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Messages - Runer112
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136
« on: July 01, 2015, 09:06:48 am »
And the minimum (also for determining them in the first place; 1 digit numbers are trivially Keith numbers) is 10. Which is not a Keith number (1+0, 0+1, 1+1, 1+2, 2+3, 3+5, 5+8...).
I meant is there a required point at least through which the program must behave correctly? Does an entry have to work for all inputs up to 100? 1000? 1000000?
137
« on: June 30, 2015, 09:21:55 am »
Are the following acceptable truthy and falsy results: - 2 and 0
- no error and error
- 1 and no output
Is there a minimum input value up through which the program must return correct results?
138
« on: June 23, 2015, 11:23:30 am »
For those who want to test their solutions, you can feed your result to this program. It will output each sequence that shows up more than once or not at all with a list of the indices at which it shows up. Note that the program may take a few seconds to complete; when it's done, the "Run" button will be re-enabled. For example, here's the output I get by deleting a random character from the example output in the first post: 1441 [58 271] 1442 "" 2144 "" 4144 [273 281] 4214 "" 4414 [272 280] 4421 ""
139
« on: June 22, 2015, 01:10:42 pm »
Not to try to nitpick, but I feel obligated to point out that Haobo's solution does not wholly satisfy rule 4: "... every cell's initial state ... must be independent (barring reasonable PRNG limitations) of every other cell's initial state." The reason I suggested this clause was to prevent simple "randomization" implementations that do not provide at least somewhat convincing randomization. Regrettably, this solution's clever approach of simply using a randomly chosen 768-byte block of memory as the initial state does not satisfy this.
A heuristic proof of this could cite that memory almost always contains meaningful, structured data. As a particuarly apparent example, memory often contains large stretches of zeroes. If one such large stretch were contained in the initial state, then a pixel's probability of starting dead is greatly increased if the byte(s) immediately before it are all zero. This constitutes dependence. And also a pretty boring game of life, which is why the clause was proposed.
Although less apparent on structured data that's not just a stretch of zeroes, the same dependence and insufficient randomness exists in any non-chaotic data. So to extend this heuristic proof to a definitive one, one can prove that non-chaotic data exists in memory. And this can be done by citing the existence of the program itself in memory.
I came down on lirtosiast and pbfy0 earlier about skirting around this clause, so I thought it to only be fair that I come down here as well. I even came down on myself by proposing this clause in the first place, as I was considering using such a "randomization" approach but considered it against the spirit of the prompt.
140
« on: June 19, 2015, 12:11:51 pm »
Should the Axe source header count? Every Axe program starts with a line of the format .OUTNAME to signal to Axe that it is an Axe source file and the target compiled file name. My inclination would be that it doesn't count, as the . part of the header is analagous to the file extension of a source file for a computer language and the compiled name part is analagous to, well, the compiled file name for a (compiled) computer language. And neither of those count against computer langauge entries.
141
« on: June 18, 2015, 02:42:04 pm »
Updated with lots of new stuff on July 1!
Axe 1.3.0 may be coming soon. It doesn't change the language at all, but It adds some new commands, improves some old ones, and improves the Axe application a lot because I rewrote a lot of internals. Primarily, compiling should be significantly (~4x) faster:Axe 1.2.2 | Axe 1.3.0 | | |
Because of all the rewriting I did, I fear that I may have introduced bugs. I've squashed all the bugs I found so it shouldn't just be bug city, but I'd still like it to be tested a bit more before an official release. So if you're feeling a bit brave, try the potential Axe 1.3.0. Changelog:- Compiling may be up to 4x as fast due to extensive internal optimization.
- New, deterministic rand routine. Seedable from external randomness with randr (suggested) or with EXP→rand.
- Generate a random integer from a range with randInt(EXP) or randInt(EXP1,EXP2).
- Sprite rotation and flipping commands accept an optional destination pointer for the result.
- Back buffer and arbitrary buffer variants for StoreLCD (StoreGDB).
- Custom constants/variables and labels can start with a lowercase letter and be up to 30 tokens long.
- The compile menu remembers the last selected entry.
- The compile menu shows up/down arrows for more items like OS menus.
- The compile menu allows deletion of source programs.
- The options menu allows toggling the token hook.
- Progress calculation is more accurate.
- Freq() suspends interrupts while executing.
- Send() and Get suspend interrupts and set the CPU to normal speed (~6MHz) while executing.
- USB interrupts should no longer be able to trigger and freeze the calculator when a custom interrupt is enabled.
- Improved/expanded the documentation of a number of commands in the command list.
- Optimized bitwise and/or with constants that only afffect one bit in a byte.
- Optimized nib()r slightly.
- DS<(VAR,EXP) now works with all variables.
- Files can no longer be used in some places they shouldn't have been able to before.
- Comments are now allowed and parsed correctly in a few places that they should have been before.
- More robust header parsing.
- Axe will now only run Axe Fusion programs compiled with the same version of Axe to protect against flaws inherent in the design of Axe Fusion.
- Greatly increased the number of replacements that the Axiom system can keep track of at once, from 8 to 128.
- The "APP TOO BIG" error is no longer thrown when compiled code hits 16KB for non-application shell targets.
- Removed erroneous "www" from help link.
Also, to remind people: In the process of completely recoding the menus, I added an option that I've heard asked for a couple of times: the ability to disable the token hook. But in doing so, I needed to add a second options page, which is currently barren. Give me suggestions for two new options!
142
« on: June 16, 2015, 09:32:27 am »
Overall, I'm fairly happy with this question being sufficiently specified. However, I see one rule that should probably be specified further: - The game must start in a pseudo random configuration, and no user input is required.
As an example of abuse, a single cell placed pseudorandomly is a "pseudo random configuration," but not a very interesting one as every generation after the initial will just be entirely empty. You could fix this by specifying that every cell's initial state must have a nonzero chance of being in each state and must be independent (barring reasonable PRNG limitations) of every other cell's initial state. Also, you may want to consider adding a minimum bound on FPS. I realize this is a code golf contest, but at a point, one has to say that an extremely slow game of life simulation is no longer an acceptable game of life simulation. I understand that this may make the challenge as currently specified more or less impossible in some languages, in which case you could consider extending the exception to the "full screen" rule. I would suggest something like a minimum of 0.1 FPS and allowing entries that cannot meet this at full screen to run on a square board with a side length of at least 16 and no less than the largest power of two that satisfies the minimum FPS.
143
« on: June 11, 2015, 08:44:44 am »
Are we so against necroposting that we need to create new threads for late, but on-topic replies? It seems to me like that's taking things a bit too far.
If part of the issue is the topic title being misleading, I'd recommend simply putting something like [ENDED] at the front of the topic title when a contest is over, so any posts made after that point will have that tag and show up with that tag in new post notifications.
144
« on: June 05, 2015, 09:43:07 pm »
The scoring system I'm most familiar with from other sites, and which I believe is the best, is the better of #2 and #3. So for most languages, it's the size of the source code/file, but for assembly, it's the size of the assembled machine code.
145
« on: June 04, 2015, 04:15:05 pm »
I believe it's the same build, or if not, very close. Both should just be 1.2.2 with a couple of improvements, so they should be stable.
146
« on: June 04, 2015, 03:54:11 pm »
In the process of completely recoding the menus, I added an option that I've heard asked for a couple of times: the ability to disable the token hook. But in doing so, I needed to add a second options page, which is currently barren. Give me suggestions for two new options!
147
« on: June 04, 2015, 08:43:11 am »
Apparently certain aspects of Axioms have been broken according to this post on CW. The same code compiles on an older version of Axe, but not the newer versions, and it's an Axiom thing. I haven't gotten around to testing to see if it is every axiom or Glib itself, but I thought you should know, since the discussion is going on elsewhere.
It seems like you misunderstood what he was saying. He brought this problem to my attention a while ago and I fixed it for him in my in-development build of Axe. So he was saying that the Axiom doesn't work with any publicly released versions of Axe and that you need to use this development build. I hope to make a public release of this eventually. But as of that build, the changes only fixed edge cases ran into by a few users and didn't seem warrant a release. And as of my current, internal build, lots of stuff is broken due to refactoring.
148
« on: June 02, 2015, 02:44:18 pm »
149
« on: June 02, 2015, 02:43:44 pm »
150
« on: May 27, 2015, 07:25:04 pm »
The low byte is stored to the pointer and the high byte is stored to the pointer plus one. (This data ordering in memory is formally known as little-endian)
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