• What are you working on? February 2012
3,497 replies, posted
• [QUOTE=LuaGuy;34854688]You can start directly from C++. Learning C before attempting to C++ is waste of time. If you really want to know behind the scenes learn assembly,binary etc.[/QUOTE] Binary is not a programming language.
• [QUOTE=supersnail11;34854882]Binary is not a programming language.[/QUOTE] Did he explicitly say it was?
• [QUOTE=supersnail11;34854882]Binary is not a programming language.[/QUOTE] Cannot implicitly convert type ComputingTopic to type ProgrammingLanguage.
• [IMG]http://i.imgur.com/lAuzp.png[/IMG] Quicksort speeds :v: Either using a random pivot or a pivot in the middle. Still no match to Java's own sort though... Oh, and with insertion means that the quicksort halts and switches to insertionsort once a certain length of the subarray is reached.
• [QUOTE=supersnail11;34854882]Binary is not a programming language.[/QUOTE] Albert Einstein is alive.
• Woo given the beginning settings With the robot not knowing where it is (ie each cell has a probability of 1/20 of the robot being in it) [cpp] colors = [['red', 'green', 'green', 'red' , 'red'], ['red', 'red', 'green', 'red', 'red'], ['red', 'red', 'green', 'green', 'red'], ['red', 'red', 'red', 'red', 'red']] measurements = ['green', 'green', 'green' ,'green', 'green'] motions = [[0,0],[0,1],[1,0],[1,0],[0,1]] sensor_right = 1 p_move = 1 [/cpp] where sensor_right = probability of sensor being correct. and p_move = probability the robot moves when it went to. It senses first each measurement in Measurements. Then moves the movement in Motions for a total of 5 different steps. My code returns this as the probability of the robot being in each cell: [cpp] [[0, 0, 0, 0, 0], [0, 0, 0, 0, 0], [0, 0, 0, 1, 0], [0, 0, 0, 0, 0]] [/cpp] if I put the probabilities to somethign slightly lower, ie [cpp] sensor_right = 0.7 p_move = 0.8 [/cpp] the results go more murky, but still obvious: [cpp] [[0.01739584, 0.009495411, 0.03131152, 0.06291565, 0.04663561], [0.006167764, 0.009725268, 0.0519483, 0.1339488, 0.01248355], [0.006869518, 0.008857822, 0.08095415, 0.2798366, 0.07659986], [0.0117818, 0.006167764, 0.01600207, 0.06107029, 0.06983248]] [/cpp] So I now have a program, that given external data, and a map that shows that data, work out where it is as it moves.
• [QUOTE=Swebonny;34855371][IMG]http://i.imgur.com/lAuzp.png[/IMG] Quicksort speeds :v: Either using a random pivot or a pivot in the middle. Still no match to Java's own sort though... Oh, and with insertion means that the quicksort halts and switches to insertionsort once a certain length of the subarray is reached.[/QUOTE] There's a chance that Array.sort() is running native code, and could be applying optimizations that your code might not be able to do.
• [QUOTE=danharibo;34855405]There's a chance that Array.sort() is running native code, and could be applying optimizations that your code might not be able to do.[/QUOTE] Yeah, a friend told me that that the java Arrays.sort() uses different sorting algorithms depending on the array. Can't really remember which, possible quicksort, heapsort and some more. Programming is still a bit like magic to me. But man, it's do damn satisfying to learn new stuff and see the results in front of your eyes.
• Ha. Ha ha ha. Ha. [url]http://www.terrariaonline.com/threads/c-terraria-need-coders.81589/[/url] This is his "Main Menu": [t]http://img163.imageshack.us/img163/2479/17616436.png[/t] wait wat he says it's in C++ and he's making in in visual basic 2010 express
• [QUOTE=supersnail11;34855501]Ha. Ha ha ha. Ha. [url]http://www.terrariaonline.com/threads/c-terraria-need-coders.81589/[/url] This is his "Main Menu": [t]http://img163.imageshack.us/img163/2479/17616436.png[/t][/QUOTE] At least the single player is nice. [thumb]http://img513.imageshack.us/img513/6355/waste.png[/thumb]
• [QUOTE=supersnail11;34855501]Ha. Ha ha ha. Ha. [url]http://www.terrariaonline.com/threads/c-terraria-need-coders.81589/[/url] This is his "Main Menu": [t]http://img163.imageshack.us/img163/2479/17616436.png[/t] wait wat he says it's in C++ and he's making in in visual basic 2010 express[/QUOTE] so, this is what you're working on?
• [QUOTE=synthiac;34855657]so, this is what you're working on?[/QUOTE] No, I'm working on... uh shit i'm not working on anything
• Once I can find a minor bug in the move function of my localization program, I will have finished my homework for this weekend.
• Those procedural textures from earlier + my planet shader from a while ago + a new atmosphere shader: [img]http://tinygif.net/pictures/6729596924f48443c819fc.gif[/img] EDIT: Where can I host webm files?
• [QUOTE=Smashmaster;34855973]Those procedural textures from earlier + my planet shader from a while ago + a new atmosphere shader: [img]http://tinygif.net/pictures/6729596924f48443c819fc.gif[/img][/QUOTE] I want to nominate you for a "Best pixels in thread" award.
• I've noticed that some people in WAYWO just make random pretty shit. I should learn how to make pretty shit.
• [QUOTE=geel9;34856022]I've noticed that some people in WAYWO just make random pretty shit. I should learn how to make pretty shit.[/QUOTE] My stuff isn't random. If you look at my content, you'll notice that it is ALL space related. That or it's a smaller part of something that is going to be space related.
• [QUOTE=Dj-J3;34856024]mmm, sweet glow [vid]http://dl.dropbox.com/u/4912307/WebM/glow.webm[/vid][/QUOTE] using a paticular library for this, or all homegrown?
• [QUOTE=Smashmaster;34856121]My stuff isn't random. If you look at my content, you'll notice that it is ALL space related. That or it's a smaller part of something that is going to be space related.[/QUOTE] This doesn't help me make pretty shit.
• [QUOTE=Smashmaster;34855973]Those procedural textures from earlier + my planet shader from a while ago + a new atmosphere shader: [img]http://tinygif.net/pictures/6729596924f48443c819fc.gif[/img] EDIT: Where can I host webm files?[/QUOTE] At first I thought I had a stroke when I saw it moving
• Found that guys thing interesting(whoever was doing this) so spent 5 minutes on this: Class"Vec2"{ Constructor=function(x,y) return {x=x or 0,y=y or 0} end, __add=function(v1,v2) return Vec2(v1.x+v2.x,v1.y+v2.y) end, __tostring=function(self) return self.x..","..self.y end, Test=function() print("yes") end } print((Vec2(10,10)+Vec2(20,20)):Test()) It works perfectly. Wow that was easy. Thinking about giving it to the pass along thing before we get too far in development for it to be useful.
• Got VGA output from my FPGA, finally! [img]http://imgkk.com/i/lp6d.jpg[/img]
• [QUOTE=supersnail11;34855720]No, I'm working on... uh shit i'm not working on anything[/QUOTE] why don't you go work on something and actually make shit rather than slagging off other morons
• [QUOTE=swift and shift;34857294]why don't you go work on something and actually make shit rather than slagging off other morons[/QUOTE] fine [t]http://i.imgur.com/2iF5j.png[/t] have some unexplained code
• there's documenting your code... [QUOTE=supersnail11;34857375]fine [t]http://i.imgur.com/2iF5j.png[/t] have some unexplained code[/QUOTE] ...and then there's this shit
• Wrote a PS2 driver and a generic keyboard driver that receives scancodes from the hardware-specific drivers and handled them accordingly. I also added dynamic image loading functionality. The only image that's automatically loaded and executed is /kernel/init.jmg. init is responsible for loading and running other images as it sees fit. [img]http://i.imgur.com/0NiK9.png[/img] Here's init.js: [img]http://i.imgur.com/0PHmA.png[/img] And here's drivers/ps2.js: [img]http://i.imgur.com/hnkOL.png[/img]