• 0 Posts
  • 165 Comments
Joined 2 years ago
cake
Cake day: June 30th, 2023

help-circle

  • I had an A5 a while back and samsung didn’t make me hate them so the next phone I got was an s10. On that phone, they decided that they needed to dedicate a physical button to their fucking virtual assistant bixby. It was pretty obvious to me that these virtual assistants were mostly actually data vacuums, wanting to integrate into every aspect of your life so they can access better data on all those aspects.

    Every single time it opened that fucking thing, it was unintentional. It wasn’t as annoying as your TV, since I bet the phone was way faster and had enough memory to not have to discard whatever else you were doing just to open its app, but it exemplifies how I see samsung today. Hardware had great specs but the software made it annoying by trying to lock everything in to their ecosystem without a hard lock like apple. Even MS had ways of disabling the windows button (which used to have a high chance of crashing a game if you accidentally hit it).


  • Same kind of people who lie all the time to look good to others. Some people want to be awesome but know they suck, or even more pathetic don’t suck but can’t stand not being the best, and cheating is their pathway to getting the social results of being awesome without needing to develop the skills.

    The way I’ve seen it for ages now, being a loser isn’t just about losing games, it’s how you handle losing games and how much you internalize that. I see it as short for “sore loser”. Cheaters are losers in that sense.

    Though it makes the idea of them still losing despite cheating even more hilarious, which is why I love the idea of games that detect cheaters but stick them in cheating queues instead of just banning them.


  • There’s another whole category that also doesn’t care about what the game is running on the kernel: seperate device cheats. They act as a man in the middle for the input and output signals, and can auto shoot when you’ll hit or adjust your aim if you’re close but not quite there. Or just play for you entirely if it’s that good at processing the output.

    And blocking that isn’t likely possible without killing streaming for the game or convincing all users to get input devices with encrypted connections or they can’t play your game.

    I’d respond to the original comment that anyone who doesn’t have server side cheat detection isn’t serious about stopping cheaters. In any case, I just removed that game from my wishlist. Not that I needed another survival builder game anyways, though they do tend to catch my eye.




  • At one point I developed a habit of converting any recursive algorithm I was writing into a loop instead, since I knew function calls have overhead and all recursion really does is lets you use the calling stack and flow control as an invisible data structure.

    Then I got a question about parsing brackets properly during an interview and wrote a loop-based parser to solve it and the guy had to fish for a bit before I remembered recursion and realized that’s the answer he was looking for. My mind just wouldn’t consider using a whole calling stack when an integer would do the trick faster.






  • That assumes SetTimeout() is O(1), but I suspect it is O(log(n)), making the algorithm O(n*log(n)), just like any other sort.

    Did some looking into the specifics of SetTimeout() and while it uses a data structure with theoretical O(1) insertion, deletion, and execution (called a time wheel if you want to look it up), the actual complexity for deletion and execution is O(n/m) (if values get well distributed across the buckets, just O(n) if not) where m is the number of buckets used. For a lot of use cases you do get an effective O(1) for each step, but I don’t believe using it as a sorting engine would get the best case performance out of it. So in terms of just n (considering m is usually constant), it’ll be more like O(n²).

    And it’s actually a bit worse than that because the algorithm isn’t just O(n/m) on execution. It needs to check each element of one bucket every tick of whatever bucket resolution it is using. So it’s actually non-trivially dependent on the wait time of the longest value. It’s still a constant multiplier so the big O notation still says O(n) (just for the check on all ticks), but it might be one of the most misleading O(n)'s I’ve ever seen.

    Other timer implementations can do better for execute and delete, but then you lose that O(1) insertion and end up back at O(n*log(n)), but one that scales worse than tree sort because it is literally tree sort plus waiting for timeouts.

    Oh and now, reading your comment again after reading about SetTimeout(), I see I misunderstood when I first read it and thought you meant it was almost as fast as bucket sort, but see now you meant it basically is bucket sort because of that SetTimeout() implementation. Bucket sort best case is O(n), worst case is O(n²), so I guess I can still do decent analysis lol.


  • Yeah, I can say that covers most of the “troubleshooting” I’ve had to do with games that don’t work. I usually go in thinking “uh oh, maybe it’s time for me to have to check a bunch of proton versions, this will be a pain” only to see that it’s trying to run it natively and switching to proton at all resolves any issues.

    The only other thing that comes to mind is that I use dvorak and something about the way keyboard layouts are handled means it tries to “preserve” the bindings when I switch layouts in game, so it keeps the messed up QWERTY keys but dvorak layout even when I switch (and can tell it’s switched from typing things like in chat). Most games let me rebind the keys so I just need to go through the bindings, hitting the key currently bound each time as if I was using QWERTY and it rebinds. Though I suspect that due to the “preserve the layout” behaviour that keyboard input is handled specially by proton and maybe I can tweak settings to get the desired behaviour (ie, changing layouts in game means I want the bindings to change).


  • It is a translation layer, but the bit you added “to native code” sounds like you’re misunderstanding what translation layer means.

    Games use a collection of APIs (DirectX is a set of APIs, but there’s others to handle offer operations like network access and such) to interact with OS functionality, and also receive communicarion back from the OS (the windows message loop). Proton and wine are implementations of those APIs that translate the API calls to their equivalent in linux, as well as setting up their own message loop that translates messages from the linux kernel and UI system into their windows equivalent before sending them to the registered windows messaging loop functions.

    A simple example would be if a function header in windows looks like int32 SomeFuncWin( int64 index, char* name ), but looks like int32 SomeFuncLinux( std::string name, int64 index ), then the translation would be something like:

    int32 SomeFuncWin( int64 index, char* name ) {
    std:string TranslatedName( name );
    return SomeFuncLinux( TranslatedName, index );
    }

    So it doesn’t change/translate any of the code of the program itself, it just provides the environment that behaves exactly like a windows environment by translating the “hey could the OS do this for me?” requests from windows to linux. Note that not all translations are that simple, there might need to be more processing on the values, missing arguments might need to be filled in, irrelevant arguments ignored, sometimes data needs to be translated to another format, etc.

    The speed ups can come from improved efficiency in the underlying implementations (which Vulkan has, as I understand even using a translation layer from DX to Vulkan in windows can result in better performance) or having fewer services running in the background.



  • Yeah, when I got my most recent GPU, my plan had been to also get a 4k monitor and step up from 1440p to 4k. But when I was sorting through the options to find the few with decent specs all around, I realized that there was nothing about 1440p that left me dissapointed and the 4k monitor I had used at work already indicated that I’d just be zooming the UI anyways.

    Plus even with the new GPU, 4k numbers weren’t as good as 1440p numbers, and stutters/frame drops are still annoying… So I ended up just getting an ultra-wide 1440p monitor that was much easier to find good specs for and won’t bother with 4k for a monitor until maybe one day if it becomes the minimum, kinda like how analog displays have become much less available than digital displays, even if some people still prefer the old ones for some purposes. I won’t dig my heels in and refuse to move on to 4k, but I don’t see any value added over 1440p. Same goes for 8k TVs.


  • So what? I’m tired of shit aimed at the lowest common denominator and won’t comment as if I need to appeal to or be understood by those who can’t be bothered to learn a bit about things that play a major role in society.

    They are tired of hearing about linux? Well I’m tired of hearing about whining about windows, plus I blame their inattention for enablong the enshitification in the first place because windows would be much better if more people were willing to look at alternative options. A lot of shit would be better if that were the case.

    Though usually I don’t bother engaging at all and only really engage when there’s pushback saying it’s hard (I found it less effort overall than installing windows and getting it to a state where I don’t hate interacting with it so much), or these kind of arguments that imply because it’s not as accessible a lot of people, it shouldn’t be brought up or something?