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<0> a6308e7e9ec371d9bc046b3381759c07 <1> not useful even if you find a result <0> do that one first :P <2> ka24: i'll add it into queue <3> there was some website that would brute-force md5 p***words... <0> "if you can read this, you have no life." <3> never checked back for mine <2> ka24: could be possible that i'm dead by the time this pentium II cracks it... very true :) <4> PSYCHOTIC CUNT FACE <5> I may misunderstand a checksum, but any input will always produce completely unique output? Is any data lost in the process? Could md5 be the perfect compression? <0> it's only good for short strings, such as p***words <6> dabreegster: you can't reverse it <4> dabreegster: No, becauyse you can't reverse it <4> =[ <7> virtually always that is <4> dabreegster: Well, a perfect checksum will always hash to a unique value
<3> dabreegster: your ***umption is wrong <1> dabreegster: not unique <3> as Khisanth pointed out, all inputs are *not* unique outputs <5> beth, buu, pravus, Khisanth: OK. I'll research first. <1> there are infinite number of input that will hash to the same thing <2> basically... if you would create a binary file and store it's md5 hash somewhere... you could make your computer compute the file that returns such hash... but it would like... umm have lots of possibilities... ok lets say it is a picture file and you can recognize the correct picture... but i think it is still impossible what i'm talking about <2> Khisanth: yeah <3> actually, recent research suggests that md5 might be severly broken <3> but no one has quite proven it yet <2> it is not even recent research :) <7> SHA for everyone! <3> sdogi: within 5-years? <3> :) <0> SHA2^50 <2> ah crap, actually don't belive anything i say. have been awake like way too many hours <2> :) <3> sdogi: 52? <2> more like 30 or something <3> pshaw... after 48 hours... zombification sets in <3> that's when the *fun* starts <2> i have discovered that coffee doesn't help in such situation <2> any suggestions? <8> shot in the dark <3> sdogi: not really... there is a point when nothing really works <3> sdogi: but moving around always worked better than coffee for me anyways <9> spam******in channel seems dead -- anyone here good with spam******in? <9> I wondering about a potentially very large white list <8> or just be sensible, and stop desroying your rythem <10> hmm <9> is it ok to list lots of individual email addresses, will the code deal with that effectively, or should i make them all into one big regex, or <2> pravus: yeah, i try to do that too. although i really need to do lot of work behind the computer. sometimes goa & psy helps.. but sometimes it makes thing even worse <8> nacredata: memory usage would ****, as always. What MTA? Some can be linked to a BDB or other source <9> Qmail <9> will qmail use a database source for whitelisting? <8> no idea, never used it. Sendmail or Exim could <9> It's a starting point; I can research that, thanks <11> Calling for Parrot janitors <11> http://use.perl.org/~petdance/journal/30146 is the call for Parrot Cage Cleaners <7> C code, yay! <11> Gotta do what ya gotta do. <4> jdv79: It ****s. <5> Quashing bugs like these is almost fun. <1> looks like dabreegster just volunteered <5> Er, no, I meant on my project. <5> Wrong time/context I guess. <5> I'm having a rare moment of success where one bug doesn't turn into 50. <7> dabreegster: isn't that the very definition of becoming a better developer? ;) <5> jdv79: Yep! <7> well then, congradulation! <5> Thanks. No, really. <12> wowsigh <6> you sound like you're having a bad day. <4> hrm <4> buubot: beth <13> buu: beth, is there a way to access splits without splitting into an array that springs to your mind split(@something,":")[0] or the like <4> Useless bot. <4> I should just make it megahal <12> buu, nah <12> just bored <4> I didn't care <5> Don't muscle in on GumbyBRAIN's market, now.
<4> dabreegster: I have a pointy stick. <5> buu: For gumby, your bot, or me? <14> buubot: buu <13> simcop2387: buu is a Logo. He spreads through the mind by means of conversations. <4> dabreegster: ANYONE. <8> damn snapping turtles <5> My quote! <4> thrig: Japanese fighting turtles? <5> buu: Yay. <14> buubot: simcop2387 <13> simcop2387: simcop2387: are there any other developers besides you? <14> buubot: nope <13> simcop2387: nope, is standard :|, so, no, it shouldn't <3> simcop2387 is the only developer <14> i'm still debating in my head what to do about that actually, i've made amazing progress on it this summer so i may want to drop parrot support simply because my timetable didn't go as slow as i expected <5> simcop2387: denon is based on parrot, or do you refer to another project? <14> i wanted to use parrot for the server side scripting (networking and basic game logic would be done in C++) but i'm moving faster than parrot is, working ALONE <15> What switches should I know about for processing stdin within a command line perl program? <16> perldoc perlrun, -p -i -e -n might be useful <13> Type 'perldoc perlrun' in your shell or go to http://perldoc.perl.org/perlrun.html <14> dabreegster: have you experienced a time when you've been programming and end up going FASTER than a larger group of more intelligent people? <17> heh <18> :q <5> simcop2387: I've never programmed collaboratively <19> "ramblinpeck" at 67.191.222.143 pasted "Command line regex" (10 lines, 336B) at http://sial.org/pbot/18173 <17> I wanna tell you a little secret, programming perl is just like being in love. No one needs to tell you you are in love, you just know it, through and through. <14> same here, i'm still amazed that even as simple as my project has become as i've been designing it, that i'm still beating the parrot team, when i'm working for 6 hours every few daws <14> ofer0: this in C++, perl just couldn't fill the needs for this :-/ <17> simcop2387, what needs? <5> ofer0: That's why people write perl poetry! <14> speed, and better memory usage, with C++ its very easy to control what you're usintg <17> simcop2387, what does it has to do with love ? <5> ofer0: You were the one that made that analogy. <17> dabreegster, "love" has nothing to do with "needs". <5> ofer0: Ah <5> Would rewriting my display routines in C hold an advantage as far as speed? My routine is a bit sluggish with all the ANSI color <5> I wonder what the overhead for calling ncurses routines from Perl is <14> dabreegster: maybe, the biggest issue with a drawing routine in perl like that (i've done one too) that i saw was that i couldn't iterate through a large array fast enough, you might be able to use PDL actually to make a hack for it to work <5> simcop2387: If I turn off color, it's much faster. But for every tile onscreen (60*20 or something like that) every turn, I have to call standend, attron twice, and addch. <5> I had some code that tried to avoid standend and attron if the previous attribute was the same, but it was really buggy. <14> yea, you need some optimization there, i did mine by builing the rows in a string and outputting that all at once <14> what 4x faster than doing all the chars individually, though i didn't have colors <5> addstr() for entire rows would work *great*, but that doesn't work with ANSI color. :( <5> I think I even tried embedding the ANSI in the string, but that didn't play well with ncurses <14> yea <5> It's not that slow. Most people will probably have better than a 500Mhz anyway. <14> i think if you played with doing the display in C you might like it but learning XS is a pita <14> yea <14> dabreegster: are you redrawing the whole map each time you move? <5> I don't even really know C, so that's probably not gonna help. <5> simcop2387: Everything onscreen, yes. <17> that's not a good idea <5> simcop2387: The 'calculate which bit of the screen changes' idea is too tough for me, though I haven't seriously attempted it. <17> use ncurses or something <14> ofer0: he is, ncurses doesn't do that for you <5> Plus, the scrolling centers on the player, so most of the time everything shifts over unless the pc is near the edge <14> dabreegster: start working on only drawing the changes, e.g. draw the new positions of the mosters, and only recenter when you're at the edge of the screen <14> smooth scrolling in a dungeon crawler isn't needed and is actually not worth the time to draw <5> simcop2387: Different scrolling style. It'd be super fast, but I like constant centering. <5> I could add in different scrolling styles. <5> I guess it just really pleases my eyes. <14> i say you do a more relaxed scrolling, e.g. only scroll if you get within say 1/4 of the way to the side? <14> that way you're still near the center but it speeds the whole thing up <20> how would i go about reading binary data <5> I'll probably end up doing that and making constant centering optional. But first I really want to get my demo out there. <5> Figuring out which item/monster to generate on a given level with regards to difficulty/rarity is a beast to code. <14> perldoc -f binmode <13> Type 'perldoc -f binmode' in your shell or go to http://perldoc.perl.org/functions/binmode.html <14> dabreegster: why do it algorithmic placement? why not hard code it, much easier just as effective <5> simcop2387: Defeats the purpose of random dungeons almost. <5> simcop2387: I guess I should just figure out how to say "this monster has a 40% chance of being placed at levels 1 through 5, 60% at 6..10, etc" <14> dabreegster: just place what level they are centered on and uses a gaussian curve to decide the other levels percentages <5> simcop2387: I wish schools would offer Algebra at an earlier level so I could already have some geometry experience <14> well if you need advice/help i'll be happy to ***ist
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