[-] Ti_Ka 31 points 5 months ago

How is a spectrum supposed to not have a total ordering? To me saying sth is a spectrum always invokes an image of being able to map to/represent the property as an interval (unbounded or bounded) which should always give it a total ordering right?

49
submitted 6 months ago* (last edited 2 months ago) by Ti_Ka to c/linux@lemmy.ml

Ive just installed Linux (Fedora 40 KDE) on my main PC over the weekend, so im a complete newbie and i apologize if some of my questions are nonsensical πŸ˜…. Yesterday evening the system seemed to completely lock up at a certain point while playing Red Dead Redemption 2 for the first time (installed & run via steam using proton experimental). Id love to know if i handled this situation correctly and how to avoid this or handle it more gracefully in the future. Ill begin by recounting what happened and then ask my questions:

The game froze during a cutscene and continued to play audio for a bit after it froze visually but then that stopped too. I have two monitors, the second completely black screened and the first one was frozen on the last frame of the game. As far as i could tell nothing in KDE was still responding to normal key presses or the mouse.

After a some searching online i decided to try through the ctrl + alt + (f2, f3, ... , f6) key combinations to get into a console, that didnt work. As a last resort i tried alt + sysreq (print screen) + REISUB to safely reboot it. That ALSO didnt work, it was p. damn late in the day so i just decided to risk it and use the power button on my pc.

I was prepared for it not to boot anymore due to data corruption or sth, but it seemed mostly fine? My KDE panels were slightly messed up (but that took like 10 sec to fix) and besides that the only odd thing i've found so far is that steam refused to start properly and i had to reinstall it.

So did i handle this situation correctly? Specifically:

  • did alt + printscreen + REISUB save my system or do nothing? As i said it didn't reboot when i did it so i thought it was useless. But after i forcibly restarted my pc and looked it up some more it seems all but alt + printscreen + S may have been disabled, so was alt + printscreen + S responsible for my system still starting without too many problems after i forcibly shut it down?

  • why did this happen & how to prevent it? My system should b powerful enough to run RDR2 (Radeon RX 6800, Ryzen 5 5600X, 32GB ram) and i had nearly no problems up until the crash. So whats at fault? On protondb RDR2 has p. good ratings, did i just get unlucky and found one of the few edge cases where it breaks? But even then, why would a proton/game crash take seemingly the whole OS with it?

  • is it a bad or a good idea to try and trigger this again on purpose? Id really like to know if this was a freak accident or a consistent problem (and if its consistent if eg. switching to proton 9.0.1 alleviates it). So was i lucky that nothing on my PC got badly damaged from this incident and i shouldn't try to trigger it again for fear of permanent damage? Or can i expect that having to reinstall Steam everytime it crashes is the worst that could happen while testing this?

UPDATE: I went back and did the same part of the game again but this time running it with proton 9.0.1 and the crash still occurred and in the exact same spot in the cut scene too. For reference, it crashed both times during this cutscene: https://www.youtube.com/watch?v=7UHv0SiVhWY @ around 1:23 when the explosion goes off (i only get to hear it briefly the visuals freeze seemingly just before it explodes).

Trying ctrl + alt + f keys didn't seem to do anything again. I had at least enabled the sysreq keys and REISUB appeared to work and got me back into the system this time without having to adjust KDE panels or reinstalling Steam. Visually the crash was a little different this time, i hit win/meta soon after it happened which after a second or two exchanged the stuck game visuals for a half cutoff browser window on my main monitor (and black otherwise) and my secondary monitor was filled with black and white noise with a bit of color in between.

UPDATE 2 (17/06/2024): I tried it again for the first time since the original post, im now on Kernel 6.9.4 and the crash occured in the exact same spot and looking more or less as described in the previous instances. I managed to get back into a normal state due to alt + sysreq + i (alt + sysreq + k didnt seem to have had any effect).

UPDATE 3 (16/09/2024): I've tried it again, proton 9.0-2 and kernel 6.10.9 and its still crashing at the exact same pont as usual. Only difference is that this time alt + sysreq + REIB didnt seem to have any effect. Tho i might have forgotten "I" now that i think about it again. I had to do a hard restart using the power button, but it doesnt seem like anything broke.

UPDATE 3.5 (16/09/2024): Tried the next newest proton version steam has (experimental). Now the dialogue during the gameplay bit just before the cutscene doesnt trigger, then the game goes into "cutscene mode" (i think, i get black bars top and bottom and the menu becomes unavailable) but no cutscene plays and i (presumably) get softlocked. I tried waiting in case it was playing but i didnt see, i waited 5 min or so and it never ended.

[-] Ti_Ka 8 points 6 months ago

I feel like this isn't quite fair to math, most of these can apply to school math (when taught in a very bad way) but not even always there imo.

Its true that math notation generally doesn't give things very descriptive names, but most of the time, depending on where you are learning and what you are learning, symbols for variables/functions do hint at what the object is supposed to be E.g.: When working in linear algebra capital letters (especially A, B, C, D as well as M) are generally Matrices, v, w, u are usually vectors and V, W are vector spaces. Along with conventions that are largely independent of the specific math you are doing, like n, m, k usually being integers, i or j being indices, f and g being functions and x, y, z being unknowns.

Also math statements should be given comments too. But usually this function is served by the text around the equations or the commentary given along side them, so its not a direct part of the symbolic writing itself (unlike comments being a direct part of source code). And when a long symbolic expression isn't broken up or given much commentary that is usually an implicit sign that it should be easy/quick for the reader to understand/derive based on previously learned material.

Finally there's also the Problem with having to manipulate the symbols. In Code you just write it and then the computer has to deal with it (and it doesn't care how verbose you made a variable name). But in math you are generally expected to work with your symbolic expressions and manipulate them. And its very cumbersome to keep having to rewrite multi-letter names every time you manipulate an expression. Additionally math is still generally worked on in paper first, and then transferred into a digital/printed format second, so you can't just copy + paste or rely on auto completion to move long variable names around, like you might when coding.

[-] Ti_Ka 19 points 1 year ago

Where is this from?

I love seeing conspiracy/crank types do anything with math.

120
Bug Fact rule (lemmy.blahaj.zone)
submitted 1 year ago by Ti_Ka to c/196

I was not able to confirm this bug fact, hard to search a math theorem without a name. If anyone knows what this theorem is called and if it is true id be glad to know

266
Ears rule (lemmy.blahaj.zone)
submitted 1 year ago by Ti_Ka to c/196
10
submitted 1 year ago* (last edited 1 year ago) by Ti_Ka to c/godot@programming.dev

When i'm running more than one instance of the game, is there any quick way to tell which instance of the game is the one that gets its scene tree displayed under "Remote" in the editors scene tab?.

28
submitted 1 year ago by Ti_Ka to c/boykisser_brigade

cross-posted from: https://lemmy.zip/post/732124

im sorry

made on hyfetch (a mod of neofetch) by modifying the preset file for my distro (in this case Pop!_OS) to be the boy kisser

21
Boykisser Doom II mod (www.moddb.com)
submitted 1 year ago* (last edited 1 year ago) by Ti_Ka to c/boykisser_brigade
13
submitted 1 year ago by Ti_Ka to c/godot@programming.dev

[-] Ti_Ka 5 points 1 year ago* (last edited 1 year ago)

For anyone who wants more, there is !possums@possumpat.io and !opossums@lemmy.world

185
Beebleborg rule (lemmy.blahaj.zone)
submitted 1 year ago by Ti_Ka to c/196
5
submitted 1 year ago* (last edited 1 year ago) by Ti_Ka to c/godot@programming.dev

As in, for any two Transform3D objects A and B i might encounter does Godot (4.1) always return A * B == B * A as true? Alternatively is it approximately commutative, ie (A * B).is_equal_approx(B * A), in case there are situations where floating point imprecision messes the exact equality up.

14
submitted 1 year ago* (last edited 1 year ago) by Ti_Ka to c/godot@programming.dev

So far (outside of somehow adding it into Godot via C++ myself) this doesn't seem possible but wanted to ask to see if i maybe missed something.

The most i could find was this issue and a couple of related ones.

My specific use case would be for drawing bullet holes onto meshes (via decals). Ideally also being able to determine the texture used on the faces of the meshes that are intersected (to determine an appropriate decal to use).

Having everything that is possible to hit duplicated as a static body or area seems excessive to me. Since the only data required for ray intersection should be the transform of the meshes faces/edges/vertices etc which i would think are already contained in the mesh itself?

Failing being able to make intersecting a ray with meshes work i will probably try experimenting with using areas. They seem the lowest performance cost out of all the options the existing ray cast can detect. I would still end up with most of the games geometry being duplicated though, once as actual meshes and once as collisions for all the areas.

99
Trout rule (lemmy.blahaj.zone)
submitted 1 year ago by Ti_Ka to c/196
[-] Ti_Ka 8 points 1 year ago* (last edited 1 year ago)

(Maybe something like a signal that fires once then disconnects?)

Im not sure if this is exactly what you mean or if im telling you things you already know πŸ˜…, but yes, you can mark signals as "Oneshot" where they disconnect themselves after firing once in the advanced options in the signal connect menu.

Or alternatively if you connect them via code you can use the corresponding flag CONNECT_ONE_SHOT in the connect function

86
Ethan rule (lemmy.blahaj.zone)
submitted 1 year ago by Ti_Ka to c/196
[-] Ti_Ka 4 points 1 year ago

Oh wow you actually got pretty close then XD. It's not a Hotline Miami like game but the code is indeed for cocking a gun (or rather for playing the sound for it).

[-] Ti_Ka 7 points 1 year ago

It has just now occurred to me that maybe i should only have given a cookie to the first person that guessed it, ooops πŸ˜….

[-] Ti_Ka 4 points 1 year ago
[-] Ti_Ka 5 points 1 year ago
[-] Ti_Ka 4 points 1 year ago

Here's your cookie πŸͺ

I’m going to guess you’re making a Hotline Miami-like game

What made you guess that?

[-] Ti_Ka 6 points 1 year ago
[-] Ti_Ka 9 points 1 year ago

Racoon posting πŸ‘

view more: next β€Ί

Ti_Ka

joined 1 year ago