gciruelos
Joined 12 years ago
Joined 12 years ago
I should have been clearer, but I'm mostly interested in structure (traversal) algorithms, most of which could be coded in a language with bounded loops.
An easier question is the one of determining the complexity of an algorithm. I think there's a ton of work in this area, for example in techniques that use typing systems (types may for example specify how many times a parameter is used, thus allowing the program to infer the complexity).
(easier because the equivalence relation of "implementing the same algorithm" is strictly finer than "having the same complexity")
For example, can a program decide, given a sorting function implemented in language X, and an algorithm Y, whether or not the sorting function is an implementation of algorithm Y? Part of the question is how to represent algorithms (is "formal" pseudo-code the best way?)
Also, can you decide whether or not two functions written in different programming languages are implementations of the same algorithm?
it has a very simple 8-bit (risc) architecture, but obviously tailored for games (for example, it has a dedicated sprite memory sector). i recommend people to try it out because it is has fun quirks compared with "regular" architectures, like arm and x86, for example in the way it handles cartridges, or in that some cartridges actually had non-trivial logic inside them and weren't just a rom.
it always amazes me how active gameboy research and development is still today, for example there's a very recent gameboy emulator / research project done in rust https://github.com/Gekkio/mooneye-gb
there are even test roms with which you can test your emulator to see if it implements all opcodes, interrupts and whatnot correctly (where correctly not only means "with respect to the effects" but also with respect to how many cycles everything should take). example of these test roms: http://gbdev.gg8.se/files/roms/blargg-gb-tests/
also for example this disasm of pokemon red: https://github.com/pret/pokered
if you want to write an emulator or a game and you have basic computer organization knowledge, i'd start with the famous pandocs.
You briefly mention that crypto-currencies are used for money laundering. Do you think that's what's driving btc price to insane levels? Or is it just good old euphoria?
and also he's the cousin of joan baez, which makes me appreciate both of them even more.
i think it's cool that you can see the actual ranking.
i think semantic macros really help with that, but they are not a silver bullet. i'd really like to see editor plugins that convert LaTeX commands to actual symbols (for example, as soon as you write the space after the q in "\neq ", it gets converted to a "=/=", and when you type backspace to erase the "=/=" you get "\ne"). that has been already implemented for languages like agda, and in a simple form is present in text editors that support fonts with ligatures.
i know that what i'm proposing more on the "wysiwyg" side (which some LaTeX fundamentalists might dislike), but i think it would be a very nice thing to have when editing complicated formulas or diagrams.