Exactly same. Gf & I got into it a few weeks ago and just caught up to current. We’re champing at the bit to see what happens next.
Jade #1!
Exactly same. Gf & I got into it a few weeks ago and just caught up to current. We’re champing at the bit to see what happens next.
Jade #1!
For any not in the loop: https://en.wikipedia.org/wiki/Grigori_Perelman
Good ol" BobbyB does not miss, thank the gods. Memes aside, his work is indeed phenomenal.
video-sizes
I’m confused as to your meaning here. Current codecs are miles ahead of what we had in the past. Unless you mean typical resolution (eg. 4k, 8k, etc).
For the purposes of OPs problem (P v NP), it considers not particular solutions, but general algorithmic approaches. Thus, we consider things as either Hard (exponential time, by size of input), or Easy (only polynomial time, by size of input).
A number of important problems fall into this general class of Hard problems: Sudoku, Traveling Salesman, Bin Packing, etc. These all have initial setups where solving them takes exponential time.
On the other hand, as an example of an easy problem, consider sorting a list of numbers. It’s really easy to determine if a lost is sorted, and it’s always relatively fast/easy to sort the list, no matter what setup it had initially.
There was an episode of PBS Space Time on the holographic principle in general recently, and I believe they’ve also discussed the black hole thing as well.
I’d be curious to know what the difference in generated assembly was between the two. Would this affect things in a program without virtual classes?
Aww, was hoping for some insight on global variable initialization order. It’s something I’ve been curious about how different vendors order things with linking.
I don’t disagree at all there, however there’s an absolute glut of websites showing the bad way of doing things. For a person brand new to C++ though, I find it generally important to make a distinction, so one doesn’t pick up the first thing seen and learn bad habits.
C++ is great with many things, but a consistent build system is Definitely not one of them. Additionally to note, when doing CMake stuff, it’s generally best to stick to the modern way of doing things (targets, rather than a slew of global properties); it ends up being a lot easier to develop as projects grow and other dependencies are added.
This is -exactly- what I thought of, seeing this picture. As a side note, there’s a family of Roseate Spoonbills that live near me, and everytime I pass them, I think “This is a good bird to know.” They’re really quite pretty.
projects/[rust|cpp|python|..]/proj-name