (what is before the loop) should be optimized for size, shouldn't it ?
1213
« on: July 26, 2013, 08:51:56 am »
Coudln't we also optimize it to Delvar A,B,C then?
I think so Sorunome
Nope. ERR:Syntax.
1214
« on: July 26, 2013, 06:55:30 am »
Welcome to Omnimaga Tjakka5. Sadly, no, basically my life is Lua and Ponies.
You seem to ignore that you can program in Lua on Nspires and on the Prizm.
1215
« on: July 26, 2013, 06:48:13 am »
5437: You read 5434, and recall how you have spent 5x more TIME on Android apps, but have 50x more apps for your Ti-84.
5439: you remind everyone writing "TI-84" that a TI-84 doesn't exist, there is always something behind the 84, either a + or a Pocket (or both), sometimes followed by a .fr or a SE or a CSE.
Pages: 1 ... 79 80 [81] 82 83 ... 239
|